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Author Topic: [SP] Operation Storm-1 v1.3 (Review Complete)  (Read 2258 times)

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Offline mathias_eichinger

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[SP] Operation Storm-1 v1.3 (Review Complete)
« on: 19 Jun 2010, 15:27:20 »
Hey lads, I am able to present another mission from me.

You are playing as a Spetsnaz officer, searching for high value enemy assets that cause the Russians a lot of headache. This mission features a weapons selection and a first aid script.

Version 1.1:
Most changes (save for the radio-initiated chopper extraction) suggested in reply #20 are implemented, readme added. Please proceed with review.

Version 1.3:
NVGs for medic added, the marker script should now work, I tested it twice.


Cheers

Mathias
« Last Edit: 18 Dec 2010, 22:32:44 by savedbygrace »

Offline haroon1992

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Re: [SP] Operation Storm-1 Beta 1
« Reply #1 on: 19 Jun 2010, 17:18:59 »
Hey mate, glad to see you with your new mission. :good:
I'm definitely gonna test it out.


Regards,
Haroon1992
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline Zipper5

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Re: [SP] Operation Storm-1 Beta 1
« Reply #2 on: 19 Jun 2010, 20:08:22 »
Nice to see another mission, Mathias! Will give this a go some time soon. ;)

Offline haroon1992

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Re: [SP] Operation Storm-1 Beta 1
« Reply #3 on: 20 Jun 2010, 16:36:50 »
Beta Tester : Haroon1992


This mission is GREAT!
I got a score of 15280 ;)
Duration : 1 h, 47 min

Intro
Good, especially the Spetz Natz guy firing somthing
(but he's firing like he's got tons of ammo for the weapon,reduce the speed man!)
and the civilians in the village seemed to have no work except standing right where they were.
Make some waypoints and keep it more alive!

Briefing
Not much thing to tell here.Everything works fine.and the one and only link also works too.

Mission
I have never played a mission like this before!
Not because it is good or bad but because of the behaviour of the AI!
Insertion
I opened the backpack after i got out of the helicopter.
And got the following error :
Code: [Select]

'verband1'
Error undefined variable in expression: verband1

Afer saving for the first time , i got the following dialog :

Code: [Select]
backpack/close.sqs not found
Action!

There was action right when the chopper landed!
Two guys popped up and attacked the chopper.
But the chopper somehow smoked them.

Afer playing it for a while,i realized that the enemies were SUPERB!
They have one shot one kill ability while my squad mates have 'whole magazines wasted but no kills' ability!
And i doubt my silenced weapon ,so i grabbed one of the enemies weapon,
but firing with that one too was inaccurate!
I've never missed a target if i waste a whole magazine on him!
(well most people are like that too!)

The forest was filled with too many skillful enemies!
I lost all my squads except 3,who was however injured.
(but 3 managed to survive the mission)

FIRST CAMP

After i spotted the camp, i tried to slowly crawl behind an enemy who was facing away.
But as soon as i reached about 30m from him,he turned back and killed me with about 3 shots!
After i killed that guy,i remained silent to make them calm down.
The enemies did calm down and were back at patrolling.
And there was a guard facing towards me.i hid myself behind a tree and tried to kill him.
But he put a bullet in me head as soon as it popped out from the tree!

I was stuck killing him, that's why i decided to go the rough way!
Wanna know what i did to him? Well, I just grabbed an RPG from a dead soldier and shot right towards his head!(and I am sure that he was dead!)

The Chopper
And after that i tried to hit the chopper with the RPG,and suddenly the fog level rose instantly
making me unable to see the chopper!
But before shooting the chopper,i spotted a pilot.

And what the hell! As soon as i fired the RPG towards him(just pressed LMB, the pilot fired me and killed me!!!!
I TURNED DOWNED terrain detail to very low(removing all grasses for a better view)
But the enemies were too skillful to directly kill them,and i can't even kill them with an ak-74.
The accuracy of both the player and the team-mates were horrible!

