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[SP] Black Forest (Review Complete)

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SaOk:


Author: SaOk
Version: 2.40

Mission Description:
Night is falling over the black forest. Lieutenant Valenta is ready to get some sleep but suddenly he is ordered to meet Captain Vitek at one of the outposts in Black Forest. The trip could already be dangerous with boredom and lack of energy. However after the briefing there is suprises ahead.

Features:
-Overview/Briefing/Gear Choose
-Difficulty selection
-Ability to call reinforcemets
-Sleepy vision/folumetric fog/sleeping/snow/color filter
-ACE2 compatible
-Cutscenes
-Optional (half hidden) targets that affect on later objective
-Artillery/Healing/High Command-Modules
-Many FSM/Other-scripts (campAI,spotlightAI,ambientCAR,scoutcarAI...)
-Unlimited Savegames
-About 1,5-4 hour playtime

Extra Credits:
-Rewritten/Corrected dialog/briefing/debriefing by SavedByGrace
-Voice acting and ambient sounds by SavedByGrace
-Use of USPMON-script by Monsada

Change Log:
0.82:
-Fixed one broken script
-Removed one testing trigger which broke the mission
-Added more ambient stuff
-Fixed last objective
-Player group members moved at HQ tent
-Some other tweaks
0.85:
-Removed all errors (hopefully)
-Added "camp AI"-script
-Added "spotlight AI"-script
-Added more medics
-Markers replaced
-Other Tweaking
0.88:
-Added Ambient Combat Module
-Some new objects in middle camp
-Other tweaks
0.92:
-New big optional objective
-Added a garbage collector module
-Updated Overview
-Outlook camp updated
-SpotlightAI-script updated
-Other tweaks/fixes
0.95:
-Added difficulty selection
-Added a new optional task that affects on the later objective
-Updated the weapon selection
-Player can call reinforcements now
-Some changes in the last two objectives
-Added a new ending cutscene
-Added more music
-Fixed player artillery support
-Other fixes and tweaks
1.00:
-new optional task
-improved difficulty selection
-improved player reinforcement system
-faster sleep
-better NAPA behaviour at sobor
-some changes in scripts for better performance
-other fixes and tweaks
1.10:
-better overall performace
-little less challenging breakfast
-some other changes in breakfast
-made one optional task more visible
-some dialog changes
-tweaked intro
-default settings for difficulty lowered
-some other tweaks and fixes
1.20:
-updated/Tweaked Breakfast
-extended difficulty selection (ability to set off Air Patrols/Volumetric Fog/Advanced First Aid)
-updated Intro
-added some animations
-some music changes
-some other tweaks and fixes
1.30:
-Fixed: Disabling Air Patrols broke the ACM
-Updated: New working route for convoy
-Other changes in convoy task
-Some other tweaks and fixes
2.0:
-Rewritten dialog/briefing/debriefing by SavedByGrace
-Voice acting and ambient sounds by SavedByGrace
-Tweaked/Recreated cutscenes
-Updated mission settings menu
-ACM removed (replaced with homemade spawning scripts with more details)
-Many new detailed locations (Insurgent camps, russian outposts, abandoned trenches...)
-Massive use of custom-made ambient life/other events
-Use of USPMON-script by Monsada
-New ScoutCar-script (including use of USPMON)
-New balanced weapon/ammo crates (silent rifles, mines, satchels...)
-Added Task Markers (can be choosen from starting dialog)
-Better weather details (added snow and colour filter)
-More effect&cause-relations
-Added Credits
-Added ambient radio music
-Many other tweaks&fixes
2.10:
-New ammoboxes with random inventory
-Bigger minefield at outpost Magnum
-Friendly soldiers near Novy Sobor isnt alarmimg enemy so easily anymore
-Some gamebalance tweaks for ACE2 users (if the ACE2 is detected)
-Add some ACE2 weapons and magazines to crates (if the ACE2 is detected)
-Removed annoying phoneringing ambient sound
-Some other tweaks and fixes
2.2:
-Option to choose ACE2 wounding system (if the ACE2 is detected)
-AItalk module enabled (if ACE 2 is detected)
-More gear in crates for ACE2 users
-Fixed: Small bug in radio script
2.3:
-Much changes for better performance
-ACE wounding system working now right way everytime (no briefing at start)
-No gear choose at start anymore but the gear can be found at outpost selek
-Added more ACE2 gear to crates (if the ACE2 is detected)
-Added some ACE2 vehicles for enemy (if the ACE2 is detected)
-More medic gear (for ACE2 users)
-Made outpost magnum more secure at night
-Some new constructions at outpost selek
-Some other tweaks and fixes
2.4:
-Much better performance
-Added Body removal (Entities is kept under 80 until morning)
-Ambient Civilian Module removed
-All over 100 SQS-scripts converted to SQF
-New custom hint font colors
-Other tweaks & fixes

Download 2.4:
http://www.filefront.com/16496083/SPBlackForest.rar

I recommend to use latest beta. Current 70951 beta patch fixes possible late game FPS drop.

Note:
-Many objectives arent mandatory. You can fail the mission only if you die
-Unlimited Savegame via 0-0-1
-Use high command via Ctrl+Space (Available late game)
-Use artillery via 0-8-1 (Available late game)
-Call reinforcements via 0-0-3 (Available after first proper objective)

Known Issues:
-Mission is made for vanilla game. MODs may affect on gaming experience much
-Mission doesn't work good with SLX mod (Joined squadmembers dont move)

A small youtube video of the mission:
http://www.youtube.com/watch?v=5E1vOv90JS4

Manzilla:
It's good to see a new mission from you. 

First slight problem I've encountered:

Team members 2 and 3 will not move once they join my group. They just stand in place regardless of what order I give them. 4 follows just fine.

SaOk:
Dosent sound promising. There shouldnt be anything to stop them. They join player with simply command in simply trigger. That part havent bugged for me yet. ???

I have only seen soldiers to stuck when they use pistol but did that happen? Anyway I will move them little more away from the HQ tent.

Edit: They dont even have pistols.

bardosy:
SaOk, please turn the debug ON in your Arma2 with: -showScriptErrors

Many-many errors while playing. When I start, errors popup because of init script. Latet, when I arrived to outpost and speak with the officer, start an unlimited error-river and I cannot continue the play, because I see nothing on the screen because of error messages. These (the many-many) errors probably FSM errors, because I cannot read it (it flashing very fast), but I saw an FSM letter.

SaOk:
Thanks for testing and reporting, I will enable that. I remove the download link too until I have played it throught with out errors.

Edit: Init.sqf gave error because there was unknown variable in folumetric fog commands. Fixed now with "nul". And at HQ tent I deleted ambient civilians which the module didnt like. There were also some errors in FSM script like variables that didnt exist yet and missign ";".

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