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Author Topic: (Review Completed) <SP/COOP> OPERATION SPARK v1.5  (Read 3048 times)

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Offline haroon1992

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(Review Completed) <SP/COOP> OPERATION SPARK v1.5
« on: 22 Jan 2011, 16:14:58 »
Version 1.5 available!
Release Date : 10/5/2011

Fixed several errors that appeared in v1.4 . Tested in SP and MP several times and result is perfect.
Check out the readMe to dig out scripts you like or want to use in your mission.


Scroll down for Download Link.





OPERATION SPARK

Type : Single Player/ Coop (3 players)
Game: OFP Resistance
Game Version Required : 1.96
Addons Required : JAM3, EditorUpdate103

JAM3

Editor Update 103


------------------------
Mission Description
------------------------

Soviets have invaded Kolgujev and are now slowly setting up defenses along the west coast. KDF(Kolgujev Defense Forces) have been no match for them. US is too busy in Afghanistan to respond KDF's call for help.
This is where British came, S.A.S operators are sent to the island to disable Soviets' AA capabilities.
Doing so will allow friendly forces to land forces to gain a foothold that'll stand against all forms of counter-attack. (Of course, not including nuclear strike :D)


------------------------
FEATURES
------------------------

Major :
- JAM3 High-Dispersion Weapon System
- Can be played in CO-OP (3-players)
- Non-basic Intro.
- Stealth-based mission.
- Advanced Detection System.
- AI Chase script.
- Nearly all enemy patrol routes are randomized.
- Main objectives' positions are randomized.
- High Re-playability
- Volumetric fog (Optimized since v1.35)
- Random Weather
- Background Music
- Alternate extraction by boat.
Minor :
-Custom texts
-Several radio menu options. (like Toggle Random Weather)

------------------------
Known Issues
------------------------
- The helicopter sometimes rotate on the ground, due to the EngineOn script, and this is obvious if you are playing in 4X mode.
- Possible lag with volumetric fog on low-end machines. (There is an option in radio menu to turn VFog off ;) )
- AI friends can sometimes ruin the gameplay or even blow their cover if the player isn't good with commanding AI.(For this, you can just let them stay at the start position by pressing ('~','1','6' ) )

------------------------
Change Log
------------------------
v1.5 (Current Version)
Quote
- Fixed : Missing World.cfg error.
- Fixed : AIChase not running properly
- Fixed : Detection script errors.
- Fixed : Music player is now really disabled.
- Improved : Ending part of Intro scene
- Improved : AIChase is now much better.
- Improved : Roc script.
- Changed : Credits text layout at mission end.
- Removed : Intro texts.
- Numerous fixes in main.sqf and init.sqs
- Removed : Bumping hint message error.
- Fixed : Crew were turned-out of their armor.

Quote
v1.4

Fixes
- Fixed : Second objective not get failed when detected
- Fixed : Overlapped tent at forward camp
- Removed : Dumb sniper in that tent
- Fixed : Various MP issues
[ -  Second Objective only failing on Server
-  Many scripts were not appropriately scripted for MP.
-  Many other minor fixes. ]
- Fixed : One of the shilka position was at an odd place.
Changes
- Changed : Player units no longer equip high dispersion weapons
- Disabled : Music Player
- Removed : All MachineGun Nests to prevent the odd lighting effect on all over the base and outside areas.
- Tweaked : Detection script now gives players more time to maneuver with the situation.
- Tweaked : Volumetric fog execution
New
- Added : Background Musics
- New Scripts :
[  - playMusic.sqs  - play the same bg music on all machines in MP
- StayUndetectedFAILED.sqs - make 2nd obj fail on all machine
- FOG_Camp.sqs - Fog at the enemy base
- FOG_FuelStation.sqs - Fog at the fuel station
- FOG_lz.sqs - Fog at landing zone
- Hrn_GetNearObjsFromArray.sqf  - returns objs in array near to a certain obj
Pls open a script to see more detail about it. ]

