Right click and save target as.
There is no such thing as loose Debriefing text. The workaround is to have a hidden Objective which appears only if the loose ending is triggered.
Veteran mode. Haven't read the previous posts. This may be a bit disjointed as it may be over several sessions today. (In other words I should be doing something else.
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ReadmeNice to see one with a proper name!
Add the addon details and the date. Thanks for the credit: read snYpir's How to use Objectives and init.sqs.
OverviewWell ... there's nothing really wrong with it but the text is not very exciting. Make it clear which side the player is on: I assume the pic is of the defences. Add your name.
IntroWell there really isn't much wrong with this. Staging post Everon then cut straight to "Kolgujev" doesn't make sense. Put the observing spetz natz in the bush, not 3 feet away.
If you wanted to make the whole thing classier (which is not necessary, its a good Intro) there are two things you can do. Firstly, read xenofane's font text tutorial and get some fancy coloured text. Secondly, increase the pace a bit. Pace is always a problem in OFP cutscene - its almost impossible to get enough. Consider adding a couple more shots of the same scene from different angles, to give the illusion of something happening. There is also a little too much black background: try and give us a bit more to look at. But as I say, these are all things to help move it from good to very good.
BriefingPlan - good
Notes - good. Split into two paragraphs.
Gear - don't issue smoke grenades, they are useless - AI can see through smoke and you can't. I took the Strela and issued RPGs to everybody else with PKs for the loons a the back. Put at least two RPGs in the squad, there's no point in making the player do too much work.
Group - nice to see an intelligent rank and skill structure, though I'd like to see more good loons and fewer crap ones. Groups of 12 always make me suspicious: they are easy to spot and difficult to control and you almost always get heavy casualties early on.
Map - Gravette and Levie should have red flags. Mark the position of the LPD, just for fun. What, if anythng, is at Laruns?
MissionNice to see a boat leaving, a detail so often neglected. Have a couple of spetz natz running past you can getting into the boats. (Brief cutscene followed by savegame would be even better) You wouldn't land so close to an enemy base unless you were covered in some way.
Ran west up the gully and came out cautiously onto the road and dropped two two man patrols, one going in each direction. Brief siren. I know its right to turn it off, but you can leave it a little longer than that.
Left one man covering the road from Entre Deux and moved on SW to the bushes near the end of the track. That's one advantage of a large squad. Consider moving the medic in a couple of loons, and having loons at the back with mixed arms, maybe even binocs. Hint to the player that they can be left in tactical positions to cover your rear etc.
Anyway, overlooking the base. Oh for a Dragunov. Nice to see a properly defended entrance and a hospital but not nice to see no movement whatsoever. It's fine to have entrance guards standing still, but at least some of the others - particularly after the alarm - should be rushing around.
I was about to put my loons on hold fire to move closer when one of them opened up. We won the exchange but took a couple of casualties. PK ammo ran very low as the gunners tried to destroy the M2. (Don't place it as a unit, place it empty and put a gunner in. There is a re-man M2 script in the Ed Depot that you might want to consider.)
The over long player's character name is really starting to irritate me now. Change it.
Advanced a little and kept shooting. An M113 came down the track and we took it out. There were just a couple of enemy left when 8, who was watching our backs, called contacts. His directions weren't very helpful and while I was trying to figure out what was happening he got shot (unsurprisingly) and a squad appeared outside the base entrance. I was hopeful of knocking them all over but we were a but closer and our MGs didn't have the advantage they had before. Took some casualties and the surrender option came up.
Clicked and switched to cutscene. We stood up, hands behind heads but still with weapons, and were shot at. Use setCaptive true commands although they will not stop a unit firing that has already targetted us. You'll need to figure out a workaround for that. It would be tedious, although nice, to run a wee script on each loon to find out what weapons he has, remove them, and put them in weapon holders at his feet. Some titletext and sound would be nice too. Good idea though. Dig through the sound library in the triggers and see if you can find some appropriate remarks.
11m
860 *
5 kills
11 casualties but at least two of these were after the surrender
OutroFine but a little dull. These big overhead shots are fine for establishing the scene, but come in and give us a proper look. It appears you created a nice decent POW camp and a proper prisoner exchange or something, but we never got close enough to find out.
Suggest you show prisoners getting into a Russian chopper. Fade out and in. Prisoners get out of chopper, there is one officer - you. You are separated from the others. Fade out and in. Your face, pull back, firing squad FIRE! Just to make the point. ;D
CommentsI hope to play this again properly one of these days, it looks promising. All the ancillary stuff - Briefing and Intro and so on - is rock solid, which is surprisingly rare. I didn't really see enough of the mission itself to be able to make much comment, except that they defenses were much too static. Fewer loons with more waypoints and switch triggers would have been better.
I'm just reading through mikero's comments ... pretty much agree. The surrender thing seemed to work for me although weapons weren't dropped they just went safe.
The defences should not have any snipers outside the base. Snipers in the towers will make it noticeably harder, not least because sniper units are better at detecting the enemy. If you try it and its too hard, consider using ordinary units with M21s, though that will still make it harder.
The player's squad needs some long range weapons. Whether Dragunov or extra PKs is up to you. Tighten up the weapons selection a little: this is an infantry squad on an organised attack - they should pretty much be told what to take. (As a general principle of good mission design, the default loadout should be the best. There are exceptions.) Gear selection here should really just be available to allow the player to rebalance slightly to allow for personal taste.
Score = loons killed by you - casualties in your squad. There are other factors but that's the basic thing. You don't get points for enemies killed by your squad. Don't think anybody really cares, no need to mess about with it.
OK I'm done.