Advertisement

Author Topic: [SP/A2CO] En Route (v3.4)  (Read 2944 times)

0 Members and 1 Guest are viewing this topic.

Offline Mad_Cheese

  • Members
  • *
[SP/A2CO] En Route (v3.4)
« on: 22 Mar 2011, 17:35:48 »
En Route



Type: SP
Island: Zargabad
Time of day: Early morning
Weather: Slightly foggy
Requires: Arma 2 CO
              
Download:
Armaholic
Gamefront


I'd like to say hello first! I've been reading this board and playing missions for a few months now. One of my favorite places. I spend quite some time on a mission and if anyone has a few ideas or the time
to test i'd really appreciate it.

Description:

An unexpected situation unfolds as Cpt. W. Sobchak and his convoy make their way to Zargabad Airfield.

Features:

-   Played as a US-Army mechanized infantry squad
-   Weapon selection in Briefing
-   AI convoy movement controlled by Unitplay
-   Optional Teamswitch/Advanced Heal
-   Custom sounds and music
-   Simple Battlescreams
-   AI support during mission
-   A bit of customized AI behaviour
-   Destroyed vehicles have custom smoke-model
-   2 Hidden Secondary Tasks
-   Squads player will be reinforced if numbers are low
-   Relatively performance friendly (for Zargabad Standards) through spawning & deleting of objects

CHANGE LOG:

1.1:

- Repeated Errors in RPTMon fixed
- leader.sqf is more customized for the mission and works with mando team now.
- a few minor mistakes fixed that came up in rptmon
- fixed a fomerly unknown bug that deleted player's vehicle if he doesn't stick 100% to mission design.

1.2:

- Further Rpt Errors fixed (non existing unit commands)
- OBJECTIVES ARE ADDED/TICKED OFF FOR ALL MEMBERS. wooot! it's completely re-done and the debriefing should also be intact no matter when and how often you switch units.
- it turns out the leader-sentence-in-a-loop is back due to leader script

2.1:2.2:

- all sections are heavily improved and more fluent
- no more mando mod required (script implemented)
- introscene and cutscene added
- Teamswitch Option dialog added
- more randomness added
- Scripts tweaked, view distance in Zargabad City limited for better performance
- tons of minor improvements and removed mistakes

3.0:

- Performance drastically improved (NO MORE UAV, spawning objects, scripts optimized etc.)
- Tasks redone
- Two optional objectives added
- Intro added
- Cutscene added
- More music added, also made some scores myself
- AI behaviour improved
- Ambience improved
- Immersion improved
- Last task improved and randomized
- Briefing improved
- Storyline altered
- Savegames and unlimited savegame by radio added
- Tons of small issues fixed or improved
- Advanced Heal is now selectable

3.1:

- Final Task added
- Tasks polished
- Extraction fixed
- Some scripts were improved
- Radio Messages added
- Cutscene added
- Outro improved
- Music added (original Arma 2 scores)
- A few other minor changes

3.2:

- Story & briefing slightly altered to fit better
- Fog bug fixed
- Incoming car works as a bomber again
- Compound task improved and more randomized
- Warlord bug fixed
- Burning vehicles have custom smoke templates
- New healing options during mission
- Final task: Ai behaviour, friendly armor behaviour & ending improved. Task heavily improved and more balanced.
- Squad Reinforcement added at final task if casualties are high
- Cutscenes slightly tweaked and fitted to variable situations
- Atmosphereic additions
- Battlecries added
- Some text is displayed longer for readability
- Lots of other minor corrections and changes


3.3:

- Player's unit now has a HMMWV and is part of the escorting group
- MTVR is now AI & controlled by Unitplay. It's units stay true to the role of an escorted team.
- If Player's vehicle gets irreparably damaged during first halt, squad will be taken along by the MTVR
- Warlordhouse Defense Setup improved (Units should't run off with objects attached)
- Hidden Task 'Search Insurgent Building' improved
- MTVR can make it to the airfield
- Weapon Selection added in Briefing
- Further Reinforcements added if player looses units
- Player's vehicle included in Slowdown scene
- Mission works fine with blastcore mod (Spawned explosions are visible)
- Conversations tweaked, phrases dependant on happenings/conditions

3.4:

- Full Voiceacting (Voices by Rejenorst & 1 by myself)
- Ace Features implemented (CLU's and Earplugs added, Earplug trigger credit goes to SaOk)
- All tasks are improved and adjusted, Final task has a new twist now.
- AI behaviour is adjusted
- Bugfix: Player will no longer get stuck at Crossroad task
- Bugfix: Cutscene and Mission success will no longer occur if player dies
- Tons of small tweaks and fixes

Known Issues:

- Intel at Warlord House might have no action menu (very rare & does not affect mission if it happens)
- JTD Fire & Smoke Mod will badly effect mission gameplay
- ACE can have minor effect on mission but is okay to use

Credits/Resources:

- Upsmon script by Monsada & Kronsky
- Music: OST of 300, Jarhead, Full Metal Jacket. Additional music produced by myself, all music edited by myself.
- Soundfiles borrowed from COD and... The Taliban :)
- Airfield Fortification borrowed from "The Battle Of Zargabad" by Saok
- Ambient FSM's by SaOk

Thanks:
« Last Edit: 01 Nov 2012, 14:13:15 by savedbygrace »

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v1.0)
« Reply #1 on: 22 Mar 2011, 18:37:16 »
Hi and thanks for kind words, you can freely use any scripts that you find from my missions. I have even tryed to make a public script pack but I takes much time to write the instructions. And sure, you can copy those object placements too. Just a nice easter egg. :)

I didnt yet play until the statue ambush but looks very good so far and the atmosphere is great. There is just one error message displayed all the time:
Code: [Select]
Error in expression <triggeractivated ambtrig1 && !(cheese in mtvr1);>
  Error position: <in mtvr1);>
  Error Generic error in expression

RPT file also repeats this:
Code: [Select]
Destroy waypoint not linked to a target: Near target acquisition is slow and may even select friendly unit.
But I continue testing. I will write better feedback later.

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v1.0)
« Reply #2 on: 22 Mar 2011, 21:16:03 »

thanks! that's great, all of them have a big impact on the atmosphere. thanks for testing and spotting the errors too!!

EDIT:

First post updated and major mistakes fixed. but i just figured out how to tick off the objectives so 1.1 a bit obsolete now and i will upload a new version as soon as i have it perfected.





