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Offline bardosy

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[CAMP/OA] Operation Mighty Justice(Review Complete)
« on: 06 Sep 2010, 07:44:19 »
Operation Mighty Justice


This is my new try...

Op. Mighty Justice is an Army based, Takistani campaign focused on regular infantry. As  teamleader of Robber platoon you participate in the big operation to destroy the tyranny at Takistan.

* regular infantry fight (no pilot, no spec ops)
* working in bigger force (you are not alone)
* support
* addon free
* (almost) only OA (the missions need an M16A4 acog, but I'll remove it, so it can be played without original ArmA2)
* no HC, but other squads and support IFVs fight with you
* 8 missions


DOWNLOAD v1.01  last update:04.02.2011


Please help me to do it better! Test the finished missions and report bugs and a short AAR to know how the mission went under your control. Thanks!



« Last Edit: 04 Feb 2011, 20:48:59 by savedbygrace »
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Offline SaOk

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #1 on: 06 Sep 2010, 11:05:36 »
The file in download link dosent work. I get an error in the menu that "no an entry to description.ext.Campaign". Then there is a space for the campaign, but I cannot start it. I tested with and without BAF.

Offline Zipper5

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #2 on: 06 Sep 2010, 11:44:20 »
Yup, the blank definitions for CfgSounds, CfgAwards and CfgPenalties in the description.ext seem to have been the culprit. I've attached a fixed description.ext to this post.
« Last Edit: 04 Feb 2011, 20:49:33 by savedbygrace »

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #3 on: 06 Sep 2010, 12:01:28 »
Damn! I missed something...?
Thanks guys! I'll fix it soon and reupload.


EDIT: i don't understand. this  old version (with empty section of sound, penelty...etc) works well in my arma 2. I used this description.ext template many times and nobody complain this error. It's depend on OA?

But i delete the empty sections and repbo the campaign. There is in the same location. Please redownload and try again. Sorry.
« Last Edit: 06 Sep 2010, 16:19:54 by bardosy »
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Offline SaOk

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #4 on: 06 Sep 2010, 16:36:52 »
I am still getting the error. There really seems to be something different in OA - There was also the same error when I had older custom campaigns installed. I tried to watch the description but I dont have a clue what could be wrong. These are the errors:

Code: [Select]
Warning Message: No entry 'Campaigns\oaarmycamp\description.ext.Campaign'.
Warning Message: No entry '.name'.
Warning Message: '/' is not a value
Warning Message: No entry '.Campaign'.
Warning Message: No entry '.firstBattle'.

Offline kju

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #5 on: 06 Sep 2010, 19:14:00 »
New, required, values for campaigns in OA it seems.

Offline Zipper5

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #6 on: 07 Sep 2010, 00:02:23 »
Maybe, but it's working fine on my end now. All I did was use the same description.ext I posted above... :dunno:

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #7 on: 07 Sep 2010, 08:57:48 »
SaOK: I have an advice: these errors occured because of the previous version of my campaign. So go to the My Documents/ArmA 2/Saves... I don't know the rest without my PC (now i'm in the office), but you will find the campaign save files... and delete it. Then use my new version in campaign folder and try it again.

kju: I don't think so. Because that sections (firstBattle...etc) ARE in my description.ext.

I'm not sure, but maybe it's the different PBO format? I cannot dePBO the arrowhead's pbo files, but I thought it's just one way and if I pboed a file in the old way, arrowhead will be read it. Maybe I was wrong.

Zipper: I have to confess, I didn't use your description.ext, just delete the empty sections - as you adviced - from mine. Is it enough or there is something special in yours?
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Offline kju

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #8 on: 07 Sep 2010, 10:48:35 »
bardosy what pbo tool do you use?

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #9 on: 07 Sep 2010, 12:03:57 »
ArmA2. I mean it. I tried many tools, but finally I got a good advice here, OFPEC. I create an empty mission in the Editor, I copy all the campaign files into the mission's folder and then I save the empty mission az a Single Player Mission in the Editor. It produce a pbo file and I just move it to the campaign folder.
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Offline SaOk

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #10 on: 07 Sep 2010, 18:11:31 »
There was something wrong with beta patches or BAF. Now the campaign works when I started the game via arma2oa.exe. Test report coming later.