After doing a bit of observation!
I found something strange.
The soldiers were aiming at me and they were ready to fire me.
They were waiting for me to trigger something i think,that's why as soon as i fired them,they returned fire!!!
Maybe an ArmA 2 bug?
(for example,it looked like someone put a FIRED eventhandler and make them fire me as soon as i fired something )
Okay enough 'looking at me's and 'i can't kill them' things.

The Good '3'

3 has been very helpful for me.
I put him in "STEALTH" mode and make him "Prone (7-8)" all the time.
And it seemed like the enemies were just looking for/at me,not him.
(The pilots also was looking at me ALL the time since he's spotted me)


I released three rpgs into the base,
Woohoo!
Well you guess what i did after that.....
Grabbed an ak with a grenade launcher and shot about 8 into the base!
And my skillful mate,3 seemed to have hit by my last shot.
I stayed there a little while and scanned the area.
After that i saved the game and rush out towards 3...
and gave him a first aid quickly
(if i remember correctly,i've given 3 first aid for more than 10 times!)
As i expected, everyone was dead,except me and 3.

I thought
"""   what the HELL! Only ONE chopper? That meant THREE more to go!
THREE more ****king bases to attack? with just me and 3?    ""
At first i was disappointed (not becaues of the mission but because of the super difficult situation,but i decided to go through)

Second Camp
After running with 4x speed around the marker area,
there it is! the next base, up on a hill....
This time i changed my strategy,instead of attacking them directly.

The trucks were a very annoying things in the third camp.Because they continue to blow for a while.And they were the only suitable cover for me to get closer to the camp.

I sneaked around the base and get myself as close as possible to it.(the sheds)
Once i was in position, i thrown about 4 grenades into the base.
The burning fire of the four trucks dims the view and i can't see anything so i waited a while.
(behind a tree)
I called '3' to my place and commanded him to kill some soldiers.
I killed many of the soldiers with some more grenades.
It seemed my weapon is effective only in close combat.
(because i was able to kill a soldier who survived the grenades)
After killing everyone, i thrown about 9 grenades to the helicopter,shot it with exactly 6 RPGs.
And i still can board that chopper!!!!
The player just says "Vehicle is FUBAR" when boarding it.

It was going easier and easier.(from camp to camp)

Third Camp

Here i want to talk about the AI :
The AI was superb in the First  and Second Camps, they were behaving EXTREMELY STUPID in
the rest camps!
I don't know why! (maybe you've set the difficulty to very low in them)
Indeed, the AI in next camps were not even as good as the AI from OFP!!!!!


Also,that i've grabbed an SVD Dragunov from a dead soldier at camp 2.
And that snipe rifle is SUPER ACCURATE!!!
You just aim them any where and pull the trigger!
One shot one kill!!!!
and why the hell are those weapons that different?
(well not asking to you,to BIS)

I realized that i have to get closer with the RPG in order to blow the chopper up in one shot.
Yeah, I've blown both the chopper and the pilots who were standing (JUST standing) beside it.

Fourth Camp
This base holds the record of having the most noob and stupid soldiers!
Except the two sniper guys who managed to shoot '3' and made me nervous.

Three soldiers were standing side by side,i killed the middle one, the two don't even knew that he's dead.!!!
And they just stand there...until i killed them.

This time i wanted to blow the chopper with just one grenade.And that's why i drove the fuel truck put it too near the chopper.And i put the ammo truck too!
With just one grenade, three vehicles were blown up like hell!

I got the message to extract.

Extraction
We rushed to the extraction point.
After staring to the sky where the chopper might come out from,i noticed that '3' was lying on the ground with a red sign on top of him!!
What the hell! I found about 4 guys on top of a hill close to us!
I managed to kill them quickly enough to save '3's life (well i am happy!).
We board the chop and got the mission completed titletext.

