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Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: toadlife on 18 Feb 2003, 10:27:20

Title: (Review Completed) [SP] Operation LoJack 2
Post by: toadlife on 18 Feb 2003, 10:27:20
I've been updating LoJack to work with resistance, and when the BAS Ranger/Delta Pack (http://www.concept-5.com/ballistic/) came out, I decided to incorporate the rangers into the mission. They were a perfect fit.

Anyhow here it is (4.6MB!):

LINK REMOVED...SEE BELOW FOR LATEST LINK.

Edit: This mission has been reviewed and is available, with addon, from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=218).

Edit: Also available in a Standard version (http://www.ofpec.com/missions_depot/index.php?action=details&id=217) which needs no addons.


There should be no bugs, and it's been tested pretty thoroughly by moi.

Things changed from the first version:

* Three more hostage camps
* Completely random weather
* Optimized grouplink script (http://www.ofpec.com/editors/resource_view.php?id=321)
* Hostage are camps remade so the hostage does'nt get stuck anymore
* BAS Ranger units used instead of blackops
* Cutscenes in intro/outro tweaked a bit to work better with Resistance


I still have some polishing/tweaking to do, but this is for the most part, what the final version is going to be.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: macguba on 18 Feb 2003, 13:58:33
I haven't had the pleasure of playing Lojack before so this was a treat.    toadlifesprincess was superb as Mama Bear but I won't bang on any futher about all the good stuff..... you know.


Minor things first.

I don't know what a .cab file is but I downloaded without difficulty and my winzip coped ok.

The Ranger/Delta pack is 16.5meg.   The Rangers do work though.

In Intel in the Briefing the reference to the old russian base is confusing - I though there was a second, unmarked base until I worked out it was the one already referred to.

The Briefing should have one line saying that you should radio when you have him and you'll be given an exfil point.

Gear selection you always seem to have 11 items, which looks odd when there is only 5 of you.     Lose the AA launcher if there are no enemy choppers, its merely tedious looking after your AA loon.

When I got to him the titletexts flashed on and off almost instantaneously - they need a ~6.

The ground on which the exfil chopper lands isn't flat, so after it lands it does a pirouette ... actually its quite graceful, maybe you should just leave that  :)

Don't get your reference in your post to "3 more hostage camps" I only found the one.   Or is it in a different place every time you play?

Some of the vehicles at the Militants camp are low on fuel.   That's fine, but make them even lower so that the driver (if he's AI) announces it as soon as he gets in.     As things stand you could be an annoying distance from the camp - you can't tell if a UAZ is low on fuel when you get in.

Taking the camp where your man is held hostage is too easy.  

Have the escort chopper hover next to the woods, not over them - it'll look cooler as you fly past, and its more realistic.


The Biggie is that on my first attempt the mission didn't end.  :(     Fortunately I had a convenient savegame (I save a lot when beta testing) and the second time everything worked perfectly.       The first time I heard the helicopter as I approached the exfil point .... and then grenades.  Taking that to be a bad sign I rushed straight it to find dead pilots scattered across the countryside (they had obviously abandoned the chopper and then been shot), along with one or two militants and a live militant who I slotted.      The chopper appeared damaged:    the armour bar was green and at about 70% when I got in, but the engines wouldn't start and my loons wouldn't get in.        Ran about a bit trying to find the other chopper which I could hear, and discovered it to be a gunship escort which just hovered over the woods.   For a while I thought this might be some kind of cunning ending but since there was no sign of a radio message or anything I gave up.

On the second go there was no sign of the militant squad which had done the damage.    The chopper was fine and we all flew off into the sunrise.      

I would say the chopper arrives slightly too early - the second time I ran more or less straight there (since I knew there was nobody in the way) and I still didn't get there in time to see it land.

That's it, except I'll give you a quick run down of what I did.    My weather was fairly thick fog.   Landed and made my way to the militant base without encountering the militant squad which appeared in the intro and which presumably was supposed to impede my progress .... however since they were in the woods I wasn't  he he he ;D.

Took the base no trouble.     Collected the two UAZs that were together on the west side and set off down the road.   No trouble till I got to about Fd63 where there was an ambush.   In the fog at vehicle speed there was no way of seeing it before you got there.    Had a couple of attempts, and it all got a bit confused with the string of loons across the road disappearing and then a truckful - presumably the same lot - driving right up to me and jumping out.      Another truck had come up from behind us, but one of my LAW loons took them out.

Wandered around the countryside following the beeps (though I KNEW I bloody KNEW where he was even before I took the first cross bearing  ;) ) slotted the loons in the camp, admired the blood all over his face and the rest you know.

 8) :)


Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 18 Feb 2003, 21:43:17
First of all thanks for the enourmously helpfull feedback!!!  ;D ;D ;D ;D

You kick ass!


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...toadlifesprincess was superb as Mama Bear..
That's my wife :)


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I don't know what a .cab file is but I downloaded without difficulty and my winzip coped ok.

CAB is Microsoft's compression engine. In almost all cases it give the best compression. I won't use it again though, as my browsers interperented it wrong and tried to load it as a page.

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The Ranger/Delta pack is 16.5meg.  The Rangers do work though.

There will be a version using the Rangers units and a version that requires NO addons.

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In Intel in the Briefing the reference to the old russian base is confusing - I though there was a second, unmarked base until I worked out it was the one already referred to.
The Briefing should have one line saying that you should radio when you have him and you'll be given an exfil point.
Gear selection you always seem to have 11 items, which looks odd when there is only 5 of you.    Lose the AA launcher if there are no enemy choppers, its merely tedious looking after your AA loon

I migrated the briefing and description.ext over from the coop version. Those are specific things that I was referring to when I said it still needs "polishing" :) The choice of weapons will be changed and the brefing will be adjusted accordingly.

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When I got to him the titletexts flashed on and off almost instantaneously - they need a ~6.