Edit: Okay here is my test report of first three missions (the rest is coming later). Overally briefings and overview pic looks good and nice to have a gear choosing in every mission. The mood in campaign is great, dialogue is nice, funny and interesting (there is some english errors, but I cant correct the language with my skills). I found some bugs/small flaws:

1. Mission:
-There could be some more custom-made "object"-details like outposts, fireplaces and maybe a barracks where the reinforcements come. And before the first contact, there was at least one enemy group standing silly at dark in open space, waiting to be killed. I think there could be some standing guards and small 2 men patrols first before the reinforcements are alarmed. Otherwise enemy was well positioned/scripted.
-The "Clear Village"-task didnt end. I couldnt find the last enemy hiding somewhere in buildings and I finally cheated to next mission.
-One error appeared once when loading a savegame. I think it was some minor BIS function error, but here it is (the error had no effect on misison):
Code: [Select]
Error in expression <g=false;
};

if (_GetIn_NearestVehicles || _npc != vehicle (_npc)) then {
_membe>
  Error position: <|| _npc != vehicle (_npc)) then {
_membe>
  Error Generic error in expression

Mission 2:
-Looked good, maybe there could be some empty enemy trucks standing on road to show how the enemy had transported reinforcements to the area.
-Very minor detail note: "Clear lower Jaza"-task was at higher altitude than "Clear higher Jaza"-task
-One enemy BTR90 at airport that was indentified as friendly to player side AI (spawn side is wrong?). Check also the infantry sides. I think I saw one enemy standing next to friendly APC.

Mission 3:
-"recon the roads"-marker is over SurDur mountain

Shared bug in every mission:
-Dead bodies are removed too fast and close
-Here is how I remove bodies with own delay and distance check for every dead body (modify/use freely):

Init.sqf:
Code: [Select]
TABLEUNIT = [];
FUNKTIO_POISTARUUMIS=compile preprocessFile "BodyRemoval.sqf";
//Body, emptygroup removal - ENDLESS LOOP, SHOULD BE AT THE END OF INIT.SQF
while {true} do {
{if (isnull _x) then {TABLEUNIT= TABLEUNIT - [_x];};} foreach TABLEUNIT;
{if (count units _x == 0) then {deleteGroup _x;};} forEach allGroups;
sleep 10;
{if (_x in TABLEUNIT) then {} else {TABLEUNIT = TABLEUNIT + [_x];};} forEach allUnits;
sleep 10;
{if (alive _x) then {} else {
if (isplayer _x) then {} else {
if(vehicle _x == _x) then {nul = [_x] SPAWN FUNKTIO_POISTARUUMIS;TABLEUNIT = TABLEUNIT - [_x];
};
};
}
} foreach TABLEUNIT;
sleep 10;
};

Bodyremoval.sqf
Code: [Select]
_unit = _this select 0;
sleep 40;
sleep (random 20);
_t=0;
while {!(isNUll _unit) && ((((vehicle player) distance _unit < 450) && (_t < 13)))} do {sleep 25; _t=_t+1;};
while {!(isNUll _unit) && (((vehicle player) distance _unit < 250))} do {sleep 25;};
if (isNull _unit) then {} else {deletevehicle _unit;};

Test reports of Mission 4/5 coming later.


« Last Edit: 09 Sep 2010, 18:04:38 by SaOk »

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #11 on: 10 Sep 2010, 09:25:15 »
THANKS!!!!


Most problem caused by MONSADA's patrol script: the too quick body remove and the errors.
BUT this script is amazing in combat: the enemy react more realistic: flank, reallocate static weapons, lay mines, use smokes, hold building... etc. So I don't want remove it... ;)

I have an own bodyremove script and it check the removable body's location and if it's close to the player, leave it alone and check it later... But it's a good idea to set up MONSADA script to NOT delete the bodies and leave it to my own funeral script.


