That script error "SentCovering" is something you'll encounter more often - it's a (known) bug in CUP. They will fix it eventually... Other than that there are some scripts errors coming out of another external script (they'll appear when you die).
The patrols in Awakening are random, so I think you had some luck in avoiding them. And yeah, once they spot you, it gets uncomfortable.
Hmm, I should probably test this campaign too...Maybe you should. :D If you're up for another bunch of nasty bugs (probably), you're most welcome! :P
However, it does need some refining. I think you need to do a 'savegame' after the 'black in' has finished. I had to reload several times from that point and I got the 'black in' again everytime.Did you save right before talking to the prisoners?
gtfo or diekind. :D
My only criticism here is during Tomas's expositionGood point here, thanks!
Did you save right before talking to the prisoners?
I'd prefer not to save right after the black in. It happened once that a Russian stood at the fence some seconds after. I put the fence there to protect the guys a bit but this is no guarantee, which means that the automatic save could cause serious trouble.
What SHOULD happen though is that the player gets engaged immediately when he is seen with a gun. Did you say that you stood before an APC with an AT weapon and they didn't react?
Though you do say in the briefing that if I equip a weapon I'll be shot at, I'm sure you understand that I can't just take your word for it :D I have to test it :PAnd I thank you very much for that! :D
To have some more info on what could have messed it up - can you remember how you proceeded in the mission in terms of carrying guns in the open? Did you shoot someone before that situation or did you remain covert and drove up there as an innocent fellow citizen? :) Were you armed at all (gear in backpack, vest or uniform)?
Up until my encounter with the officer I never carried any weapons or even possessed any weapons. I suppose I was thinking of trying to do the mission without any weapons whatsoever. Also up until that point I never hit anybody with my car. I was just driving around exploring. But after a while I decided to test the mission's limits :P What can I get away with, that sort of thing.
Up until my encounter with the officer I never carried any weapons or even possessed any weapons.
I know I haven't been playing this mission exactly as it should be played but it is a lot of fun. If there had been a OFP version of this mission back in the day I'd have played it all the time. It's so simple yet really enjoyable. Not being able to run people over though will put a different spin on things for sure, but it is needed.Don't forget to keep your ears open and talk to people where possible. Maybe there is a bit more to see/do than the main task. ;)
Another perspective would be handy because at least then I'd know whether I'm just bad at the game.
and the officer didn't drop anything of any real value. If I'm being honest I don't really know what incentive it gives the player to go and look. You don't really get anything out of it....that I know of. Like I said there might be something I'm missing there.
I might suggest giving the officer a pair of NV goggles that you can loot off his body and perhaps use in later missions. I just think the UAZ needs a bit more substance.
So if I'm being honest I preferred the original iteration of this mission.I didn't change anything in this mission. As I said earlier, the patrols have random waypoints.
You have to search him completely, which means, also his uniform. Nothing of use to the player there, but something that adds to the story (a protocol of the activities of his platoon).
Apart from that wait until the repair team comes, they have a NGV with them in the truck.
You "heard" (read) him calling the repair team, didn't you? (you should have, if everything worked as intended)
I didn't change anything in this mission. As I said earlier, the patrols have random waypoints.
Still didn't have a good idea how to shorten it. Maybe cut it in half after Grishino and before Nemec calls? But then, what sense would it make? It would be only a cut, maybe with a new briefing that summarizes the mission... But it would be kind of redundant IMO.
Another way would be to skip a part of the walking, e.g. from the colonel to Grishino (fade out, position T and K a bit further, fade in). But especially that part is quite suspenseful and skipping some meters - I don't know...
If you have good idea it would be great.
Maybe there could have been hostages being held in the castle.Man, you and Clayman really are specialists in overloading me with more work with your awesome ideas! :D
I can understand that you feel that especially the camera mission is a bit underwhelming. Yeah, it's kind of straight forward and there would really be some chances to improve it. But that's not on my top priority list at the moment. Other than that I want the player to feel the desperation Tomas feels. His hopes didn't come true so far but now, running with the Marines he feels that he and his men are almost there (even though they are still far away from their goal). He doesn't feel like that warlord resistance leader. He does feel like someone who urgently needs help.