Outro
Not quite realistic, since the mission was setup in night-time and the outro is showing the chopper leaving in daytime.
Other than that,it's just simple showing the chopper flew away and fading to black.

Over All
This mission is a great mission IMHO, and to say the truth,i've never completed a Single Mission in ArmA 2 before! (except the Campaign)
I have to use every methods possible to pass the problem.
And with only one AI mate and a less efficient weapon (at the first camp) it took me more than
30 minutes to pass it.
Apart from the weired AI behaviour, the mission was great!
Good Job mathias!  :clap:

Suggestions :
Add some radio chatter to the mission.Showing information such as "we found the enemy camp" like in Original Campaign.
And change the time of outro to night(but make sure that it is clear and visible!)
Also, what does that Juliet Radio do.
I noticed it earlier(before reaching Second Camp) and triggered it,but nothing happened.

some photos taken during the mission are also attached.

here's my score and status :
« Last Edit: 20 Jun 2010, 17:23:02 by haroon1992 »
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline laggy

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Re: [SP] Operation Storm-1 Beta 1
« Reply #4 on: 20 Jun 2010, 19:47:37 »
Unless you have already solved it:

Code: [Select]
camUseNVG true
And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Beta 1
« Reply #5 on: 20 Jun 2010, 22:13:56 »
Hey haroon, thank you so much for playing right through this difficult ordeal!

A few words about the mission:

I use a dynamic patrol script that I got from armaholic.com, called CrB_scripts. This script basically spawns infantry squad in a given circle and lets them patrol it. If you run across them, the mission becomes difficult, but you can also happen to play a rather boring mission because you do not meet the roving enemy squads.

Now that you mention that "Juliet" radio command, I must have forgotten to remove it. Juliet simply setscaptive true the player, in order to check the functionality of the briefing and if the mission does end at all. This explains the stupid AI behaviour. I must admit that I never played with the AI skill slider, I think I should do that now and see how the mission turns out then.

The weapons: If you don't touch the weapons selection, your squad starts with silenced weapons as default, except for the medic who has a non-silenced AKSU-74 machine pistol. In this setup, the medic is way more aggressive than the spetsnaz, I think this is simply because of the extremely limited range and accuracy of the silenced weapons. Regarding the AK's, I am not sure but I have the feeling that BIS made them WAY more inaccurate than their American M4's.

Did you notice that you can get weapons and ammo from the boxes close to the helos and from the ammo truck with the trucks? I always played the mission using satchels and resupplied myself at the enemy trucks.

The script error is weird though, never encountered that myself.

I am stunned that you still find my mission great, despite the AI problems. Thank you very much!

Offline haroon1992

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Re: [SP] Operation Storm-1 Beta 1
« Reply #6 on: 21 Jun 2010, 16:15:31 »
Oh boy!
I've already checked your mission and felt disappointed after seeing the Radio Juliet  :(

That meant ALL my joyful playing and screeshots are just useless matters....
The AI was not really stupid, only that i was being setcaptived....

Anyway, I'm sure i will test your further versions...

And make sure that you spawn the chopper bases randomly!
(because i alreay knew the locations of ALL four chopper bases! NOt by seeing them in the editor by
I just noticed them myself, (I remember putting markers on each camp i've cleared!))

Gear
I forgot to check the gear section. :(

Ammo Crates and trucks
Yeah, I grabbed as much ammo ,well mostly grenades from those crates and trucks..
 
i felt a little guilty about blowing up the trucks with their own grenades.  :D

verband errors
these errors were caused by the variables being undefined.
Just put the following in the init.sqs and the issues will be solved

Code: [Select]
comment "Declaring the variables"
verband1=FALSE;
verband2=FALSE;
verband3=FALSE;

(the reason you are not getting the error is that sometimes ArmA 2 engine avoid to show errors.
this happens when there's a lot of errors. and the engine mostly avoid showing errors caused by missing
';'s.)
Or you have not put -showscripterrors in the target line of arma 2 shortcut. )

close.sqs error
The close.sqs error is something stranged.
Yes, i opened the backpack folder (seemed like you got it from Mr.Murray's Guide)
and everything was written perfectly


Suggestions :
I would suggest you to put the samegame feature on a radio.
And make the First Aid (from backpack) procedure a little longer.
(to be realistic,and the player must find a safe spot to heal.)