1st mission: "clear village" didn't successed? :( But it's not a "not present" trigger... If the non-surrended enemy are less then 5, the trigger is activated, but when they are less then 10, the last loons start a suicide attack against the player to he can kill them easily... So I really don1t understand how it happened. I'll check it again!


2nd mission: the BTR was not spawn, so it's on the map from the begining...  ??? I don't know how it is possible. I'll check it. Bot now - when you mentioned - I also saw enemy near a peacefull Bradley, but I thought it1s because of Bradley's limited visual recon in near area, so I defend it myself.
Maybe it's a bug in monsada's script? It's set captive the enemy, but not surrended graphically (hands up)?
My other problem - what could be the same - in some missions when I order my medic to heal someone from menu: 6-1... (it's usually heal the most wonded friendly and not always in my squad, but friendly) and this order ordered him to heal a wounded ENEMY!  :dunno: It's strange... When I found this, I thought it's a OA bug.
(I have to recheck the mission file, because I created the basic things in the first four missions in the early press release of OA.)



Thank you for bug reports and very usefull advice to the costum scenes!



EDIT:

I checked the mission.sqm and all BTR are in side east. I dont know what happened...

This is the trigger in the village what never triggered in your game. Its an opfor not presented, but in the condition: this or (( {not (captive _x) and (alive _x)} count villagedefs) < 2)


Is it possible, the defenders fleed and never killed, because they are far. I will substract in the count, who are far. I inserted into the count section - after the (alive _x) - this: (_x distance spawn < 150)
Spawn is a gamelogic in the middle of the village.



EDIT2: SaOK, thanks for your advices. I did a lot of minor changes...

1st mission: I fixed the village trigger and it works fine! And i add a little scene in the hamlets and only a small group guard (moving), but when the player is near, the others (hidden) start to move too.

2nd mission: I added a little small new scene when you are arrived the termic, you have to check the hangars... And the airports guards are much active now...
(the BTR was on enemy side when i tested...)

3rd mission: There was a trigger, if the all six tanks are destroyed... start the second part of the mission. But sometimes, he last tanks (errr... shilka) runaway like a chicken... So I added an alternate trigger to solve it.
And I'll add more scenery to the checkpoint soon.

5th mission: I did a lot of small changes to improve this mission. This is a very complicated mission and very much spot where could be bugs or showstoppers. Fortunately my friends didn't find showstoppers, but there are part, what didn't happened pertfecly.. so I tried fix these.
« Last Edit: 12 Sep 2010, 12:18:36 by bardosy »
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Offline SaOk

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #12 on: 12 Sep 2010, 17:12:08 »
That BTR is a mystery. I really tried to set it as target for my AIs, but the game suggested to order them getting in. Not to attack.

I played the mission 4 to almost end but then there was a condition error which prevented completeing the last task in Chak Chak village:

Code: [Select]
"({alive _x} count units |#|tak3)<3)"/undefined variable
I would guess that when I entered to rigth spot at the village, the "tak3"-group were already killed and group deleted which made it undefined variable.

Other bugs in the mission 4:
-I saw the mission 1 error once after loadgame
-When my team reached the czech units, the enemy assault was already defeated. But radiochatting were still talking about past
-No-one came to meeting point while I waited for 15min. I continued then alone to next task.
-Ammotruck didnt arrive to Huzrutimam
-0-0-1 radio wasnt available at all
-And finally there was that tak3-error which prevented me ending the mission without "Endmission"-cheat.

Now in mission 5, I headed to black&white cow, but it didnt give me any info and I couldnt find the owner. What I should do to get forward? Otherwise the mission 5 and the whole campaing have been very nice and fun to play.

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #13 on: 12 Sep 2010, 18:29:04 »
Now just a quick reply about black and white cow: there is a 3 story building where the cow is (there are other cows in the village, but only b&w is good). And in that house are Ali, the informer, in one of a niche. Go down the outer staires and in that level are the guy. Dont go upper. If you find him, stay front of him, and the mission continue...