Good point with Dimitri too. Maybe I'll implement a short flash back how he dies so that the player recognizes him immediately... Thanks!
Btw. the mission on Utes isn't the last mission of the campaign. There are still around 7 to come.
Maybe we need more dialogue from the Marines about the operation ahead
Make them seem more professionalDo you have any more specific ideas how to do that? How would I highlight them a bit more for being a specops unit? Just asking because there are no official NATO troops in Chernarus and these covert units are the only ones (yeah, I'll scratch the US evac chopper :D ). Thus there are no ordinary squads around that these guys would fail to stand out against. You know what I mean?
Seems like I do have to go down a very specific route to avoid detection.There are some routes through the village, not only one.
I would have preferred it if I was the spyThat's a great idea again, but this would take more time than I have right now.
Armed with just a Makarov I never ventured close to the broken down UAZ but went straight to my hideout, where another perfectly executed outro kicked in.That's fine. The UAZ is just a side-quest that gives you information and some special equipment (NV goggles), but it is not needed to finish the mission.
The downside of this is that Miroslav is killed either way.
I assume though that you have other camera angles and thoughts in mind on the cutscene so you might not get what you are expecting. But I guess you'll be able to live with that
I just wanted to point out that it must be clear to the player that he can't rescue the civilians in Grishino. If we have the options to rescue Tomek AND the civilians vs only the civilians in the other village, it's quite obvious which way to go. We need this Tomek OR the civis situation.
I hope I didn't miss anything obvious.^^Not having thought too much about it as I'm busy with another mission right now I'd say that there's everything we need. But we well see when I'm working on it. :D
It's kinda irritating how much time I put into this. But it's actually great fun to plan this out with you guys.This is so much fun and I can't thank you both enough for your help! You will have a special place in the credits. :)
By the way, Clayman - one question I wanted to ask for a long time but I always forgot: Did you notice the similarity of this mission with Evil's Last Will? :D As it is right now it is more or less a copy of it. :)Well, to be honest, I never before thought about that. But now that you mention it, yes, these missions are indeed pretty similar. :whistle: I DID however notice the similarity of the beginnings of both Martin's List and For the Life of a Friend. Does that count? :D
This is so much fun and I can't thank you both enough for your help! You will have a special place in the credits. :)I'm pretty sure I said this to you earlier, but I'll never get tired of repeating it: It's a great thing that you are actually open minded to adapt such ideas, even though it means that you have to redesign the complete mission. (...and it sometimes takes some time to convince you. :D) The result however is always a very special mission, which is totally worth all the time invested. :)
I DID however notice the similarity of the beginnings of both Martin's List and For the Life of a Friend. Does that count? :DNo kidding, I don't know what you mean. :D (echt jetzt)
it sometimes takes some time to convince you.I know, I know... :D
No kidding, I don't know what you mean. :D (echt jetzt)Seriously? ??? I thought it was quite obvious that Pawel and his boss are an hommage to Piotr. And the cameo appearance of Kostja... Up until now I was sure that was intentional.
Add dramatic music, and voila! There we have our situation.Did I mention that the music in this mission is completely on point? I literally had goosebumps all over while hurrying through the forest. Of course I tried both variants and both of them where crafted perfectly. Back in the day when Gruntage originally came up with this idea, I knew exactly which way I would go in my final playthrough. Unfortunately I couldn't remember what I had planed back then. Making this decision was really hard. It was such a tense situation. You have created an truly epic mission! (I'm really looking forward to read feedback by someone who hasn't played this before.^^)
Find a way to shorten the amount of cutscenesNo. Just no. Just like in real life - longer is better. :P
Make the Russians prevent Clayman looting the military site at mission start:D :D :D :D :D
I've watched both of themOk, good. :good:
The feature that the game cuts from the scope view right after every shot didn't help in determining where my shots actually hitI think you can stay in the PSO view when you don't release the shooting mouse button. Martin will include this in his notes.