See the bit above about "polishing" :)

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The ground on which the exfil chopper lands isn't flat, so after it lands it does a pirouette ... actually its quite graceful, maybe you should just leave that

I hate choppers in OFP.

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Don't get your reference in your post to "3 more hostage camps" I only found the one.  Or is it in a different place every time you play?

There are six different camps on the map and the hostage is placed in a random one at the start of the mission. *Replayability*. I've thought about give the player a choice as to which camp, or leaving it random. I'm open to suggestions as to how best to do it.

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Some of the vehicles at the Militants camp are low on fuel.  That's fine, but make them even lower so that the driver (if he's AI) announces it as soon as he gets in.    As things stand you could be an annoying distance from the camp - you can't tell if a UAZ is low on fuel when you get in.

Nahhh. That makes things more interesting :)


Quote
Taking the camp where your man is held hostage is too easy.

Some are easier than others. I'll take a look at all the camps and perhaps make some harder.

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Have the escort chopper hover next to the woods, not over them - it'll look cooler as you fly past, and its more realistic.

I'll write a script that makes the excort chopper fly around the evac chopper until it takes off. This would make it look cooler.


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The Biggie is that on my first attempt the mission didn't end.      Fortunately I had a convenient savegame (I save a lot when beta testing) and the second time everything worked perfectly.      The first time I heard the helicopter as I approached the exfil point .... and then grenades.  Taking that to be a bad sign I rushed straight it to find dead pilots scattered across the countryside (they had obviously abandoned the chopper and then been shot), along with one or two militants and a live militant who I slotted.      The chopper appeared damaged:    the armour bar was green and at about 70% when I got in, but the engines wouldn't start and my loons wouldn't get in.        Ran about a bit trying to find the other chopper which I could hear, and discovered it to be a gunship escort which just hovered over the woods.  For a while I thought this might be some kind of cunning ending but since there was no sign of a radio message or anything I gave up.

I added a script that fails the mission if your evac chopper gets blown up, but i guess the script needs to be tweaked. The reason the mission didn't end in your case is that the chopper wasn't totally destroyed. I'll make the appropriate changes to the script.  

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I would say the chopper arrives slightly too early - the second time I ran more or less straight there (since I knew there was nobody in the way) and I still didn't get there in time to see it land.

Some camps are closer to the their respective extract point than others. I can change the script, so that the chopper waits until the player is closer to the EZ to head in.

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That's it, except I'll give you a quick run down of what I did.    My weather was fairly thick fog.  Landed and made my way to the militant base without encountering the militant squad which appeared in the intro and which presumably was supposed to impede my progress .... however since they were in the woods I wasn't  he he he .

The militant squad in the cutscene runs towards the blown up helicopter. Sometimes the helicopter lands on them and kills them all. I guess they got lucky when you played it. ;)

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Took the base no trouble.    Collected the two UAZs that were together on the west side and set off down the road.  No trouble till I got to about Fd63 where there was an ambush.  In the fog at vehicle speed there was no way of seeing it before you got there.    Had a couple of attempts, and it all got a bit confused with the string of loons across the road disappearing and then a truckful - presumably the same lot - driving right up to me and jumping out.      Another truck had come up from behind us, but one of my LAW loons took them out.

That ambush was probably the result of this (http://www.ofpec.com/editors/resource_view.php?id=321) script. It makes the AI quite nasty.

Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: macguba on 18 Feb 2003, 23:28:58
My camp was on top of the mountain ... took out the loons round the fire before anybody knew I was there.    The one hiding in the tent was a nice touch, I only just spotted him in time.

I like the idea of having him at one of 6 camps ... I would mention that somewhere so that the player will know he can replay the mission and it will be different.    Keep it random though.

I haven't used your AI reaction script yet, though I think I'm going to.      The confusion arose largely because visibility was less than 100m, on a clear day it would have been easier.

We all hate choppers in OFP.   And tank drivers.   But hey, without them, what would we moan about?

Happy to be of help.    My compliments to Mrs toadlife on her acting.   :)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 19 Feb 2003, 02:08:09
One note about the random selection of camps at the beginning.

I think I will  incorporate some kind of subtle indicator (like a number flashing at the bottom corner of the screen) at the very start of the mission that shows which camp the hostage is at. The number wouldn't do anything to tip off the player on where the camp is...just let the player know the next time around to restart if that number comes up again.

The reason being, that when the player replays the mission, it has no way of knowing that the player has already done a certain camp, and it would be frustrating to hike 3km only to realize the same camp had been chosen.

Another possibility that popped into my head today, is packaging the mission in Campaign form. The campaign would only have one mission, but after the player beats the mission the first time, some sort of campaign variable could be saved at the end of the mission that removes that camp from contention, during subsequent go-rounds.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Arctic on 19 Feb 2003, 02:11:30
I'm having trouble getting the cab file to download correctly.

However, I've played the original version of OpLojack and the Coop version.

I like leaving it random because then the player can have the chance of hitting a tough camp or an easy one. Otherwise, the replayability is sort of screwy.

I love this mission. Hopefully, I can d/l this resistance versoin soon!

EDIT: It just took a few minutes for the Save As prompt to come up. I'll take a look at OpLojack 2 tomorrow
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 19 Feb 2003, 02:29:56
I repackaged it into ZIP form. Enjoy.


LINK REMOVED! See further down!
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Orion8th on 19 Feb 2003, 09:13:07
S! Toadlife

question,

Is this most recent file mp compatible? (Coop)

Thanks for any response!

Orion8th
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 19 Feb 2003, 11:15:08
The coop version is here. :)

http://toadlife.net/ofp/operation_lojack_coop.php

The coop version is not BETA. I released it awhile back. It's got the same features as this single player version I'm working on, except it requires no addons.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: macguba on 19 Feb 2003, 13:43:26
Like the subtle number play.     If you hit Retry at the start of the mission then the camp will reset (though of course sometimes it will still pick the same one again.)