Thanx for the bugreport!


EDIT: is it possible it was tak4 and not tak3? I found only tak4 with the similar expression as you write.
« Last Edit: 12 Sep 2010, 18:37:09 by bardosy »
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Offline SaOk

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #14 on: 12 Sep 2010, 18:41:07 »
Its possible that it was tak4. I would check it from RPT-file, but some reason the arma edit crashes when I try to open it. :confused:

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #15 on: 12 Sep 2010, 18:56:46 »
I guess it was tak4 and less then 3. I set tak4 group to not delete.

And I solved the other mysteries: the other group didnt go meeting point because they didnt clear thay village. Because you didnt met with them, the ammo truck never go (truck can move after you saved the CZ guys). Because, the truck never go, it can never arrive and there is no radiocommand 001.

So i edit the other groups they will go to meeting point at all cost, ni metter the village is clear or not. And it will solve everything.

Thanks, i will update the campaign tomorrow morning.


EDIT: I updated the first post with a newer version of campaign. Your last reports (tak4, meeting and ammo truck) fixed also.
« Last Edit: 13 Sep 2010, 08:18:22 by bardosy »
Fix bayonet!

Offline Zipper5

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #16 on: 13 Sep 2010, 12:55:19 »
The description.ext issue still persists in the new update, bardosy. However, I seem to have found a way to fix it. The problem appears to lie in how Arma 2 packs campaigns when you use your classic method of packing them into a PBO, i.e. using the game itself. By dePBOing the campaign and then rePBOing it using cpbo by Kegetys instead, the error disappeared and I was able to play it. I've attached the new PBO to this post in case you wish to use it.(Attachment removed - Beta complete)

Hope that helps you out.
« Last Edit: 04 Feb 2011, 20:51:13 by savedbygrace »

Offline SaOk

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #17 on: 16 Sep 2010, 00:03:26 »
I finished the 5. mission with newest campaign version. I didnt spot any bugs, but AI was shooting a lot at the empty artillery guns which made it little frustrating to set satchels in crossfire while own team-mates got shot of friendly fire. But overally very nice start for the campaign. I think the quality stayed high trought all the 5 missions and those longer last 2 missions built up nicely the atmosphere with increasing difficulty level. Hope to see even more challenging missions trought the final campaign. I try to make another play-round soon.

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #18 on: 16 Sep 2010, 07:47:36 »
@SaOk: thanks for the test! You helped me a lot! I did a lot of minor changes by your advice and reports.
Now I'm working on the campaign intro (it's almost done) and I started to create the basement of 6th mission.


@Zipper5: Thanks for doing this. I have a Kegetys pbo tool few months old. Could you give a link for the newest version? Then I'll use it for pack the campaign...
I used ArmA engine itself, because I had a problem with Mandoble missile script in the past: in single mission works fine, but when I pack it to campaign, missile never lounched. I report it to Mandoble, and he adviced me to use ArmA engine to pack into pbo and then everything works fine. So I didn't trust in 3rd party tool anymore. But maybe the things turn back... ;) Thanks for the tip!
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Offline Zipper5

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #19 on: 16 Sep 2010, 13:45:22 »
Here's a direct link to his tools package. cpbo's in there, but you might also find use for some of the other programs too. ;)

http://www.kegetys.net/dl.php/tools07072010.zip

Good luck! Hopefully you'll see a report from me soon.

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #20 on: 20 Sep 2010, 07:41:45 »
I updated the first post with version 0.6.

* added new (6th) mission
* added campaign intro
* added personal diary
* added few more scenery
* packed with kegety's cpbo



And I have a few question about Arrowhead:
* is it possible tu run OA single, if I have CO (base ArmA2)? Because I cannot test my missions as OA standalone.
* is it possible that 5th mission wouldn't work on standalon OA, because of black and white cow? The other missions may contain base ArmA2 stuff, but only scenery, so if not existing in playtime, who cares. But BW cow is important (could cause showstop if not exists) and I1m not sore it's in OA or not.
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Offline mathias_eichinger

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #21 on: 28 Oct 2010, 19:34:33 »
Hey Bardosy, here are my experiences with the campaign so far:

Overview

Nice one, I especially liked the custom text.