v1.35
- Changed : Volumetric fog script. It is now much more performance friendly.
(Script will not create fog clouds if player unit is not near.)
- New : All units are now using JAM HD weapons. (Requires JAM3)
- Fixed : There were several dummy musics in Music Player.
- Tweaked : Fog placement.
- Several minor fixes.
v1.31
- New : keepEngineOn.sqs script to keep the extract heli's engine on.
- Added : betatesters to Credits list
- Added : A new small enemy encampment at the fuel-station west of main base.
- Added : Info about the new camp in "Notes" section of Briefing
- Fixed : Black Out not extending to the sides on large screens
- Fixed : A few grammar errors in briefing.
- Tweaked : Lone Ural is now moved further from base so that players will have much less chance to spot it.
- Removed : All songs except the one for intro. (to further reduce file size)
v1.3
- Fixed : Players were never able to stay undetected.
(It was caused by a minute mistake in one of the scripts.)
- Fixed : Ghost's position was used instead of group leader for domove commands in AI chase script
- Fixed : Shilkas should no longer *thump* at a certain position now.
- Fixed : Extraction by heli sometimes doesn't work, due to sloppy scripting.
 - New :  main.sqs, rewritten combined version of extractCheck.sqs and winCheck.sqs to make things clear and more organized as well as to improve performance.
- New : A few more scripts, like "Extraction_heli.sqs"
- Changed : Several name changes has been done to scripts.
- New : Some musics were added.
- New : Music Player, each player can listen any song they wish on his machine.
- Added : Music to intro.
- Tweaked : Camera angles and black outs in Intro to suit the music.

This mission has been reviewed and is now available for download at the Missions Depot:

Missions Depot

Regards,
Haroon1992
« Last Edit: 01 Feb 2012, 11:17:14 by Gruntage »
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline savedbygrace

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Re: [SP] Operation Spark
« Reply #1 on: 24 Jan 2011, 09:11:49 »
Played version 0.9
Overview
Great image, looks like you put some thought into that one but I think it would represent the image more if you placed an in game image as the background and made the brush strokes thinner to allow some of that image to show through. BUT, though this is not the type of image that I would prefer to see in my mission list to describe the mission, some folks may like it and at least it has the mission details on the flip page. If your intention is to make this the overview for a campaign, I suppose it works perfectly then. I also liked OP_Spark1 better.
Text correction below...
Quote
A group of highly trained specialists, lead by Capt.Ghost, is tasked to destroy the AA Vehicles in an enemy camp, which have been shooting down many of our aircraft.
By the way, AAV is an acronym used by the U.S. military to refer to an Amphibious Assault Vehicle not anti air.

Intro

none

Briefing

PLAN
Quote
US Marines have been facing difficultly on receiving reinforcements via air. The Soviet Union has setup several Anti-Air assets(AA) at key locations. For this purpose, the U.S. are sending their best men to silently disable those AA units. Multiple Operations will begin in the coming weeks, "Operation Spark" is one of them. Capt. Ghost, Sgt. Ice Man and Corp. Stalker are tasked in this Operation.
NOTES
The way that this section is written, it shouldn't be in script as personal hand written letters but rather print since you have links and intelligence that's addressed to the whole group in briefing form.

Corrected text below...
Quote
CURRENT SITUATION
You'll start here and be extracted by air at these coordinates. This will be confirmed by HQ on radio.
SPARKER TWO BACKGROUND
A squad consisting of highly trained Black Ops, with an avg. of 10 yrs of experience. The team has received noticeably high amount of medals for their outstanding performance during the Soviet invasion on Malden.

Objective1
Quote
Find and destroy all the AA assets located inside the soviet camp, code-named Sparkling Center 52.


All of the tips you offer are things that most people who play the game already know. If you still want to include them, place them in the readme document.

