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Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: Krieg on 26 Dec 2009, 14:31:16

Title: [SP] Operation Hellfire (Review Complete)
Post by: Krieg on 26 Dec 2009, 14:31:16
Operation Hellfire

Author: Krieg

Description: War with Soviet Union is ongoing. Recently Russians have occupied island just 300 miles from shores of United States. Even worse, it has airfield on it! Last thing Pentagon wants is Russian bombers on it's doorstep. Be a part of large naval invasion, and make NATO decent foot-hold in Morton!

Island: Everon

Side: West

Version: Final

Version of OFP: Resistance 1.96

Addons: None

Known bugs: None

Size of .zip: 3.33MB

Change-log
Beta 0.1 - First ever version released to public for beta testing.
Beta 0.1 Hotfix - Fixed number of issues I encountered: Grouped M1A1 to rest of the tanks, added some AT weapons to Law squad, and now your team-mates teleport to same spot you do... if they are still alive.
Beta 0.2 - Fixed addon bugs (extreme thanks for this to Walter_E_Kurtz).
Beta 0.3 - Fixed some briefing issues, added some "tactical markers", added a savegame once player reaches the shore, added a Russian squad after the Camp, made tanks at the camp a bit smarter, once you clear the Morton you must signal it manually, added little cutscene one you signaled that Morton is secure.
Beta 0.4 - Fixed some more briefing issues, added larger and better gear selection, corrected spelling in the briefing, fixed Pitbull issues, added "removeAction" to each flag script, once troops are unloaded, boats will turn around and go back to the ships, fixed the never ending cutscene issue, improved the outro, medical tents should not be destroyed by tanks now, and ships should not explode now.
Beta 0.5 - Re-remade the outro, now you do not teleport after signaling that Morton is secure,added "SITREP" scripts to both Puma and Pitbull, added random cover at the beach, added random anti-tank barriers after enemy camp, added random patrol in the forest.
Beta 0.6 - Fixed some SITREP scripts issues.
Beta 0.7 - Improved the briefing, added ammo truck after morton is secure, fixed joining the Foxtrot, fixed gear selection, hopefully reduced lag.
Pre-Final - Conducted voice acting, added intro (at last), added .lip files for voice acting, revised briefing a bit, now you start with a bit more fog and clouds.
Final - Did mostly polishings.

To-do list:
Discover how to fix and fix addon bug.
Add some medic tents.
Fix some briefing issues.
Add tactical markers

Add more mags and pistols in gear selection.
Add some savegames.
Add a new cutscene.
Add intro.
Add outro.
Improve overview.
Add more Russians after Morton.

Group M1A1 with other tanks.
Add anti-tank weapons to Law squad.
Teleporting your team-mates if they are still alive.
Fix medic tent issues.
Fix never-ending cutscene.
Fix never-removing addActions.
Improve outro.

Fix issue of boats exploding.
Fix issue of objectives never completing.
Remake the outro.
Add SITREP scripts.
Add more randomness.
Personalize the mission a bit.

Fix SITREP scripts.
Voice acting.
More voice acting.

Polish the mission a bit.

-------------------------------------------------------------------------------------------------------


All beta tests are appreciated!  :good:

The Review (http://www.ofpec.com/missions_depot/index.php?action=details&id=250)
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 13 Jan 2010, 16:54:18
My test...Today. Resistance 1.96 / no mods / veteran
Overview
I attached a corrected Overview.html (just needed "The" at the beginning)
Great image! Nice summary.
Intro
None
Briefing
First off, Captains do not lead Infantry into amphibious invasions, that is reserved for Sgt.'s and Lt.'s(to my knowledge)
Second, you stated that the player had joined the Navy but he was reassigned to a Marine division. Not sure what you were intending to say but Naval personel,unless trained for it(S.E.A.L.S), do not lead assaults on land. Yes they are coupled with Marine Task forces at times but it is the duty of the Marines to be the first to fight and highly trained in amphibious invasions. The Navy provides the transport for all logistical assets needed by the Marine division as well as fire support from sea and Air. With that said, you may want to revise your story a bit.

The gear section did not contain an adequate amount of ammo for supplied weapons. I would recommend at the least, enough to fill every slot of all players for each type so that the player can outfit his team accordingly.
I would also like to request a pistol to accompany the sniper rifle if the player chooses that route.

All else was there, I have attached a corrected version of the Briefing, so read through it as I have changed some words to sound more American.

Cutscene
Decent cutscene, although a few of the ships would explode on the approach to land. I doubt it was enemy firing at us since their were no discernable muzzle blasts from shore before the explosion. I did notice the ships rubbing together at times while crossing paths which could result in damage.

Mission
Outro
none.
Overall
Once you add sound, the radio messages will be harder to miss and the immersion will increase. It was a great first test as there were no real bugs. Can't wait to see the improvements though.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 13 Jan 2010, 20:03:09
Thanks for the test, savedbygrace! I thought the project was dead, but then, out of nowhere, you came in!

Quote
Overview

Glad it does it's job! And thanks for fixing!

Quote
Briefing

I am not very into how Navy and Marines co-operate, so thanks for correcting me. Will fix the rank issue too.

And also add more ammo!

And I will read the edited briefing!  :good:

Quote
Mission

Will add the savegame!

I will change the trigger so it says "Town seems to be clear, everyone move in and secure the area!", and then hint player to call 0-0-1 in order to report that town is secure.

This will be included in next release. Good idea!

I will add few ammo crates in the Morton, and add a sideChat "It seems that Ivan had entire ammo depot here! If you are out of ammo for your gun, just grab a Ruskie gun, 'cus you've got a ton of ammo here."

I will add a medics with "this setcaptive true" in initial landing, and also medic stipped down of his weapons with "this setCaptive true", so he'll be something like a pacifist  :D and not help player too much in actual combat. So he will be some sort of Red Cross worker. Although, I am not sure how much that would be respected in actual combat, and plus he might get KIA accidentally.

I will get a waypoint for player to join the Law squad, because they might head to Morton accidentally before joining you. This might be because they are headed to last know player's position before he setPos'd. I will also add marker showing their position, and add text in briefing about them.

I do not know is the "ignoring" issue solvable. This might be AI bug, since it has been noted in harron1992's "Battle for Rush Land".

I will add it. Also, should be Figny a bit harder to take? And also, I may do some Russian voices in the outro, since I speak a bit of Russian.

Quote
Overall

I will add sounds once I buy new headphones, since my mic is broken on my current ones. I already tried computer-generated voices, but I find them annoying.

One question, though.

I know that scores are not everything, but how much approximately does it earn for now, and how much in it's current mission form it can hypothetically earn?

Again, thanks for the test,
Krieg
Title: Re: [SP] Operation Hellfire
Post by: RKurtzDmitriyev on 14 Jan 2010, 01:54:41
Hi Krieg, I don't know if you're going to finish this one since it sounds like you're already working on Red Grinder II. But it's actually a pretty good mission, I just played it. (Got killed at Figari!)

Package

Nothing to complain about, except for the rather amusing typo "please repoty any bugs." Yes, I always like to urinate on any bugs I find at least twice. :D

Overview

Looks good.

Briefing

Numerous typos, but I could make out what you were saying, except for one part. The Order of Battle says

"Alpha - 30 men, launched from USS Carolina, 5 boats (your squad)"

The way it's written, it sounds like all 30 men are under my command, and that's too big for a squad. Try "platoon." Also, I didn't see any radio chatter that would identify the player as a squad/platoon leader.