Intro

The intro showed standard scenes of civvies being killed, and a general description that would fit Afghanistan as well. I did not like the overly used strong language, because having at least one swear word per sentence creates an almost comical experience.

Mission 1

Briefing

The Briefing was perfect... just enough info that is needed, some background, markers all in a good layout, not cluttering the map.

Mission

The mission was a night mission with all the laser-equipped infantry putting up quite a show. The task at hand was rather easy, just a sweep and clear operation of a few hamlets. As you made it so that the enemy appeared at close ranges (running out of buildings maybe?), I lost half my squad anyway, but together with my APC support, the end result of the mission was clear: Swift victory. Verdict: Suitable campaign entry mission.

Mission 2

Briefing

As good as in mission 1. I will skip this part of my beta tests if nothing bad comes up for the briefings, since they seem to be quite good.

Mission

As with the last mission, this one started of as a village clearing task, and I used the M14 for the first time in this mission. The villages were cleared rather fast, but the airport was a different matter. The long distance fights (and the rather inaccurate sniper rifle) ate up my ammo quite fast, so the last leg to the hangars was a low crawl with no ammo for me, while managing my squad in combat, which I enjoyed quite a bit.
The gas effect was rather interesting, and fortunately my character survived this.
« Last Edit: 28 Oct 2010, 19:51:15 by mathias_eichinger »

Offline Wolfrug

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #22 on: 29 Oct 2010, 09:26:20 »
* is it possible tu run OA single, if I have CO (base ArmA2)? Because I cannot test my missions as OA standalone.
* is it possible that 5th mission wouldn't work on standalon OA, because of black and white cow? The other missions may contain base ArmA2 stuff, but only scenery, so if not existing in playtime, who cares. But BW cow is important (could cause showstop if not exists) and I1m not sore it's in OA or not.

Hey bardosy!

Check this out: CO Disabler. It actually works, just follow the instructions and be sure to "enable" CO after you've done testing :) I've used it at some point to make sure a mission/addon works in OA only.  :good:

Wolfrug out.
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Offline mathias_eichinger

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #23 on: 05 Nov 2010, 20:34:35 »
Mission #3

This was a very difficult mission which I have to admit I could only beat using a cheating device.
The problem with this mission is that it is very hard to find the right distance to the enemy. From the peak itself it is impossible to reload and hit all the tanks right in time, one always slips through, ending the mission. While the concept of the mission is nice, it would not hurt to cut down the number of tanks. Oh, and the infantry assault was intense and interesting.

Mission #4

A great infantry assault on several fixed positions. It was quite a long walk as not transportation has been provided and air support appeared rather late in the mission which is not what Joe Public would expect from US engagements. The mission is all about standard infantry combat, and it offers plenty of firefights, while being never rock hard or unfair regarding the difficulty. No bugs spotted, well done!
« Last Edit: 05 Nov 2010, 22:38:14 by mathias_eichinger »

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #24 on: 06 Nov 2010, 08:50:30 »
Mathias, thank you for testing. I'll answer longer, but currently I'm in holyday and i can read you on a cellphone.

The 3rd (javelin) mission.
Did you try eliminate armours alone? You have two more javelin operators... I used them. In one time only 3 armours arrive. (if in your test come more in same convoy, that is a problem). But when arrived 3 tanks convoy, i ordered my men to eliminate one-one and i finished the last one. Then reload the javs and wait for the next convoy.
The AI did sometimes terrible job: both men target the same tank. In that case i ordered one of them hold fire and later lock him up.
The other problem could be if your visibility is short (i have 2km) and I engage armours at north of suribachi. maybe you did at west of suribachi point, didn't you?
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Offline mathias_eichinger

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #25 on: 06 Nov 2010, 20:20:04 »
Hey bardosy, you are right, I engaged the armor form the western hill flank of suribachi, on the road winding down south. I am quite sure that the first convoy consisted of a T55, a T72, a Shilka and a BMP-1. Also, something in the way always broke the lock of my javelin, so only 2 shooters engaged the convoy. And yes, I used the "hold fire - assign target - fire" method you mentioned for my squadmates. One of these tanks therefore always got away.

