OFPEC Forum
Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: klavan on 10 Sep 2005, 14:40:03
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This is my second mission featuring the PedagneMOD units involved in the Tonal civil war
TYPE
Special Operation
WHO ARE YOU
Captain Thomas Battiato, leader of the COMSUBIN (Italian Seals) Team One.
THE MISSION
To neutralize the IAH leader Khaled Al-Shazouri in order to "help" the beginning of peace talks between the rebels and the Tonal government. The target is located somewhere in Lae, the minor Tonal island.
NOTE
This mission is linked with my previous released one, Operation Weasel.
For a better clue of the general background situation I suggest you to take a look at it's intro and breafing, at least.
I don't know if there will be a third chapter: it's in my mind, but I'm not sure there's enough time left to edit it before ArmA will be released.....
FEATURES
- An initial dialog will allow you to choose:
1-Wheater conditions (from clear to stormy to foggy)
2-Time of start (from 9pm to 3am)
3-Kind of insertion (rappel by helo, zodiac or parachute)
4-Kind of mission (Sniper, Laser Designating, Team Assault)
5-AI general skill level (from below average to skilled)
6-CPU load (from low to high)
7-To enable/disable squad markers
8-To enable/disable ECP compatibility
- Melee Combat (player only)
- Smart AI
- Spy Satellite (time limited)
- Custom music, voices, suonds and radio messages (in Italian)
- Easter eggs here and there.....
- Bilingual support (English and Italian)
- Multiple ends
Note that some features may appears or not depending by your choices and actions
MISSION DOWNLOAD LINK
No longer available
Edit: This mission has been reviewed and is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=111).
ADDONS REQUIREMENTS
Check the pending mission section for the new addons requirements.
SCRIPTS (not created by me and featured in this mission)
-ld_monitor by snYpir
-Airstrike script by Viriato
-Destroyed Vehicle Effect by Babalon
-Universal Flare Launcher by foolscap
-medic script by redhouse
-Spy Satellite by Vektorboson
-infoShare by General Barron
-Melee Combat by Klavan (Oh well, this is created by me.....)
-Firefly Script by Student Pilot (Improved slightly by Triggerhappy)
-Chaos Realistic Dammage System - Personal by Chaos
-GetBankPitch function by Dschulle
-Rapple script by xcess
-Hunted script by skumball
-AI S&D script by penguinman
-Isbodyhidden script by snYpir
-Seagull scripts by Petroizki
-firstaid.sqs by General Barron
Note: some of these files were (sometimes heavily) modified by me to suit the mission's needs.
The mission file is over 12MBs. This is due by the huge amount of sound files (about 90!) and music (4 songs).
The challenge for me was to create a "three in one mission". The main objective remain the same whatever is your choice in terms of mission style, but there are some unique easter eggs for each of 'em.
However these little surprises may appears or not, mostly dependant by your actions and decisions.
I'm sure this stuff needs improvements and that's why It is here.
Waiting for your feedback.
Many thanks.
Klavan
KNOWN ISSUES
-English traslation needs to be fixed
-More to come.......
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Hi :wave:
I gave this a quick run thru because I had previously downloaded all those addons for Op Weasel.
I think that the single most important thing you forgot to do was indicate in the briefing where on earth we start from on this huge map.
I must say, that I quite liked this. Even though I spent a lot of the mission at x4. Despite the very good notes and added sections to the briefing, it isn't in any way clear, that we have to hunt all over the Island for the rebel leader. Everything else, *except* that seems to have been written.
I eventually did find the leader, and I wont say where, just in case it's a spoiler, but I got an immediate div zero error just afterwards. It didn't seem to affect game play.
Also, not in any way clear, was the use of the sattelite (or non use). I eventually got a message saying it was out of range, but the only time I tried that option, nothing happened, so I forgot about it.
For my money, Klavan, you have to tighten up the front of the briefing to make these 'objectives' far easier to comprehend.
Again, disposing of the anti-aircaft batteries is too mysterious. It's not actually needed (of course) and it is half pregnant. Listed as an objective but not, sort of thing.
Final complaints are the extraction was confusing too. Why did we need TWO separate radio calls to get this thing to happen. Chopper basically hovered in air above us at the very same spot I eventually had to tell it to land. Very odd.
But what was interesting was the nice mix of different 'options' on how to play this. Perhaps that's the reason I didn't get a start marker (I tried parachute). Say something brief in briefing to that effect.
Enemy loons were sufficiently nasty to make this a good gameplay, and a nice use of added civilians.
About halfway thru the mission, I was nearly run over by a convoy. I used it to best advantage (one of the trucks) once I'd disposed of the owners.
This may in fact have been detectable on the sattelite if I got it working.
All in all you need to give us a far better, far clearer, understanding of how to play this mission in the briefing to make it 'enjoyable'. But nice it is, and I'm hitting the retry button because I love all those options that start us off.
Well done.
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Thank you Mikero for your feedback.
It's weird that the satellite doesn't works: I've tried it minutes ago and all it's fine with me. 0-0-7 and on map click and the satellite view appears. I really don't know why it doesn't works with you: I've made the attempt in the released version of the mission (not in the editor) and all it's OK......
In my intention the satellite should be helpfull to locate the target, since depending on your mission-style choice the leader is located in different areas.
About the landing place. You're right, it's my fault: I should have mentioned it in the readme that if you choose to be inserted via parachute or zodiac you will be respawned randomly into one of the three possible landing zones.
I will update the readme with the next release but I will not reveal where the possible landing/starting position are located.
For the chopper is different: the starting position it's always located in the lower left of the map.
However, a marker appears when the area is selected by the script. You've just to make a quick search in the map, it's not a so big island after all (I forgot to mention that the mission take place in the "minor Tonal" which I call Lae).
About the extraction. I will study a variation, maybe only by a simple single click for movement and shift click for landing/pick-up. Another option could be the use of waypoints, but my intention was to let the player decide the insertion route.
About the error message. No problem for this: I'll fix it.