« Last Edit: 23 Mar 2011, 12:57:00 by Mad_Cheese »

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v1.1)
« Reply #3 on: 23 Mar 2011, 13:37:07 »
I finished the 1.0 version. I didnt find any big flaws, just few bugs:

At first ambush, there is this error (noticed in second try):
Code: [Select]
Error in expression <driver1; wannabe4 dofire driver1; fritz dotarget driver1; fritz dofire driver1; >
  Error position: <dotarget driver1; fritz dofire driver1; >
  Error dotarget: Type Group, expected Array,Object

Later task have this error:
Code: [Select]
Error in expression <i2;
tskobj_4 setTaskSTate "succeeded";
8objnull, objnull, tskobj_4, "succeeded" >
  Error position: <objnull, objnull, tskobj_4, "succeeded" >
  Error Missing ;
File missions\__cur_sp.zargabad\borrowedscripts\collect.sqf, line 4

I also spotted these:
-US officer have talking animation during second ambush next to fortress
-Sandbag wall near the evidencenses is leaning unnaturally
-"Move to Airfield"-task wasnt marked as completed in briefing/debriefing

I think there could also be a custom identity for player:
Description:
Code: [Select]
class CfgIdentities
{
    class Jack_Smith
    {
        name = "Jack Smith";
        face = "Face12";
        glasses = "None";
        speaker = "Male02";
        pitch = 1.0;
    };
};

In player init box:
Code: [Select]
this setIdentity "Jack_Smith";
Any cutscenes would also be plus, but overally already very good detailed mission. I am going to test that new version next.



Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v1.2)
« Reply #4 on: 23 Mar 2011, 17:53:17 »
Nice one SaOk! i appreciate you taking the time.

Okay everything is updated. I changed also the leader thing into a selectable feature since it was such a problem and it interferes with things in more complex was than I understand. The sentence loop being the worst symptom.I played it through the mission without the feature enabled and it's more fluent and also all objectives are listed in debriefing. Maybe in the future I can get the teamswitch thing perfected.

I'm not sure if i should 'release' this at some point but I think I could just give it a go.


« Last Edit: 25 Mar 2011, 13:10:18 by Mad_Cheese »

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v2.0)
« Reply #5 on: 25 Mar 2011, 20:26:39 »
I played 1.2 yesterday, but this time the convoy suddently disappeared when returning to truck after first ambush. After that I continued on foot, but the second ambush didnt happen. I died finally near the enemy leader hideout.

Until first ambush there was this error displayed in loop (edit: okay, this seems to be fixed in 2.0):
Code: [Select]
Error in expression <player setcurrenttask tskobj_1; >
  Error position: <tskobj_1; >
  Error Undefined variable in expression: tskobj_1


I am going to test that 2.0 also soon, but without that convoy deleting, I think the mission is overally at quite good state. But little tweaks still are always welcome. One suggestion that came to my mind is to randomize the last task where you hold the crossroad. That would add nicely some more replay value.

By using BIS_fnc_selectRandom-function you could select easily random values. So there could be random starting position for enemy assault and maybe even random vehicles in enemy assault. But a free choise.

Examples:
Code: [Select]
_start = [[3363.46,3874.85,0],[3846.03,3631.29,0]] call BIS_fnc_selectRandom;
_tank = ["LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","BTR40_MG_TK_INS_EP1"] call BIS_fnc_selectRandom;
_tg1 = [_start, 0, _tank, EAST] call BIS_fnc_spawnVehicle;
...

Code: [Select]
_ran = [0,1] call BIS_fnc_selectRandom;
if (_ran == 0) then {...} else {...};

Edit: I played now the 2.0 version through without teamswitch. This time all worked great to 2nd ambush where I got these two errors:
Code: [Select]
Error in expression <;
guard4 setcombatmode "red";
guard3 joinsilent squad2;>
  Error position: <joinsilent squad2;>
  Error joinsilent: Type Object, expected Array
File missions\__cur_sp.zargabad\section3\spawnMarket.sqf, line 33

Code: [Select]
Error in expression <_launcher         = _disp>
  Error position: <_disp>
  Error Undefined variable in expression: _disp
Error in expression <_missileparams = [_launcher, _missilebody, [0,0,0], 0, _va>
  Error position: <_launcher, _missilebody, [0,0,0], 0, _va>
  Error Undefined variable in expression: _launcher
Error in expression <[_disp, _posunit, _ttype, _quantity, _min>
  Error position: <_disp, _posunit, _ttype, _quantity, _min>
  Error Undefined variable in expression: _disp

After crossroad holding task, I also got this:
Code: [Select]
Error in expression <squad2 joinsilent cheese; hint "regroup and run>
  Error position: <joinsilent cheese; hint "regroup and run>
  Error joinsilent: Type Group, expected Array

Else the mission worked fine. Just small note that the table and sandwall look still bad at hideout house. Also I am getting bad performance especially during 2nd ambush. Its partly my poor computer, but I would suggest to tweak the scripts more if possible. When spawing a lot of units, add some lag between them (e.g. sleep 1;) and make sure there isnt any loops counting conditions unneeded often (sleep 0.01 -> sleep 1 or even more, and use "while do"-loops instead of waituntil incase you are using that). A lot of performace can also be lost to empty vehicles that cost as much FPS as alive units. So if there is any vehicles/units left behind, those could be deleted. Also decreasing ambient life near the 2nd ambush would help, but thats a free choice.

« Last Edit: 25 Mar 2011, 21:35:08 by SaOk »

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v2.1)
« Reply #6 on: 29 Mar 2011, 16:05:09 »

yay! i thought this time i'd do a bit more before updating, no need to post every time i add a script ;-)

thanks for the input once again, i took your advice and it makes quite a difference with a bit of randomness

i made the most important changes i think. i still have ideas but the main stuff is there now. i really wonder sometimes why it takes an hour to create a full blown randomized firefight while it took me 4 hours to get the extraction working correctly.

the errors are removed except one that is being caused by mando missile and doesn't have an effect on the mission and another in the outro that is cause by upsmon and also also has no effect.

i have some problems understanding a few things though:

- the waituntil vs. while-do-if-etc:
 correct me if im wrong: waituntil is not for loops, it waits for a condition to be fulfilled once before continuing with a script. so it could be used inside loops but we don't like that so much for everybody says waituntil is satan. we shall never eat this forbidden fruit.

so is the right thing to do using a loop that exits after a condition? like: 

Code: [Select]
while {true} do {
if (blabla) exitwith {blablabla};
};

? -> that's what i did to get rid of some waituntils but i'm not sure if that might be bollocks.

also i had the assumption that empty units like bunkers etc don't take resources. i am guessing that's false. but how would i delete them from the map? if i use

Code: [Select]
{deletevehicle _x} foreach thislist
everything disappears but the empty objects stay there. searching the net didn't help and implied it is not relevant.


one last thing: the part where you drive from ambush1 to the statue has very poor fps and i have absolutely no idea how that's possible. it's 3 unitplay-paths just like in the beginning with actually way less units on the map. the only difference is that it's radio alpha trigger becomes accessible after you blow up the crate, before that it's set to NULL.
you can actually feel the fps coming back when the carbomb goes off which also smells like the paths is the problem.