Or if you meant that your squad is part of those thirty, then make that clear.

Gear selection needs attention, as savedbygrace pointed out. In particular, you're missing pistols, and you have 2 G36s but only 3 mags for them.

Your map could use some markers showing exactly where the landing points are.

"Law squad" could do with a new name. Is it supposed to be a Light Anti-Tank Weapon squad? Then maybe call it LAW Squad and make this clear.

Since your men start inside of a vehicle, I can't see what their experience is by clicking "Group." I don't know if there's a way around this.

Mission

savedbygrace already pointed out most of the things I was going to tell you about. I didn't see any ships exploding, though. But I second the need for a savegame when you hit the beach, and perhaps one after clearing Morton or the camp as well.

I don't understand why you setpos the player to a location in the forest. It didn't save me any time because I wanted to go back to Morton for more ammo anyway. Also, the black ops go back toward Morton rather than toward the camp. ??? Then when I get control of them, I have to use "report status" to find them, as savedbygrace pointed out.

But the biggest issue is that the blackops start out with a few LAW Launchers and a Carl Gustav Launcher, but they don't have any rounds for them! Making AI loons pick up weapons is very tedious, so some AT rounds to start with are in order. I had to go back to Morton and supervise their rearming. Even then, one of them managed to die from drowning--so much for "expert" AI. :banghead:

After this rearming, while still in Morton, I heard what sounded like a small tank battle. Some enemy infantry also decided to move southwards. I met them around the forest and killed them all fairly easily with some patient crawling. Camp was also fairly easy to clear. The enemy didn't react in any organized fashion.

Savedbygrace noted that "at times, their men would simply pass me up and not fire." I'm not sure what he means. I didn't notice any enemies refusing to shoot at me, but they didn't act intelligently. They looked like they might be low-skill, and my men had silenced weapons making them hard to detect.

One factor that may be contributing to the "ignoring" issue is the fact that AI groups in vanilla OFP don't communicate with eachother. Each group has to detect the player on their own, or else they'll just sit there and watch their buddies die. That's why the infantry at the camp can get slaughtered while the T80s just sit there. "Guard" waypoints and "Guarded by east" triggers may be a fairly easy solution here.

Finally, having an addaction for replacing the Soviet flags with American ones, like in Red Grinder, would be a nice touch. :)

Overall, this was fun to play. In particular I liked the huge beach landing. Hope you can finish the mission sometime. :cool2:
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 14 Jan 2010, 08:10:45
First of all, the medic issue...Give him a weapon but with no ammo so that he runs faster. I will also note that if you decide to use a support waypoint, you will have to prompt the player with a distance trigger so that when he is done healing from the medic, he is reminded to report that he is done so the medic can be used again. OR just place a medic tent at every engagement area. I actually had to crawl to the last objective, thankfully it was not far.

To clarify the part of enemy ignoring me... I mean that I had two enemy infantry at two different times at the camp pass me from behind and cross in front of me while I was looking the other way. I think they walked through a tent or something. Increase their skill level at least and give them all Guard waypoints. It is not necessary to place guarded by triggers because the guard waypoints act as Hold waypoints. The groups will respond to enemy presence where ever the threat is at on the map until the threat is no longer known and then they return to the Guard waypoint. But keep them at move waypoints until the player has triggered that area to prevent them from becoming involved in the first objective.

Regarding a score.... :). I have always been rather adamant about the score never truly doing justice to the project. The primary reason being that the scoring category is unbalanced and needs revision in order to be fair. The secondary reason is that the score is merely an opinion of taste and since everyone has their own, it is difficult to determine what is a truly good project. Some like action, others like cinema, some like realism and others like fun factor. You understand.........As it stands though, your briefing needs much work(no links, tactical markers, gear is inadequate, story unclear.) you have no cinema to speak of, replayability is low since their is not much randomness. Some gameplay flaws currently affect the mission flow(not the OFP AI ignorance mind you...that is taken into consideration) immersion is relatively low as a result of all of the mentioned shortcomings. SO, considering all, you're probably looking at a very low score. But that score will certainly increase significantly with the fixes you intend to implement. We basically look for a complete package. Overview, Intro, Briefing,Replayability, Fun factor, Immersion, Outro, bug free. Many editors refuse to add cinematics but all it takes is a few short camera angles to setup the story. And if you move it to the Intro and Outro areas, you reduce your use of objects, variables, and other lag inducing features and free up more space for creativity in you mission area. You also eliminate any frustrating cutscenes that play at every restart.

Your mission is a good one so far. It's just lacking some of the essential bones to complete its structure as well as the polish to make it shine.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 14 Jan 2010, 09:13:45
@RKurtzDimitriyev

Of course I am finishing this mission, RKurtzDimitriyev! Although it is true that Red Grinder is WIP and about 65% done, it is still pre-alpha version at best, and since this is beta, this is the top priority.

Quote
Package

 :laugh: first time I read that I was all like "Yeah... Wait, what?"  I will fix it!

Quote
Briefing

Will look for 'em and I wont give up until typos have been exterminated.

Yeah, I should change it to "your platoon". And will add further info about who you are lead.

I will add more mags and pistols.

Yeah, Law's name sounds almost  like they are former cops.  :)

Quote
Mission

I did not see any ships blowing up either. It might be some random addon that is causing that problem to savedbygrace.

I will add one after beach landing and one once Morton is secure.

I did that because I wanted to simulate that some time would be required to land the tanks. I will do that with setAccTime, and then add little cutscene, showing Pitbull rolling up to their designated positions.

I removed their magazines because they used to cause UKF_weps to appear in addon list. But JUST to be sure, I will remove all UKF addons I have. By the way, should I add them LAW magazines or LAW ammo (I forgot which one adds them rockets and does not crash the game)?

Quote
Even then, one of them managed to die from drowning--so much for "expert" AI

How did he manage to? I mean, I know that AI thinks they can swim, but how did he find his way to water? Did he detect a dead LAW Soldier?

Yes, those groups have fairly low skill because I used "Group" to add them.

I'll give you that option at all flags. :D

Will finish it! Don't worry!

@savedbygrace

I guess I'll use the medic tents.

From my understanding, cycle waypoints can be canceled using synchronization with (for example trigger)? If that is true then I could have one move waypoint and cycle waypoint that would loop until Morton has not got any Russians left?

I understand the score thing. I will probably use intro to tell the history of the war (for which most of the questions are unanswered: Why it started, when it started, who is in advantage, etc.), and outro to let player see 10 T80 blow up. :) One question though, how do you do the "slow-motion" thing (example of it's usage is in intro of BIS Hummer mission, forgot it's name, but its the one where you have Hummer jeep and a flag on Malden, I tried DePboing but found nothing about it)? I will also fix the briefing issues.
Title: Re: [SP] Operation Hellfire
Post by: RKurtzDmitriyev on 14 Jan 2010, 14:14:51
I removed their magazines because they used to cause UKF_weps to appear in addon list. But JUST to be sure, I will remove all UKF addons I have. By the way, should I add them LAW magazines or LAW ammo (I forgot which one adds them rockets and does not crash the game)?

