Okay, gave this a run through in SP. I admit I had to cheat and used Loki's Masterkey to have any chance of completing it as when the enemy armour arrived there was just not enough AT weapons available- I'll go into more detail during the report.
Tested on CO v1.59, SP with no addons (apart from Masterkey); Veteran Difficulty
Your mission file is called Spetsnaz Airstrip not Breaking Hercules - actually your mission file is called Spetsnaz%20Airstrip - because you have a space; it's best to use an underscore rather than have a space in a filename and that goes for any filename.
Also, add a readme to the mission download.
IntroI'm not sure what help you want with the Intro? Is it the basics like camera scripting?
Even though they were written for OFP
SNYPIR's Introduction to camera scripting and
Messiah's Camera Scriptingare still very good tutorials to teach you the basics. There is also a video tutorial created for ArmA
Mrsarkey's video tutI haven't viewed it since it was released but I do remember it being pretty comprehensive.
If it's ideas, how about having activity around the hercules with the (I take it the warheads are in crates?) crates being loaded or just prepped prior to being put on board. One trick I like doing is using the ModelToWorld command to position a crate inbetween two walking AI to look like they are carrying it - have to take into account distance and angle to camera to make it look right.
Use animations like "assembling" on people to create the impression the plane is being worked on and/or the crates are being checked. Maybe a pan across the airbase showing the objectives with a little movement in the background also helps. A quick shot of the player's squad stalking (walking slowly) toward the starting point maybe rearming and checking equipment at that hideout but I think in MP it's best to keep it short.
BriefingPretty good, plenty of detail which is good - I like a good detailed briefing. Although some of the paragraphs in the Notes rambles a little and could be streamlined.
Couple of typos:
"take some rest" > taking
"that exist" > exists
"way to cargo plane" >
"to your discretion" > at your
"perimeters" > perimeter - I know a little petty
"vehicle core" > I'm not sure if that should be
corps or whether the line should read something like
the core of their vehiclesNo gear selection and the equipped weapons are a little strange with only one RPG18 and two satchel charges (both AI equipped). For a mission set across a wide open airstrip I, personally, would like a scoped weapon preferably a variant of the AK74 PSO plus an AT launcher of some kind.
MissionMaybe add a countdown timer for the goal of eliminating the hercules.
Anyway, ran toward the objective and took out the small patrol camp on the run only stopping to put out the fire, can't leave a fire untended on grassland after all besides I didn't want to be silhouetted by it.
First task was obviously the hercules and ordered 5 down to plant satchel charges alongside it while the rest of us tried to deal with the arriving enemy including one really annoying grenade launcher equipped HMMW who peppered the entire area with grenades. After dealing with the immediate threat, I began moving my guys toward the hangers but upon reaching the first one I realised I had no more satchel charges and no AT Launcher to take it out. A rifle squad moving across the runway provided my squad with two M136 launchers but wasn't enough for the job at hand. Quit playing!
<Restarted with Loki's Masterkey just for additional AT Launchers and satchel charges>
Followed exactly the same approach as before except I managed to eliminate that damn hummer a little quicker. Didn't need to blow the hercules up as it was destroyed in the crossfire - it was the only cover available. As I headed toward the hangers again I encountered an AAV7 who again blasted me with it's grenade launcher - I was getting tired of this.
Made my way down the line of hangers clearing out ground crew and planting charges by the airplanes as I went. About halfway down I got the hint about approaching armour, I was now able to give most of the squad AT weapons but I still had to take the squad the other side of the hangers for cover while manoeuvring to take them out. Headed as far as the pilots compound before coming back to the control tower.
At this point with every task complete except the "shoot down gunships" task (I had taken out an osprey with a particularly skilled shot with an M136) the Hinds arrived to begin the extraction where they came under fire from two HMMW Avengers and a renewed infantry assault from that end of the airstrip. The Ka52 (it was only 1 I think) dealt with the cobras and assisted with taking out some of the surviving ground vehicles. Two Ka52s would have been better and would be an appropriate escort for the Hinds.
Got the squad on board one of the helos but the mission wouldn't end. I like how you thought to put an LZ guard out to surround the Hinds which I thought was a really nice touch!
Suggestions:
Add weapons crates with AT Launchers, AA missiles and satchel charges maybe in a couple of trucks rather than just having crates on their own or have an ammo bunker located on the SE of the hangers to make it look a little more realistic.
Have the extraction helicopters called in by the player via the radio preferably with an added task and condition check that the two HMMW Avengers are destroyed first. Could take that further with artillery or a sweep by gunships prior to the extraction just to make sure the LZ is clear.
Use a switchtrigger to change the behaviour of the ground crew and other enemy soldiers once the battle begins even as got halfway down the hangers there were an awful lot standing around just asking to be shot.
End trigger, well one way would be to run a check on the players squad to ensure they are all aboard the helicopter. Something like:
(vehicle _x == _hind) count (units _group) == EAST countSide (units _group)
should work. I'd check the syntax though I if were you
Debrief typos:
Failed
"let the hercules to take off" > let the hercules take off
Success
"Empirialists" > Imperialists
OverallWell apart from the lack of heavy weapons forcing me to cheat
I really liked it, it was damn hard even in this testing phase. I don't play MP at all but I can imagine that it would be well received as it is a challenging little shooter with some good thought to layout and plausible tasks.
The mission works really in SP though and will be even harder than MP, hopefully without being frustrating.
Is this part of an ongoing mission series? Are the others available for testing?
Anything you specifically want help with just shout and I'll try to help but, as I said, MP is not my thing and that goes for MP editing in general but I'll try.