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v2.1)
« Reply #7 on: 29 Mar 2011, 16:33:32 »
I believe the waituntil is basically a loop which is counted all the time (when script have reached it) and thats why it can take a lot of performance away. I have not used "exiwith" to exit loops but that may/should work too. I replace "waituntil" with:
Code: [Select]
while {alive unitname1} do {sleep 2;};
Where the sleep is set as high as possible, so there is no unneeded condition checks made all the time.

Objects dosent seem to cost almost at all FPS when they are out of sight (there could still be some limit for them before FPS starts to drop, but I think your mission have no problem from objects). I meant empty cars (not wrecks)/tanks/static weapons as the empty vehicles. Those give much FPS hit fast. You could name all the vehicles with simple names (e.g. c1,c2,c3...) and then delete them slowly during mission with that:

Code: [Select]
{deletevehicle _x;} foreach [c1,c2];
That statue part is weird. I also spend most of the time to fight with it when creating "The Battle of Zargabad". Some reason FPS drops there very fast if there any AI present. I needed to remove much ambient life, in my mission, to get it in playable state, but its still very heavy.

EDIT: I played the mission now with version 2.1. Looks very good. I like the small details (AI creating walls, friendly AI help, surrendering units, other life...). Also now the second ambush feels much more playable with definitely betterFPS. Its still little heavy, but it could be my computer. Only FPS drop that could be still tweaked is the final allied assault when player is moving to airfield. But overally, really good mission. I would suggest to add also an intro movie to welcome player. The outro cutscene is really nice, of course you can always tweak cameras more, but it looked great. Only flaw was the camera following closely the chopper. It oscilated really badly.

Some other bugs/notes:
-More animals during the journey to first ambush? You could freely increase the cows near the starting point to 12, since there is no much other life and the module delete them later.
-Enemies near ammobox, at first ambush, are very low skilled
-Medic, in player group, have m136 but no rocket for it
-If the game option (to enable all units as playable or not) is selected late game, it still plays "get to the truck"
-Error at first ambush during event "requesting tactical recon":

Code: [Select]
Error in expression <_launcher         = _disp>
  Error position: <_disp>
  Error Undefined variable in expression: _disp
Error in expression <_missileparams = [_launcher, _missilebody, [0,0,0], 0, _va>
  Error position: <_launcher, _missilebody, [0,0,0], 0, _va>
  Error Undefined variable in expression: _launcher
Error in expression <[_disp, _posunit, _ttype, _quantity, _min>
  Error position: <_disp, _posunit, _ttype, _quantity, _min>
  Error Undefined variable in expression: _disp

-At airport there was an AH64 flying still
« Last Edit: 03 Apr 2011, 14:26:45 by SaOk »

Offline mathias_eichinger

  • Missions Depot
  • Administrator
  • *****
  • I'm a llama!
Re: [SP/A2CO] En Route (v2.1)
« Reply #8 on: 18 Apr 2011, 21:23:01 »
Hey, I just tried v2.1 and I am really impressed.

I don't have the -showscripterrors activated, as SaOk does, so I can only comment from the pure player's perspective.

The mission is very hard, but if feels a lot like Battle of Zargabad, which is a favourite mission for me. The only bug I spotted was the following:

When you enter the house where the warlord is hiding, you are suddenly teleported from ground level to first floor and the player character then executes a wounded animation (kneeling on the floor) which is hard to get out of.

Else the mission went on without problems, albeit a bit laggy, but that has been discussed before.
Great work, I hope to see more missions from you!
« Last Edit: 18 Apr 2011, 21:29:33 by mathias_eichinger »

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v2.1)
« Reply #9 on: 23 Apr 2011, 10:16:32 »
Hey guys!!

i didnt have a chance to check back for a long time. i am on a biz trip for another month, good for me but bad for my arma desires ;D
thanks so much for the testing again, can't stress how much i appreciate.

@SaOk
I had a bit of time to read and I think I understand the waituntil/if thing a bit better - it turns out i will have to optimize more when i get home, maybe there's more frames to be saved.
i am also looking for a good movie scene to get a little speech scene in the beginning and maybe a little cutscene with the incoming car.
i will fix the things you adressed as soon as i'm home, some of them i already fixed especially at the end. arr i didnt take arma with me on purpose and now i got the cold turkeys.


@Mathias
Thanks a lot!!!
The teleporting/animation thing is superweird, i have no idea how that is possible but that's a serious issue. Did you use the teamswitch mode? I had a few bugs while testing it, maybe it's premature to implement it.

Generally, I think I can take off some enemies at the main ambush, I was hesitating because I didn't want to make it too easy and off course since I know exactly what is happening I tended to add more guests to the party. I think it should be possible to get some extra fps.

can't wait to get back to this.



Offline mathias_eichinger

  • Missions Depot
  • Administrator
  • *****
  • I'm a llama!
Re: [SP/A2CO] En Route (v2.1)
« Reply #10 on: 23 Apr 2011, 13:44:07 »
Hey MadCheese,

I did not use Teamswitch, just the first option that lets you play as leader only.

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v2.1)
« Reply #11 on: 14 Nov 2011, 22:36:37 »
Hi again,

i was away from this project for a while and spent the last month improving a whole lot of things (see changelog). apart from the fact that i still can't make "complete group is in vehicle" a trigger condition i'm starting to be happy with the mission but still any feedback is highly appreciated.

the mando error is still there but i dont dare messing with the script. but it doesnt have any effect on the mission.

one thing i'd love to do is get voice acting involved, i will try and look on BIstudioforums. it would make the gameflow so much better. it would also encourage me to make the cutscenes better - i don't really like that kind of work but i'm getting the hang of it slowly.