You could provide a tip on the different types of radio options you offer the player in game and what each does, similar to the toggle tips you have now.
Mention the Day/Night option.
Mention the Make it easier option
Mention the AI chase option
Mention the fog option
Mention the random weather option

Mission

I noticed in your init that you have this code.
Code: [Select]
"HDjeep" setMarkerPos [0,0] Instead of setting it in the lower left corner of the map, just make it an empty marker in the editor and then set its marker type when ready..
Code: [Select]
"HDjeep" setMarkerType "DOT"
The mission starts with so many hints that have so much text, that it breaks the mood. The warning that stops the clock belongs in the README or in the beta thread, not in the mission.

The title was great.

The hint informing the player of where the enemy camp was, is not needed. People can figure these things out on their own.

You then throw another hint up about the fog and weather. Not needed.

The sidechat from HQ
Quote
RECEIVED AND UNDERSTOOD, PROCEED WITH YOUR OBJECTIVE, YOU WILL BE EXTRACTED BY A BLACK HAWK AT THESE COORDS, OUT
What coordinates? There is no need to mention it anyway since the player should know the evac plan from the briefing.

Quote
We move in, find those goddamn AAVs, put some satchals on them, and blow them up from a safe distance.
Misspelled satchels here. 

You should also use upper case letters to start each line.

No offense but the side chatter between the operators seems unprofessional; almost as if they have never worked together before.

At mission start, I hear an explosion. I had no idea what it was until I get to the evac and the chopper is destroyed and the pilot standing outside of it. I notice you have the Special set to FLY in sqm and the pilot is not in it. That's what caused the crash.

The hint that I have been detected ruins the mood.
The follow up hint that informs me to go toe to toe with the enemy if need be is also not needed and ruins the mood.

My first play through, I was cautious. I only picked off guys if the situation called for it. I was able to plant the first satchel and circle west around the city. I took out the MG nest with no consequence. I also took out another lone patrol man with no consequence(However, I did hide his body). I made my way to the other side and was somehow spotted though I did not see anyone or see how they could have seen me. I went ahead and began popping targets as I spotted them, planted the other satchel and circled north around the city again, avoiding the second bmp that arrived, and the other infantry group that had arrived and was now circling the base in safe mode. I get far enough away to allow me to blow both charges and immediately get hit with another unnecessary hint.

BTW, I spotted a chair about 20 meters in the air above the tent behind the southern shilka.

My second play through, I went in as true Black Operators do; kill anything that stands between my muzzle and the package. I planted the first charge and took out all foot mobiles quickly, using the rpg I grabbed off of an outer patrol, I took out the responding ural before they could unload. I grabbed another RPG and blew the first shilka while blasting the second with the tube. Grabbed 2 more rpg's and finished the BMP's off. The place was quiet and dark and I walked into the fog like Batman.

Overall
I honestly thought that with all the trouble you went through to script detection triggers, that it would be much more difficult. I was actually looking forward to the challenge.

You're killing me with all the hints. Keep the communication between author and player out of the mission area. That particular radio chatter between operators belongs in an Intro, in an helicopter ride or something. Not on the ground fifty meters from enemy patrols.

The jeep offer for a ride was also not needed as the evac was only a short run away. (How did they know about it in the briefing anyways?)

Nevertheless, there is still potential here and I can't wait to see you improve it. Fix the ending and you'll have a non bugged mission. Fix some of the other things and you'll improve it.

Hope I don't sound too harsh.


Offline haroon1992

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Re: [SP] Operation Spark
« Reply #2 on: 24 Jan 2011, 11:51:44 »
Thanks for your reply SavedByGrave.
As always, you've done a great beta-testing to a mission again.
And no, it isn't too harsh for me.

Actually, those hints were intended for my brother. But I'll be removing them from now on.

Glad that you liked the Overview image.
Actually, I made it with Microsoft Paint (Windows 7).
(At first, I planned to put op_spark1.jpg, but it text (OPERATION) appeared somewhat blurry and low quality in the Overview. Maybe I should have used a 512x512 resolution.)

Code: [Select]
No offense but the side chatter between the operators seems unprofessional; almost as if they have never worked together before.
I think you are saying about the Radio chats at the mission start, right ?
As my native language is not English, and I have no idea how real operators communicate, I wrote it based on the conversations in military games including BIS games.
I think I have only two choices, remove them or ask someone to correct them.