Mission #5

At first I found it strange that the USA would use British codenames, but the objectives became irrelevant, as the mission unfolded into a search for a different objective. I really like how artillery pounded on us while fighting the enemy infantry and still this fight was fair. Your mission included some humor (the cow!) and it feels quite as a mission any ordinary NCO in Afghanistan would be tasked with. No bugs, great atmosphere, I enjoyed it alot.

Mission #6

This mission was also really great and a nice example of combined arms operations, when then infantry gets covered by an IFV. It is very long but never boring, there are plenty of firefights in it which are never unbalanced or frustrating. I spotted one bug and one potential bug. Before the last objective, you get a truck in which you ride by yourself towards said last objective. At first when the truck arrived, my screen went totally blank, but the mission went on, I heard sounds but could not see a thing. Turned out to be an issue with my graphics driver, or this is at least what the error message said. The other bug is  the fact that this truck somethimes crashes itself in the Bradley to the point of self destruction. Else, there are no possible showstoppers in this great mission.
« Last Edit: 07 Nov 2010, 14:00:37 by mathias_eichinger »

Offline bardosy

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Re: [CAMP/OA] Operation Mighty Justice
« Reply #26 on: 08 Nov 2010, 11:29:12 »
@Mathias:

First thing first: THANK YOU VERY MUCH to spend time to test my campaign!!!!

Mission 1:
Quote
enemy appeared at close ranges (running out of buildings maybe?)
I saw it in Op Cobalt. Did you know how Zipper did it? It's very nice when enemy running out from a building, but it's not easy, is it? I'll not change it in this campaign, but I want upgrade my enemy spawn script for my next campaign.

Mission 3:
Quote
I engaged the armor form the western hill flank of suribachi, on the road winding down south.
Have you any idea to forse or suggest to the player use the North window? There is a marker to North and (in the medium difficulty level) you can see the yellow box as target on North. To North there is a long S-bend and convoy has to slow down and it's a perfect spot to Javelin down them.

Quote
I am quite sure that the first convoy consisted of a T55, a T72, a Shilka and a BMP-1.
I guess the second convoy is reached the first one. It never happened me when I target to North. But I cannot slow down the second convoy more, because if you target to North, you have to wait too much times between the two convoys.

Mission 6:
Quote
I spotted one bug and one potential bug. Before the last objective, you get a truck in which you ride by yourself towards said last objective. At first when the truck arrived, my screen went totally blank, but the mission went on, I heard sounds but could not see a thing. Turned out to be an issue with my graphics driver, or this is at least what the error message said.
I don't understand: it was a crash in your computer or it was my fault?
There is a black in and out near the truck (before the truck) to emulate the time passing, but when the truck come there is no more. But what you wrote is something like the script is wrong and black in again, but never out?


EDIT:

NEWS: This campaign is released!

Thanks for all betatesters to help me made better this stuff.
« Last Edit: 12 Nov 2010, 07:29:45 by bardosy »
Fix bayonet!

Offline mathias_eichinger

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #27 on: 13 Nov 2010, 19:25:04 »
Hey bardosy could you help me finding the plutonium in your dirty bomb mission? I cannot find any place where the geiger counter would tick off more rapidly.

Offline bardosy

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #28 on: 15 Nov 2010, 08:59:57 »
It's randomized. There are many place where the runner can flee. But not only the geiger counter will help you. If you don't find him with the GC, after a few minutes, the UH-60 will locate him and mark the last known position in the map. It's a help for them, who cannot find the runner with GC.

But I always found him with the GC. It's not a REALISTIC GC!!! If yout turn around slowly 360 degrees and listen to the ticks, when you heared the most intense ticks, this is the good direction. Run there!
Fix bayonet!