@Mathias I am sure the weird teleportation thing was a one off. it never happened to me or any of my friends who tested the mission.

i tried my best to get rid of lags but discovered that after all it's also a Zargabad issue. as soon as one enters the city frames dropped by 50%, I could only help it by limiting viewdistance to 1000 after the first big ambush so know it's playable.
« Last Edit: 15 Nov 2011, 04:17:09 by Mad_Cheese »

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v2.2)
« Reply #12 on: 19 Nov 2011, 12:45:32 »
Code: [Select]
group this setgroupid ["Eagle"];-Player starts with unloaded weapon (in script, you need to add the magazines before the weapon)
-"Blow the crate"-hint, begin with a lower case letter
-When engineer was added to group, this error displayed:
Code: [Select]
Error in expression <_launcher         = _disp>
  Error position: <_disp>
  Error Undefined variable in expression: _disp
Error in expression <_missileparams = [_launcher, _missilebody, [0,0,0], 0, _va>
  Error position: <_launcher, _missilebody, [0,0,0], 0, _va>
  Error Undefined variable in expression: _launcher
Error in expression <[_disp, _posunit, _ttype, _quantity, _min>
  Error position: <_disp, _posunit, _ttype, _quantity, _min>
  Error Undefined variable in expression: _disp
-UAV crashed after about 10sec from take off

"Complete group is in vehicle"-trigger could be made with condition:
Code: [Select]
{!(_x in vehiclename) && (alive _x)} count (units group player) == 0


Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v2.2)
« Reply #13 on: 09 Dec 2011, 01:34:32 »
Thanks SaOk,

I finally found this damn error caused by mando script, but removing it caused a new error once I reload from a savegame - couldn't figure it out yet.

Unfortunately I found some new bugs that I wasn't even aware of :S . your trigger condition helped solve one of those, thanks!

I'll have to fix a few more and also polish the mission on the cutscene tip.

thanks for testing and giving feedback again!



Offline savedbygrace

  • Mission Depot
  • Administrator
  • *****
  • Be swift to hear...slow to speak...slow to wrath.
Re: [SP/A2CO] En Route (v2.2)
« Reply #14 on: 11 Dec 2011, 00:24:50 »
Played several times. Once with 1.59 and a few times with 1.60.87.147 RC

First, you must include a Readme with your pbo. Please do so with your next update.

No Intro

Briefing
"You are not responsible for the other vehicles?" That's not a standard that is encouraged by any American military force. Perhaps rewording that area to something like.."Your vehicle is the least armored vehicle in the convoy. If a situation arises that places the convoy in danger, drive the truck to cover, disembark and form a defensive perimeter around the truck. But take no unnecassary risk, support the armored vehicles but use cover.

Gear selection
Why do all other team members have weapons but the player does not?

Mission
Start scene.... You used radio text rather than title text. Just being nit picky there.

Having the units in full battle dress and heavily geared up failed to fit the storyline and moving the units into the truck was also tacky looking.

The ammo offering at the start is inappropriate since the unit is suppose to be prepping for leave, not battle. you could add some weapons to the truck instead and give the player a standard load out.

The music is defined and called as sound in the description.ext which prevents the player from adjusting the decibel level independently of effects. Please correct that.

The first encounter with the speeding truck, it's spoken that warning shots are going to be fired but nothing happens. If anything, use sounds with clever camera angles to demonstrate this show of force. In one of those scenes, you show the tank and Humvee on the road, coming to a stop but the MTVR is placed off of the road to the side as though you forgot to include it in the slow down scene. I also tested the road next to the approaching truck once to see if it was an actual bomber and you didn't disappoint.

The number 4 vehicle in the convoy fails to stay with the convoy and is often riding on the edge of the road rather than on it. My first play through, I never glanced back behind me and when we were ambushed in the main city, I immediately turned onto a side street and got out of the truck and was slammed into by that Humvee. I had no idea where it came from, where it was headed to or why. I got back in the truck to move it out of the way so he could continue but he just stayed there, in the vehicle. It's not a big deal but it does not contribute to immersion at all since it is not technically part of our convoy, it does not engage enemy and removing it would not dampen the feel of the mission.

The first ambush, where we are forced to take cover...It would make more sense if the Armor commander ordered the player and his men to clear the community of buildings before moving on to prevent further surprises from behind as they left the area. You could then have the commander add, "If you see any supply caches, destroy them" As it is, it makes no sense that they automatically know an ammo crate is inside the compound.

Once we get inside the city and have to bail out of the vehicles and scramble to cover, you should give more time to allow the player to get his guys set before issuing another task. I encountered some lag at this point that was making it difficult to press on but I hung in there anyways to see if it would pan out.

The lag did smooth out some but I feel you still need to manage your object placement far better than what you are currently doing. Everything that you placed in the airfield, can actually wait for placement until after the defend the crossroad task. Everything that has been encountered before the task to move through the city on foot should be deleted after it's used. This should help rid the mission of that lag. You can write a simple script which allows you to copy the positions, class types and directions of every model within a certain radius and then paste it inside a script, which you then organize into a spawn and deletion script that will help reduce lag from unnecessary objects and units.

Aside from the slight lag, Blufor moving freely among Opfor without engaging them was a definite immersion dampener as was the Opfor moving freely among some of the Blufor. It's not very inspiring to see a line of Blufor, kneeling in the street out in the open while Opfor are shooting at my team mates and not the stupid blufor in the open.

I decide to parallel the main street, behind the buildings and stay clear of the apparent kill zone that serves as the enemies funnel of death. I was able to walk to crossroads with little opposition but was glad to see that there WERE enemy wandering back there. I honestly hate babysitting AI, so I left them behind the buildings while I dealt with the assault on the crossroads.

I had played to this point several times and on my last play through, I decided to stand by and see how the AI defend the crossroads without my interaction and though some of it seems unreal like the AI kneeling in the open while a tank fills his body with machine gun fire or Opfor armor never engaging the Bradley's, they did well to prevent the Opfor from moving in. Finding the balance is tough but doable.

After the crossroad task, I was ordered to withdraw from combat. I must have missed a way point back where I was ordered to get back in position after the first ambush because that was the way point showing after I completed the task. The marker for that first ambush area and the city area stayed red while the one for the crossroad turned green. But You may want to look into that way point deal. If a task is complete, make the next task way point active, regardless of whether or not the player has actually made it to the physical way point or not. It was silly to have to drive back behind the tank on the road anyways to get back into position before the convoy moved on when the Humvee didn't have to. I ended up having to use the lost key to teleport back to that way point in order for the mission to proceed. Once I did, The way point changed to the chopper.

On the run to the base gates, you again have music playing as a sound and it's impossible to lower it without lowering the effects.

The base and it's surrounding element had an uncanny resemblance to SaOk's "Battle of Zargabad" If you used his mission as a template, please make sure to credit him for that particular area of work as well.