Campaign mode is probably not worth the trouble ..... a lot of people are only going to play it once anyway.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: asmodeus on 19 Feb 2003, 14:01:07
Hey Toadlife!!

Just wanted to let you know that I plan on checking this mission out today or tomorrow.   ;)   (gotta get some sleep first for sure!)   ::)

I love the grouplink script!   :o  That's a very good idea!   ;D

I'll be back with feedback soon!   :D
 
Asmo
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 20 Feb 2003, 02:06:48
LOL. I just relealized that the version I have posted has the grouplink script disabled. You can fix it yourself if you want. Just depbo it and uncomment line # 191 (second to last line in the script) in tne init.sqs. The grouplink script will be activated. I won't post a new version though, as I will probably finish the mission tonight or tommorow anyway.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: asmodeus on 20 Feb 2003, 04:39:18
Fun mission man!   ;D

I liked this mission a lot!  It includes everything needed for a great mission!   ;D

Overview:

Good!  I like the guys' smile... It'd be funny if he was next to the bush..   ;)

Intro:

I like it!   ;D  Good camera scripting and use of custom sounds.  Plus all the extras.

Briefing:

Great!  Does the job, has the details.. The only thing I'd suggest is some pictures.    

Mission:

To start with, it was a cool effect to put the "made by toadlife" stuff in the bottom-right corner of the screen.   ;)

I like the dynamic aspect of this mission, as well as your use of events.   ;D  (I don't want to spoil anything for everyone)  

I lucked out and had just slightly cloudy weather w/ a little fog.  No biggy.  

Oh yeah... I had a thought that it would be cool to be able to play Nirvana any time during the mission (and another option to stop it) so that I'd have something to listen to while running instead of my heartbeat...   ;)   ;)

I attacked the militant base (and killed everyone very easily) even though I didn't steal a ride...  I prefer the more subtle way of traversing enemy territory.   ;)  I suggest making this part a little more difficult.  (I did notice the guys that come to check the base out, but they are easily left in the dust)   ;)

I also lucked out in the position of the captive..  I couldn't have asked for a better one.  

Here's my stats:

56 Min

Officer
Medic
LAW
2 x Machine Gunner
9 x Soldier

Oh yeah, at the end, I told all my guys to get in the chopper, and 2 was lagging like he always did on this mission (does he have binocs by chance?)..  And the copter took off without me or 2 in it!   :o  

Then it landed again and did one of those "pirouette" manuevers as Macguba described it..   ;)  Bottom line: It worked fine in the end, we all got out alive and I got to see the great outro.  

:thumbsup:

An excellent mission and one that everyone should try!   ;D

Asmo
 
P.S.  I didn't activate the grouplink script this time... Mebbe next time!   8)

Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 20 Feb 2003, 05:15:24
glad you liked it.

To all who have played this version once - Don't play it anymore! :)Wait for the final version. Then you can play the other camps, and also see the *slightly* improved intro/outro.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Nazul on 20 Feb 2003, 09:55:15
i played thru it and saved just before i found the dude. i killed the enemy then the hostage would not move at all. i couldnt do a thing to get him moving, i reloaded and he was fine then ... ?
i only encountered the 1st group of enemy straight after the heli went down, so it was very easy to complete.
dont know if it was a mission bug or what but one of my squad decided to run the whole distance with his pistol out. i couldnt get him to arm himself with his rifle again.
apart from the few niggles i really liked the idea and execution of the tracking device.
ill play it again on veteran and see if i can get killed this time :)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: asmodeus on 20 Feb 2003, 10:55:13
 ;D   :D

Oh yeah... One more thing I forgot to mention...  

IMO... When you attack the squad guarding the hostage, you should have half the guys defend against you and the other half try to kill the hostage!   :o  (Would make it more difficult, but still doable)   ;)

Also, my friend BETA tested it as well and he liked it too!   ;D  He ran around almost all the enemies except for the ones guarding the hostages tho.   ;)  

And the chopper did the same thing for him.  (took off b4 everyone was in there)  

L8r   8)

Asmo
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Skaven on 20 Feb 2003, 14:59:36
I didn't realise you made a BAS version of your noctorious LoJack mission, which I think we played online once  ;D
I'm gonna try to check this mission together with the one from  Asmo before going into vacations.

Will the final version be around soon  ???
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 20 Feb 2003, 19:59:14
Quote
i killed the enemy then the hostage would not move at all. i couldnt do a thing to get him moving, i reloaded and he was fine then ... ?
This has happned to me too many times. I thought maybe it was the hostage's location, and moved him around, but it still happens sometimes. I'm almost sure this is a bug with OFP. This is a really important issue I need to deal with before releasing it. Are you running version 1.91?

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IMO... When you attack the squad guarding the hostage, you should have half the guys defend against you and the other half try to kill the hostage!    (Would make it more difficult, but still doable)

In the early Betas of the the old op lojack, as soon as the enemy camp detected you, the hostages captive status would be removed. When this happened, the first thing EVERY enemy in the camp would do is turn and shoot the hostage, even if they were taking heavy fire from your squad - this is because they knew more about the hostage than our squad. This made the mission EXTREMEMLY difficult. I can't think of a way to make only half of the enemies try and kill the hostage. Even though it made the mission hard, I think I'll do it anyway. It definitely raised the challege when you reached the camp.

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And the chopper did the same thing for him.  (took off b4 everyone was in there)

I have played this mission 100's of times and only had this happen in the early alpha stages of testing. The chopper is controlled by a script which only lets the chopper take off when every person in the group is in the chopper. Once the script detects everyone in the chopper, it double checks one more time before giving the go-ahead to take off. Very strange.

How the idea of giving the leader and action menu item that commands the chopper to take off as soon as HE is in?

