Wolfrug, this was a
BLAST of a beta review!! Thank you very much, I really appreciate it, guys! And good to know that the mission worked for you finally, hehe...
Ok, I think I will need some time to answer to the last posts...
And I noticed... There is
plenty of work to do!
But I'm going to make it, hopefully.
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DePBOed the mission and came across the radio message that was played twice: STR_NachConvoy_03F
Is this bug reproducible? Wolfrug, did you experiment this too? 'Cause I never had it.
in the outro I could see the units getting setPossed, not sure if you addressed that with the release of the new version
But you are not meaning Luchs, when he's walking towards the colonel or Jegor (the guy that is sitting and watching the sunset), do you? Because these setposses were intended, hihi
Like a "cinematic eyecandy"
Maybe I should review it though. Or did you mean other units?
[The next quote is about the resistance fighters still being running through the forest while the player sometimes already has reached the house (farewell)]
Maybe a fading out and setpos and fading in... Don't know.
That is indeed an option, there aren't many I guess, maybe someone else comes up with something good
How about activating the trigger only when the whole group is in its area? This could take some time (until all fighters arrived) but after all it's
them, who the player has to escort to safety. What do you think about it?
Have been thinking about adding motorcycles, a vehicle that gives you a ride (fade out) and stops 1 click south of the evac village before a checkpoint, giving the player another bit of action but that all doesn't suit the mission too well I guess
Sorry, I didn't understand what you are trying to say.
About having to return to the extraction point after the colonel: I will make the trigger come earlier so the player does not need to go almost the whole way back.
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although you finally get the point of the mission's name as well as the point of the picture at the end, it's a little fuzzy from the beginning.
Yes, it was the intention that the player doesn't get the sense of the name by just looking the picture or reading the name... I put many thoughts in the name, didn't want to name it like "Too late" or somthing like this.
At your intro review (Wolfrug):
I mostly just heard a chopper all the time, and some random (non-subtitled?) voices.
Are you speaking about the intro here? Because this would then be a bug. All voices (there are only 2) are to be subtitled... This is different in the outro, there I put the voices like it was a memory from the past, where you hear the voices in your head... I didn't subtitle this part, it was simply impossible. It would be way too fast.
I think the "flashing pictures" didn't work out that well for me
Are you refering to the pictures in the outro, too?
Might need some tiny English grammar corrections
If you find some part, please let me know. It's hard not having English as native language. But thankfully my girlfriend helped me
a lot already!!
"what's that stench?"
Should I better use this sentence instead of "What is it that stinks here..."?
I don't know what would've happened if I'd've shot him, but I guess nothing much (except Fuchsbau, that bastard, would've been angry)
Hehe, yes, he would be angry! And the mission would be jeopardized and finished!
But try it out the next time!
I decide to head towards Pacamac using the right side of the road (closer to the sea) and head that way...no traffic, no patrols, no nothing, so a little uneventful I must say
Well, this is strange... Didn't you see some vehicles with resistance fighters within driving in direction of Hunapu? If not, probably the motorcycle didn't make it again (it sometimes fell on its back while trying to drive up a tiny mountain). I removed it and replaced it by a blue car in the last patch, now it works fine. I also set the fire near Hunapu, which is mentioned by the resistance leader.
But anyway, I will probably have to add some more stuff to that long way.
I was planning on going north, and then straight east into the big M to avoid the question marks on the road and such, and kind of wandered into their camp
Hm... Maybe I should remove the question marker at Passo Paradiso. And I think I will either remove the whole camp and setpos it there later or just let it empty, like as B.V. still was on its way... Good ideas, mate. Thx!
the cutscene where the 17-year old joined the group, although I think I was in the wrong place since they spoke of canyons and things (I was in the middle of the forest someplace),
If all went right, the boy did join the player with the other res. fighters at the meeting point. At this cutscene the crude sniper joins the team.
Normally the player should go to Mataredo near of the road... Maybe removing the "?" will help.
Weird bug: once the cutscene was over, one of my men had the "Mount" order and was running into the forest.
Did you or anyone of your group mount a vehicle before that?
Oh man... This "mount the vehicle" stuff really is annoying. But I hope that it's ok now, I have unassigned them all from vehicles in all cutscenes and significant points
note: you need to spiff up their AI, currently when attacked they'll just hit the dirt and not move
Ok, I'll do that! Didn't know this method yet.
I was ordered to find Falke, but I failed. Where the heck is he? I went to the location, and the objective ticked off, but there was no cutscene or anyone joining my group or anything.
Hm, I don't know what might have happened there... After Mataredo, Falke is setpossed from an island right to the edge of the forest at EJ21. He is set right beside of a small tree.
Really strange that one with the ticked objective and noting more... There has to come a conversation right after the meeting with Falke (but it's not a cutscene), it's just a "last instruction before Black-Venom." that Luchs gives to the resistance fighters. Then Falke and the rest join Luchs. Really weird...
Phoie - long mission!
Do you think that the mission maybe is too long?
I personally see it as a mini-campaign without loading screens and briefings. What do you think?
feuer frei
Hehe, nice one!
About the camp:
There are two guys patrouling and two other guys "waiting for an attack", just to spread out in the forest and flank the players group. I think that your grenade attacks erased them before they could hit the bushes.
But I will review this point again, the idea with the S&D waypoints and more units running in the bushed is good. Thx!
Annoyance: By this time I've used up all of the three saves I get at the start. How about giving us some more?
Rgr, I will definitely do this! Thanks for the instruction, I'll try it out! What does Op:DH mean? I would like to check it out for the savegame issue, if it's allowed.
and then drove off - only to drive off a cliff and die stupidly inside the car trying to get to Hunapu through the mountains. Arrgh.
LOL
Good one!
Oh, about the convoy ambush
Question: Do you think that the convoy is too easy or is it ok?
Drove back to Hunapu, got the last chatter (the resistance soldiers left my group, exited the UAZ, entered it again, had a conversation with me, and then exited it again. Oh well).
I think this is one of the major problems... UAZ and the farewell (do you call this farewell or somehow else in english?) do not combine... The player must not drive there and many many thanks for this great idea with the MI-17 after the convoy!! This will prevent the player to go there by car! Thanks!
Didn't get any special mention for saving the 17-year old brother
Yes... You're right... Do you guys have an idea how to recompense the player for it
without having to record new voices?
Then I moved over to the extraction zone and waited for the chopper - note, I had to take option b)
Hopefully this bug is fixed in the last version.
the mission ends - extraordinary success!
Great job!
The best score possible!
the quick scenes really worked this time around, no problem with LOD shifting or anything!
Well, this is a thing I really
hate in ArmA! You say you didn't have any problems with LOD? Despite trying to use preloadcam more than often I don't get rid of this! There are always ugly textures that take a while to get loaded...
for instance you could've mostly omitted RHS's russian troops addon (changing the story only slightly
I fear that this is not possible, because of the recorded voices speaking about russians, and so on...
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Finally, the ambush point. I'm not sure if it was a coincidence but there was really bad weather when I had to take out the convoy
The weather at this point is scripted, yes... As all storms in the missions are (you heard the thunder, didn't you?). I used Mandobles storm script (aaah, *feared* I didn't give him credits................
Sorry, Mando! Will be contained right in the next version!!!)
Thought those comments could be handy for you in analyzing bugs and coming up with fixes.
Yes, they really are! Thx, mate! This is what I need.
Thank you for your time!