The AA batteries are considered as a secondary target: I've placed 'em as an objective in the planning section just to allow the player to locate 'em easily, without the need to go through the avrious note sections of the briefing. You will not receive any red x at the end of the mission if you don't destroy 'em.
OK. Now I go to sleep. Tomorrow morning I will begin to work on these issues.
Thank you again.
Klavan
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New version updated.
v1.01
-Overwiev reduced to one page
-Fixed the bug that prevent a correct extraction by chopper when the same method is choosed for the insertion
-When you select the pick-up zone for the chopper and ordered your mates to embark into it now it doesn't hover anymore but lands
-Briefing updated whit more infos and sections about insertion and overall mission goals
-Fixed the error message that appears when you are discovered
However I've decided to keep some infos hidden. It's a deliberate choice by me.
In addiction, the system of scripts that rules both the insertion and the extraction by chopper will remain unchanged.
Klavan
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OFP1.96 bench 5555, vetmode, no superai
Addons:
That are many addons for a mission (and I'm not talking about the BAS addons). I downloaded them only because I'm interested in testing a mission for you. I wouldn't like to download all of them for just playing a mission.
(After playing it: The mission is worth the addons, but you'll have to tell it everyone. ;) )
Readme:
Everything there.
I read something about "smart ai", so I decided to test without ECP. (There is a way for missionmakers to disable critical ECP options in missions if they could be incompatible.)
Against your recommendation, I will play this one as my first chapter of your mission series.
Pics:
Five photos introducing the Italian SEALS.
If you want to modify one of them for the OFPEC Missiondatabase presentation, the requested size at the moment is 100x200 up to 100x250.
Overview:
Good.
Intro:
Very good. A new "at sea" feeling and the Italian voices add to the atmosphere.
I needed a little guessing for the meaning of some english subtitles, but I think I've understood the most.
Briefing:
Good to get into the scenario, very detailed.
There's a missing <br> between the link "Places Where To Search" and "The Plan"?
"Enemy Forces" comes with an empty last page. Maybe a <br> too much or something.
I'm unsure about the saving:
Are there some autosaves and I can always save additional with the radio?
Or only radio saves and they are limited to a unknown number?
The problem with the helmets after reloading:
Do you know a command to show the helmets on the model?
Then you can use a script based on time, with this helmet command. Time is 0 again, everytime a savegame is loaded.
Team&Gear is unused, probably because of the selections later in mission. Ok.
Mission:
Settings:
0000h
cloudy
(I would prefer a random and not selectable weather. Player is informed about it in this dialog and has to plan his other selections around it. IE fog=no sniper.)
helicopter
sniper
cpu load medium
ai skilled
(An autosave after the menu would help to keep the playerselection if the insertion goes wrong.)
After a short while I realized there is no need to recon all the locations on foot, if I can have a look with the satellite. And so I've spotted/guessed the target in Turin, together with some bodyguards. But I found out later, it was just someone else with a beret. :)
My attack on this group failed and I got the possibility to surrender, so I tried it out.
Prisoner now...
You shouldn't use UPPER CASE for all the titletext subtitles, it reads for me like shouting. :)
Typo: "think" was missing in one of the subtitles the rebel leader said to me.
A formating "\n" was visible in my lines about looking for my radio.
There was a problem, when I tried to flee:
I approached my guard, did ten or more melee attacks, and it always said hit. But he didn't die! Then he shot me.
When I reload the autosave now, he is already alerted and he's often killing me in the first moment. I think I'll have to restart the mission. (Ok I could run away from him with luck and search the radio, but where to get a firearm if the melee attack isn't working?)
Used endmission cheat.
Debrief
End1 looks ok. Of course it wasn't the right end for me, because I used the cheat.
Outro
None. (Or did the endmission cheat cause that?)
As I don't know when I'll find the time to do another test on this long mission, I already wrote this short one for you.
What I missed a little bit, were some small guard camps in the jungles with their own patrol. It was very easy to avoid the vehicle patrols on the roads.
And you could remove the player map marker, so he really uses his GPS and has to think more.
But the mission looks difficult enough for me right now. Maybe it's better without such things.
Either the melee attack is bugged, is too weak, or you just didn't tell me in the briefing how to do it right. But for now I'll never try again to overpower enemys with it. :)
Beeing able to surrender and try to escape in the same mission is a nice idea!
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@Trapper
Thank you very much for your report.
The bugs you discovered will be fixed in the next update, plus some other features as you suggested.
The use of the radiosave is unlimited: since this mission could be long i want the palyer being able to save when and how many times he wants.
Additional patrols and vehicle will be added just before the official release, actually i'm more interested about the mission development and happenings.
About the disappearing helmet: in Operation Weasel I used a reset script using the time command but I've noticed that the result is not guaranted (sometime it solves the problem, sometime no and sometime only partially.....).
However this issue will be fixed when PedagneMod will release the new units without the animations (the cause of the problem).
The Melee bug is caused by the high skill of the enemy dudes when you select the "skilled AI" option.
Since this not affect directly the othe mission styles (Laser and Team)
I invite someone to try these versions and to let me know the results.
Thanks again.
Klavan
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Klavan, please give me a hint for the execution of the mission, so I can complete another test for you.
I think I'm supposed to find the target with the satellite - and I see no way to do this.
I've spotted some guys that look like the target from above: Two guard squads in the base and a squad in Tourin. With the ones in Tourin I was wrong the last time, so I won't look there again. Right now the only way I see to win the mission would be to run to all the possible locations and kill everyone that looks like the target until I kill the right one.
Is there somehting special to look for with the satellite, like a big convoy, many soldiers, a special car or something?
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I've sent to you a PM.
Thanks a lot, Trapper.
Klavan
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Another test, especially the mission itself.
Intro:
Some suggestions
- play the first music with the "Dirty Trick" title not after it.
- use fadesound, to introduce the choppers with slowly increasing volume (I can hear they are setposed :) )
Briefing:
A link to "The Plan" from the target photo would be useful.
Mission:
Settings:
2100h
rainy
zodiac
team
cpu load medium
ai skilled
Insertion point was SW of Venice.