The Chinook only has a pilot in it. My team got in as gunners, which also breaks immersion. We're suppose to be leaving combat, not manning the turrets for the US Army air group.

Once my men are aboard the Chinook, the way point switched back to the first ambush and even after I got into the Chinook, the helo wouldn't take off and thus the mission did not end.

OVERALL
The mission has loads of potential to be great. Start with a proper Intro and Outro to bring the story to life, immerse the player and complete it. Next, rid the mission of the things that ruin that immersion, such as moving units into the truck by script, superhuman units unable to die, opposing sides not engaging one another, polishing or changing tasks to be more believable. What I mean by that is that an escorted team should retain the role of defensive and support, not offensive and search and destroy tasks.
The ammo crate could be changed to "clear the compound so we can proceed; destroy any caches'". The warlord could be changed to "Help kilo locate the warlord leading the assault to quell the attack so we can move on; destroy any caches' and confiscate any Intel(which should be optional tasks)". The last task could be to support Kilo while they hold the crossroads until reinforcements arrive. It should be kilo getting the orders and the players group supporting them. Otherwise, make the players group the escort team and have them protect the team being transported for leave.
Manage the amount of objects that are placed and keep the action around the player to prevent the lag from ruining the experience. Fix the way points. The helos are not necessary but add tremendous bulk to the fps drop. Try just using one.

Hope my heavily opinionated feedback does not offend you.

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v2.2)
« Reply #15 on: 11 Dec 2011, 23:49:20 »
Hi SavedByGrace,

There's no way I could be offended, big thanks for taking the time and giving so detailed constructive feedback! The tougher the better, it's my first mission and I have lots to learn.

Everything you mentioned makes perfect sense to me and I will have a good time working on those ideas.

The tusk not firing warning shots surpises me, I did it with Unitplay and it never failed. Normally the problem is that one time out of ten the AI in the car showing some strange behaviour.

The last vehicle (MK19 HMMWV) has always been a problem, depending on how the player drives it might just crash into the MTVR, thats why i recorded its path way behind and closer to the edge of the road. I was about to remove it many times but I thought it would be weird to have the must vulnerable vehicle in the end of a convoy. I had problems to get satisfying results for the MK19 HMMWV  without Unitplay and didn't want to give the Player something like an LAV because it's too much firepower.
Also I didn't want to have an AI driver in the MTVR so I could keep the player busy. I will have to think that through again.

The issues with empty objects are related to my lack of skill, I will continue to search for solutions. I don't know how to have a script copy them and place them later yet, will find out about that. So far I had problems even just deleting empty objects.

One last thing, I did mention SaOk's work HERE but it reminds me I have to put credits in the actual mission itself.

Thanks again for all this great input.

Cheese
« Last Edit: 11 Dec 2011, 23:50:59 by Mad_Cheese »

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v2.2)
« Reply #16 on: 12 Dec 2011, 13:51:23 »
Thats fine, those my trenches are anyway quite simple. I didnt put much effort in those. :)

A new play through with my new computer specs was much better. Now the ambush is also very smooth (it seem to just CPU heavy). As new small bug, I noticed that some titletext flashes very quickly after collecting evidence, but I cant read what it says. Also the UAV crashed again, but this time much later. Looks like it looses his skills to fly when player begin to use it. Should I fly it somehow myself or is that a bug?

Offline Denz

  • Moderator
  • *****
Re: [SP/A2CO] En Route (v2.2)
« Reply #17 on: 13 Dec 2011, 23:23:12 »
Tested on v1.60; Veteran difficulty. No addons or mods loaded.
First of all the mission pbo should be in a folder with a readme included.

Nice on load screen? Is that a BIS image or did you take it? It's a great looking shot.

Briefing
Had to press ESC to get the briefing to function
Typos:
"there s a high" > there's --or-- there is
"voulnerable" > vulnerable

Mission
You should add a saveGame following the cutscene so the player doesn't have to watch it again if killed beforehand. Opted for the "no teamswitch" option and took an M110 TWS which proved very handy later on.
Typo:
"got is hands up" > his
After taking care of the first task - destroying the arms cache (how we knew it was there was a mystery) I followed the tank up until the point where it just stopped. Debussed on own initiative, took out two guys and ordered the rest to disembark where we took care of a couple more OPFOR before getting a hint about a warlord. No task or further information was given. Rather accidently one of my squad killed the warlord and I collected the evidence. Evidence of what I don't know  :dunno:
After receiving the message about defending the crossroad I moved my team up and arranged them around the area. Placed two of my guys in the static HMGs  and ordered the medic to hide in a covered position - I always seem to get the poor blighters killed. Defending the position proved to be quite a fight with several armoured vehicles. Here the fact that I had grabbed a rifle with thermal sights proved very fortuitous as the smoke from the burning armour obscured the roadway.
After successfully defending crossroad, I moved everyone back to the truck- apart from my no.6 who got stuck on the sandbags (I erm blew him up to make my life easier :whistle: ).
Following the task list, I then mounted everyone in the truck and drove to the airfield, debussed and got everyone in the chinook then nothing. On a side note you need to fill all the slots in the chinook so that the players team doesn't take up co-pilot and gunners seats just for the sake of appearance. I can only presume that the rest of the convoy was needed for the mission to complete.
Exited the mission at this point.

Overall
Well apart from the ending not working I thought this was a pretty decent foundation for a mission. A good start had been made with regard to realistic detail but more needs to be done for example, the ordering of your squad to investigate the arms cache as well as the whole task about the warlord and his evidence. If you want a realistic edge to your mission then think through the procedure of ordering units to accomplish certain tasks. As it stands, the whole thing about leaving the combat zone doesn't quite fit with the scenario - maybe they are heading to the airfield prior to transferring to the main airbase for the flight home or to Germany or wherever.
The difficulty of the objectives was balanced curving up to the difficult battle at the crossroad. You do need to look at the updating of information particularly about the warlord and where this fits in with the mission overall. But like I said it's a good start.
I've got 'em right where I want 'em - surrounded from the inside!
Jerry "Mad Dog" Shriver, SOG Recon One-Zero
24/09/41 - 24/04/69

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v2.2)
« Reply #18 on: 25 Dec 2011, 17:35:17 »
Hey,

I hope you are all having a merry merry christmas!

I just uploaded Version 3.0.

I took time and made use of all the feedback and ideas you gave and it makes a huge difference indeed. I also fixed and added a lot of other things.

I changed the storyline a bit, kind of an attempt to justify the geared up team. At one point I had them all as "soldier light" class but that didn't really feel nice so now the guys don't get to go home yet, they are just transferred to Feruz Abad. : )

The UAV had to go, it was overkill anyways and responsible for most of the lag and some script errors.