I think you just need to stick UKF in a mod folder and not activate it when designing this mission. And you need magazines, not ammo. ;)

Quote
Even then, one of them managed to die from drowning--so much for "expert" AI

How did he manage to? I mean, I know that AI thinks they can swim, but how did he find his way to water? Did he detect a dead LAW Soldier?

He detected a LAW on one of the boats. BTW, there's something I forgot to tell you. The boats just keep sitting there at the beach rather than going back to the ships to get more men. Having them go back might be more immersive.

And that reminds me of another thing I forgot to write down. The player seems to be type "soldier," even though there are other NATO units type "officer" running around. It doesn't make sense that the platoon leader is wearing a helmet while the squad leaders seem to feel safe with hats. ;)
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 14 Jan 2010, 18:22:53
Quote
I think you just need to stick UKF in a mod folder

Too late, already deleted from recycle bin.  ;)

Quote
you need magazines

Thanks!

Quote
The boats just keep sitting there at the beach

Yeah, I originally intended them to go back, but I was afraid that then it will drop my troops into water.
I am not sure if that would happen, though.

Quote
It doesn't make sense that the platoon leader is wearing a helmet while the squad leaders seem to feel safe with hats.

It kinda goes along with AI drowning in the water while trying to rearm.
But I will fix it!  ;)
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 15 Jan 2010, 04:19:03

Yes, Cycle waypoints are bypassed with a "switch" type trigger.

Quote
I did not see any ships blowing up either. It might be some random addon that is causing that problem to savedbygrace.
I do not use third party resources(mods, addons, etc.) while testing missions.

Slow motion can be controlled with the Setacctime (http://www.ofpec.com/COMREF/index.php?action=details&id=286&game=All) command.
Title: Operation Hellfire 0.3
Post by: Krieg on 15 Jan 2010, 11:06:57
Thanks for information on bypassing cycle waypoints!

Quote
I do not use third party resources(mods, addons, etc.) while testing missions.

Then I do not know how it happened. Neither me nor RKurtzDimitiyev saw any ships exploding. It might be that it was bug unique to your playing session.

Thanks for info on setAccTime command!

Edit: New version is up.
List of changes:

Title: Re: [SP] Operation Hellfire
Post by: RKurtzDmitriyev on 17 Jan 2010, 19:56:59
Don't worry Krieg, I'll get to it eventually, just been busy with my own little projects. :P
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 18 Jan 2010, 08:07:13
No problem, but your post came at just about right time as I was gonna write down:

Quote from: Non-existing quote
It seems no-one noticed the edit I made three days ago, so I posted this to inform you that I have updated Operation Hellfire three days ago.

Hope you enjoy the improvements,
Krieg
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 18 Jan 2010, 10:58:25
Just got through with my second run through this one. I noticed improvements in the text but you are still forgetting a few needed words to polish it. They are...
In the Overview-
Quote
The Soviets have occupied >the< small island of Everon

In the Situation section-
Quote
situation in >the< enemy camp

Not to be a pain but the gear selection is still lacking completeness.

I discovered that the cause of the boat explosions was an enemy tank in the town. It was a mystery until the tank took out my teams boat and the seagull death camera revealed my killer. I still think you need to tweak the formations a little though as the below pick(removed) explains a potential hazard though nothing that would prevent the mission from continuing.

Still did not see a savegame at the beach.

The addaction to the flagpole in Morton never gets removed.

The medic tent is not safely placed and the enemy tanks trample it.

The cutscene induced by the radio trigger, notifying command that Morton is clear, never ends.

I noticed the new link identifying where the specops were but the importance of joining them was not stressed enough. The way it is set, the player could potentially bypass them altogether(not sure if that will break the mission though) You should reword the last line of the first paragraph and the first section of the second paragraph in the Detailed Briefing section like this...
Quote
Once Morton has been secured, Use the radio to relay the situation back to command. Then we'll begin landing the armor while you link up with >Foxtrot<, our recon team, to coordinate an assault on an enemy camp that they spotted North of the woods. That will commence the second phase of the operation and at your command, The armor group, callsign Pitbull, will flank the camp and attack from the West.
>< represents a potential hyperlink point

I thought the responding armor group to Morton and the responding infantry to the camp action was an appropriate addition and increased immersion some.

I began to wonder where my GPS device was while I was approaching the camp. For players who play in veteran, it is needed as waypoints, positions, etc. are not dislpayed in game.

I feel like the Armor group waits waaaaay too long to move toward Figny. I found my self hitting the 4x speed feature to hurry them up.

The final two objectives still do not complete.

I failed to notice a medic tent in the camp as I did not need it this time around, my medic was still kicking.

The Outro could use one more camera angle. Perhaps a flyover of the neatly arranged armor line exploding in slow motion? :D
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 18 Jan 2010, 11:21:14
It seems that new version brought more problems then fixes.

I will fix the grammar a bit.

Quote
Not to be a pain but the gear selection is still lacking completeness.

Exactly. I forgot to edit the gear selection, will fix it!

I guess I should set the boats captive, since they do not play any role in battle.

Still did not see the savegame? I will see in which waypoint I placed "savegame" command.

I will place the medic tent more safely (i assume you are talking about one in the camp).

How it does not end? I did add "camDestroy _cam" at the ending!
Code: [Select]
pit1 setPos getMarkerPos "p1"
pit2 setPos getMarkerPos "p2"
pit3 setPos getMarkerPos "p3"
player sideChat "Overwatch, this is Alpha. Morton is secure, over."
~3
HQ sideChat "Roger that Alpha. Tanks are on the way, over and out."
~3
titletext [" ","Black Out",3]
~4
_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "back"]
_cam camsettarget pit1
_cam camsetrelpos [-5,-15,1.5]
_cam camcommit 0
~2
titletext [" ","Black In",1]
~4
titletext [" ","Black Out",1]
~2
player setPos getMarkerPos "pl"
?(alive l1) : l1 setPos getMarkerPos "l1"
?(alive l2) : l2 setPos getMarkerPos "l2"
?(alive l3) : l3 setPos getMarkerPos "l3"
?(alive l4) : l4 setPos getMarkerPos "l4"
?(alive l5) : l5 setPos getMarkerPos "l5"
camDestroy _cam
~1
titletext [" ","Black In",1]

I will fix the briefing!

I will add the GPS!

Same issue was detected in "The Red Grinder", but I still do not know what is causing it, I will still look into it.

I will look into that objective issue!

There was the medic tent at the camp, but glad at least that somebody managed to get his squad out after beach landing!

I will try, although I am not sure how to do it. If only cameras responded to "doMove" command...
Glad you liked how I arranged the mines!  :D
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 18 Jan 2010, 13:00:11
I didn't see a savegame in the radio menu nor did I notice it at landing, perhaps I missed it.

You failed to terminate the camera
Code: [Select]
titlecut["","BLACK OUT",2]
_cam cameraeffect ["terminate", "back"]

I was speaking about the medic tent in Morton.

I am thinking that the reason your armor takes so long to move to the next waypoint is that you have given the group a seek and destroy waypoint at the forest edge. Once a group reaches a seek and destroy waypoint, it begins a random search to where it moves to three or more invisible waypoints within a specific radius of the center, initial waypoint. For amor, I believe that radius extends to 150 meters. The problem with AI is that often when it can not reach a waypoint, after trying for a while, it will halt any other movement. Perhaps you should move the waypoint further away from the woods, add a trigger at the village set to player presence and sync it with the armor's seek and destroy waypoint at the camp so that the armor group will wait until the player has moved his group to the village before moving onto figny. Make sure the trigger spans a length long enough in case the player decides to take a round about way to figny.