The island and the zodiac addon had some problems: As I land on the beach, the zodiac flipped 80m into the air and
felt down again. Everyone was able to disembarked, but the zodiac did it over and over again until it flew away far into the ocean. - I don't need it for extraction, do I? :)
Looks like the water isn't deep enough for the zodiac at this place.
To be safe I reloaded a save game and did a very careful beachlanding this time, without all this.
Bug? I can see the first-aid kits of my team mates in my own actionmenu if I come close.
I don't know how high tech this satellite is, but fadesound 0 would be better, than african people and engines still audibly from space. ;)
With your hints I approached the right village, and the target wasn't able to flee.
After killing an officer an error:
_Killer = _this select 1 error nullteiler (~divided by zero)
Then I did automticly radio HQ that we got him.
After objective 1 is complete, I could only guess how to extract. I tried the zodiac, and headed with it in the western sea, until I was off the map. The mission didn't end and I canceled.
Conclusion:
I wouldn't have understood the mission execution without your hints.
After reading the briefing, I thought it would be:
insertion -> locating target (pos random, but constant & easy to SAT identify) -> pathfinding -> elimination -> lose contact -> extraction
But without your hints I would've done this:
insertion -> wandering around (SAT not useful for proper traget identification) to eliminate all possible target persons until I find the right one -> extraction
So without your important hints the mission is absolutely not what I expected in briefing.
And after knowing your hints I would like to have one random system for the target under all conditions.
Maybe I'm missing something?
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Updated to version 1.02
List of changes:
-When the satellite is on the sound volume drop to zero
-Minor fixes on the stringtable
-Briefing upgraded and fixed
-Fixed the bug when the target is killed in the team attack mission
-Added an autosave after the settings dialog
-When you discovered the target (not in satellite mode) you're warned by a message
-Melee bug fixed
-Added random weather option in the initial dialog
-Added ECP compatibility (selectable in the initial dialog)
-Added individual pointers presence/absence option in the initial dialog
-Minor changes and fixes
@Trapper
Thanks again for your new report.
I've implemented most of your suggestions in this new version ,except for the intro: i like it the way it is. ;)
You shouldn't have missed nothing, if the target doesn't reach the port nothing happens. I've fixed the bug of the extraction by the zodiac.
About the execution of the mission: the target is an officer. He is the only officer in the isle. I've added this hint in the briefing and, as you can see above, now when he is discovered the player say something about it.
Klavan
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Hello, Klavan.
I must admit that I really like both your mission and they kind of restored my love for and belief in OFP. I love your dedication to the story being told in the missions and the way you create the plot - it really helps to identify with the person you are supposed to become, playing them. I think that mission makers oftemn forget to not only create a missio, but to make one involved in the action. I like the intros etc. and I do not think that the briefing sections have been overloaded. However, I had the problem with the AI - sometimes it really sucks.
Anyway,I feel sorry not to provide any constructive feedback, but I don't feel like - I only wish that you are going to keep up the good work and deliver some more good missions, just like the two already made. Take care.
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Nice comment borroughs, and as valuable to the author as our sometimes savage technical comments. Keep it up.
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(I didn't have the time to play the actual version.)
The Intro: Come on, at least 1 fadesound 1 should be possible when setposing the helicopters behind the camera. :) It wouldn't change anything in your plot and it would sound like they really approach from behind, not like they are just suddenly there and frighten the viewer with their noise.
The officer/target: The briefing hint and especially the new message is a good idea. The problem with this rebel officer is that he is not Guba. The only thing that makes him "officer" is a black berret.
- Briefing photo is black and white
- Mission is played with nightvision, and some normal soldiers with red berrets look like him then
- I wouldn't have known, what makes a Tonal rebel officer looking like a tonal rebel officer, without trying it in the editor. :)
- Hm, wouldn't it be a good idea to play the message in SAT view, too? Ok, it would be almost impossible to identify a person from a satellite, but I don't think any soldier would have a portable device on the the battlefield, that gives him the ability to control a satellite. It would be done stationary at his HQ I think. He would be informed over radio, so he can concentrate better on his job.
Random weather: It's stupid to write without playing the new version before, I know. So maybe I'm wrong now.
The random weather makes only sense if the player knows the weather before doing the other selections.
I suggest a weather dialog before the main dialog. One possible option is random. After that, the actual weather is displayed in the next, main dialog. This way the player can plan his mission around given conditions like his character would do.
If the weather is just set on random in the only dialog, the player won't know the weather until it's too late to come up with a better plan, and it feels only like a computer game.
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@burroughs
Thank you for your nice words. I always try to make my best, but it's never simple.
@Mikero
Savage technical comments sometimes are a good way to open the eyes to a mission author. I never hangry for 'em, even for smashing ones. I known who test the mission and post his comment here wants only to help the editor.
I eccept this. I want this.
@Trapper
The Intro: Come on, at least 1 fadesound 1 should be possible when setposing the helicopters behind the camera......
The choppers aren' setposed. They comes from behind the camera and when they are within a certain distance from a gamelogic the sound immediately fades to 1. My intention is to obtain a sudden noise just like sometimes i saw in some films at the cinema. Probably it could be improved, but i will keep it this way.
The officer/target: The briefing hint and especially the new message is a good idea.......
My original intention was to setface the target, but the command doesn't works for that BAS units.
I'm taking in consideration the possibility to remove all the soldiers with that beret, but this will drastically reduce the diversification of the enemy types of soldiers. I will value it anyway.
I will keep the satellite, but your idea about the message is interesting. After all it's a game.....
The random weather makes only sense if the player knows the weather before doing the other selections.
I suggest a weather dialog before the main dialog.....
I can't see the difference. Both ways allows the player to make his own choices. Selecting the random weather option obviously take some risks (expecially for the sniper), but this must be accepted by the player. If he don't want to risks then he selects another option.
Klavan
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Ok, if its all intentional I won't bother you anymore about the intro. :)
Try to give the setface command after one or two seconds. When I had this problem, the reason was a random face script in the addon, which overrides init commands.
With a known random weather you give the mission more potential.