Quote

Will the final version be around soon

Yes. Should be done within days, depending on how muhc my wife lets me work on it.  :)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 20 Feb 2003, 20:27:11
i wil test da mision soon ;D

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I can't think of a way to make only half of the enemies try and kill the hostage.

use dofire and dotarget commands ;D

LCD OUT
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 20 Feb 2003, 21:10:42
use dofire and dotarget commands ;D

I meant a SIMPLE way. ;)

Im trying to follow the KISS standard.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 20 Feb 2003, 21:23:51
KISS standart ?  :o

like "kiss me baby or u cant play" ?  ::)  ;)

lol gotta explain dat beter ;D

LCD OUT
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 20 Feb 2003, 22:45:46
K.I.S.S. = Keep it simple stupid

It's can apply to any number of things.

I was first told about it in regards to the training of dogs.

Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: macguba on 20 Feb 2003, 22:56:22
If you are going do setcaptive false to the hostage give us some chance .... give him somewhere to run, (awkward I know with the random location) or make him join the rescue group at once, at the very least put him combatmode red.   Or delay it till the rescue squad is closer or has a line of sight to his immediate captors.

Better still, give him a sidearm that he has kept hidden till this moment ... one mag only of course, but it will give him fighting chance  ;D
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 20 Feb 2003, 23:12:16
i made kinda AI thingy dat makes AI take weapons W/O being ordered 2 ;D

usefull 4 prisioners ;)

and i tried da mision ;D

and it was prety much bugless :thumbsup: but in da 2 times i tried 2 take my heli it colided into da AH64

but it survuved dat on sec time (first time both chopers got blowed)

also im more kinda action man (ask macguba 2 know exactly how much ;)) and i stil wil like it more if i ca lots of enemies ;) ;D

also da camp i got was very easy i run dere wid my squad bout 3 KM behind me saw dem (in open area - not under cover) got down and killed em all b4 ny1 even got his gun out - it should b harder ;D

btw wen i was plain da co-op ver on MP da tracking device stoped workin  :-X :o but da distance continues so we just navigated by dat ;D

:cheers:

LCD OUT
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: asmodeus on 21 Feb 2003, 00:00:04
Yeah, that is kinda tricky what with the random positions and all..  It would be difficult if they all fired on the hostage, but you do have unlimited savegames, so the person would get a crack at it a bunch.   ;)

Also, mebbe one of these commands could help...  (just saw them for the first time)   :o

Quote
commandWatch position
Operand types:
    position: Array
Type of returned value:
    Nothing

Description:
    Order unit to watch given position (format Position ) (via radio).

Example:
    soldierOne commandWatch getMarkerPos "MarkerMoveOne"


commandWatch target
Operand types:
    target: Object
Type of returned value:
    Nothing

Description:
    Order unit to move to watch given target (via radio).

Example:
    soldierOne commandWatch player


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

What I was thinking... Is if you have half of the guys commanded to watch the hostage, and the other half watching around them, then maybe that would affect the way they treat the hostage in comparison to your guys?  

It's a shot in the dark, I know..  I've never needed to do this type of thing yet.  Setcaptive was always good for my purposes.  (or dotarget, dofire)   ;D

Also, that script LCD is talking about is real cool.  The guy just realizes he's outta ammo, and gets the nearest gun he can!   ;)


That's really weird about the chopper!   Those things can be a pain in the neck!   :-\  (and other things)   ::)

Yeah, you could alter it with a radio message that allows the chopper to proceed, or you could mebbe have it hover in the air until you give a command for it to land and pick you up?  

Bottom line there is as long as it works and you get extracted safely... That's an achievement when working with this choppers.  (especially with the circumstances in this mission, no wps, random locations...)   ;)

BTW, I hate to say it toadlife.. But any mission this grand will be unable to follow the KISS standard!   :P  (there's just too many details that aren't simple because of their nature)   ;)

Speaking of which... I need your help about using custom sounds and voices.  You seem to be an expert.   ;)  I'll IM you, or I described the problem in my 'nam mission thread.   ;)

Talk to you later!

Asmo

P.S.  Just realized..  Those codes I posted are exactly like dowatch except their done over the radio... Nevermind.. Probably wouldn't work correctly.  (I had to try)   ;)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 21 Feb 2003, 00:04:46
Never heard of the tracking device failing in the coop. Strange. Probably a lag issue.

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also im more kinda action man (ask macguba 2 know exactly how much ) and i stil wil like it more if i ca lots of enemies

If you are talking about the single player version I ahve posted here, you are playing a version with the grouplink script disabled. You'd more than likely get plenty of action if it weren't for that. ;)

In he coop version, set the difficulty to "insane" or "jesus" and you'll have Ak47's up your ass the whole time.  ;D

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my heli it colided into da AH64

The choppers (particularly the escort chopper) is one of the things I'm working on for this single player version.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 21 Feb 2003, 00:09:49
u disabled da grouplink  :o - i knew dat dere is no reinforcments coming ;D

its all kool ;D

gotta try da verwid da grouplink ;D

g luck wid da chopers

LCD OUT
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 21 Feb 2003, 03:22:22
LCD...what is the syntax of the action that makes a unit pick up a weapon?
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 21 Feb 2003, 06:26:21
try searching 4 takeweapon in da editing general ;D

it wil b

unitname action ["Take weapon",sourcename,0,0,weapon name]

or somin like dat but u may have som probs wid it ;D

LCD OUT
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 21 Feb 2003, 07:14:39
I found it in the forums. The funny thing is when you give the command, the unit can still pick up the weapon even if it is all the way accross the island.

Now, you don't happen to know how to make AI unit reload their gun do you?
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: libriut99 on 21 Feb 2003, 08:59:40
toadlife , very nice mission , loads of fun ...
but maybe you should make the hostage a little more gunfight cooperative . in that final assault I accidently (or not  ;D) blew his head right off ....
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 21 Feb 2003, 12:19:45
yeah i know give him order 2 go 2 da unit he picks weapon from ;D

reload da gun ? mebe try action somin like

unitname actopn ["Reload",weaponname] ? buti dont know ;D

LCD OUT
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Arctic on 21 Feb 2003, 14:22:28
What about if one of the enemy soldiers are killed, the hostage runs over and takes his weapon. That way, he wouldn't be "magically" getting a gun.