Offline mathias_eichinger

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #29 on: 15 Nov 2010, 14:02:02 »
Hey Bardosy, I managed to get close to the plutonium runner, but then you resort to the cheapest trick since OFP history: Pouring a shitload of enemies against my own small squad, with no own support (the helo crashed before). This is a disappointing moment and therefore I think I cannot review your campaign since I cannot complete all missions.

Offline bardosy

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #30 on: 15 Nov 2010, 14:17:50 »
Sorry. :(

Before that dirty trick, there was no nothing at the end of this mission. The runner escape to north, but finally he had to stop, because he cannot escape to South (american zone). So he just stand and you can easily grab him. One of betatester suggested me to spawn enemy at North to defend him. But - beleive me - normally (if you don1t spand too much time to find him) it never happened.
Shoot the black SUV from UH-60 extract, finish the truck's crew and run for him.
If you can stop the black SUV enough early, you have many time.
And you never will meet with enemy.

I suggest you to restart.
Fix bayonet!

Offline SaOk

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #31 on: 13 Dec 2010, 00:11:17 »
I can review this one. But it will take some time, I try to have this ready in early January. Test reports before that if I find something not already mentioned. :)

Offline bardosy

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #32 on: 15 Dec 2010, 10:39:03 »
Thanks!
Fix bayonet!

Offline SaOk

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #33 on: 19 Jan 2011, 23:14:37 »
Sorry it took much time, but I finally played this through. I didnt spot any showstoppers but some small typos and missing mission names in briefing, but I dont know if that last one is some beta bug. I think I saw mission name right in briefing, but later it was changed to say "intro". I saw it wrong in 3rd and 4th mission, but just to make sure if you want you could check the rest of the missions too.

The small typos:

4th mission:
-"what is the satrep of czech sf units" -> sitrep?
5th mission:
-"We are follow you, one. Over" -> following?
-"...We hear that arty firing. Now We`ll can find it. Over" -> "...We hear that arty firing now. We should be able to find it. Over" ?
6th mission:
-"Negative. Only robber and tiger attack Falar. Theif and leopard..." -> Thief
8th mission:
-(late chat after meeting the leader in first village): "...Obama is thanks you..." -> remove is
-(in Ravanay after seeing the dead civilians) "...try to figured out what happened..." -> figure

In 5th mission there is unneeded savegame after blowing the D30s.

In 6th missionIn 7th mission the chopper lands too close of the stopped radioactive truck. It can easily end badly in unfair way. I suggest to move the landing spot much more far. E.g. 100-200m more away. When the player get out the chopper this error is displayed but it have no effect on mission (it played well to the end):
Code: [Select]
p destance nuc < 50 -> should be "distance"
But overally a very nice challenging campaign. I start writing the review now, that should be ready in few days (+time for english check). If you want you can still fix some or none of these small issues - Let me know. I can also review the campaign as it is now.

EDIT: I noticed you have 1.0 version in Armaholic, but it says 0.9 in here which is the version I played trought. But after compareing the modified dates, is that first post giving also the 1.0 here? That readme in the download, should include also the version number, installation instructions and the game version that is needed (e.g. OA 1.57).
« Last Edit: 20 Jan 2011, 01:36:26 by SaOk »

Offline bardosy

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #34 on: 20 Jan 2011, 10:24:16 »
SaOk: Thank you for your time to play through this campaign and the review!

I'll not make deep changes already in this campaign, because of lack of time, so I'll not add reinforcements in 6th mission, but of course I'll fix the bug in the script at mission 7th and the typos (except the takistani guy's text, because he don't speak English... :) ).

Unfortunately I knew the problem with the chopper insertation and I tried to solve in many way, but I couldn't. There are many parameters in that situation, what made the problem harder:
1., the convoy are move and I (designer) don't know when the player will stop it: it could be anywhere in a very long road. So the solution to put an invisible H in design time in not an option. I have to calculate it in runtime, but it's extremly hard to me.
2., This is a slim valley and BIS choppers AI has a little problem with these terrain...