My suggestion is aimed for realism nerds. The possibility you'll give everyone, is to work like a real operator, without removing the old possibilities. (I don't believe you want to announce unknown random weather, that will often screw the players gear setup, as "feature".)
Your options dialog has two (hidden) sections:
1. Enviroment: Weather/Enemy skill
2. Gear: Team/Insertion/Time
Best way is to select the enviroment first, and then to select the right gear for it. - If the player wants all the enviroment random selected, he needs the possibility to adapt his gear to the enviroment. - This can't be done without knowing the radom selected values before.
This is the way a real soldier would have to do it. He can't really select the enviroment, but he can always choose the best fitting gear for a mission/situation.
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Overview:
The overview is well done, something I don't know if it is correct "one hope". Doesn't really sound well, but it fits with the previous text.
Intro:
I really like the intro. Some minor things, I don't really like all the capitals. The music is a bit too hard to hear the text (although I don't understand it).
It would be nice if the soldiers would sit down during the briefing, or at least some of them.
Briefing:
Too much information to read for me right now. I just want to play the mission. Well presented to the player, but there might be too much things, I don't know what's really important anymore. Or is all of it that important?
Mission:
I select 9pm, Sniper and clear weather, parachute insertion. This will be lots of running at 4x lol. I make a fun run in Lae and get killed after some minutes.
After that I decide that I want to know where the enemy leader is so I check all the positions with the satellite. I have a feeling that I know where the enemy leader is and I make my way towards that possible position.
What I noticed was that there were no enemies in between the possible positions. At least not that I noticed, I might be missing something?
Oh, during getting past Lae I was discovered, well not really a problem. I'm not a big fan of Special Ops missions.
I'm near my target area and I spot some enemies, I plan to kill most of them, I see only soldiers, not civilians wearing weapons. This looks good for me, I plan on taking the guy that looks like the rebel leader out first.
At the first try it appears that I've misjudged the enemy forces, well, those things happen ;). Retry, I'm lucky that I saved the game here.
This time I killed all of the enemies, but the Rebel leader was not one of them. Damn, using my satellite again. I was hoping to take the car, but I couldn't?
I go to the 2nd possible position where I think he might be. After some running I see many lights, he might be there.
Again I fail, there seems to be no enemy leader here. I try to go the my next possible position, probably not the right one, but well.
I try to go, but an enemy APC comes to my position in the town and kills me. After I get killed "objective completed", sounds pretty weird.
Having some trouble with this APC.
Seems like that in the APC was the leader of the enemies, I killed him and disabled the APC with some grenades. The problem is that I can't request extraction. I've yet to find out what to do now. The helicopter extraction or whatever isn't coming to pick me up (no radio). Maybe I've to destroy some AA sites or something. And I'm planning to get to the harbor too.
After arriving at the AA site I couldn't use the truck, something I don't like. I dropped my sniper and picked up an AK at the previous town. So I've got to get closer now before I open fire. I kill them in seconds and I proceed to a town. This time I'm killed in seconds, have to be a bit closer this time.
I move on because after some retries I just can't do it and I disable a AA site a few minutes later. I'm going to the harbor, to see if I can steal a boat to get away from the island.
Right now, I've got 19 rounds left. This is because I couldn't find ammo nor could I get ammo from the soldiers in the AA gun. After crawling to the harbor I'm now ready to take care of the soldiers and try to steal a boat. I save the game and make myself ready for action. The first try I don't survive, trying again right now. Oh, this is really hard lol.
After some retrying I finally managed to kill all the soldiers there, but I couldn't steal a boat. Well I save the game and use -endmission. I don't know what to do right now to end the mission.
Debriefing:
Time: 12 h 44 minutes (?)
Score: 4200
Outro:
None
Conclusion:
I could enjoy the mission, but I'm not really into playing these missions. I don't really like the covert ops things. Despite this I could enjoy the mission at moment, when I had some fun killing the enemy soldiers and having a hard time. In between the action moments lots of 4x was used, there were no enemies in the countryland.
A thing that makes me unsure of this mission is what I have to do now.
Please help me to finish it :).
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@Trapper
You're going to persuade me you're right...... ;)
@Cheetah
Thank you for your report. The next version will not features capital letters anymore and i will modify sound/music volumes in the intro.
The lack of enemy patrols and vehicles is wanted by me for the moment. Other enemies will be added lately with the next releases.
To continue the mission you've to surrender. As you were discovered a radio message should have warned you of an Hind patrolling the sky over the isle. Since you've choose to be parachuted no helo extraction it's possible for obvious reasons. This is wanted by me. If you would have choosed the zodiac the radio message would have warned you to stay away from the boat but you would try anyway. Is up to you. The zodiac would be destroyed only if discovered by the enemy, in such case you've to surrender anyway (to surrender drop down your firearms).
Once surrender there will be a cutscene (during this cutscene the Hind will lands, since there's no more reason to search for you) and then if you ecape you've two options: to find your equipment or to steal a radio from a soldier by killing him. Both your equipment and the enemy RTO soldier are not far away from your prison, but you've to find 'em.
Once you will get in possession of one of these items a radio message will becomes available for the extraction by helo.
Klavan
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Thanks for the information, well I thought that there would be some way to complete the mission without surrendering.
I'll try it when I got the time for it.
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@Cheetah
:-\ :-\ :-\
I've found a bug for the extraction after surrendering!
I'm really sorry but you will not be extracted!
Please accept my apologies!
S**T!
Klavan
PS
Never mind me. This bug occours only if you're inserted by zodiac (both in sniper and team mode).
I need some sleep, really......
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I tried doing what you told me to do. After putting down my weapons the mission continued as you told me it would. It's just that just after getting the camera view inside the prision I was killed. This means that you create a new soldier? Because the 'old' I could be killed? Well I'll try it again from a safer position. The cutscene continued after I got killed.
This time I dropped all my gear while standing under the bridge. It worked and I wasn't killed. The cutscene continued as it should. Only at the end the soldier runs away through the wall, I know that this is hard to do, but you should try to fix it.
The first time I tried using my Melee attack, but it doesn't work. Well just have to find my gear then I guess. When I retry, there are two 'I's. The other gets shot, they leave me alone. Looks pretty weird.