Regarding the camera...try the camera.sqs to capture positions, angles, targets, and field of vision and adjust the camcommit to move the camera at different speeds between positions. Try the script below and see the potential and ease of using it.
Code: [Select]
this exec "outrotalk.sqs"
titlecut["","BLACK IN",2]
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal", "back"]

_camera camsettarget r
_camera camsetrelpos [0,-7,0.5]
_camera camcommit 0
~3
;=== looking north at figny
_camera camSetTarget [33833.00,98676.94,-21578.97]
_camera camSetPos [5281.11,5314.53,10.96]
_camera camSetFOV 0.700
_camera camCommit 0
~3
;=== behind player looking at figny
_camera camSetTarget [-74118.40,64330.93,-13407.18]
_camera camSetPos [5445.24,5275.71,4.06]
_camera camSetFOV 0.272
_camera camCommit 0
~1
;=== behind the player on the ground looking at hillcrest where armor is coming
_camera camSetTarget [-14600.96,103186.83,-3244.27]
_camera camSetPos [5448.12,5273.85,0.78]
_camera camSetFOV 0.773
_camera camCommit 6
~6
;=== zoomed in to hillcrest
_camera camSetTarget [-3386.24,104874.73,-1187.55]
_camera camSetPos [5448.12,5273.85,0.78]
_camera camSetFOV 0.086
_camera camCommit 6
~7
;=== at hillcrest above treetops looking south at mine field
_camera camSetTarget [-29588.56,-84630.81,-24946.20]
_camera camSetPos [5434.18,5626.48,16.46]
_camera camSetFOV 0.700
_camera camCommit 0

;=== at hillcrest looking south and down at armor
_camera camSetTarget [-21741.55,-88832.85,-18541.07]
_camera camSetPos [5413.12,5588.24,15.91]
_camera camSetFOV 0.700
_camera camCommit 12
~13
;=== west of minefield loooking down at armor approach
_camera camSetTarget [43195.79,-80897.38,-33067.09]
_camera camSetPos [5305.60,5504.95,15.82]
_camera camSetFOV 0.700
_camera camCommit 0

;=== north of minefield watching explosions
_camera camSetTarget [6823.06,-87093.06,-37614.33]
_camera camSetPos [5356.79,5514.22,20.57]
_camera camSetFOV 0.700
_camera camCommit 30
~10
;=== same position above and zooming in on specop
_camera camSetTarget [41457.52,-87686.90,-3254.25]
_camera camSetPos [5358.36,5509.96,20.93]
_camera camSetFOV 0.010
_camera camCommit 10
~12


titlecut["","BLACK OUT",2]
_camera cameraeffect ["terminate", "back"]
To use camera.sqs...
Don't forget to make a note of what each recording is of so that you can make adjustments easy enough if you dislike certain angles.
Here are the camera controls once in camera mode
camera controls are like heli controls, numberpad 4,8,6,2 are pivot controls...a,w,s,d are movement...q,z are vertical rise and fall...n exits camera mode...L removes the crosshair...NUMBERPAD +/- are zoom in/out.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 18 Jan 2010, 20:48:04
New version is up! List of changes:



@savedbygrace

Thanks for your effort, but I already found the inferior, primitive way, and I think it works out. I will still check the script out!

Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 18 Jan 2010, 21:03:40
By the way, that script could simply be copied into your existing script, you could place a semi colon in front of all of your existing lines to test the angles I chose. It was created inside of your outro so it follows your scene. Also, it was just an example of some things that can be done with the camera.sqs, it was not meant to be a replacement for your efforts.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 18 Jan 2010, 21:10:41
I will try that out!  ;)

Only thing that OFP camera scripting misses, in my opinion, is "setCameraAngle" command.
Code: ("Nonexistingcommand.sqs") [Select]
_cam* setCameraAngle** "90"***

* Name of the camera
** The command itself
*** Number of degrees the camera angle should be, in this case 90 degrees.
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 18 Jan 2010, 21:16:01
The camera angle is automatically computed by the target in which it is facing, whether that is the sky, grass or object. There is no need to try and calculate an angle when all you have to do is point and shoot.
If no target is specified, the center of the screen becomes the target.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 19 Jan 2010, 08:07:15
So, basically just a "_cam camsettarget Null" would do?
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 19 Jan 2010, 08:54:28
I've never actually attempted that particular command with a null target as every angle needs some form of a target, whether it's an object, or [x,y,z] coordinate of 3 dimensional space. In fact, I'm not certain that there is such a thing as a null target when concerning the camera, as even dead space becomes a target. You may have to clarify what exactly you are attemtping to do for me to help you further.
Have you attempted the camera.sqs script yet?
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 19 Jan 2010, 09:01:48
In latest outro of Operation Hellfire when camera switches from the spec-ops guy to exploding mines I used game logic to define next spot where camera will be, but when camera reaches that command, camera starts looking at the ground instead at flying as straight as it flies the rest of that angle. It is kinda hard to explain in words, but you'll know what I am talking about once you watch the outro.

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I'm not certain that there is such a thing as a null target when concerning the camera

Apparently, there is and there is not. I tried adding a new target to script, the "Null" one, but it did not change anything, nor it reported any error, but I guess it considered "Null" a object.

Quote
Have you attempted the camera.sqs script yet?

Although I am eager to see it in action I have tight schedule today, so I will most likely try it in a hour or so.
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 19 Jan 2010, 10:03:49
It only takes 10 seconds to set up the trigger and perhaps 5 minutes to get comfortable with it. Once you use it....I promise you will never make cutscenes any other way. It allows you to produce precise camera shots with tremendous ease. Well worth the time exploring it.

If you used a game logic to define the "target", then you assigned an [x,y,z] coordinate with z == 0. If you assigned the gamelogic as a "position" without assigning a new target, the camera will move to the new position in the commited time assigned but never remove it's focus from the current target.

I will also mention that the more you use the camera.sqs script, the more comfortable you will be with using [x,y,z] coordinates over gamelogics and other units as targets or positioning simply because it leaves one less entity to include into a project.

I will attempt your newest version now.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 19 Jan 2010, 10:36:22
All I got to say for camera.sqs is one big WOW  :o!

It makes almost all other techniques obsolete and makes a lot of camera angles that I thought were impossible to make possible and easy to make!

I am definitely making new intro and outro for this mission!
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 19 Jan 2010, 11:55:34
I played version 0.4 just now.
I'm sure it was pure luck this time around but one of my helis survied and continued picking off targets great and small across the map.
I did not see an armor counter attack on Morton this time, probably because of the heli, I engaged som enemy in the woods this time whereas before, they would never leave the camp.(not sure if that had anything to do with the chopper either) The camp was easy too as the armor threr was already taken care of by the heli and the static m2 in figari was taken out by the heli.

I noticed the savegame at the beach and thought another would be appropriate at the cutscene when you setpos the player.(I prefer the version 3 method of allowing the player to proceed on foot. Just setpos the armor on the beach and have them push in land.) I experienced one play where the armor never proceeded to Figari and another where they beat me there and wiped out everything and as I crested the final hill to approach, the enemy were scattering like dogs into the fields, ending the mission.

I see the camera angle of the gamelogic as you mentioned but know you will certainly change this around since you have the camera.sqs handy.