Also,if you can, remove NVGs from soldiers with private ranks (maybe don't remove from all of them).
This way, the player will have more chance to win as well as it puts the situation depends upon player's decision (whether he shot the one without NVGs or with NVGs)

Put the mission time around 4 o'clock (instead of 11 o'clock)
That way, there will be a chance for Dawn,so the player must do it quick.
It also beautify the atmosphere as well as changes it.
(Watching a totally green monitor screen for an hour is a bit boring,i want to get some natural light)

Well, just some open ideas from me..

Regards,
Haroon1992
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Beta 2
« Reply #7 on: 21 Jun 2010, 19:58:35 »
The mission has been updated to Beta 2, please check the first post.

Cheers,

Mathias

Offline SaOk

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Re: [SP] Operation Storm-1 Beta 2
« Reply #8 on: 21 Jun 2010, 21:40:31 »
A nice mission. I played the beta 2 trought, but in different way. After finding the first chopper, I boarded it with my team and destroyed the rest of the choppers with it before crashing to extraction point where transport chopper picked us to end the mission. Those choppers could maybe be locked, but it was actually quite nice to have that freedom element. :)

I noticed that my team was quite poorly skilled on ground. With silenced weapons they didnt shoot almost at all, but threw much grenades to trees. With normal rifles they fired more, but still enemy was much more deadly. More skill for the team would be needed if possible.

Other notes:
-In briefing, there was no ammo for VSS Vintorez (or I missed them)
-There is no insertion marker
-Custom indentity for player would always be nice (but not a big flaw)
-Extraction chopper landed but lifted before my team and I got in after spotting an enemy nearby. After I ordered my team manually in, it landed to forest and almost exploded. I finally got in an immobible chopper without crew, but mission still ended.
-Outro had sun light which broke the mood little. That earlier code would allow a night cutscene:
Code: [Select]
camUseNVG true
Error in intro:
Code: [Select]
Error in expression <civ distance bus < 5 : goto "Endszene">
  Error position: <: goto "Endszene">
  Error :: Type Number, expected switch
Error in expression <qf";
Errors in briefing:
Code: [Select]
comment "Declaring the variables"
verband1=FALSE;
verband2=FALSE;
verband3>
  Error position: <verband1=FALSE;
verband2=FALSE;
verband3>
  Error Missing ;
File missions\__cur_sp.chernarus\init.sqf, line 9
Error in expression <qf";

I also got this error everytime when opening the backpack:
Code: [Select]
Error in expression <verband3 >
  Error position: <verband3 >
  Error Undefined variable in expression: verband3
Error in expression <verband2 >
  Error position: <verband2 >
  Error Undefined variable in expression: verband2
Error in expression <verband1 >
  Error position: <verband1 >
  Error Undefined variable in expression: verband1

And in outro I got this:
Code: [Select]
Error in expression <hind distance airfield < 100 : goto "Endszene" >
  Error position: <: goto "Endszene" >
  Error :: Type Number, expected switch

Overally the mission was good, but I need to play it throught again without stealing the chopper.
« Last Edit: 21 Jun 2010, 21:42:22 by SaOk »

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Beta 3
« Reply #9 on: 22 Jun 2010, 16:27:15 »
SaOK, thank you for your testing, you inspired me to create Beta 3, please see first post.

Offline haroon1992

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Re: [SP] Operation Storm-1 Beta 3
« Reply #10 on: 22 Jun 2010, 17:10:27 »
will test it in a few days.