Oh I'm really enjoying this running to find my gear, love the atmosphere, love the music. I don't know why, but it's just so much fun. Especially with the HD weapons. You run around a corner and suddenly a tonal woman with a gun *OOPS* and you quickly run away with bullets flying around you.
The problem is that I've got absolutely no idea where I can get my equipement. The problem is that the BMP shot me, well I'll just retry.
Ah this time I find it, it's just that I didn't have the PSG, but an AK it's just that it's hard for you to detect what kind of gun I have right before I surrender. I take the weapons and radio for evacuation.
I arrange some transportation for myself to destroy the last thing before evacuation. Don't really know where to search, but well, I hope I can find it somewhere in town. I drive a bit, but get killed.
The next time I decide it's safer on foot. I'm searching for the Hind, I want to get off this island. After about 15 minutes of trying to find the Hind in the town, I'm coming to the conclusion that the Hind, isn't in this town. Well, I'll try it again tomorrow.
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@Cheetah
Briefing:
Too much information to read for me right now. I just want to play the mission. Well presented to the player, but there might be too much things, I don't know what's really important anymore. Or is all of it that important?
The next time I decide it's safer on foot. I'm searching for the Hind, I want to get off this island. After about 15 minutes of trying to find the Hind in the town, I'm coming to the conclusion that the Hind, isn't in this town. Well, I'll try it again tomorrow.
Give it a read. ;)
However you don't need the hind to fly away (in fact you can't steal it!).
Didn't the radio message appears on the radio menu? ???
Ah this time I find it, it's just that I didn't have the PSG, but an AK it's just that it's hard for you to detect what kind of gun I have right before I surrender. I take the weapons and radio for evacuation.
That's not the problem. It seems like the setcaptive command sometimes does it's job too late.
Klavan
PS
Tomorrow there should be another update, the target will be detectable by satellite and other things.
But the melee still doesn't works???
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Ah this time I find it, it's just that I didn't have the PSG, but an AK it's just that it's hard for you to detect what kind of gun I have right before I surrender. I take the weapons and radio for evacuation.
This is a problem on it's own, because I had other weapons when I was captured. I didn't have a PSG when I was captured, and a PSG was in my hidden gear.
I might have a clue where the enemy Mi24 might be, after reading the briefing better. Going there by jeep right now.
*Minutes later*
;D
*Explosive minutes later*
Liked the artillery script you used. I needed six shots, not really that much I guess. Requested my extraction near the sea and went there by jeep. When I arrived there the chopper did just arrive and I was ready to get off the island. Nice music accompanies me on my flight away from the island.
After the credits the mission ends.
Debriefing:
Score: 7000
Time: 13h 48 min
The AA batteries objective wasn't failed or done, because I only killed 3/4. You should make it failed IMO.
Outro:
None
Conclusion:
The mission was pretty good, except for the lack of enemies at certain places. I think that the rebel leader needs to be guarded a bit better.
Keep up the good work!
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Updated to version 1.03
-Minor changes and fixes on the stringtable
-Corrected sound/music volume levels in the intro
-Fixed the bug that prevents to be extracted by the chopper in sniper and team mode if you're inserted by zodiac
-Now the satellite is able to detect the target if it's within 30 meters from the centre of the camera and it's not embarked on a vehicle
-Added female voices to the satellite
-Various changes and fixes
@Cheetah
Thank you very much for your exhaustive report.
Happy to know you had fun playing it and, most important, that you finished it! ;D
Your name has been added in the credits (together with Trapper, Mikero and PreparationH).
Thanks again.
Klavan
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Saluto, Klavan!
By the way, I also remembered that I once played another mission of yours' "Good morning, Reds!" and I liked it either. You don't get many purely recon-type missions in OFP and that was one of those in which you run into complications in a very realistic manner, starting to show off that smartass attitude, becuse "firefight is not an option, so I jump at the opportunity" ;).
Anyway, on to the topic as I liked "Dirty Trick ..." even more. I noticed a weird and annoying thing: I selected a vet mode, enemy AI above average,low CPU load, team type mission with a night helo insertion deep within the hostile territory and experienced a trouble with the touchdown. The helicopter delivers my team to where I selected to be inserted, but it starts to hover on reaching the destination, too high to disembark safely and too low to land with a parachute (that would be a stupid thing to do on a helo insertion, even though Andy McNab described in his "Immediate action" that the SAS dudes id so during their training missions in Belize).
It happens each time and I started to think that it's because I had been to deep in the Indian country, although I had avoided as it had been advised in the briefing section to fly over the inhabitated areas and sometimes I was fired at by the ZSUs and sometimet not.
I can perfectly remember that it wasn't a problem at all when I have launched the mission for the very first time, but then I selected much safer insertion site. Is it the cause? ...
I am waiting to download that improved version promised above. I am also pretty curious whether you think about continuing the story in another mission and if so, what would it be this time? ... I love that special type missions and I really enjoyed the non-combatant evacuation you designed, but still looking to something more and someething different. Maybe a helo pilot mission with providing those CASs and strikes I called in the "Operation Weasel", but with a tongue in the tail which I am sure you are capable of inventing.
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I'm going to try and test your mission again this time. Only doing it different this time, at least that's my intention. I'll comment on all things that I don't like, even if I've already told you before.
I'll start directly with your mission, because there's no new things in things before the mission
Mission (veteran):
My settings:
3 am, clear weather, zodiac insertion, LD mission type, disabled, disabled, low, above average.
The first time I start the mission I drive east and don't spot land soon enough. I've been trying to find land and I couldn't use my teammate to check my position.
Restarted the mission and I was like, oh my god another long boat ride. So I go at full speed and 4x and suddenly I'm on land, the boat is doing insane things. Maybe needless to say, I didn't survive this. I tried ejecting, but the timing wasn't right. Guess my teammate (who disembarked safely) was wondering what the heck I was doing. Well, my problem going at this speed.
I'll probably retry the mission tomorrow, because right now I'm going to sleep.
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@burroughs
I've tested it moments ago for three times and apart for the second (an AA cannon ruined the party......) the insertion was OK (same options selected by you).