After the sniper task was complete, there was no waypoint showing the way.Will double check that - there should be one, leading to Devil's Castle. But I'll think about something if a experienced player takes the same route than you.
Another thought, I can remember that there was another part in this mission, where you meet with that other rebel guy and the mission ends in that abandoned village to the south.Yes, I scratched that part completely. There was an revenge attack on a Russian camp where these guys joined you. Having lost either both villages or Grishino and Tomek has such an impact on everyone that they withdraw first and rally up in Kumyrna. The new guys join there.
I think it was quite important to end the mission in that village for the further plot.Yes, indeed! :yes: >:D
The only way being across the debris, which was no problem, but I got injured every time.I'll see what I can do.
No. Just no. Just like in real life - longer is better. :PReally not? Did you never think "Hmm, nice cutscenes, but at some point I want to start playing too"?
Good luck with that my friend. :clap: :whistle:Ehm, don't expect too much, ok? :D
So did I read it correctly that you played the mission twice and the following situation didn't happen: You going to one village and then directly to the other one?
Did you never think "Hmm, nice cutscenes, but at some point I want to start playing too"?
Will double check that - there should be one, leading to Devil's Castle.I'm not 100% sure about this, but I think there wasn't any active/incompleted task at all at that point.
Actually, no. I like watching beautifully crafted cutscenes. But that's probably just me.Nah, it's not only the intro sequence, but there are so many cutscenes that it feels too much (from my point of view).
Now that I have watched the intro again, I have to admit that it is quite lengthy. But too long? I don't know.
Yes, I played the mission twice.That's enough for me. No, moving from one village to the other should not happen at all. :)
Did you play the preparation mission that comes before Petrovka Strike?
First the black Skoda isn't locked:D The most important car. Thanks! It's locked now.
During the briefing to Setting-up time, it was mentioned that we are running low on medical supplies. I kinda doubt that, I took like 20 medikits from the last mission.Yeah, I thought about this, too. I'll change it this way that the needed medical equipment for Tomek is empty (whatever that might be :) ).
I guess as soon as I attack any russians, there is no way to go undercover again?Exactly. I don't remember why, think, because it was to complex and buggy otherwise. This is why I wrote in the briefing that they'll send a person description to all units in the area.
Unless I'm missing something.It seems so. The reports on the officer's note show what Tomas has to expect when moving on. It describes how the Russians found and killed the men, tortured Petja and sent the intel to the department in the south, which is, where Tomas' home is. Of course someone who doesn't know the campaign won't be able to understand it at first.
there is this one mission that no one except me has played so farOkay, now I'm exited of what is to come... :clap:
Error in expression <ep 1;
if (hatnvg) then {tomas linkItem _nvGoggle; };
setAccTime 1;
TitleCut [>
Error position: <_nvGoggle; };
setAccTime 1;
TitleCut [>
Error Undefined variable in expression: _nvgoggle
Who is that woman?Ehm, what woman? :D The one at Miroslav's broken car? That's just a random woman the Red Star used to lure Tomas into the trap.
When Dimitri's goal was only to stop Tomas, wouldn't it been easier for him to just kill Tomas in the beginning?Hm, never thought about that. :D I guess Dimitri doesn't want to kill him necessarily. He only hopes that Tomas stops after so many losses and let's it rest. Maybe he even wanted to turn him... Do you think that this needs further clarification at any part of the campaign?