@SaOk
Code: [Select]
I need to play it throught again without stealing the chopper.
LOL, you must be a good pilot...!

Code: [Select]

I noticed that my team was quite poorly skilled on ground. With silenced weapons they didnt shoot almost at all, but threw much grenades to trees. With normal rifles they fired more, but still enemy was much more deadly. More skill for the team would be needed if possible.

Yeah,that's totally true, one of my team get killed by throwing a granade right in the tree in front of him.
(I think he thought the grenade could just pass the tree without bouncing back  :D )

But I think instead of changing/lowering the skill level of enemy units.
Why not remove NVGs from some of them! (There is really a noticeable difference in AI with NVG and withiout it)

And mathias, please make sure you've added / or the teammates already have NVGs.

@ Mathias



I think you have to put a ';'  in the comment line too!

Maybe you should change the comment to

Code: [Select]
//Declaring variables
(I used comment because i don't know what type of init your are using at the moment(init.sqs or init.sqf)


By seeing Saok's error,
Code: [Select]
I also got this error everytime when opening the backpack:
Error in expression <verband3 >
  Error position: <verband3 >
  Error Undefined variable in expression: verband3
Error in expression <verband2 >
  Error position: <verband2 >
  Error Undefined variable in expression: verband2
Error in expression <verband1 >
  Error position: <verband1 >
  Error Undefined variable in expression: verband1

you should not be getting this error if you added the described contents correctly into the init.sqf
(I've tested it)
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Beta 3
« Reply #11 on: 22 Jun 2010, 17:34:44 »
Hey haroon,

All the camp guard personnel except the pilots don't have NVGs, whereas the spawned patrols do have them since I have no direct control over these units. I got rid ot the backpack script completely and replaced it with a radio savegame and a simple heal action (called "morphine shot") to be used when your medic is dead, and your team mates cannot patch you up to full (so you still have shaky aim). My teammates all have NVGs since they are SpecOps.

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Beta 3
« Reply #12 on: 17 Aug 2010, 14:34:49 »
Bump.

Would somebody to be so kind to test the latest version (Beta 3) of my mission? I have had no feedback for this version and I feel it is rather finished, if no ugly bugs come up.

Cheers

Mathias

Offline Wolfrug

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Re: [SP] Operation Storm-1 Beta 3
« Reply #13 on: 17 Aug 2010, 19:24:49 »
Hi there mathias! I took your Beta 3 for a spin today, and managed to beat it to boot :) Good job! Now, for some comments...

Arma II/CO (patched to 1.07/1.52 - no Betas, no addons) - Difficulty: Regular (but with Veteran settings)

AAR:

First, I kitted out my squad: most got to keep their Bizons, except the medic who became my machinegunner, and one other who got to keep the VSS. I myself took an AK with a PSO sight for sniping, and an RPG for armor (which turned out to be unnecessary). I also gave one guy an Igla in case one of the choppers got to the skies, and another RPG. Number 3 got to carry 3 of the satchels, and number 5 got one. Here's my first criticism: the helicopters are nearly impossible to kill without satchels, since they're built like tanks, yet there're no satchel charges in the gear selection! You might want to emphasise the need for satchels - I'm lucky I brought all four instead of thinking I could rely on scavenged equipment/RPGs!

Second, I set off to find the heli sites. I assumed they'd be placed randomly, so I figured this could either be very easy or very hard, so I wasn't surprised when we ran into one almost immediately. It was surrounded on all sides by militia, and after I had scouted it properly and placed my men in the trees, I ordered them to open fire. After about three seconds of firing, everyone was dead and I crawled in (apparently everyone was NOT dead and I got killed - retry, this time more carefully). Here's my second piece of criticism: everyone in the camp is static! All they do when they come under fire is lie down and wait to be shot. The only real danger is in the buggers who lie down somewhere behind a truck and shoot you when you crawl up. Furthermore, it seemed like they were all in separate groups? This is fine for starters, but how about teaming everyone up after the first shot is fired, thus allowing them to share target data and, more importantly, actually move around and put up a fight? Right now it's a turkey shoot. Simply put down one guy you designate team leader, give him a Sentry waypoint (Safe), they right away afterwards a second waypoint (Combat) which has the code for teaming up etc in the On Activation field.