I don't know what to say....
Have you red carefully the initial hint? When you begin in the chopper click on the map where you want it to moves to (radio command is not required) and then hit 0-0-2 and click again on the map to choose the LZ.
In my intention the third mission is a combined arms attack, with armours, artillery and air support, but i don't think I will have enough time to edit it before ArmA.....
@Cheetah
Maybe the first time you started on the eastern or southern part of the isle, so driving east wasn't a good idea. A marker appears where you start your trip. Give a fast look at the map when you begins (you have enough time to do this, before eventual problems arrives).
However you've to be very carefull when landing (low speed and fast ejection). I don't know if the problem is caused by the zodiac or by the isle, but at this point it doesn't really matters.......
Naturally the new version comes with some bugs:
-The cutscene when playing the team attack mode doesn't works correctly (only if you allow the target to reach the harbour)
-In team mode attack the player wears an M433belt which is not compatible with the main weapon (no error message or whatever, simply it's not recognized)
-When you exit the satellite mode by pressing "esc" key the sound remains faded to 0. Re-open the satellite and exit it by pressing the appropriate button and the sound is restored
I will update a new version tomorrow, most probably.
Thanks.
Klavan
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Allright, Klavan.
Seems like I resolved the problem with the faulty helo insertion: I tried it out several times and to me it still looks like everything goes wrong when the LZ selected is too deep within the IAH-controlled territory. Moreover, sometimes the pilot goes nuts and flies headfirst past the selected spot straight into the AA fire. Anyway, it happens even if the LZ is not 100% safe, but quite so, so I guess it should be fixed somehow: a SpecOp missions allow the operators to take a certain ammount of risk for the benefit of the outcome, so I should not be prevented from doing so.
I am very keen on special operations and I read many materials on the matter - any Special Forces I read about are free to choose the weapons of their liking according to their misson plan and its execution. What I mean is that I was kind of disappointed that I cannot select the weapons beforehand.
On top of that my grenade launcher does not work at all, even though I am equipped with it and a decent ammount of ammo as it seems according to what I've got in the weaponry section. But when it comes to using it, it's impossible as I can't reload it because the ammo availablility displayed in the rightmost upper corner is at zero level. What the ... ?! ... I should give'em some hell with my grenades.
Do these words in Italian in your signature stand for :" ... On my command unleash hell. ..."? ...
Best regards.
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@burroughs
About the insertion.
Wel I've tried it again several times and I've to admit that problems may occurs if you choose a deep inland insertion. I'm not sure about the nature of the problem, but I've noticed that the speed of the chopper sometimes seems to influence this.
"Start" setmarkertype "Empty"
_Mark setmarkertype "Start"
_Mark setmarkersize [1,1]
_Mark SetMarkerColor "ColorGreen"
_Mark setMarkerPos _pos
_H setpos _pos
_Pil move _pos
_Pil sideradio "Ra6"
@ (_Helo distance _H) < 120
_Helo animate ["SideDoor1", 1];_Helo animate ["SideDoor2", 1]
_Helo flyinheight 15
@ ((getpos _helo select 2) < 16) && speed _Helo < 18
[_A1,_Helo] exec "Insertion\Rapple.sqs"
The code above is part of the main part of the script that rules the rappelling insertion. I think that if the speed is too high and the LZ too near the chopper position, it may loose something or simply he surpassed the gamelogic (the _H variable) forcing a sudden brake....
This in communion with the AA batteries may make the things to go wrong.
Try to avoid to let the chopper takes too much speed by giving linear and long routes. It seems to work well with me.
About weapons selection.
I've got a nice dialog (not created by me) for this pourpose stored in my HD. It's ready and fully customized for this mission. My problem is to implemet it. I've made several attempts but it doesn't works. Maybe is something related to the script that create the settings dialog. I will try again later.
About the GL.
As you can read in my previous post this bug is already known to me (with something else.....). This is due by the impossibility for tha ARs to recognize the grenadier belt. It's my fault: the addon's readme is very specific about the kind of amagazines accepted by it...... :-[
This in fact makes JAM3 useless......
I will revert the belt to the vest, which is accepted by the weapon, in the next version (probably this late evening).
About the signature.
Yes it means about so. To be more precise (from my dictionary) "scatenare" means "to unfetter". But i don't think it's a so big difference.
Taken from The Galdiator
Are you trying to learn italian? :)
Thanks
Klavan
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Updated to version 1.04
-The cutscene when playing the team attack mode now works correctly
-Turned the M433belt to M443vest for the player in team mode attack
-When you exit the satellite mode by pressing "esc" key the sound is restored
-If you select the zodiac or the parachute now an hint will report your initial position on the map
-Added more enemy patrols and vehicles
-JAM3 is no longer indispensable
-Minor changes in the intro
-Various changes and fixes
Klavan
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Your name has been added in the credits (together with Trapper, Mikero and PreparationH).
Non che credo! Somebody loves me! ;D
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Been on a mission for some time, but I had to abort it ...
Klavan!
I am in a mood for an overkill! That's what I wanted - make war, not love this time. :thumbsup: What I mean is that mission rules and I can feel it right away, from the very beginning. I only hope that it won't be spoilt soon after.
However, once again I encountered some nasty surprises. The chopper was not quite eager to do what I say, but finally I have negotiated my way down onto the killing ground without attracting the enemy attention. My teammates were inserted with me alongside safe & sound, alive & kicking and the weapons work O.K. this time as it seems. But I am affraid that this is going to be another "Bravo Two Zero" mission as we seem to have a bum frequency - the satellite interface opens, but I think there's something wrong with it - I can see nothing but a green screen and that's all. I was hoping to see some insight into a chosen area(even though I selected misty weather, so I should perhaps expect certain difficulty when it comes to visibility) but that's a no no, by far. What the ... ? ...
I am playing the 1.04 version which I downloaded today - I am off work due to a temporary health problems, so I thought that it would be a great opportunity to do something for peace and the world to make a better place. ;)What I also noticed is that the watch display has the right time - I mean the time that ine selects. Before, when I used to choose 11 pm. , for instance, the insertion would take place at 4 am. sometimes.