Like what u could do is have the hostage lie down when the gunfight starts at the camp. And when an enemy soldier near him dies, he runs over and grabs the gun and ammo.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 21 Feb 2003, 19:39:41
unitname actopn ["Reload",weaponname] ? buti dont know ;D

Nope...I've tried almost every possible comamnd and syntax, and have come to the conclusion that the action command cannot make a unit reload their weapon. I researched the two major OFP forums, and, while tons of people have asked about it, nobody has ever figured it out.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 21 Feb 2003, 19:48:46
toadlife , very nice mission , loads of fun ...
but maybe you should make the hostage a little more gunfight cooperative . in that final assault I accidently (or not  ;D) blew his head right off ....

That's nothing.. wait till one of your AI teamates decides to lob a grenade at the camp.  :o

There has been alot of feedback about the hostage being a dumbass...that's one of the things I'm definitely going to work on. :)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 24 Feb 2003, 21:26:41
A small update on the status of LoJack;. It's taking longer than I expected,  not because of difficuties, but because I haven't had much time to work on it.

* FIXED: bug with mission not ending when extraction chopper is only disabled and not destroyed
* CHANGED: Extraction chopper waits longer before coming to pick you up.
* CHANGED: Extraction chopper landing...hopefully will land more smoothly
* ADDED: Escort chopper now moves around transport chopper after it land, giving it a much more realistic look
* CHANGED: Weapons selection now more realistic - not done yet
* FIXED: opening credits (same custom resources as the coop version, but with different ext to reflect differences in mission)
* ADDED: At the beginning of the mission a number shows at the lower right hand corner of screen indicating which camp the hostage is at. (1,2,3,4,5,6)
* CHANGED: "onplayerdeath" script completely changed around. -- When the player dies, a script kicks in and the rest of your team will attempt to complete the mission on their own :o (I've even seen them succeed once!). A  camera will follow the leader of the team from a third person view. If the next leader dies, the camera shows the same slo-mo death scene that the player sees when he dies, and the camera switches to the next leader, until the whole team is dead.
* CHANGED: Intro - improved camera angles
* CHANGED: Outro - Improved camera angles, and tweaked sound levels of voices to be more balanced
CHANGED: Sentry at gate of militant base now alerts the men in the base if he is killed or alerted.



Todo List:
-------------
* Tweak escort chopper so it gets the hell out of the way when extract chopper takes off
* Make it so hostage automatically picks up a weapon when rescued
* Finalize weapon selection
* Make pissing sound last longer  (for the intro)
* Test each camp and make sure the hostage doesn't get stuck
* Add new Beta testers to the outro credits
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Arctic on 25 Feb 2003, 21:33:07
Quote
* CHANGED: "onplayerdeath" script completely changed around. -- When the player dies, a script kicks in and the rest of your team will attempt to complete the mission on their own  (I've even seen them succeed once!). A  camera will follow the leader of the team from a third person view. If the next leader dies, the camera shows the same slo-mo death scene that the player sees when he dies, and the camera switches to the next leader, until the whole team is dead.

Sweet! I have to try this thing out!
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 25 Feb 2003, 23:18:57
It's funny watching the AI rescue the hostage. The script that controls them is very simple, so they don't mess around. They just run straight to the camp and all start :gunman: blasting :gunman: away with their shotguns and rifles like pissed of gansters who just lost their shipment of whiskey. ;D After everyone is dead, the leader runs to the hostage, they say their dialouge (if the hostage is alive), then run over to the chopper and hop in. BTW I found out that end triggers don't work if the player is dead (duh!).

I'll post another beta version soon.  
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 27 Feb 2003, 21:46:39
Changes:
-------------
CHANGED:Tweaked escort chopper so it gets the hell out of the way when extract chopper takes off
CHANGED:During the rescue: When the hostage is rescued, the team's medic (if he is alive ;)) automatically runs to the hostage and heals him. After the healing session, the hostage automatically takes a weapon from the nearest dead body and joins the group.  During this sequence of events the radio is disabled. This saves the player from have to fiddle with menus, and speeds up events, as commands are carried out more quickly with the radio disabled. It also makes is so the player can hear the custom radio messages without interference from teamate messages.
FIXED:Hostage not moving after the rescue: It was my fault. It's now 100% fixed.


TO DO LIST:
-------------------------
* Finalize weapon selection
* Make pissing sound last longer  (for the intro)
* Add new Beta testers to the outro credits
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Arctic on 27 Feb 2003, 22:57:03
Is the new version posted? I've d/led the one on page 1, but everything seems to be the same as the origial Operation lojack 2.

Am i right? or has it not been posted?
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 27 Feb 2003, 23:09:25
No the new version isn't posted :(

I should have made that clear. Sorry if I wasted your download time.  :(

I'll try and remember to post the new one tongiht.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 28 Feb 2003, 09:10:32
Ok, on top of having a new beta version for you guys, I also have something else for you to test. Below is a patch that will update, the previous BETA version I posted to the latest version. It's only 105kb, instead of 4.8MB :) :)

When I actually release Lojack 2, along with a full download version, I will also release a patch for those who allready have version 1. 100kb is alot nicer to download than 4.8MB. 8)

The original beta I posted:
http://toadlife.net/ofp/downloads/missions/operation_lojack_new.zip

The patch that updates the above file:
http://toadlife.net/ofp/downloads/missions/lojack_test_patch.exe

This will update the BETA version I posted earlier in this thread only. It will not update any other version of Lojack.

Please report any problems you guys have.