I hope the mission feels more immersive now and I also hope that the objectives are always clear. There's something that bugs me about the warlord and I'm curious to see how that plays out.

Once again the mandatory thanks to you guys. Great great feedback and ideas!

Off to complete Operation Lion now.







« Last Edit: 25 Dec 2011, 17:39:54 by Mad_Cheese »

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v3.0)
« Reply #19 on: 26 Dec 2011, 00:26:03 »
Hi and thanks, have a nice holiday time too. :)

I like much the changes and new cutscenes. The mission feels much better and also smoother now. That UAV was definitely unneeded.

Clearing the first task area is now much more interesting, the cutscenes improve the feeling nicely and all the music fitted in great. Only flaws are the warlord task, which could have some detailed radiochatting instead of suddent hint message, also the extraction didnt work on my try - the UH60 flew away when I was closing the airfield main gate and I couldnt end the mission. As small flaw the intro cut the sound badly, you could make it smoother with:
Code: [Select]
5 fadeMusic 0;
5 fadeSound 0;
sleep 5;
//your code to end the cutscene

Overally the mission is getting in great shape. Of course, there could always be more tasks. E.g. the final task to defend could be longer with multiple stages (e.g. defend crossroad then move to trenches to hold the airfield). It partly feels bad to leave the show so soon. :)

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.0)
« Reply #20 on: 27 Dec 2011, 20:16:04 »
Oh jeez... the extraction not working is bad news. it had never happened to me when testing and just yesterday right after i read your post - bam! the chopper took off and just hovered 20m over the ground.   :confused:

I am actually working on another task where the player gets to decide if he wants to assist the defense of the airfield. Leaving always feels like "okay guys, have fun being overrun and that, but we would rather grab a cup of coffee in Feruz!" : ]

did you run into the hidden task (give if you pick up intel in the warlord house)?

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v3.0)
« Reply #21 on: 27 Dec 2011, 22:04:32 »
I missed that intel document. Going to check that on next try. :)

Chopper AI can be annoying. I also had problems to keep one chopper on ground in my campaign (2nd mission intro) after BIS made some changes to the game. I use this command (pilot could also be "careless" if that helps):
Code: [Select]
choppername land "LAND";

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.0)
« Reply #22 on: 29 Dec 2011, 23:52:52 »

I think I got it now.

Anyways it's a no-go for now, I will upload a corrected version asap. sorry for this.

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.1)
« Reply #23 on: 02 Jan 2012, 16:32:05 »
Happy new year everybody, all the best for 2k12!

I uploaded a new version with a new finale, a few other news and fixes as well as (drumroll) a foolproof extraction.  :whistle:

Thanks again for all the help!!!!

Version 1.6 presented me with a couple of weird issues too but I hope I fixed most of them.










Offline Undeceived

  • Members
  • *
Re: [SP/A2CO] En Route (v3.1)
« Reply #24 on: 11 Jan 2012, 15:00:56 »
Hello Mad_Cheese, I played your mission and have a bit of feedback for you.

Overall I can say that I have mixtured feelings after playing your mission. The first part (the convoy) was absolutely fantastic, you had some great ideas (the car approaching, the convoy moving around, the Humvee giving cover from the hill, etc.) and I was absolutely immersed in the great atmosphere you produced with the tasks, the music and the sounds. Good job!

Unfortunately the second part of the mission was something I really didn't like at all because it was way too difficult. I'm talking especially about the second Taktistani wave at the northern end of the airport. Already at the first attacking wave in the city I thought: "Ok, what will this bring... ::) ", but the Bradley was a great help destroying those enemy tanks, so it was ok. I even would be able to take on more enemies, as at the second try (first one was a mess) I positioned all of my soldiers in buildings / on rooftops. It worked quite well and if you can assure that the Bradley will be there every time, then you could send some more enemy troops. That about the first attack wave.

Well, the second one was just a player's nightmare. I don't know how many times I had to reload but it I think it was about 20-30 times. It took me more than 2 hours to complete this part of the mission. It's so frustrating that:

1. you're instantly shot by every enemy around when you fire one AT rocket, so the only thing you can do is to hide behind those big sand walls

2. the friendly AI is what it sometimes is: stupid and useless. At the end of those two hours my group was the only friendly unit that had survived, everyone else of the US guys were dead. And this only because I had sent them behind the walls for them not to die in their stupidness! What I did was to switch to one after the other (thanks God I choose the switch-mode in the beginning of the mission) and peak behind corners and shoot some enemies until them all shot back - then I switched to the next of my unit and repeated the same over, over, over and over again...

3. friendly armor didn't give a shit that the infantry had to deal by themselfes against so (too) many enemy tanks. And after the end of the battle what did I have to see? :D An Abrams near the airport hangars doing nothing to help, just standing there... Other than that a Bradley, which stood somewhere at the right flank and did nothing, even though hordes of enemy infantry were in his line of fire. You might want to revise the armor assistance. I think that it might help a lot. Another solution would be to reduce the number of enemy tanks, but you have to check out what is the best to do.




Ok, now I have let out the frustration and we can go to the bug report. :D

Mission:

- The subtitles in general were way too short. I would even dare to say that even native English speakers would have too try to read very fast in order to get all information. And beside that: Why aren't you using normal subtitles instead of those RscTitles (I forgot the name of it...)?

- In the truck at the beginning there was MAAWS ammo but no launcher.

- After a restart because of death the group embarked the truck, but this time a very very dense fog came up right after everyone was in the truck. It was so dense that visibility was = 0 so it had to be a bug. So I restarted again, but it came again too. Only after I got out of the mission (abandoned) and went in the main menu and restarted the mission again, the fog didn't come back... No idea what caused this.

- When I reached the four compounds the first time, the task came in the briefing, but no markers showing the compounds appeared. Second time worked then.

- I spotted a spelling mistake after the first attack wave of the TAK army: "Get to tmy HQ-tent"

- One thing I asked myself while my group was extraced with the Black Hawk: How can we just fly around if AA is around?! (reason for the Apache to leave - which also would have been a great help at the airfield... ;) )

- At the final fight at the airfield I received the order to go back to the officer's tent, but there were still approx. a dozen of enemy infantry attacking our position and (if I remember correctly, not sure) even a tank or a APC was around... Not sure about the vehicle though.