The first time, I placed down two satchels - one for the trucks, one for the heli - and then walked a bit up the hill before blowing them. A second later, there were enemy soldiers everywhere and we got shot to bits. Ooh boy. I'm almost 100% certain these guys weren't there before the explosion, but I'd be loathe to think you actually spawned them in. Although spawning is fine in general, it has to be done far from the actual action! Then again, I might very well just have been scouting poorly.

My second tactic, then, was one I learnt in that one Gastovski mission on Kolgujev where you were supposed to find and destroy the Shilkas: I didn't go from one to the other and blow them up, since that caused them to start roaming. Instead I carefully planted satchels under each, and then when the last one was in the sights of my RPG, I blew the whole shebang at once. Worked beautifully then, and it worked beautifully now. I went from site to site, killed all the sitting ducks, planted a satchel under the chopper, and then headed on. This is probably where the randomness came in, since I only met with two random patrols: a four-man militia one and a full blown CDF one (the 4-man one I killed, the other I avoided). That said, I think that there could be more of a reaction from shooting up each of the Hind sites: I didn't use silenced weapons, but there was never any reaction from anywhere, which made it all a bit -too- easy. But anyway, to end the AAR, after I had found all 4 sites, I sent my team towards the extraction point and then proceeded with blowing up the helicopters (they were luckily close enough so I could do it 2 satchels at a time). Then I simply followed my team to extraction, the helicopter came, and the mission was completed.

Comments & criticism:

I liked the basic premise, and everything worked smoothly: the completion of the objectives, the patrols, etc (although my insertion helicopter did crash right after insertion, but I can't blame that on you). In fact, it was almost a little too easy - and I'm not a very good Arma 2 player. Maybe you had some function in place whereby there'd be more and more enemy patrols with every destroyed Hind, but I avoided that in that case by waiting until the very end (or some function where enemy patrols would converge on the newly destroyed hind and give you a run for your money). If not, you could consider ADDING such a function, especially if the player uses non-silenced weapons like I did: these would in that case kick in whenever non-SD weapons are being fired around the camp. Preferably, it should be possible to take out all the guards with silenced weapons before anyone is alarmed, but if it turns into a firefight it should soon turn into an even bigger one.

A time limit would be good too. In this case, the time limit could be determined by the player's actions: once a big firefight has erupted, maybe you've blown up a Hind, etc, the CDF start sending in the heavy artillery (say, a T-72 platoon). But of course it will take some time for them to arrive (could also be incremental - e.g. first some light vehicles arrive and start patrolling, then heavier and heavier...). You could make it pretty lenient this 'time limit', but I think it could be useful in making the mission more difficult. Of course you could still complete the mission even with a platoon of tanks patrolling the area, but it'd be a lot harder :)

Basically, the main problem with this stealth mission is that there aren't enough reactions to your actions from the world at large. I want to feel rewarded for managing to kill the whole guard force with silenced weapons and escaping the scene with none the wiser, or for sneaking up between the guards, planting a satchel, and sneaking away again without anyone noticing me. Or for carefully scouting each site in advance, mapping out escape routes and enemy patrols, and then with studied effectiveness putting my master-plan into action, leaving only confusion, dead bodies and burning wrecks behind. All of this can be done simply by making the enemy more reactive to your presence - if nothing else, a couple of Guard waypoints can do wonders!

