Figured I'd test it while I'm at it.
USMC Village Raid
By Bahger
v1.0
Played with:- ArmA II v1.05.63826
- Regular difficulty modified to Veteran settings (allows more than one save game)
Package:Came only with the mission file. I'd recommend adding a readme and perhaps a promotional picture in the future.
Overview:None, but this has already been discussed.
Intro:None. It's always nice to have one, but it is not necessary.
Briefing:Did not show up at mission start, and presented the following error:
'...draw to LZ Golf for Extraction"];
obj2 |#|setSimpleTaskDescription ["Withdraw to <...'
Error 1 elements provided, 2 expected
File missions\__cur_sp.chernarus\briefing.sqf, line 13
This meant that there were no task descriptions for the tasks assigned. To make it show up at the start, you need the briefing.html file to be in the mission folder, but it must only include the debriefing part. A strange thing that BIS seemed to have overlooked when changing the briefing style. I'd also recommend that you put -showScriptErrors into your ArmA II shortcut's command line so that you can see these errors. The briefing itself was ok.
Mission:At the start I am given another error:
'this |#|AND Obj1 AND position Helo select 2 < 2'
Error and: Type Task, expected Bool
And this remained for the rest of the mission. The helicopter came successfully, almost landing right on top of me actually. I got all my guys in and noticed that they started talking to each other. You may wish to use the following command to stop this:
this setVariable ["BIS_noCoreConversations", true];
But, we all got into the chopper safely and headed for the LZ.
Upon reaching the LZ I ordered my men to disembark and waited for all of them to get out before moving on. I'd recommend using the
saveGame command more often to save the game for the player before important/life-threatening events occur in the mission. We continued on into the town and had our first infantry contacts closer to the tower. After a brief firefight, we took them down, and I picked up an enemy RPG. I planted the satchel on the tower, retreated, and blew it up, successfully completing the objective. However, it was not show as completed in the briefing, and it did not automatically give me my next task. You need to use the following command to make this happen:
task1Name setTaskState "SUCCEEDED";
playerName setCurrentTask task2Name;
As we moved out of the town I heard vehicles coming in. I pulled out my RPG and shot the BMP once, disabling it and forcing all of the crew out, which my AI took down. The UAZ behind it shot a rocket at me and injured me in the arms. It was then I noticed that I had no medic. I'd suggest giving the player at least one in case he needs it. However, I could still fight, and we dealt with the rest of the infantry.
Once I got to the LZ, I used the radio to order the helicopter in. The helicopter successfully arrived, landed, and I ordered my AI in. However, two of my AI got stuck trying to get in, so I got out and tried to push them away from it so that they could get in. But the mission then proceeded to complete itself with me in the process of shooting the two AI as I could not move them. Might want to make sure that all of the player's squad are in the chopper before having the mission complete itself.
Debriefing:None, but, again, we know about it.
Outro:None. As with the intro, it would be nice to have, but it's not necessary.
Overall:A good first attempt at a mission that has many rough edges but a solid concept. It is a bit on the easy side as well. After some refinement and perhaps an increase in difficulty I can see it being good for a quick "Take the Car"-esque romp for the player. Just needs to have the rest of the elements included to make it a finished mission. I look forward to any further updates you make.