When I tested this part of this mission I found that problem many times and - as a player - I could solve it to reload the last (automatic) savepoint and try the insertation again. And many times, the second try works well.
Fix bayonet!

Offline SaOk

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #35 on: 21 Jan 2011, 12:39:46 »
Nope, it was a very nice campaign to play with the smooth performance. :)

I have the review almost finished, but I will wait for that your new version with at least that one error-message fixed, before releasing it. Let me know the final changes, so I can more easily check those to make sure that all still runs fine.

And remember to update the readme with a simple installation guide and required game/mission-versions.

Offline bardosy

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #36 on: 28 Jan 2011, 16:54:35 »
Hey SaOk,

sorry for the delay... I just gain some freetime now and start to sweep my old files to fix what you reported.

1., I found the syntax error what you reported: destance and fixed it.
2., But I didn't find the fist spell error: satrep. It was sitrep in my stringtable. So maybe you're right, there could be some version chaos. :(
3., The other spelling error was found and fix. Thanks.
4., I pack the whole staff together and update the readme file with install instruction and version number (v1.01).

I'll upload to my site (the same link as here in the first post) and inform the armaholic about the change. If I'm done, I edit this post.


EDIT:

I did it. New version is uploaded to my site, so the first post link is correct now.
« Last Edit: 31 Jan 2011, 09:34:11 by bardosy »
Fix bayonet!

Offline SaOk

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #37 on: 31 Jan 2011, 11:01:06 »
Great, I let you know when the review is released hopefully today or in few days. :)

Edit: 7th mission still have the destance bug. I opened the heliroute.sqs and looks like you have already fixed one loop. There is two loops still with the destance instead of distance:
Code: [Select]
?(p destance nuc) < 50:goto "extract"
« Last Edit: 31 Jan 2011, 15:58:10 by SaOk »

Offline bardosy

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #38 on: 02 Feb 2011, 07:27:41 »
What?!?!
I'm sure I fixed it. But I confess, I didn't check more times in that file.
Ugh... Sorry. I'll check it.


EDIT: Sorry. Fixed. Uploaded.
« Last Edit: 04 Feb 2011, 07:50:09 by bardosy »
Fix bayonet!

Offline SaOk

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Re: Please review it! [CAMP/OA] Operation Mighty Justice
« Reply #39 on: 04 Feb 2011, 12:01:28 »
Nope. Mistakes happen. ;)

I checked the mission with the error and it runs good now. The review is released and readable here: :)
http://www.ofpec.com/missions_depot/index.php?action=details&amp;id=291


Offline Barbolani

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Re: [CAMP/OA] Operation Mighty Justice(Review Complete)
« Reply #40 on: 10 Nov 2011, 01:46:38 »
I'm on it now, great as allways Bardosy. I miss Pajaro, but is ok :)

Offline zonker3210

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Re: [CAMP/OA] Operation Mighty Justice(Review Complete)
« Reply #41 on: 21 Jan 2012, 21:31:30 »
FYI - I just attempted to download this campaign from the OPFEC site and received a file called "CAOperationMightyJustice_v101.zip". Unfortunately, both the default Windows "extract" utility and 7ZIP are unable to unpack the file.

Again, the bad download was from the OFPEC page here:
http://www.ofpec.com/missions_depot/index.php?action=details&id=291

Downloading from the link at the start of this thread (which gives me a file called "oaarmycamp.zip") works just fine.

Offline bedges

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Re: [CAMP/OA] Operation Mighty Justice(Review Complete)
« Reply #42 on: 22 Jan 2012, 16:26:18 »
Apologies for the inconvenience. The site is gradually undergoing some improvements to the back-end, and this was definitely not one of them!  :-[
 
The downloader script has been fixed (the file on the server was not the issue) and will now deliver the requested missions correctly.

Offline zonker3210

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Re: [CAMP/OA] Operation Mighty Justice(Review Complete)
« Reply #43 on: 25 Jan 2012, 05:57:05 »
Thank you very much, bedges!