And there is also another radio chat for the helicopter ride.

I think I should just fix things up before saying anymore.

Code: [Select]
The warning that stops the clock belongs in the README or in the beta thread, not in the mission.To admit, I don't think I clearly understand what you really meant in the above line.
But I think you are saying that I should put the warning hint in the ReadMe.txt

I'm now working on the next version and another mission.
(I tried to edit my First Strike mission, and tried to add a CAS feature, but I found no way of doing that.)

I have my last question.
Have you experienced lag in this mission?
(Especially when you enter areas where VFog is activated?)

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 savedbygrace

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Re: [SP] Operation Spark
« Reply #3 on: 24 Jan 2011, 15:25:04 »
No sir, no lag at all. I never tested the mission with any features off since it seemed pretty easy to begin with.

Quote
I think you are saying about the Radio chats at the mission start, right ?
Yes. I offered corrections but I feel it was the context that seemed most unfitting. They were suppose to be highly trained operators but they spoke as though they had seen very few OPS together as a team. Most of what was spoken are the type of things that are drilled into operators during training. Also, the way the team leader addresses his team was disconnected in that he refers to them as people rather than mates. He also warns them against going mad? Shouldn't highly trained SF teams be disciplined enough to know better than to compromise the package with unreasonable force and tactics?
My suggestion...
Quote
Ghost groupChat "Listen up, here's the deal..."

Ghost groupChat "We move in, find those goddamn AAVs, put some satchals on them, and blow them up from a safe distance."

Ghost groupChat "It's that simple men, so keep low and stay frosty."

IceMan groupChat " (IceMan) - Sounds easy when you say it Ghost."

Stalker groupChat " (Stalker) - Yeah, easy will get you dead. "

Ghost groupChat "Well, we all saw the intelligence on this one. This base's gonna be heavily protected!"

Ghost groupChat "Just remember, maintain stealth unless our cover is blown."


Quote
Actually, I made it with Microsoft Paint
I guess I got the crap version with vista because I can't get it to insert text without a white background.

Quote
But I think you are saying that I should put the warning hint in the ReadMe.txt
Yes sir. Your advice to the player and/or beta testers should be in your beta thread or in your readme. If you must, place it in your briefing on a separate page listed as "Authors Tips".

Quote
I tried to edit my First Strike mission
Don't give up on that one. It was a great play and only needed some minor tweaking to make it better. Don't worry about the CAS, the chaos of infantry battle from corner to corner is great fun.

Offline haroon1992

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Re: [SP] Operation Spark updated to v0.95!
« Reply #4 on: 26 Jan 2011, 15:16:25 »
You sure have such a great skill in writing to encourage someone into doing something.
Your friendly texts gave me enough energy to push my-self further into serious mission editing.

Now I've successfully updated Operation Spark to version 0.95
Its at 0.95 just because it's still not confirmed as "ready to play".
Means the mission now works from start to end.

I was in a hurry yesterday that I forgot to copy your feed-back, but I've fixed things as far as I remember.
I've also played the mission from start to end several times. And it run quite fine the last time I played.
And it helped me alot to find out more and more hidden bugs.

(I think I'm gonna use that same technic in all my future missions)

V0.95 Highlights (Pls see changeLog instead if you want quick details)
Code: [Select]
- Added intro.(Not so good, but not so bad too, IMV)
- Explanations about the "Radio Menu" is now available both on the Briefing and the readme.

- An alternate extraction has been added. (In case the helicopter crashes or the pilot dies)
- Waypoints are added to aid the player.(You'll get no frustration with them, esp there's no "you must reach the waypoint" type except for extraction.)

- Added a few more units to make the mission much (or maybe a little more) harder.
- ReadMe has been tweaked for a cleaner view and it now contains more information.

- New Overview picture.
- Starting position of player is now a little farther from enemy camp.