Yes, it would result in a very short campaign... but still, Dimi's plan doesn't make too much sense to me when thinking about it. :P
If he/she leaves them behind, they feel so insulted that they leave the camp and are gone.Really? Haha, that's awesome. I guess I will have to try that. But as you said, Jegor is very experienced and Lukas being a medic is an important team member as well. I wasn't aware that this Jegor is a different one than the Jegor I met five years ago. :D While they were a bit mean towards Johan(?), they didn't come across as assholes per se. I found the conversation to be rather entertaining.^^
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if (alive b2_1) then {b1_2 groupradio "STR_helfen11";} else {
>
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>
Error Undefined variable in expression: b1_2
File UND_BlackLands\Campaigns\missions\b_15escalation.chernarus\scripts\abschied.sqf..., line 10
Error in expression <fen12_2";} else {
if (alive b2_1) then {b1_2 groupradio "STR_helfen12_2";} else
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>
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File UND_BlackLands\Campaigns\missions\b_15escalation.chernarus\scripts\abschied.sqf..., line 24
Error in expression <elfen14";} else {
if (alive b2_1) then {b1_2 groupradio "STR_helfen14";} else {
>
Error position: <b1_2 groupradio "STR_helfen14";} else {
>
Error Undefined variable in expression: b1_2
File UND_BlackLands\Campaigns\missions\b_15escalation.chernarus\scripts\abschied.sqf..., line 36
Error in expression <elfen15";} else {
if (alive b2_1) then {b1_2 groupradio "STR_helfen15";} else {
>
Error position: <b1_2 groupradio "STR_helfen15";} else {
>
Error Undefined variable in expression: b1_2
File UND_BlackLands\Campaigns\missions\b_15escalation.chernarus\scripts\abschied.sqf..., line 44
But what happened to his awesome car? Showing up in that odd Lada was kinda meh. :PCUP didn't port it. That was 5 years ago though. I'll check it but again but I think it's still not there, unfortunately.
the officer talked to me like I hadn't been to Gorka in the beginning to help the Americans. Not sure if that was because the task didn't seem to complete (the two survivors staying in my group). I do think the task showed as complete in the briefing though.Hmm, that's the question now... When the player has helped the Gorka unit, then the squad leader talks about that in the outro. When the player did not help, them the squad leader in the outro isn't the Gorka one (as he's dead) but the squad leader that comes to Tulga in Three Valleys.
One question: when you approached Visoky Kamen (the artillery), did BRAVO squad notify you that they arrived well and they offered shelter in the NATO FOB?
Somewhere along the way I came across a damaged T55, which I tried to repair with the toolkit from my truck. But it seems Tomas is no good mechanic and Matai was nowhere to be found. So I took one of the Mi8s from the airport and headed towards the main base. I was thinking about informing Petja to prepare a helipad for our camp, but as expected, my chopper was gone at the start of the next mission.^^
The cutscene with angry Dimitri was very well made. But I was unsure who those guys were that he killed. Did I miss something?This probably is the officer responsible for the airfield defence who has f***** up. But you're right, maybe I should add a sentence or two to make this clear.
It's hard not to comment your feedback on the sub plots. :D Don't want to spoil anything.Ok, now I think I know what you meant by this. Thanks for not spoiling me. :D
Error in expression < "pictures\bsod.jpg"];
pc say3d "bsod"; sleep 20; saveGame; }
>
Error position: <sleep 20; saveGame; }
>
Error Suspending not allowed in this context
And Petja, I knew I shouldn't trust him.^^>:D I really laughed when you wrote that:
While I still don't trust Petja any further than I can throw a piano, he does seem to do a good job as quartermaster.
should I rather lock the entry to the hideout and unlock it later?I guess this would be the best way to solve this. Having access to the camp from the beginning, but nothing to find there until later, would feel strange.
Or if the "directing" / designing is ok.Ok? No, it was not Okay. It was spectacular! Like I said, I enjoyed this ending much more than the one I had in my A2 playthrough. (I guess there is something similar when I manage to find Sergej.)
I feel that the cutscenes again are very long alreadySorry mate, but this excuse doesn't work here anymore. When a player reaches this point, he already endured (or enjoyed) like 27 hours of cutscenes. :P Having an extended outro is what anyone would expect from you for a campaign like this. ;)
I checked it. The crucial intel in the hideout should be there if the ammo crate was.Ok. I'll keep my eyes peeled the next time I play this.
So, are there actually different ways to approach this mission?Well, I'd say yes. But bottom line there are two endings, finding Sergej or giving it up. The way to Sergej is via Jacek. From there on the mission is more straight forward, even though there will be some more choices to make.