The improvements have made things better.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 19 Jan 2010, 18:30:57
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one of my helis survied

Pure luck. Russians usually manage to take it down by small arms.

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I did not see an armor counter attack on Morton this time

You were not meant to see it. It happened because I synchronized tanks' waypoints (the ones at the camp) with the wrong trigger.

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thought another would be appropriate at the cutscene

I will add that one.

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the version 3 method of allowing the player to proceed on foot.

That method happened because of the never-ending cutscene. But still, I will consider adding that method.

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I experienced one play where the armor never proceeded to Figari and another where they beat me there and wiped out everything

I don't know what's causing it. :confused:

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The improvements have made things better.

Glad they did!  :D
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 23 Jan 2010, 16:03:15
New version is up!
List of changes:

Please report any new bugs and suggest improvements! :good:
Title: Hellfire Updated
Post by: Krieg on 09 Feb 2010, 09:24:50
It seems that there were no beta tests 0.5.
Anyways, I've fixed SITREP script bug which I encountered and new 0.6 version is up.
Title: Re: [SP] Operation Hellfire
Post by: RKurtzDmitriyev on 09 Feb 2010, 21:32:26
LOL, what a co-incidence! I was just thinking, "I really ought to test Operation Hellfire again." :P

Overview

Looks good!

Briefing

--Numerous errors in English. I've been called a pretty good writer, I can take a stab at revising your briefing if you like.
--Gear selection is much improved. You seem to be missing grenade launchers, though--such a heavily armed squad should have some M203s along with their sniper rifles and next-generation assault rifles. :cool2:
--The most annoying thing is that I can't see my troops' experience. A bug in OFP prevents the group roster from showing up if your squad starts in a vehicle. Knowing who is most experienced is useful, because I know whom to give the important weapons. Of course it turns out that all of my squad has the same skill anyway, but this would have been nice to know in briefing. Perhaps remove the "moveincargo" initializations, place the squad on a remote island, and add a short black-in at the beginning of the mission, in which your squad is teleported inside the boat.

Mission

I cleared Morton with no casualties. I went to join up with Foxtrot and got ambushed by Soviet infantry on the edge of the forest, losing 3 men. I wiped them all out, though, and found Foxtrot. I couldn't get them to join me! (see below). I approached the camp anyway. I got within sight of the camp and engaged in a very nerve-wracking firefight. They killed me after wiping out my whole squad. >:( Well, the enemy response around the camp is much improved. :P

--For some reason I couldn't get Foxtrot to join me. I walked right up to their leader, no dice. And yet when I played again in the mission editor, they joined me when I got close. ???
--Also when I first played, I got an error "missing bis_weaponpack". Mission behaved normally otherwise. And it seems to be working fine now. ??? Maybe I just ran into a bad playing session ???
--The opening firefight at Morton is a tad laggy for me. I think it's probably CPU speed. It's tolerable, though.
--Although I like the cutscene after Morton is captured better than the first version I tested, it still seems cheesy. I can still hear people shooting in the background, and I'm in exactly the same place that I was when the cutscene began. It's just too hard to suspend disbelief, I have to say.
--The titleText that says "Everyone! Move in and secure the town!" blocks the sideChat that says "It seems that Ivan had large stash out here...[etc]", making it difficult to read.

Outro

Looks good, I like the camera angle you got on that dead Russian guy. :good:

Overall

Probably would have been much more enjoyable if I could have gotten Foxtrot to join me. I'll have to test it some more to see if it happens again. Strange.

Other than that, only minor bugs to report, good job. :good:
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 10 Feb 2010, 08:01:00
Quote
Overview

Glad it works!

Quote
Briefing

If they are grammatical errors I think I can handle them. And also, I plan on revising story a bit, making it deeper than "I'm just an Lt. John Doe in yet another mysterious conflict with Russians." I'll be making a intro so I think that briefing should reflect upon it. At least "Notes" section.

I'll add some grenade launchers.

I will try to fix that as suggested.

Quote
Mission

Heh, you are obviously more experienced squad leader than me. At my best try I managed to get 3 of my men alive out of the Morton.

Foxtrot joined fine (at least in editor) for me. That is an odd error. I think a trigger with certain commands will do the work!

Dam! I thought I got rid of those errors. First "BIS_Resistance" and now "bis_weaponpack". It is a bug that occurs when you select a weapon that is in "bis_Weaponpack" and is "bis_weaponpack" is not on mission.sqm. Don't worry about it. I'll fix it.

I am not sure if lag in Morton is fixable, unless I change how the mission plays (i.e. don't make it a massive landing, which was the point of the mission).

Hmm... About the cutscene... I could use fadeSound to suspend possible shooting, but that does not seem like a good solution. Also, I will move ya a bit, somewhere else in the Morton. And try to improve cam angles.

I will try to fix that!

Quote
Outro

Glad it works out!

Quote
Overall

I'll test for joining bug too... And if it occurs any more I'll fix it with a trigger based joining.

Will fix all the minor bugs too!

Thanks for the test!  :good:

Edit: I tried joining the Foxtrot squad, and had no problems. Did you try to approach every guy in Foxtrot?
Title: Re: [SP] Operation Hellfire
Post by: RKurtzDmitriyev on 10 Feb 2010, 14:59:09
I am not sure if lag in Morton is fixable, unless I change how the mission plays (i.e. don't make it a massive landing, which was the point of the mission).

Perhaps during the cutscene you could spawn Russian units in Figari and the camp using createunit, rather than placing them from the start. Or maybe place only the group leaders at start. That way, you can still have their waypoints.

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Edit: I tried joining the Foxtrot squad, and had no problems. Did you try to approach every guy in Foxtrot?

Maybe not, but I would prefer a trigger anyway. A join-and-lead waypoint will require you to find the leader and get within about 5 meters of him. I suppose that would be more true to real life, but then again, in real life one of the grunts could say to you, "Pssst! Our CO is over by that bush!"  ::)

EDIT: Something just popped into my head. Regarding gear selection, the G36 is an anachronism for the Soviet era. :D Steyr AUG isn't, though. Then again, Red Hammer campaign had G36s and nobody seems to have noticed. It had too many bugs to notice such minutiae. :cool2:
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 10 Feb 2010, 19:36:05
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you could spawn Russian units in Figari and the camp using createunit

I could...  But that will require a mass of scripting I've never really used before. I will try my best, though!

Quote
Maybe not, but I would prefer a trigger anyway.

I'll do it that way!

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the G36 is an anachronism for the Soviet era

I'll remove it. Although, I have to admit that I hate to do that because that rifle solves up to 20 problems a minute for me.
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 12 Feb 2010, 06:37:12
I playtested version 0.6 just now with same specs as before. Whatever weapons you decide to keep in the gear selection, it would be nice to have an option to rearm before pushing onto the next objective. I don't mean pick up an enemy weapon either. Perhaps spawn a 5Tammo and have it drive from the beach to the town center. I did notice the Medic tent way out of the way, kudos on that.

The scout team does eventually join the player once the player is near the leader but I am still having a problems with the AI pathfinding. I feel like I am playing Arma again. The group will not stay in formation, and they tend to take odd routes which puts them in away status calling back to me..."Where are you?" Objective two worked good this time around, the enemy responded well.

Bulldogs M60's got ahead of the abrams and were destroyed in figni, abrams pulled back and then advanced again while I crossed the fields. My guys eventually caught up to me on the hill crest overlooking figni.