- Some annoying radio chats are removed.
- Some other small issues are fixed.(Such as the mysterious flying chair)

Paint
The new overview image is also made purely with paint.(Win 7)
Just overlapped two texts over another to create somethin like a shadow.
Hope this one's much more fun.

Regards,
Haroon1992
« Last Edit: 26 Jan 2011, 15:26:10 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 savedbygrace

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Re: [SP] Operation Spark! [New Version! - v0.95 26/1/2010]
« Reply #5 on: 26 Jan 2011, 16:35:25 »
That was quick.
Overview
Your overview looks good but the text still needs corrections. It looks the same as before so the suggestions in my first post would still apply. Although, I would suggest condensing it just a bit more to squeeze that last word(aircraft) on to the first page without it bleeding over onto the second.

Intro
Was fantastic! Short, simple and the revolving camera was a good choice. Some of the text could use some corrections and the insertion chopper is still hanging around after you skipped time forward and remarked that it was ten hours later. Loved the Mission title RSC; awesome!

Briefing
Looks better and more organized but still needs text corrections. Don't remember the option for pistols before, is that new? Kudos if so.

Mission
Well, I think you forgot to remove your test code that destroys the Shilkas because at mission start, loud explosions rocks the area and radio chats claiming that the objectives were complete began to blend with your mission start chats. I also liked the next RSC you put on screen(Title) Looks promising.

I'll poke around in the editor, fix the test code, export to sp and give it another go unless you get a new version uploaded before I get a chance to.

If you do get another version before I am able to test this one, fix that chopper loitering in the intro. I'll offer more text correction suggestions in my next report.

Stay tuned...

Offline haroon1992

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Re: [SP] Operation Spark! [New Version Available! RD: 27/1/2010]
« Reply #6 on: 27 Jan 2011, 09:45:35 »
EDIT :
New Version uploaded!
The mission is now at v1.0 .

------------------------
v1.0 HighLights
------------------------

- Helicopter now goes away before the black out.
- Better detailed scenery in Intro.(This took me about an hour, due to CutRscs and a pic)
- Camera angels have also been changed. (You'll like it!)

- Fixed : Game Starting in morning instead of night.
- Fixed : The "blow-up" at mission start.

At first, I thought of resting the mission on v0.95, but after another thorough testing. I think the mission is at a stable stage.

------------------------------------------------
Original Post


Oops!
I was making sure that I removed all my testing codes....

I think I will be able to upload the fixed version (NOT new version) tonight.
(Though I am not that certain.)
The helicopter hanging around thing will also be fixed.

In the meantime, it would be great if you could provide me with the correct texts.

Regards,
Haroon1992

« Last Edit: 27 Jan 2011, 15:59:59 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 savedbygrace

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Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
« Reply #7 on: 28 Jan 2011, 11:09:11 »
I edited version 0.95 and exported it for a play test yesterday. I'll just finish reporting where I left off in reply #5.

The day time start was certainly noticed but it gave me an opportunity to tackle this one differently.
The added patrols are good. I noticed the floating chair now resting comfortably on the lawn outside of a cabin now. I was able to pick off lone soldiers and machine gunners easily enough as they didn't alert the others at all.
The patrolling four man group on the inner city route seemed to get stuck in the tent, maybe moving their waypoint to the side would prevent that. I would also shift those Urals away from the buildings slightly(westerly) to allow the AI to maneuver freely without twirling in circles while trying to calculate a path.

The added patrols and responders increased the difficulty only slightly. Perhaps adding one more inner patrol group that cycle the opposite direction and syncs at some point with the other four man group so that they are present on opposite sides of town at the same time to cover a larger presence radius.

It may also help to group a companion to each machine gunner, add "dostop this " into his init, place them so that they can watch their buddy but at a short distance to make the player take a shot at one of them and then have to reposition to take the shot on the other(That would allow more room for error and prevent the gunners from being easy targets.

I would also group that medic with the other group nearby and insert "dostop this" into his init of the medic. that way the medic stays put but will react when that group goes down and likewise the group will react when the medic goes down.