- On the way to the warlord's house suddenly there was a terrible lag (probably the one you mentioned in the ReadMe) and this script error appeared: (link)


Conclusion:

As I said, the first part with the convoy was VERY good and I also liked the part where the Humvee was destroyed and the player was given the task to kill the war lord. Great! The first attack of the enemy was ok too (with the Bradley helping).
You might want to improve the second attack though. It simply was too hard with too many enemy tanks (and I wouldn't consider myself as a n00b) without sufficient armor assistance and if I remember correctly, there were only one, two, no more than three AT units (apart from my groups AT guys).


It was hard and some times I looked around in my room, searching for things that I could destroy in my rage, but all in all (with that last part improved) it is a very good mission, which I would recommend and also play again! Thanks for your work!



EDIT:

I still should add that the frustration is not mainly your fault. It's the general AI in Arma that (I even would dare to say) is uncapable to handle situations like this one. It really is sad.
« Last Edit: 11 Jan 2012, 16:09:58 by Undeceived »
SP resistance campaign:
>>>
[CAMP] Black Lands

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.1)
« Reply #25 on: 13 Jan 2012, 19:25:28 »

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v3.1)
« Reply #26 on: 08 Feb 2012, 00:00:13 »

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.1)
« Reply #27 on: 22 Feb 2012, 20:17:15 »
oh good lord. i apoplogize for all these friggin showstoppers.

i guess he ran away, even though i 'thought' i prevented him to run further away from his regular position than 15m.

if you use lost key, his unit-name is just 'warlord'. maybe you can kill and setpos him to where he used to be?

apologies once again SaOk, i really appreciate you taking the time over and over again, this should not happen. i almost have a new version ready though, i will solve this bug for sure before posting it.






Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v3.1)
« Reply #28 on: 22 Feb 2012, 21:11:10 »
Nope, things like that happen. In one version of my "Fly Like an Eagle"-ArmA1mission the POWs acted same way. Player was suppose to rescue them from cage, but they were already gone when player arrived to the scene. :)

I dont use that lost key (yet). I prefer to keep the addons low when creating missions to make usure there isnt any suprises when releasing stuff.

But I give a new try for this when the new version is up. :)

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.1)
« Reply #29 on: 05 Mar 2012, 03:19:19 »

I uploaded Version 3.2.

All the feedback is incorporated and I improved a lot of other stuff. Especially the final task is now more developed and balanced.

I spent a lot of time before uploading a new version and i really hope it's bug free now, maybe I can make this version a 'release'.

Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v3.2)
« Reply #30 on: 10 Mar 2012, 22:00:51 »
I completed this latest 3.2 version - looks and feels very good. I like the new final task, even it was quite quickly over. I destroyed the tanks and was just preparing for infantry when the support arrived, but anyway very good mission with well-made cinema and other small details. I got following error once when loading a savegame during the last task, else all seemed work without a problem.

Code: [Select]
Error in expression <
sleep 2;
if (damage _blowpos > 0.8) exitwith {[_blowp>
  Error position: <damage _blowpos > 0.8) exitwith {[_blowp>
  Error Generic error in expression
« Last Edit: 10 Mar 2012, 23:27:54 by SaOk »

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.2)
« Reply #31 on: 28 Mar 2012, 14:27:09 »
Thanks!  :D

While I was on vacation I realized I'd like to make some more changes, but for now I will make this my first release. Thanks for all your help, effort and patience guys. I greatly appreciate this place.



Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.3)
« Reply #32 on: 04 Apr 2012, 18:22:20 »
I couldn't help it, I had to make one more Version before I could let it go. All links in first post are updated.

The player is now part of the escort unit. The MTVR has recorded paths until the big ambush in the city - it's behaviour is now more suitable for an escorted unit while the player can take care of the tasks.
This required a lot of changes and the possibility of the player's vehicle getting damaged is also taken into account.

I hope it has an impact on the mission's immersion. For the rest please see the changelog.

I heavily tested this new version but you never know. If someone still has some patience left, would be awesome.


« Last Edit: 04 Apr 2012, 18:50:02 by Mad_Cheese »

Offline ernesto

  • Members
  • *
Re: [SP/A2CO] En Route (v3.3)
« Reply #33 on: 07 Apr 2012, 16:53:14 »
hello,Mad_Cheese,I would like give you my comments about your mission :

a) Nice mission with lots of work done.

b)Maybe you can use voices at the Intro.Idea:Use one text to speech software as Acapella,Voice Forge,Ivona(look for the demo in internet).

c)Use the sound tool Wave to Lip of Bohemia Interactive at the Intro.

d)In the first combat clearing the houses,the message of  "destroying" the arsenals gives the false idea of doing it or you can not continue the mission.

e) Nice action in the crossroad,but I got forever in "yellow".I made all kinds of patrols looking for enemies after the Takistany atack,discovered a BMP-2 in the hills an destroyed it but nothing happened.Maybe your trigger is too big,or has some code error?.

I am new in this forum, so  I do not know much about the protocol, and I am goin to ask you about the cool radio communications in your missions .How you made them?

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.3)
« Reply #34 on: 08 Apr 2012, 14:58:17 »
Hey Ernesto, thanks for your feedback!

Voiceacting is in the works for the mission and I will use the wave to lip tool after that.

I'll make it more clear that the weapon crate is optional.

The issue you encountered at the crossroad is very strange. There must still be a tank with crew around, maybe it's stuck somewhere. Thanks for mentioning this, this never happened in my (countless) tests - I need to check that out.


Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.3)
« Reply #35 on: 31 May 2012, 00:11:12 »
Hey guys,

Mission is updated to version 3.4 with full voiceacting and many adjustments (see changelog).


Offline SaOk

  • Missions Depot Staff
  • *****
    • My youtube profile
Re: [SP/A2CO] En Route (v3.3)
« Reply #36 on: 31 May 2012, 01:18:07 »
I played the new version through and like this very very much :good: Its nicely challenging, full of little details, dense atmoshpere, performance is superb and the voice-acting gives big extra for the atmosphere too. The dialog sound nicely realistic, also the few lines for takiban also are very well made. I dont know if I fantasized the cool echo for the those enemy voices, but that is an extra moody detail. Very polished mission in every way. Definitely one of the best action missions for the game if not the best. Only minor downside is the linearity, but that dosent matter with quality like this. :)

The voices could be little more loud in intro cutscenes, but good already.
« Last Edit: 31 May 2012, 01:19:51 by SaOk »

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.3)
« Reply #37 on: 31 May 2012, 16:32:49 »
wooohoo! thanks a lot SaOk, I'm sipping on my morning coffee with pride now  :)
I don't want to be a bootlicker, but 'The Battle Of Zargabad' was the main inspiration for me to start editing, so it means a lot coming from you. It wouldn't be where it is without your help neither  :whistle:

There is indeed a bit of Reverb on some enemy yells, others have a natural room to them since they are taken from youtube videos.

i think you are right about the linearity - while dynamic concepts are still way over my head, I am working on another mission which at least challenges the player's tactical thinking.

thanks a billion!


