I thoroughly tested version 1.2 last night.
OVERVIEW
The image is blurry and the cinema borders ruin it. The image is also crooked(the edges are slanted). It just looks weird.
Why do you have 001: before your mission name? It's not in the overview but in the Mission name and description found in the editor menu, where you change the weather and such.
INTRO
The text "Roger that sir" remains on screen for far too long. Try repeating the command line that you used to print it but with empty qoutes after about 8-10 seconds. example: titletext ["","plaindown"]
Scene transitions seemed way too long.
The camera was too low to the ground when the PV3S was viewed approaching the specops.
Much of your dialogue needs correcting. (I have no time right now but I'll check all of your English this weekend perhaps.)
The whole intro was confusing. First there was a beach scene and then there was a scene in the start town and then it goes back to the beach scene. I think, after playing through your mission, it makes more sense but it fails to deliver as it should before playing.
The Intro never ends. You have to end cinematics in the same way that you end missions. There must be an end1 trigger with a condition which prevents it from ending until you choose it to.
BRIEFING
As mentioned before, I'll get you as corrected version this weekend perhaps.
MISSION
Holy cow man! Where did all those troops come from? After getting riddled with bullets on my way to the intersection that I approached last time for the ambush, I decided to set my ambush further north near a bend in the roadway and downhill from a hilltop church. I circled north around the forest north of the start town and avoided your own ambush party.
The briefing mentioned something about troops being in the trucks but it only had 1 repair and 2 refuel trucks.(Not much room for additional troops enough to threaten the player.)
Once all convoy vehicles were destroyed, the objective never completed.
After I blew the convoy I decided to recon the intersection. At first, I thought you mixed western night op soldiers with eastern units but later discovered them to be eastern crew units. (They were out of place)
Your soldiers were scattered across the valley and hills with no sense of organization. The intersection was great and the hidden sniper was perfect but the spetznaz, 4 crew and regular infantry scattered around made things look sloppy. I decided to bypass that entire valley as they looked so peaceful. (They did not respond to the explosions that occurred less than a mile up the road. I crossed the hills solo and sent my guys East in the truck toward the larger city. When I got to the hill overlooking the factory, I was pleasantly surprised to look upon a challenging objective. You did good beefing up the defenses around the factory. With my sniper rifle, I took out the machine gunners and a few other still standing troops before the BMP at the base of the hill responded alone. I allowed it to crest the hill and then put a rocket in hits belly before relocating and taking out many of the responding infantry that were trying to flank the hilltop commotion.
Down 1 rocket and low on magazines, I decided to head East and meet my men in the truck. I happened upon a small force in the large city (which I assumed was a responding force to other areas). After reconnoitering the area with my sniper, I decided to tank out that tank from a distance with the AT weapon. I missed it the first time but got it with a follow up, swapped to my law in the truck and wiped out the responding BMP. I then sniped all the infantry I could see before entering the city and finishing off the last BMP and remaining forces.
After rearming, I make my way solo toward the factory and recon it from the southern hills. I like the addition of armor in the hangars because it makes the player wonder what is occupied and what is empty. The Kamov too is a dangerous foe. SO, I order my guys to bring me the truck around to the south and after re-equiping myself, I fire off a few AT rockets into the hangars and and at the helo. Once I was satisfied with the destruction, I approached on foot...solo. The alarm sounded once I got within a certain distance which was completely silly because it was not a detection alarm but a presence alarm...silly because I had just demolished half the compound arsenal and no one even blinked but now it suddenly goes off. You may want to consider changing that to detection and increasing the radius to cover atleast to the hilltops around the factory. That way if the player fires a loud weapon or is actually spotted, the whole compound reacts.
Anyways, so I make quick work of the squad(s) within the compound(I sniped a few before) and the objective does not tick off. I suppose a response team would have arrived had I not taken them out before. I take an opportunity to snipe patrols in the desert and then regroup my men to the small three tent base camp near the road in the desert. I travel back to the intersection to kill some spetznatz I spotted before, and take their Bizon (which I love for the amount of ammo each barrel mag holds). I make even quicker work of the troops scattered across the valley, (I have the truck with me so I grab the extra SVD mags from the sniper I downed, snatch the Bizon mags and weapons and then discover that once I clear that area, the first objective finally completes. (That's bad) That objective needs to be connected with the vehicles, not the intersection. For example.....
Condition: ?(! alive vehicle1) AND (! alive vehicle2) AND (! alive vehicle3) AND (! alive vehicle4)
OnActivation: "0" objstatus "done"
I make it back to the factory and THAT objective completes. Hmmm, I think. Was that objective dependent on the first being completed? That's a no no as well.
I setup in the desert, park my truck in a defensive manner against the tankstops, plant some satchels around the perimeter, and order my guys into the tents. I then make my way across the desert, take out the Mgunner and his spetznatz crew. I notice squads responding by crossing the desert toward me and so I fall back and wait for them to come to me. I did this for virtually every squad as they responded to the deaths of their comrades. I used the hill ridges to advantage and wiped them at squads at a time. One Shilka was stuck driving against a hangar at the airbase, while I took another out with two LAWS.
I literally setup at the desert camp and drew them out to me. I then ordered in foxtrot and went for the documents. The addaction works fine, the objective however did not complete and you also never removed the addaction since it stays with the player. Whatever script you use to execute the animation, you need to also remove the addaction...take = table1 addaction ["Take the Documents","take.sqs"]. Then inside the script....table1 removeaction take
The airbase suffers from the last loon bug. Where any given soldier can dig in somewhere and the player would have to search until he found him and killed him to complete the objective. You should send all remaining east units when the count drops below a certain number to the front of the documents building or out of the trigger area.
All the MI-17's and SU-25's are unlocked and accessible. Your intention?
I move to the evac with my buddies and the message goes off that the boat is on it's way. Cool. It get's there and it is locked. I and my guys can not get in. So I decide to commandeer a MI-17 to see if I can trigger the ending. I order my guys in and as soon as I get in, the mission ends.
The score only gave me one gold star even though I literally cleared all areas. You'll need to adjust that in the description.ext
OUTRO
I absolutely loved that flag scene! I'm going to have to use that one myself.
The Outro also needs to have an end trigger added since it fails to end as well.
OVERALL
I know that this was a rather long report but I always enjoy reading how people complete missions and think you probably would too, which will help you decide on what is important to change and how to prevent certain things from breaking the mission. Hopefully, this will help you improve it even more. You put a lot more work into this one and it is a tremendous difference than before. I especially enjoy that you added cinema even though your camera work could use some smoother control (but that sort of stuff is perfected through experience). Even with all of the faults, I loved play testing this one again. It gave me hours of play time to contemplate on how I would approach certain areas. But be careful when you fix things, I already see that if you get the responders working correctly for that factory, it will become very difficult for the player to defend against the troops within the compound, the incoming armor and infantry AND that Kamov. If you make it so the alarm is not activated until the player is detected, you allow the player to use stealth.
Other ideas.....add savegames after each objective or provide a radio option to savegame or whatever. It's very difficult to complete with only one save. Fortunately for me, I was able to use hill crest as defensive positions and with long range weapons, it made things easier. I was only wounded twice.
Add more medic tents, perhaps one for each area to service all nearby troops. That will prevent the player from having to crawl forever to the heal himself.
Add some SVD magazines to one of the many crates that you have in the factory so the player can use the distance option longer if he desires.
Great improvements.