However, I also understand that you might feel you've worked enough on this mission, which is fine as well: anything added would be hours and hours of more editing, obviously (or days and weeks!). As it stands, it's perfectly functional: just add some satchel charges to the start loadout, and make the guards at the sites more reactive (for instance by grouping them), and I think you might be set :)

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Beta 3
« Reply #14 on: 17 Aug 2010, 22:40:14 »
Hey Wolfrug, thank you very much for this extensive report and constructive criticism!

I have a few comments too:

I am puzzled where the Satchels have gone, I used them in 90% of my testing, and I could swear they were in the weapons selection even in this version - thanks for pointing that out, I need to correct this.
Most of your suggestions are perfectly valid and do-able if I find the time. However, I am trying since ArmA1 to script enemy reactions according to how much sound you make (SD vs non-SD weapons) but I never found a solution. Could you send me or point me to such a script?

Thanks again,

Mathias


Offline johnnyboy

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Re: [SP] Operation Storm-1 Beta 3
« Reply #15 on: 18 Aug 2010, 21:40:02 »
Hi Mattias,

This may not be what you are looking for, but in Last Tango in Bagango, I used Fired eventhandlers on the player's squad to detect if they used non-silenced weapons.   This was for the first part of mission where you meet your local contact at the farm house.  If a non-silenced weapon was fired by player squad, I set a public variable to true, and fired a trigger.  The trigger then activated waypoints for enemies to move toward the farmhouse.

There were a limited # of silenced weapons available to the player squad, so I hardcoded for each weapon or bullet type in the fired eventhandler.

Hope that helps.

jboy
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Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Final (Review please)
« Reply #16 on: 02 Sep 2010, 23:10:44 »
Hi all! Attatched to the first post is the final version of my mission. After eliminating the bugs and adding a few patrols, I think it is worth reviewing.

@ Johnnyboy: I did not go so far as to use your system (reinforcements are powered by "detected by" triggers), but I would be happy to look into it for a new, fresh mission.

Offline SaOk

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Re: [SP] Operation Storm-1 Final (Review please)
« Reply #17 on: 04 Nov 2010, 11:41:55 »
I can review this mission. I need to play this trought first. I let you know if there is still something that isnt mentioned yet in beta reports. Otherwise I just proceed to write the review.

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 Final (Review please)
« Reply #18 on: 04 Nov 2010, 15:06:01 »
Thank you very much, nice to see that you are able to tackle each review and bring the MD up to speed!

 :good:

Offline savedbygrace

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Re: [SP] Operation Storm-1 Final (Review On Hold)
« Reply #19 on: 22 Nov 2010, 06:49:34 »
I played this one through in about 30 minutes. Foremost, you need a readme in your download. I put the review on hold until you get that fixed.

Second, my AI squad mates rarely fired even when ordered to engage at will, fire at will, set to danger. I cleared the first camp and while placing a satchel, found in the nearby ammo truck, I noticed the helo open. I climbed right in, ordered my men prone and still and took her up for a ride. I was able to locate and destroy the other three helos within 15 minutes of flying, return my to the first camp where I landed it atop the already placed satchel. On our way up the hill toward the extract, I lit it up and got the confirmation immediately that the job was done.

The extract was simple enough but since you placed it on a decline, the helo continued to the plateau that we had just crossed to land. May want to move the extract to there or on flat ground somewhere.

While in the air, I was shot at by one uaz and only after I aggravated it. None of the infantry on the ground took shots at the chopper with the exception of one when I hovered low enough to check out damage. I would simply lock each helo to prevent this tactic from happening.

The outro was simple enough.

Seems like a simple enough mission.


Offline SaOk

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Re: [SP] Operation Storm-1 Final (Review On Hold)
« Reply #20 on: 22 Nov 2010, 15:35:35 »
I finally played this trought again and had a quite fun. Two times "three car mg-uaz"-groups almost killed me but they seemed to be little less deadly in dark. Overally very bug free mission, but I have still some suggestions that you can use or I can proceed to review when you have included that readme in the package.