The task to radio back that the landing is safe, is still not clear enough. It should be a seperate part of the first objective. The radio option becomes available when the town is cleared. The radio triggers the objective done.

GPS would be nice to help me locate the scout team quicker.

Other than these setbacks, its good.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 12 Feb 2010, 09:54:22
Thanks for the beta test, savedbygrace :good:!

I'll add a 5T Ammo truck.

Fixed the hard-to-join issue via trigger. Now whenever you come close to the group itself it joins. Also, in order to make the event of joining important, added additional objective for it.

I am unsure if the dumb AI issue is fixable. Their skill level is set at the maximum.

Yeah, Pitbull's tanks tend to advance and retreat. I will hopefully solve this via "allowfleeing 0".

I will add additional objective for signaling that Morton is secure.

Ohh, now I remember... I actually did  add a script that enables GPS (i.e. "showGps true") and made player execute it via init field, but it never worked. Any solution for this?
Title: Re: [SP] Operation Hellfire
Post by: Zipper5 on 12 Feb 2010, 10:35:31
To allow the GPS, you must put the following into your description.ext file:

Code: [Select]
showGPS = 1;
 :)
Title: Hellfire Updated
Post by: Krieg on 12 Feb 2010, 20:03:07
Thanks a lot, Zipper!  :good:

Edit: New version is up. Check the first post for download.
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 15 Feb 2010, 01:55:34
Version 0.7

Lag? I haven't noticed any lag at all.
I never noticed the OnLoadMission text before either : is that new?
I noticed the hint and the objective in the notebook to call in the all clear.
I Really enjoyed the addition of Fog. It increased the immersion and difficulty slightly(which is a good thing)
The outro was better since you revised it, although the one camera angle that drifts through the smoke of the destruction sequence is blinding and not very complimentary of your explosion.
I also noticed a lot more radio text which would be excellent if it were actually voiced.
An Intro would be welcome and I am curious as to what part of the story you would highlight there.
Good work so far.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 15 Feb 2010, 07:53:18
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I haven't noticed any lag at all.

That is good, because that means that createUnit does it's job well. Hopefully RKurtzDimitriyev will report the same thing! :D


Quote
I never noticed the OnLoadMission text : is that new?

Nope, I think I added it few versions ago.

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I noticed the hint and the objective in the notebook to call in the all clear

Hint was there before, but the objective is new. There also should have been another objective to join Foxtrot, for which I think should have went pretty well, since now it is trigger based, and much easier to trigger. Also, a GPS should have showed up this time.

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I Really enjoyed the addition of Fog.

Glad you did. I think I implemented it that it starts as usual but soon gets thicker and thicker.

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I also noticed a lot more radio text

That means that all SITREP scripts worked, as well as my further messages.

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which would be excellent if it were actually voiced.


I wish I get an opportunity to do that soon. I have knowledge to create "radio effect" using Audacity, but I need to buy new headsets so I can actually use the headset microphone.

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The outro was better since you revised it

Glad it is. Camera.sqs does miracles!
And I will fix the smoke-and-flame part, it was meant to be there so player could watch T80 explode, but the problem is that they don't go via exactly same route every time.

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An Intro would be welcome

It should be there in next version.

Quote
Good work so far.

Thanks!

Edit: OK, I finally did an voice-over for whole mission, after few hours of throat-breaking work.
Do not expect too large quality of the voices, though. I am not too talented.
Title: Re: [SP] Operation Hellfire
Post by: RKurtzDmitriyev on 15 Feb 2010, 20:08:16
Tested version 0.7  just now. And I actually beat it lolwutomgwtfbbq  :D .

Good work, it was an hour well spent.

Briefing

I can see my men's experience now :) . And don't be bummed about removing the G36. The Steyr AUG is almost as good.

Mission

I gave the Steyr AUG and Carl Gustav to myself, Uzis and LAW Launchers to my veterans 2 and 3, sniper rifle to the medic, and M60s to 5 and 6. Puma choppers both died by the time I hit the beach. I landed, tried to remain inconspicuous and let friendly AIs do most of the work. Still, I had to pitch in a little with my Steyr AUG when enemies targeted my squad. Took one casualty, inflicted a lot more. Finally there didn't seem to be any more infantry milling about. I moved to the edge of town and spied a damaged T80 still alive. Toasted him with my Carl Gustav, then was given option to radio in Morton cleared.

Moved carefully into the forest, but nobody ambushed us this time. Found Foxtrot, moved carefully through the forest. Went prone and again, left most of the work to friendly AIs. It was a classic OFP "crawl forward slowly and pick off enemies at objective" scenario. With 11 men, including 6 with silenced weapons, on our side, killing the infantry in the forest and camp was a piece of cake, no casualties. Peering through the trees at the edge of the forest, a LAW dude and I stood up and toasted one of the T80s. Figuring that the odds will now be even, I radioed in Pitbull. They took out the other T80 easily. Second objective cleared.

I emerged from the forest to find that heavy fog and a rainstorm had come down. Now I could see only 200m or less. I heard (or rather read) Pitbull screaming that they needed to pull out. Two of them seemed to die quickly, but an M60 was still milling around for a while. Maybe he fled from his formation. I got a little disoriented in the heavy fog (I forgot I had GPS for a while). An enemy patrol came up roughly 8 o clock behind me, but we were still able to wipe them out alright. After rediscovering GPS, I climbed the hill southeast of Figari and crept slowly forward to the town. The remaining M60 finally decided to barge into Figari. I heard his gun firing, apparently the enemy was now too weak to fight him off.

The enemy infantry here were much smarter, though. They seemed to spot us very well, so my usual tactic of remaining inconspicuous didn't work out as well as usual. As I crept forward I had a hard time seeing enemy infantry come into view. Took a bunch of casualties here--actually all of my even numbers died. :blink: But some quick shooting and careful prone moving once again won the day. I entered the town, worried that there must be infantry still hiding somewhere. The M60 was still alive and parked in town, but not making himself useful. Around a corner I spied a damaged T80. Hurled an RPG at him, kaboom, mission complete. :)

Anyway, now that my story is over, some issues:

--When I play from single missions, there is a slight "flicker" at the beginning before the black in takes effect. It's as though the computer takes fraction of a second to realise that there's supposed to be a black-in. This doesn't happen in the mission editor. Not sure if it can be fixed. It might depend on the player's specs.
--I just noticed this right now. Your briefing alludes to using the cliffs as cover and having to climb them, but the boats always drop me off (more like teleport me) on flat ground on top of the cliffs.
--I still had a little trouble getting Foxtrot to join me. Even after I walked right over one of their men, it still took a minute for them to join me. The trigger may not be extending far enough.
--Foxtrot still doesn't have their anti-tank magazines. I think the problem is that, although you put "addmagazine" commands in their initialization, you didn't remove any magazines to give them room, so the commands are ignored.
--An M60 tank arrived in Figari, and killed a few enemies. But after he killed everyone he could see, he simply parked there and didn't take any action even when my men spotted enemy infantry. A guard waypoint for Pitbull at Figari might fix this.
--The final objective of "secure Figari" didn't tick at the end.
--Opening up the mission in the editor, I observed that the squad next to the machine gun in Figari is completely placed at the beginning, not with your createunit script.
--Regarding your radio chatter, if you're interested I can help with voice acting. Obviously, I have a passable American accent. :P

Some good points, though:

--I loved the fog, too. Actually I hated it as someone trying not to get shot, but I loved it as someone who likes good OFP missions.  :P So the fog was a great idea.
--Lag was no longer significant, I didn't notice any at all after about a minute of the firefight. Everything looks good in this department.