EDIT: BTW if you guys wish to make patches like this you can get the software that made this here: http://www.hanmen.com
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: asmodeus on 28 Feb 2003, 11:39:27
That's really cool!   8)

Thanks for the info!  This will be very cool for all us copper wire travelers..   ;)

I just got it..  I'll check it out for you.   ;D

Asmo

*EDIT*

Ok, I'm back w/feedback!    :P  

I like the update program a lot!!  Very nice!   :o   ;D

At the start of the mission, I got an error:

missing addons bis_resistance  !!

WTF is up with these weird errors?  It's happened in a few missions that I've seen so far.  (like mine!  >:() :-X

Anyway, like it usually does, it still played fine after clicking ok to that error.   ::)

I got lots of fog this time.

It was kinda quiet while running to the hostage area.  (I decided to just hoof it and bypassed the base altogether this time) It Would have been nice to have some music to drown out the heartbeat sound..  *hint, hint*    ::)   :P

Hostages were in the same place as last time.  It proved just as easy.  I actually killed all the enemies myself this time.  None of my guys fired a single shot!  (could have been due to the fog?  They were within 100 M and didn't even call them out!)   :o

I like how you made the hostage act a little better when he gets under your command...  But I think he should also lay down during the fight or something...  He just stood there w/bullets flying all around him!  I'd sure be hitting the deck at that point!   ;)   ;D

The extraction went off without a hitch.  Good work on the copter!  

:thumbsup:


Also, I keep expecting for you to have a surprise ambush of a couple guys when the chopper comes.. But haven't seen that yet.  (I always think it's weird if I can get to my evac without any enemies giving me a prob, but that's just me.)   ;)

Hope this helps and good job on the update!   ;D

Asmo
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Arctic on 28 Feb 2003, 14:02:32
I'll grab this later when I get on my home comp.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 28 Feb 2003, 19:05:56
Quote
missing addons bis_resistance  !!

WTF is up with these weird errors?  It's happened in a few missions that I've seen so far.  (like mine!  )

I've seen this error too. Makes absotivelyposolutoely no fekkin sense. You know it might be a bug with the BAS rangers, or it could be a 1.91 bug. I saw the error with 1.91, but decided to switch back to 1.90 yesterday.

Quote
Hostages were in the same place as last time.
WHen the mission starts, there is a litle numnber the flashes at the lower right hand corner of the screen that shows which camp has been chosen. If you complete a camp rememebr which number was shown and restart until you get a different number.

Quote
It proved just as easy.  I actually killed all the enemies myself this time.  None of my guys fired a single shot!  (could have been due to the fog?  They were within 100 M and didn't even call them out!)
Two things....
One: I definitely will make some of the camps harder.
Two: The grouplink script needs to be tweaked so they call for backup the instant they spot you. As it is now, groups wait around 7-10 seconds to call for backup and if they are all dead within those seconds no backup is called.

Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Arctic on 01 Mar 2003, 04:03:00
I got the missing addons bis_resistance as well... and I am using v1.90  ???

I'm almost done running through the mission. Everything looks really well, I just want to play it once more b4 I post any suggestions for improvement.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 01 Mar 2003, 07:29:55
kool

just tried it and it all goes prety kool ;d but dere r som minor bugs  :-\

bugs/comments list

1) intro : dere is a point were da cam is from da players eyes (switchcamera ?) i like da effect on da first time - but on da sec timelike dat i dont like da effect  :-\
2) breifing : (realy minor - dont even read ;D) it looks like da landing zone is close 2 a military instalition - 1 of da places more likle 4 da militia 2 b in (even if not kown) - move it lil (after all it wont change nothing)
3) dere r no silenced glock mags 9and dere is silenced glock weaponselection)
4) i want da acc time option back :P - deres a lot of runing dere
5) wen im close 2 da prisioner - da sound play very fast cusing lag  :o realy - i cudnt shot
6)
Quote
the team's medic (if he is alive ) automatically runs to the hostage and heals him.
- he didnt heal him (but da man did take weapon)
7) im stil not listed in da beta testing

btw it was stil easy - da grouplink was stil off ?

LCD OUT

[edit] anoder thing is wen i was evaced from dere - i was standing exactly on da point so da choper landed bout 200m far from dere - so i started runing and half da way i ordered my squad 2 board it so it flied and landed again on da point - mebe u should make it sowen its landed it stayz landed ;D
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Ace on 01 Mar 2003, 18:32:16
Hiya Toadlife.
Let me start by saying this may be the most fun mission i have ever played.

i won't bore you with the good points and I'll move straight onto the bad points.

1.) in real life, When the chopper is shot down, a search team would be sent out to look for pirsoners or finish the job. This would be good in Operation Lojack too because there is little combat until you get to the base.

2.) I actually didn't see one moving unit while playing. They were all stationery, maybe some should be moving (good for when you get to the camp, because there you have 6 soldiers standing deadly still. it would be harder if some were moving and some came up behind you)

3.) Yeah like other people have said, its easy. But I don't particuarly mind. again no evidence of group link

4.) the first rule for behind enemy lines work is avoid the roads. But not here, it seems that the roads are actually the safest place to be! I'd like to see some patrols and trucks of men

That'll do for now. OK, i will mention one good point.

I loved the outro, it was fan-dabby-dozie!

P.S I too got the addon error at the beginning? I don't have 1.91 and have never experienced anything like it before. Is it the BAS rangers addon?
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: Arctic on 01 Mar 2003, 18:59:05
Ok! I played this mission twice!

I agree that some of the camps are easy, especially camp 6.  :-\ I hid under the tree just to the west (i think) of the camp and killed them all with a hand grenade an the M4 ACOG on auto. And all by myself!

Here are my comments:

1) Intro- Good, but like LCD said, the second switchcamera is sorta annoying b/c it only shows the rest of the militant group running up.

2) The chopper sometimes crashes in the trees and starts bouncing.

3) One of my soldiers in my group mysteriously "died" during the insertion. This only happened my second time playing it. I know we didnt insert into enemy fire, and no one called out, "Damn 3 is down."