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@burroughs
About the satellite.
It's caused by the fog. In the next update the evetual mist will desappears when using the satellite to return when you exit it.
About the time.
Sorry, I messed up with the skiptime/daytime. Again, it will be fixed with version 1.05
You have been added in the credit list.
Thanks.
Klavan
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Yeah, I went trough it.
It WAS a "Bravo Two Zero"-type mission. Since the very beginning I couldn't get hold of a satellite view, so I took the closest target of opportunity after a faulty helo insertion which I had described beforehand - to no use as the IAH leader was present somewhere else on that night.
We came across the rebel checkpoint and my team opened up on'em, killing them almost instantly. The rebel BRDM appears from nowhere and we run into complications -the s**t piles up fast.
As this mission is wonderful to play it the realistic way, I decide to run for the E&E route, but before I call the chopper in, we had better get rid of the closest AA cannon, just in case we're too close. But can't find it. Before I realize, we are straight on top of them and they fire on us and kill three of my team members :(, wounding another two. That's a definite compromise, the "First Aid Kit" scripts seems not to work and I can't heal them.
Fortunatelly the helo comes in and collects the reminder of the team. The mission is finished and I get the debriefing decent to the outcome of that failure - I mean I am badly criticized ...
Just for the sake of realism - I would add to this graet mission one more option which is skipping the time. In my opinion the insertion should take place at night - but , especially when you choose the random weather option, when in position you might find yourself unable to operate at night or just prefer to do the job early in the morning - then we skip some time and that does it. Or - I don't know anything about the COMSUBIN tactics, but the Soviet SpetsNaz always made their insertions at last light, because the operators had the best occasion to vanish instantly in the coming dark.
When such insertion takes place you may , on the other hand, choose to operate late at night, when the dark is deepest and humans tend not to be on full alert . Yeah, that would be it ...
Intro works fine with me, I like all those scripts that imitate human behaviour and body language, the briefing is great, too.
I played the vet mod, additional options disabled, low CPU load, enemy skill above average, chose the random weather, a night helo insertion at 11 pm. and a team.
Thanks. Greetings.
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@burroughs
Thank you. Good report. Quite an unlucky mission, this is true, but it's my fault too if this has happened! ;)
About the firstaid.
It works with me (this is a General Barron's script, not mine....eheh! ).
About the skiptime otpion.
It would be nice if you choose the more realistic way to play this mission: to search for the target without the use of the "Scan" option for the satellite (and, later in the mission, without the satellite at all), but I don't think many players would want this...... :-\
Thanks.
Klavan
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Attention, gentelmen!
I gave it a go again and this time unlucky b***d didn't stand a chance.
The same mission circumstances and settings selection as above, but the time of insertion: I am d**n sure that I had decided on 3 am., but when I found myself onboard it was half past four. Moreover, it was 04.30 pm.! I've no idea what the hell was going on in the meantime! The briefing must have taken longer that it had been supposed to. ;)
That's right, Klavan. I dind't get hold of scaning the area or tracking the target: I got so involved in the action that I must admit I had forgotten such options exist at all.
This time the helicopter crew didn't oppose my selection of the insertion spot and the touchdown was O.K., too. We were close to one of the possible targets, but the satellite view didn't reveal much, but a group of civilians standing in the outskirts of the village. I was thinking what to do next - whether get in there and do some immediate recon or to look through the targets via sattelite. Then I heard and spotted later on a movement on the road - some BRDMs or UAZs and even a whole conwoy afterwards. I thought to myself that this can't be a coincidence and estimated the possible route. It was on to Lae: I looked into it via sattelite view and found the target in charge of a small militia foot patrol. I repeat, no tracking, no scanning through the sattelite.
I got to the town and approached it carefully, caught them in the open with their pants down. The IAH leader got smashed in his APC and we withdrew safely to the bush, no teammates killed or hurt. I disposed of the closest AA battery and called in the extraction chopper. That would be all about that.
At ease.
Klavan, there's no better way to advertise a mod or addon, but a good mission utilizing them. I looked into some more Pedagne mod units and vehicles in the editor and I think that I would be more than over the moon to see another mission of yours, just like the one you already mentioned as a project. Don't give up the idea unless coming up with some new ones.
COMSUBIN Team leader out.
P.S. COMSUBIN combat swimmers/saboteurs look great - what about giving them some more job to be done. Aren't there any rebel military installations or other targets vulnerable to a maritime operation? ...
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@burroughs
Good job Captain Battiato!!!
I've sent to you a PM with something interesting for you.
Thanks for your help.
Klavan
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Today we received some new orders from the HQ, back in the field then ...
Not bothering to restart the mission, I used the savegame from the previous session and found my team in the southern outskirts of Lae. Since there was no chance to infiltrate the town in a stealthy manner as it seemed, I decided to charge. The already located rebel leader boards his APC and heads to the harbor. Yes, I got a hint, but even if so I keep it real: I opened the sattelite interface and tracked the target to confirm the estimated escape route. I managed to do so some seconds before the sattelite option was out of use. Trying to leave the city, two of my teammates got lost and died in a firefight - a demolition specialist and a light machine gunner. Sorry to see that - we had gotten back to get'em outta there on hearing that they're lost, but it was already too late. Anyway, life goes on ... I collect the reminder of the team and head for the harbor.
Once I approached the target in his new location from the north- west and killed everyone on the site, completing the mission and extracting safely from the AO later on.
Knowing from the author and the previous post that there should be happening something more, next time I change the route and approached the harbor from the south - to no avail. The cutscene desperetely fought to download, so to speak, several times, but it was of no use. All I had to admire was the sight of a boat closing in on and then nothing, but a sea surface waving in silence. I don't think that I've seen all there is to be seen.
Any idea what the hell was going on? ...
Anyway, still having fun with the assasination assignment. Waiting to play the next updated version.
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@burroughs
Quite surprised about the problem of the cutscene. I will look into it immediately.
The next update should be ready for tomorrow afternoon.
I've sent to you another PM.
Thanks.