Outro

Looks good, except that it's a little jarring that the fog has completely disappeared once the Outro starts. It might better preserve the emotional atmosphere of the mission if you have some more fog.

Overall

Good job, you probably just need some minor fixes and the planned intro, and OFPEC can have another mission in its repository. :good:
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 16 Feb 2010, 07:50:41
Quote
Briefing

Glad it is fixed!

Quote
Mission

Nice story!

Hmm... That flicker does not happen on my PC, I guess those 2GB of ram manage to do it correctly. I'll try to fix it, but I will be working pretty much blindly, because I won't be able to notice the difference.
Maybe I could do it using the benchmark command? :scratch:

That is an OFP bug, since I did not script you to teleport onto flat terrain.

I'll increase the size of the trigger.

Hmm... I might remove their satchel charges, although, that would make the camp too easy.

I'll add that guard waypoint.

I'll fix the last objective.

I personally thought that 5 squads were enough, so I left one out. That was rather intentional.


That's a really nice offer, RKurtzDimitriyev, although all voices are already done, but I'll seriously consider it depending on how does community respond to my (edited by Audacity) voices.
Although, one hilarity I have to admit, I did player's voices with Russian accent (though that is backed up with the story).

Quote
Outro

I'll add the fog!

Quote
Overall

Thanks for optimism and support!
The pre-final (hopefully) version will come out either today or tomorrow!
Title: Re: [SP] Operation Hellfire
Post by: RKurtzDmitriyev on 16 Feb 2010, 15:16:56
Hmm... That flicker does not happen on my PC, I guess those 2GB of ram manage to do it correctly. I'll try to fix it, but I will be working pretty much blindly, because I won't be able to notice the difference.

I have 2GB of RAM too. Maybe it's an inferior grade of RAM. I tend to work with the computer hardware of yesterday for as long as I can get away with it. I guess if I were you I wouldn't worry too much about it. I doubt that most players with modern PCs will notice.
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 16 Feb 2010, 18:26:18
I guess you are right, RKurtzDimitriyev.
I only have to add intro, and new version will be up!
Title: Re: [SP] Operation Hellfire
Post by: Krieg on 20 Feb 2010, 14:19:56
New version is finally up!
And it increased its size by couple of megabytes, but, that's what you get with voice acting.
When we are at voice acting, I am sorry if my voice acting is the poorest you ever heared, but I do not have any talent in voice acting whatsoever.

Enjoy! :good:
Title: Re: [SP] Operation Hellfire
Post by: savedbygrace on 21 Feb 2010, 08:21:41
I have to applaude anyone who undertakes the task of adding voices to their mission. It adds tremendously to immersion.

All seemed to go well but I have a few more dislikes.

First, those radio messages from pitbull before did not bother me because they did not disrupt the sound and my ability to track the return fire of the enemy. As it it now, the sound files are way too loud. You can adjust this by lowering the db setting foreach sound file in the Description.

Also, the pitbull files were overlapping other sound files and it remves from the immersion a bit.

The medic tent at the forest still needs to be placed closer to thw woods out of the way of that darn tank. It crushes it every time and with no way to heal, a belly crawl brings us right back to beta 1.

The increased fog was okay. I thought for sure I was going to hate it because the enemy can see right through it. They were shooting at me when I couldn't even see them with my binobulars.But the density at figni was good because they didnt seem to see my approach.

The only problem with the fog increase is that you do it too quickly. It goes from bearable to boom can't see anything in seconds. Thats just unreal. That happened once I reached the house between the woods and figni.

The fadeout at the end of the mission fades out and then returns to normal screen before destroying the camera. Might want to kill the camera sooner.

The score did not reflect my performance very well. All objectives were ticked, but I had received two red X's.
You can adjust the score minimum and maximum in the Description.

Outro angles were much better though the one angle that drifts above and across the top of the tank carnage lingers for too long before switching to the specops on the hill.(there was no more action and the camera was still in slow motion above). It's better to lose some of the action then have a lull in it. Perhaps cut to the specops watching some of the action from his hiding spot? Just a thought.

Title: Re: [SP] Operation Hellfire
Post by: Krieg on 21 Feb 2010, 09:24:25
Thanks for the applaud!

I'll try to lower the Db in the description. I am pretty sure that solid -6 will do.

It is pretty much impossible to prevent that error: Apparently sounds are allowed to overlap in OFP, I know that changing cfgSound to cfgRadio would do, but I would not experiment too much at this point.

I'll move it away, but, I think that another problem is that tanks try to heal at medic tents after they are hurt.

Yes, I observed that behavior just  now, when I played the mission. Enemies throw grenades in my direction even though I can't see them. I'll reduce fog a little bit.

I'll try to handle that speed.

I'll handle the score issues - I am still using the same one from "The Final Stand".

I'll handle the angles.
____________________________________________________________________________________________

Two questions though.

1) How good was the intro?
2) Was the T80 in Morton too much stationary?

Edit: Made all corresponding changes,
I deem this project ready for review!

I thank all those who beta tested or played this mission.
Thank you all!  :good:
Title: Re: [SP] Operation Hellfire (Please Review)
Post by: Krieg on 24 Feb 2010, 13:55:38
I'm not sure if anyone noticed, but just in case nobody noticed, I put this mission up for a review. ;)
Title: Re: [SP] Operation Hellfire (Please Review)
Post by: savedbygrace on 24 Feb 2010, 14:45:53
I'm on it sir.
Title: Re: [SP] Operation Hellfire (Under Review)
Post by: Krieg on 24 Feb 2010, 14:51:12
Thanks! :good:
Title: Re: [SP] Operation Hellfire (Under Review)
Post by: RKurtzDmitriyev on 24 Feb 2010, 16:43:02
Yes, I too played and completed the mission today. Regarding your voice acting, it wasn't bad at all. The acting was fine. The silly part was that the characters spoke with such a heavy accent. Sounded Russian; is that correct? Well, still, I enjoyed the mission more with the custom voices. You should do that for Red Grinder II. :good: You may consider simply speaking in your native language (especially if it's in fact Russian) and giving us English subtitles.

Anyway, this was another hour well spent. There was an interesting contrast between the massive battle at the beginning and the nerve-wracking game of crawl, spot, and shoot that I was playing by the end.

@SBG
Quote
The increased fog was okay. I thought for sure I was going to hate it because the enemy can see right through it.

Can AIs see players through fog? I did not know this. Somehow I thought they could only see as far as the player's viewdistance. (Or are viewdistance and fog different values?)
Title: Re: [SP] Operation Hellfire (Under Review)
Post by: Krieg on 24 Feb 2010, 18:04:58
Quote
Regarding your voice acting, it wasn't bad at all. The acting was fine.

I guess I am just over-criticizing myself. I am glad that people have opposite of opinion of mine on this!  :D

Quote
the characters spoke with such a heavy accent.

That is part my skill and part that I edited voices digitally to give player feeling that there was a bit more variety of voices.

Quote
Sounded Russian; is that correct?