4) Some of the camps are too easy

5)I sometimes have difficulty differing the hostage from the enemy units and I have often given him a head shot from my ACOG.

 In the orginal Lojack, you always had the hostage in that tent. That would be helpful, especially in some camps.
 
6) On my second time playing the mission, my group was really slow and I out ran them. When I secured the camp (camp 6), the hostage ran all the way down to the medic, then had to run all the way up to get the weapon b4 he could join my group.
 --That was sort of annoying to me...

7) What happend to acc time?

8) The outro was awesome! :p i had fun watching it... maybe u should add some game-music after Blandest ends so that its not just silence?

I loved the mission and it has def. been enhanced over the old version.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 01 Mar 2003, 21:45:05
wow. Lots of good feedback there. ;)

* I like the intro -- im not chaging it!   ;D

* I'm going to make it so the UAZ that gets sent out to investigate the crash keeps following the group. Also the men at the camp will keep following the group - to a point. This will make things more interesting at the start.

* As for the chopper boucing on the trees, thats one of the 10,000 annoying OFP bugs. I can try changing the script that detects when to cause the chopper to crash. Instead of using an @ command, I'll use a fast loop. This might make the point that the chopper crashes be more exact.

* I changed the ejection routine so that they eject faster. This probbaly contributed to the guy dying during ejection. I'll go ahead an put it back to the way it was before.  :-X

Quote
maybe u should add some game-music after Blandest ends so that its not just silence?

You should have waited a few more seconds. There is one more little suprise after the music ends.  ;)  -- See if you can guess who it is.

Quote
I sometimes have difficulty differing the hostage from the enemy units and I have often given him a head shot from my ACOG.

Ahhh too baaad!  :P ;D

Quote
2.) I actually didn't see one moving unit while playing. They were all stationery, maybe some should be moving (good for when you get to the camp, because there you have 6 soldiers standing deadly still. it would be harder if some were moving and some came up behind you)

This is a good idea. In the coop version, when you selected the highest diffiilty level, there were small patrol groups that walked around the various camps. I'll throw some small groups on the map (2 or 3 guys) that patrol the perimeter aound every camp. This will make things much more interesting.

Quote
the first rule for behind enemy lines work is avoid the roads. But not here, it seems that the roads are actually the safest place to be! I'd like to see some patrols and trucks of men

There are 3 large trucks filled a with men who patrol the island via the roads. The routs they pick are random....so perhaps you can see why sometimes you wont encounter any. As a rule, avoiding the road in the mission IS a good idea, becuase even the groud based patrol groups stay close to roads. There are some changes I've made to the grouplink script that I need to change back. One of the them is the delay between them detecting you and when they call for backup. As it is now the delay is toooo long. This is causing no backup to be called at all, since you guys are killing the entire group too quickly. :)


Adding the small patrol groups around the camps as well as putting the grouplink script should increase the action.


Quote
I too got the addon error at the beginning? I don't have 1.91 and have never experienced anything like it before. Is it the BAS rangers addon?

I'm gonna have to go through the mission, gather all of the addons used and manually insert them into the mission.sqm file. It appears that if you use an addon in your mission, and it's not listed in the addons section of your mission.sqm it will throw you an error even if you HAVE the addon.


As for the acctime being turned off, I like this option. It's realistic. :)

Quote
wen im close 2 da prisioner - da sound play very fast cusing lag   realy - i cudnt shot

What are the specs of your computer?



Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: LCD on 02 Mar 2003, 00:37:50
da specs r

1400 Mhz, 768 Ram, Geforce4 MX 440 w 64

but it laged - and den i had 2 restart and wen i resterted it stoped

LCD OUT
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 02 Mar 2003, 01:42:25
strange. Your specs seem ok.

Anyway, I fixed the issue with the missing addons issues. The mission editor doesn't automatically put in addons that are avaiable to you via the description.ext. I manually placed them in the mission.sqm and the problem went away.

I'm added small extra patrol groups around each camp and the base, and I tweaked the grouplink script so they call for backup immeidately when they spot you. I played it and the action is alot better now.

I also added the new beta tester to the outro. :)

Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: The Avon Lady on 02 Mar 2003, 09:49:25
I am lost in the posts and download links here.

Is this an SP or coop version or both?

What is the link to the latest beta copy?

When was it last updated?

Are there more beta updates scheduled?
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 02 Mar 2003, 09:59:00
Quote
Is this an SP or coop version or both?

Single Player. The coop version has been out for awhile, and is here:
http://toadlife.net/ofp/operation_lojack_coop.php

Quote
What is the link to the latest beta copy?

First BETA I posted is here (4.8MB):
http://toadlife.net/ofp/downloads/missions/operation_lojack_new.zip

The patch that updates the above file is here (105kb):
http://toadlife.net/ofp/downloads/missions/lojack_test_patch.exe

Quote
When was it last updated?
About 1 minute ago, but I havent posted that version yet yet. ;)

Quote
Are there more beta updates scheduled?
Maybe one more, but I might not post another, as I'm very close to wrapping it up.


Perhaps you can consider it for your "mission of the moment" thingy. :)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 02 Mar 2003, 11:06:34
Ok guys one more BETA.

There are lots of changes to make the mission MUCH more difficult.

CHANGED: Hostage's captive status is now removed as soon as the camp detects you!

CHANGED: Hostage grabs a gun and joins the group more quickly now.

CHANGED: Variables for the Grouplink script. Enemies now call for backup immediately.

CHANGED: Ejection sequence just a bit.

ADDED: Small (2 or 3 men) patrol groups around each camp and the base.

FIXED: onplayerdeath script: error when player is only person left in group and dies.

Second patch for those who allready downloaded the original BETA and first patch(100KB):
http://toadlife.net/ofp/downloads/missions/lojack_test_patch_2.exe
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 05 Mar 2003, 20:04:11
Ok. I'm done....Two versions:

Standard Version - No Addons Required
http://toadlife.net/ofp/downloads/missions/operation_lojack_2_standard.zip

BAS Version - BAS Rangers Required
http://toadlife.net/ofp/downloads/missions/operation_lojack_2_BAS.zip


I would like a couple of people to download each and let me know if they get any obvious *earthshattering*  errors, like missing addon errors.