If you haven't already(I haven't been able to tell), move a gunner into each Shilka and set them to aware. That way the Shilka responds to player presence without actually moving and will target him if he is too careless.

I would also suggest to move all outer patrols into the village when the player is detected as well as have the BMP circle the village once before the other BMP's arrive.

I would also swap one of those responding BMP's out for a mechanized infantry and have them unload once they reach the city so that they better protect the armor.

It wouldn't hurt to add another ural resonse group to the other side of town to narrow the avenue of escape some. A higher enemy presence even though not aggressive, will make some players panic and make mistakes.

By increasing the number of responders, you increase the penalty for being  non stealthy. If the player wants to go in with guns blazing, great! The enemy will respond with force.

I'm not certain the AI chase feature works correctly. Is it enabled by default? My last play through, I was able to take out the Shilkas and return to evac with no pursuit. However, I didn't blow the Shilkas until I was at the maximum detonation range which was just beyond the hills to the southwest of town. If the chase feature is only affective when the enemy knows about the player, then that may be the circumstance because I eliminated anyone who knew of my presence and no one spotted me during my exfil of town.

Don't change it if that's the case because if you force enemy to pursue the player even if they don't know where he is, it will leave a bad taste in the players mouth. I've played missions and campaigns like that and have cursed the author for using a cheat in this way. Mission designers must be more creative.

I also used a savegame once, before attempting an unusual tactic to see how the enemy would respond. They responded well btw. When I used the savegame, I noticed the penalty of score adjustment. That was certainly creative and something new that I have never seen in a mission. It allows a new type of challenge to the player without being directly related to presence and certainly one worth taking. Kudos for that!

Other than the tent/waypoint glitch(no bug) this one is definitely looking better. For some advanced players, it provides something new and not too difficult. For newer players, it may be perfectly adjusted as far as difficulty is concerned.

As an aside, if you would like to increase difficulty for players in veteran mode and still maintain the lower level for cadet mode, insert the code
Code: [Select]
!cadetmode in the condition of presence fields of some extra units. That way they will only appear in the mission if the player is playing in veteran mode.

Offline haroon1992

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Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
« Reply #8 on: 28 Jan 2011, 16:46:59 »
Thanks for the reply SBG.

I was confused whether to add more units to make the mission harder or leave it so that the difficulty remains at medium.

I am also thinking about increasing the amount of rating which is reduced when player saves the game.

(For me, -100 is too low, because you get 200 points for each soldier you kill, maybe higher if the soldier is higher ranked.)

Also, maintaining stealth only gives you extra points.(It DOES NOT reduce points.)
(I tried to reduce the point by -1500, but withdrew the idea after I saw Ice Man and Stalker killed the player.)

I think you are a professional at playing OFP, because I can't even get within 100 meters of the town while playing in the morning time.
My brother too is suck at stealth in ofp.

(He actually killed everyone inside the town and blew up all the BMP!, he's kinda like "master killer" in ofp, but he usually have no plans or tactics, like most COD-like FPS players.)

You haven't said anything about the detection system, is it good?
(For me, it looked good and far more realistic than the traditional way.)

Your ideas about the placements and tactics for the AI seemed perfect, I think I would just do what you said.
But it also seemed the game will become too hard then, though the player will have more freedom while moving outside of the town.
(I'll find a way to make the mission harder and thanks for the Cadet-Veteran info, I was about to ask how to do it....)

Code: [Select]
If you haven't already(I haven't been able to tell), move a gunner into each Shilka and set them to aware. That way the Shilka responds to playerpresence without actually moving and will target him if he is too careless.
I already made so that ONE of the shilkas will be active. It's randomized.

To add more difficulty, as well as re-playability, I am going to randomize the location of the aa vehicles in the next version.
I am also planning to add alot of changed in the next version.
(But it would be a while before I can upload it... so feel free to test v1.0, it sure has some changes, though not too much.)