Offline mathias_eichinger

  • Missions Depot
  • Administrator
  • *****
  • I'm a llama!
Re: [SP/A2CO] En Route (v3.3)
« Reply #38 on: 28 Jul 2012, 11:36:43 »
Hey Mad Cheese, nice mission! My feedback for version 3.4:

Overview

Well done.

Intro

I guess there was none (played the mission on 2 different occasions).

Briefing

Very informative, all the objectives are ticked off properly.

Mission

The mood of this mission is really top-notch with all the little details like sandstorms and the excellent voice-acting. You did great in replicating SaOk's style of micro-tasks (check this house, kill that person, advance to this crossroad...) which feels very realistic. However, I one fact dragged the mission out for me and also I could not end it due to a bug. But first things first. The warlord is not visually discernible, so I had a hard time checking each and every corpse around the yard were his house is located. Giving him a golden AK or maybe a captured US weapon to make him special would really help in this respect.

The objective with the insurgent house (the one with the dead US soldier) was not a problem, but the crossroad objective was one: I waited for more than 10 minutes with no effect, so I had to quit the mission which really is a shame since it is so good up to that point.

Hope you find the bug, and looking forward to complete the mission.


Cheers

Mathias
« Last Edit: 28 Jul 2012, 11:40:51 by mathias_eichinger »

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.3)
« Reply #39 on: 29 Jul 2012, 21:08:05 »
Thanks for the good feedback Mathias!

There is an intro before the briefing, I have no idea why you couldn't see it. It's a scene showing the defence of the FOB prior to heading out.

Thanks for the nice comments, I'm glad you enjoyed the mission and puzzled about the showstopper you experienced. I like the idea to give the  warlord a golden AK, I had trouble identifying him before as well (I gave him a custom ID but couldn't figure out how to control his clothes so he looks like the picture in the briefing. Sometimes he is face down too).

Did you confirm the warlord kill via the action menu (triggers a cutscene and the next task). If you did and nothing happened, there is a serious bug, if not I'll just have to make the warlord easier to find.


Offline mathias_eichinger

  • Missions Depot
  • Administrator
  • *****
  • I'm a llama!
Re: [SP/A2CO] En Route (v3.3)
« Reply #40 on: 29 Jul 2012, 22:33:42 »
Not sure about the intro, I could simply have forgotten ist, since I played on 2 different days. I triggered the warlord objective with the action menu (an action popped up on the screen) but there was no cutscene.

Offline Rytuklis

  • Members
  • *
Re: [SP/A2CO] En Route (v3.3)
« Reply #41 on: 01 Sep 2012, 20:10:20 »
I'm not a reviewer, but i wish to let you know that i really enjoyed this mission. Good work.  :clap:

Offline savedbygrace

  • Mission Depot
  • Administrator
  • *****
  • Be swift to hear...slow to speak...slow to wrath.
Re: [SP/A2CO] En Route (v3.3)
« Reply #42 on: 01 Sep 2012, 20:34:33 »
Every player's feedback is helpful. You could have gone into detail though. Mission designers love reading how others reacted to their efforts and if they enjoyed them or not.

Offline savedbygrace

  • Mission Depot
  • Administrator
  • *****
  • Be swift to hear...slow to speak...slow to wrath.
Re: [SP/A2CO] En Route (v3.3)
« Reply #43 on: 01 Nov 2012, 14:12:59 »
I gave 3.4 a test yesterday. With Arma2CO 1.62(latest beta) on regular.

From start to finish, this project has come from a smoldering wisp of a camp fire(version 2.2) to a blazing fury of a fire storm. The story, tasks, logistics, detours and events all make perfect sense. The revamped radio and dialogue conversations flow brilliantly into the action, the voice files of  enemy and ally alike, amp up the power of immersion greatly. The twisting line of objectives flow right into the route and make each one completely believable without seeming forced at all. Small details like forcing the convoy vehicles into predefined placement when responding to attacks was fantastic and exhilarating as it caused me to believe that I was following a completely competent force. The communications net was informative and worth listening to. The improved objectives are great and don't slow the action at all but rather builds on the intensity that is established from the start. Bug free and complete in packaging, this one can stand toe to toe with the master pieces of SaOks' portfolio and is a fantastic example of what we at OFPEC strive to urge authors to improve their work to. I'd say this one is ready for review if you are done polishing it. Great effort mad_cheese! I look forward to you bringing your other projects up to this level of entertainment.

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.4)
« Reply #44 on: 04 Nov 2012, 22:07:20 »
Thanks a lot SavedByGrace! I am very very proud to read this.

I'd be honored to have it reviewed, however there is some issues that I'd like to polish one last time before its ready. Namely, the bugs that Mathias encountered and also the last task can be a piece of cake with so many AT units around. I am almost done with an update for 'Raccoon" and will get to it right after that! But really, it would be great to have it reviewed  :D




Offline iBooze

  • Members
  • *
  • Fox Hound Special Force Group (Arma 2&3)
Re: [SP/A2CO] En Route (v3.4)
« Reply #45 on: 20 May 2013, 03:52:28 »
I hope I am not bumping anything. I came to the website not long ago, because of this mission. It's the best mission I've ever experienced in Arma 2, and It'll always be. The music along with the tasks, and by loosing a teammate almost made me feeling sensitive in real life. The voice acting was the best I've ever heard in a video game(when the mission is un-official) and even the end credits were touching when you saw all the dead soldiers of the Takistan Army.

You know how to create a realistic, yet a mission full of action. It was brilliant, and I hope you'll make another one in the future on Arma 2, or even Arma 3.

Thank you.

Offline Mad_Cheese

  • Members
  • *
Re: [SP/A2CO] En Route (v3.4)
« Reply #46 on: 21 May 2013, 09:48:18 »
Hey iBooze!

Thanks a lot for your kind words - I'm really glad you enjoyed the mission. A small update is in the works, although the changes are minor. If you want to check out Raccoon in the meantime, I have just finished Version 1.3  :D :whistle:
I want to make A3 versions of both my missions and also work on more, but I will wait for more content before releasing anything.

@SavedByGrace: If your offer to review the mission still stands I'd be honored. I guess most people have moved to A3 Alpha now but maybe it helps for people to play the mission.