I tested the standard version myself, by loading it up with all custom addons removed, and didn't recive any errors, and tested the BAS version also, but I am afraid I might have missed something.  :-[

These aren't BETAs...these are the finished products, so pls no suggestions about changes. I just want to know if they work.

Thanks for your help guys.   :) :) :) :) :) :) :)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: asmodeus on 05 Mar 2003, 23:26:36
I have enough time to do that for ya toadlife.   ;D

I'll be back!   :o

Asmo

*Edit*

Ok..  I got the BAS rangers version and it was great!  This time I got #6 for the hostage location and it was awesome!  I love using those masterkeys' at close range!  (and missing the hostage no less...   ::))  It was more challenging and everything worked perfectly!

:thumbsup:


I noticed one very small thing...  In the outro, there's a line that starts:

Thanks to the everyone at OFPEC and the OFP community...  

No big deal of course.  Thought I'd mention it since it's so easy to fix.   ;)

So.....  you get the

Asmodeus Seal of Approval!

:beat:

This one is definately a keeper.   ;D

Asmo
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: The Avon Lady on 06 Mar 2003, 09:23:47
1. Why are enemies and their ammo crates carrying M4 and MK magazines?

2. In the camp to the south at mission start, there's a hospital tent but I can't get a HEAL command working for one of my team. If you've disabled this, please reenable. Otherwise, is this a BAS bug? ???
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 06 Mar 2003, 10:23:36

Thanks to the everyone at OFPEC and the OFP community...  


OMG! Ihave to fix that. thanks dude your a life saver.

Quote
1. Why are enemies and their ammo crates carrying M4 and MK magazines?

2. In the camp to the south at mission start, there's a hospital tent but I can't get a HEAL command working for one of my team. If you've disabled this, please reenable. Otherwise, is this a BAS bug?

The hospital has allways worked, even with BAS units. As for the enmnies, I've never given them any special weapons. Theya re just plain old resistance soldiers, and the ammo crates are plain old resiatance ammo crates with no modifications.

Perhaps your OFP is bugged?

When fixing the small bug asmo mentioned, Ill check it out just ot make sure.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: The Avon Lady on 06 Mar 2003, 10:32:21
The hospital has allways worked, even with BAS units.
Here's a thought. The wounded unit is the medic. Could that be a BAS bug?
Quote
As for the enmnies, I've never given them any special weapons. Theya re just plain old resistance soldiers, and the ammo crates are plain old resiatance ammo crates with no modifications.

Perhaps your OFP is bugged?
I have a solid install of OFP. No freezes or CTD ever. When there's a bug, I can usually track it down to an addon or mission.

See for yourself. Kill the first group of soldiers in the woods and in the UAZ and see what magazines you can pick up.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 06 Mar 2003, 22:47:49
I've gotten the medic to heal at the hospital once. I'll check out what you described with the soldiers at the start, but I have my doubts.

Thanks :)
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 07 Mar 2003, 05:12:08
I played it again, and the resistance soldiers have their normal weapons. I have no clue what the problem on your end could be.  :-\

Also, I fixed the soldiers in the UAZ, so that if they see you they ditch their UAZ. They kept jumping back in, and it was annoying.

Also, I incorporated what I just found (http://www.ofpec.com/editors/resource_view.php?id=447") out yesterday, and now "mama bear" actually appears as "MAMA BEAR" when she talks on the radio.  ;D

And I fixed the grammar error Asmo found in the outro.


Also, I decided to rename the pbo files, so that you could tell the standard and BAS version apart by looking at the file, and so you could have both in your missions directory at once.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: The Avon Lady on 07 Mar 2003, 06:21:30
I played it again, and the resistance soldiers have their normal weapons. I have no clue what the problem on your end could be.
Clarification: I meant that you can issue COMMAND MENU 6 and M4 and MK magazines will be listed after killing the first group of Resistance soldiers. None of my AI were killed.

When walking over to a Resistance soldier, the weapons listed in the ACTION MENU are OK.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 07 Mar 2003, 08:08:15
That makes sense. The soldiers come by default with M4 and MK ammo. Im uploading the final versions right now, and making the page for it on my site.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: The Avon Lady on 07 Mar 2003, 08:51:58
That makes sense. The soldiers come by default with M4 and MK ammo. Im uploading the final versions right now, and making the page for it on my site.
It doesn't make sense! Wheer are they taking it from? Dead resistance units?
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 07 Mar 2003, 09:01:05
When I tried to replicate your problem, there was never an option to pick up any m4 or master key shells in any of the action menus. I even went to the base, killed everyone and checked the ammo crates like you mentioned. No M4 mags or MK shells.

EDIT: When I say action menus, I mean the actions you command your units to do.

 ???
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: jim272 on 08 Mar 2003, 00:54:50
I played Lojack 2 and I thought it was great, though I didn't beat it yet :-[.  Are you going to release a multiplayer version using the BAS Rangers?
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 08 Mar 2003, 01:01:15
I played Lojack 2 and I thought it was great, though I didn't beat it yet :-[.  Are you going to release a multiplayer version using the BAS Rangers?

No. I didn't plan on it, but maybe that would be a good idea. Anyone could just open it up and put them in themselves though.
Title: Re:Operation LoJack 2 (with BAS Rangers!)
Post by: toadlife on 08 Mar 2003, 02:50:33
ok its done. MY sig has the link to to final versions.  Any more bugs that are found (doubtfull if there are any) will have to be fixed in a *future* release.

Edit: This mission has been reviewed and is available, with addon, from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=218).

Edit: Also available in a Standard version (http://www.ofpec.com/missions_depot/index.php?action=details&id=217) which needs no addons.