-The overview pic have big black borders. It would look much better without. You can remove that when taking the pic with:
Code: [Select]
ShowCinemaBorder false;-Intro may also look better without that black border. In ArmA2, the border is oversized.
-There could be small information when choppers are destoryed. Like simple spawned markers, radiochatting or hints.

Note: Each marker need to have own name "Marker1","Marker2"...
Code: [Select]
_marker1 = createMarker ["Marker1",Position Choppername1];
_marker1 setMarkerShape "ICON";
"Marker1" setMarkerType "hd_objective" ;
"Marker1" setMarkerText "Mi24 destroyed here";
http://community.bistudio.com/wiki/cfgMarkers

-Very optional, but the extraction chopper could be called via Radio. So if player would lost his team he could have option to fail the mission with extraction. When player enter chopper it could check if all the chopper are gone, if not then play the same outro, but from end2 to where you have copied the current outro, but maybe changed the text.

Trigger: Condition: player in extractionchoppername On activation: _nul = [] execVM "scriptname.sqf";

scriptname.sqf
Code: [Select]
_boo=!(alive choppername1) & !(alive choppername2) & !(alive choppername3) & !(alive choppername4)
if(_boo) then {
taskname settaskstate "SUCCEEDED";
_nul=[objNull, ObjNull, taskname, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
sleep 4;
variablefortriggerthatendsgamewithend1=true;
} else {
taskname settaskstate "FAILED";
_nul=[objNull, ObjNull, taskname, "FAILED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
sleep 4;
variablefortriggerthatendsgamewithend2=true;};

-Chopper task wasnt marked as completed.
-More radiochatting, animals, custom scenery and custom player id would be also plus.
« Last Edit: 22 Nov 2010, 15:38:24 by SaOk »

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 v1.1 (Review On Hold)
« Reply #21 on: 26 Nov 2010, 17:32:37 »
Mission has been updated, please proceed with the review.


Offline SaOk

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Re: [SP] Operation Storm-1 v1.1 (Review On Hold)
« Reply #22 on: 26 Nov 2010, 19:28:19 »
I play this trought one more time and let you know if there is something wrong. Else I continue to write the review.

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 v1.1 (Review On Hold)
« Reply #23 on: 05 Dec 2010, 00:14:30 »
Mission updated again, removing a radio trigger that helped during beta testing. Everything else remains the same so re-playing the mission to do a review is not necessary.

Offline SaOk

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Re: [SP] Operation Storm-1 v1.1 (Review On Hold)
« Reply #24 on: 05 Dec 2010, 15:05:45 »
Nope, I start a new run with that new version. Sorry for slow progress. I have worked much on my projects, but I try to have the review ready in few weeks.

Offline mathias_eichinger

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Re: [SP] Operation Storm-1 v1.3 (Review On Hold)
« Reply #25 on: 15 Dec 2010, 19:32:09 »
Just updated the mission to 1.3, the marker script as well as the helo destruction objective in the briefing worked for me (tested it twice), medic has now NVGs.

If you are not already using it, here is a link that could speed up your testing and review process tremendously, especially if you just want to check functionality of a mission:
http://forums.bistudio.com/showthread.php?t=110414

Thank you very much for your patience, SaOk!
« Last Edit: 15 Dec 2010, 19:34:20 by mathias_eichinger »

Offline SaOk

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Re: [SP] Operation Storm-1 v1.3 (Review On Hold)
« Reply #26 on: 17 Dec 2010, 16:42:22 »
Thanks, that tool is very handy. I am finishing the review, still need to rethink some parts and check the english.

Edit: The review is ready and readable trought the link. Could someone move this thread to right place. I had that weird bug preventing it.

http://www.ofpec.com/missions_depot/index.php?action=details&amp;id=267
« Last Edit: 18 Dec 2010, 21:15:37 by SaOk »