Regards,
Haroon1992
« Last Edit: 29 Jan 2011, 14:29:44 by haroon1992 »
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Walter_E_Kurtz

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Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
« Reply #9 on: 18 Feb 2011, 01:00:39 »
There are a couple of things that strike me as odd in a couple of the scripts.

AIChase.sqs
 - in both the Chase1 and Search1 loops you have the line
      _c = Easties select 0
but since these loops are apparently meant to iterate through ALL East soldiers in the zone, I think this should read
      _c = Easties select _i

 - there should be a way for Searches to become Chases if the player or his group are spotted.


AIChase.sqs
 - the two knowsAbout checks can be combined into one as if...then statements can be nested (but it does push my brain to the limit working it out). Spread across a number of lines to make sense:
Code: (Old version) [Select]
"
 if (
(_x knowsAbout Ghost > 0.09 OR _x knowsAbout IceMan > 0.09 OR _x knowsAbout Stalker > 0.09)
 AND
 _x in list alarmCheckTrigger
     )

 then

 {KnowGuys = KnowGuys + [_x]}
" foreach list EastUnits

Code: (New version) [Select]
"
 if (_x knowsAbout Ghost > 0.09 OR _x knowsAbout IceMan > 0.09 OR _x knowsAbout Stalker > 0.09)

 then

      {

      if (_x in list alarmCheckTrigger)
      then
      {KnowGuys = KnowGuys + [_x]}
      else
      {KnowButAwayFromBaseGuys = KnowButAwayFromBaseGuys + [_x]}

      }

" foreach list EastUnits

Offline haroon1992

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Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
« Reply #10 on: 22 Feb 2011, 10:01:41 »
Thanks for the error report, I'll take a look at it.


The struggle of real life now comes to me that I will not be available in the forums for few more days (or even weeks)

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 haroon1992

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Re: [SP/Coop<3>] Operation Spark - v1.2
« Reply #11 on: 09 Mar 2011, 15:36:27 »
EDIT :

A newer version is now uploaded. It's now version 1.25
It's more like a fix than a new version but it is NECESSARY as to stop some possible showstoppers in the v1.2
Feedback about v1.2 is warmly welcome as no major thing has been changed in this version.

v1.25 Quick Details
- Tweaked many minor things
- WP radius enhanced via switch triggers.
- Fixed some possible showstoppers. (Probably in MP)
- Added Credits display at mission end.


Another thing is that corrections about radio chats, briefing and all other things are highly welcome.
(@ SavedByGrace : now I managed to put your story as the background, and thanks for the story.
I was quite busy that I forgot to add your corrections in the earlier versions
)

Original :

Okay here is the new version of Operation Spark.

v1.2 HighLights

- Cadet Mode and Veteran Mode now differ distinctively.
- Positions of main targets are now randomized.
- Many of the patrols are now randomized.
- Added few enemy forwardbases (just some sort of camps)
- Added tons of enemy units to increase difficulty.
(This is because I found the camp somewhat like a ghost-town when I actually played it with my brother)

Full details in the first post and changelog.

Gotta go.Bye bye lads.
Hope to see some feedback tomorrow.

Regards,
Haroon1992
« Last Edit: 11 Mar 2011, 16:46:35 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 haroon1992

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Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
« Reply #12 on: 16 Mar 2011, 04:56:07 »
Any chance of beta-testing this?  :D

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 ofp addict

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Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
« Reply #13 on: 20 Mar 2011, 17:58:37 »
I tried to download this but it got half way and then said the download was interupted

I think these problems with downloading problems, corrupted misssions are within the ofp editing centre
Infinite love is the only truth. Everything else is illusion

Offline Aldo15

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Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
« Reply #14 on: 20 Mar 2011, 18:14:00 »
I agree witn ofp addict, because I've tried to download your new version of Ammo mission, but I can't download it, Also the file hasn't got the radme file, maybe the download was interupted.
My OFP stuff
FMF Project by Aldo15. Coming soon.
If in the high school or university, Teachers add a new subject about how to make scripts, missions, for ofp. I'd be number one of my classroom