Only accent I intended to be Russian was the player's (player is a former Soviet citizen, a part of the story you can find in the notes). I tried deep southern accent on Pitbull and Overwatch, Northern American on Foxtrot, Puma and on the rest more minor characters.
In intro I tried (and partially succeeded  in my opinion) to give Colonel a not-so-deep Southern accent.

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I enjoyed the mission more with the custom voices.

Glad you did!

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You should do that for Red Grinder II

I most definitely will!

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You may consider simply speaking in your native language (especially if it's in fact Russian) and giving us English subtitles.

It ain't really Russian (although I do not have too large problem speaking Russian), it is Serbian. I might do voice-over in Serbian, I believe most of English-speaking players will not notice too much of a difference (in accent, at least).

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There was an interesting contrast between the massive battle at the beginning and the nerve-wracking game of crawl, spot, and shoot that I was playing by the end.

The fundamental qualities of both are best represented side-by-side in a contrast, aren't they? :)

Title: Re: [SP] Operation Hellfire (Under Review)
Post by: RKurtzDmitriyev on 24 Feb 2010, 19:06:57
Only accent I intended to be Russian was the player's (player is a former Soviet citizen, a part of the story you can find in the notes).

Oh, I get it now. I didn't notice because I just assumed that the notes page would be the same as last version I played. :-[ Now the main character doesn't sound quite so silly. :D
Title: Re: [SP] Operation Hellfire (Under Review)
Post by: savedbygrace on 24 Feb 2010, 21:02:38
Viewdistance and fog are seperate I think. AI can see better in fog than human players. They can also see through bushes and sometimes houses. :D Of course, these are assumptions based on experience not actual knowledge.
Title: Re: [SP] Operation Hellfire (Review Complete)
Post by: mboshell on 27 Apr 2010, 13:40:45
I notice this topic has not been posted in for at least 30 days, but I'm assuming it's still acceptable to post.

Played in: Resistance 1.96

Briefing: I really have nothing to add about this.  It was as perfect as I could have expected.

Intro: Fantastic!  The camera angles are awesome. 

Voice: Really good.  The only nitpicky complaint is the fact that the accent is not American, but all I can do is offer my services to you this summer Krieg.  I'll have plenty of free time after May 15th.  After you try my Ranger In Afghanistan campaign, you'll get a sample of my voicework.  I think I'm pretty good at it  :)

Mission: I could not complete this tonight, but I promise to complete it in the future and add to this post.  I did get pretty far though, I think...lol.  Everything was fantastic.  From the landings, to the awesomely constructed base, to the linking up with the spec ops unit in the forest and the sweep through (that's as far as I got).  My only nitpicky complaint is the difficulty, but as I've been saying, that's because I'm a noob to PC and am very slow at commanding.  It took me about 4 tries to capture the base at the beach.  I ended up having to run directly to the west after landing and establish some breathing room between my squad and the enemy before I could muster any kind of successful assault.  After getting some distance, I slowly crept my way toward the village, using the buildings for cover and picking off enemies one by one.  I did have an issue with the fact that I had to spend quite a bit of time searching for AT ammo to take out the final tank, but that's a personal issue that is likely enjoyable to many people.  It did feel very satisfying to raise that American flag and finally capture Morton.  After that, it was a nice experience to link up with the spec ops squad in the forest and begin sweeping through on our way to that enemy camp.  Again, though, the problem I had was that I couldn't engage the enemies at the camp from the forest.  I seemed to be forced to throw myself into the camp and engage in close combat, which was exciting, but I do prefer to be able to work more tactically and have room to at least soften up the enemy, putting the odds in my favor before hurling myself at them in a suicide type tactic.  Perhaps there is a way to do this, but after two tries tonight, I still couldn't figure it out, but I look forward to trying again to accomplish this.

Closing Comments: Most everything was pretty much stated above.  I'm very sorry that I couldn't complete your mission tonight.  I tried a couple of months ago with the same results.  I'm hoping I won't be known as the editor/tester who stinks at playing the game for too much longer...lol.  I thoroughly enjoyed every minute of your mission, and while I do make my missions of a different style for my personal preferences, I am really impressed by the features of which I am using to learn to implement into my future missions.

Although my lack of time on this game and with this community means that I don't have much to compare it to, for what it's worth, I must thank you for this gem of a mission and promise to complete it and give you my take on the rest in the future  :good:
Title: Re: [SP] Operation Hellfire (Review Complete)
Post by: Krieg on 27 Apr 2010, 15:54:16
Thanks for testing, mboshell!  :good:

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Briefing

Glad you like it!

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Intro

I'm glad that intro lived up to your expectations.

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Voice

Glad you liked it!

I will be glad to hear your voice acting in "Ranger in Afghanistan" campaign. I of course could use a bit of help with voice acting in my own projects, so I thank you for such a generous offer.

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Mission

You did get to second third of the mission. My suggestion is to fight from distance using a sniper when attacking the camp, though trees could represent a bit of a challenge.

Once again, thanks for the test!
Title: Re: [SP] Operation Hellfire (Review Complete)
Post by: mboshell on 26 May 2010, 16:28:15
OK, I tried again and almost reached figari, so I have some things to add.  First, is there a reason why I start with an AT tube but no ammo for it?  Would have helped a ton with those tanks.  Apparantly, the black ops don't have any ammo either because they kept refusing to engage the tank when ordered.  Anyway, I finally secured that camp.  I ended up completely leaving the forest and linking up with the armor.  When I got into position where we could see the camp and armor, I radiod Pit bull go, and the tanks caught up to us and passed us by assaulting the camp.  They didn't seem to fire their machine guns at the infantry though.  Just the cannons.  As the tanks rolled past us, we crawled our way behind them carefully, picking off infantry.  The enemy armor got destroyed by our armor, and things were getting very exciting.  I noticed on the map that there was still an enemy tank just east of the camp, near the trees.  Once the camp was secure, the tanks just rolled into figari and ignored the enemy tank, so my squad and I did the same.  I don't think you meant for the player to be able to do that, but this is where my squad got jacked up.  I'm not sure why, but the black ops refused to do anything but crawl, all the way to figari.  This was a bit annoying because the tanks had already reached figari, yet they had barely left the camp.  My original 6 men all moved normal, but the black ops refused to stand up for the life of them, so I kept losing them behind, and then was forced to wait for them to catch up.  We eventually ran into some contact in the road on the way to figari, so I tried to move around the left side to get some distance to engage tactically, but I had a problem of a storm coming in and visibility was very poor. My squad was spread thin because of the crawling black ops lagging behind, and the men that were with me got gunned down.  We killed the squad on the road though.  Waited about 3 full minutes before moving anymore, so the black ops could catch up, then I continued moving towar figari.  I got separated from them again by moving too fast, and another squad annihilated me at close range before I could see them.  I never made it to figari.  The fog is a pain.  Increasing my visibility did nothing.  It seemed like I couldn't see an enemy until I was right on top of them, which kind of eliminated tactical gameplay.  I was ready to give it another go, until it started me back in Morton and not at the last objective like I had hoped.  I've spent a few hours on this mission, so I must get to bed now.

Overall, I'm still enjoying the heck out of this mission.  I definitely plan to finish it tomorrow, but do you have any ideas why the black ops won't stand up? Was it something I did when commanding?  Also, I'm a big fan of savepoints because I stink at the game.  Having one after the second objective is completed would have been very helpful.

Thanks  :)