Klavan
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New orders received: mission - laser designating a target for an airstrike.
Settings: LD, weather - random, insertion by Zodiac, additional option disabled, CPU load low, enemy skills above average, time of insertion - even if I choose 2 pm. instead of 2 am - which I am pretty sure I did - it took place at half past four in the afternoon and the sun was almost setting soon after we moved in.
Insertion went O.K. - I tried to use a map to find a safe harbour to hide our boat but I couldn't prevent it from the revealing by the enemy in the end.
After we disembarked, made a qiuck equipment check and position check and after having vanished in the closest bush, I started to scan the possible location of the target via sattelite. You underestimated my will to play rough, Klavan: I didn't get hold of a hint to where the IAH leader is positioned if yoy choose the LD type of a mission. I pinpointed him on the second try. Not so far from our position, so we run carefully all the way - and no 4x; the rule is still "keep it real". When you have a good mission to play, not only shooting is fun, but everything, even mere running, if you got attracted enough by the story and the plot.
Before I got hold of the laser designator, no shots were fired at all, although we spotted several patrols along the way.I made a quick recon of the location, scanning confirmed the presence of the target and I called for an CGB airstrike. The cutscene went well and they got beaten badly: we moved in the killing zine to have a confirmed kill. In the meantime, we received the message of the downed pilot. Anyway, I culdn't have saved him: we run into a searching party along the way and shot all of them dead eventually, but the pilot bought it . I found the body, reported the loss to the HQ and moved on to disposing of the plane wreckage. Well, it wasn't a wreckage at all: it looked as if it was an emergency landing - perhaps that palne shuold have been a little more battered, just for the sake of realism? ...
On completion of the demolition part, we got fired at by another searching party and we killed some of then, not withstanding any injuries ourselves. So far, so good. Almost. we found a truck which must have delivered the searching party responsible for killing the pilot: I greased the driver and we boarded - Klavan claimed that all of the vehicles are locked and you shouldn't get hold of any as it is too risky and dangerous. Well, I've been through so many special missions and operations that I know damn sure what the odds are. Along the way, we run again int a patrol, but hide in the jingle and they didn't notice us at all - or thought that we were a part of the flock ;). The rest of the journey was almost safe and comfortable, but we didn't find the boat where we had left it after the insertion. Now we're in trouble.
Drove some more to the harbor in the western part of the island, hoping that we might steal a patrol boat and they're not locked. N way: the boats are locked and we got involved in a firefight - my team mate bought a few AK rounds and he's no more. I grab some ammo from him, abandon some of the equipment like the laser designator - it's not useful anymore to me. Next idea is to get to the IAH base where the chopper is or to get the radio - maybe I could get in touch with the HQ and deliver some sitrep just to find out what to next and if I am rally on way own for sure.
The base is patrolled heavily and when it comes to the chopper the crew is onboard and ready for an action - they must have not been notified that their VIP passenger is not anymore. I can perfectly remember that you just can't shot the HIND crew dead through the window. NO way I could make a use of the chopper. I've no radio. Perhaps I should try to get one anyway, just to find out what happens next. But there's none in sight, only foot patrols and definitely no radios. Even though I drove into one of them on may way to the base and drove - by the commander, I don't think that it would be a good idea to mess with the rest. And taht would be the end of the story ... I'll let you know if anything changes when I get the ardio, but I doubt myself.
Thanks, Klavan. You kind of doubted whether I could have fun, playing this mission in a different mode: well, I have lots of fun again and raised hell like hell.
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@burroughs
About the zodiac:
The zodiac is destroyed by the enemy only in Sniper mode! Both Team and LD mode doesn't features this. Yesterday I've just gave it a try with setting similar to yours and when i came back to boat a found it.
I wonder where it had gone.........The only thing I can immagine is about that damn addons bug (you know, the zodiac flipping like a rocket). Finding a radio doesn't help in this case.....But that's a good "debug idea". I'm going to introduce it just know.
About the crashed plane:
The problem is that even setting the damage to 0.99 the plane reamains apparentrly intact. In the begginnig the plane were created near the crash site flying very low at very low velocity with the gear up, but when on ground it always begins to rotate and to bounch. Very ugly to see and to ear too. So I've decide to directly created it in this way. I know it's not the best solution but I can't figured out other ways.
The next update is still planned for this afternoon. Now i'm leaving to work on it.
Thanks.
Klavan
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Looks klike I am in deep sheet. How the hell am I going to get out of there now?! ... Awaiting the new version: I think that this time I am going to perform some sniping with a paradrop insertion late at night, if no new oportunities are going to be available ... Keep my fingers crossed.
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@burroughs
The new version will be available within 60 minutes, maybe less.
Be patient.
Thanks.
Klavan
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Updated to version 1.05
-Fixed the bug with the time of insertion
-When you open the satellite view the eventual fog disappears to return when you exit it
-Fixed a little bug with the satellite
-Modified some paremeters in the script that rules tha cutscene when playing in team attack mode to prevent bad happenings
-Added more enemy patrols
-When frendly units gets killed the custom actions are now removed
-To prevents addons bugs features when inserted by the zodiac the player can now call for helo extraction by stealing a radio (only for LD and Team mode)
Klavan
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The mission is almost ready to move to the mission pending section. I think it will take me about another week, mostly dependant by when the new pedagnemod units will be released.
In the meanwhile i'm seraching for a volunteer that can take a look and give a fix to the english text (stringtable and briefing).
There's a lot of text, but it doesn't need to be rewritten: only grammar, sintax and spelling. 8)
In return I can give only my eternal gratitude....... ;D
If someone is interested he can send me a mail or a pm.
Thanks.
Klavan
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Va bene,
assuming no-one else has volunteered for the job Klavan, I'll put my hand up. Unfortunately I need a few days because I'm busy with real life just at moment. But, I'll donwload latest version now. (if someone else is on to this please let me know). Eta 3 days (sorry)
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Thank you very much Mikero! :thumbsup:
Take all the time you need to do it, there's not much hurry. I can even update a fixed version after the official release.
Thank you again.
Klavan
ps
Your italian is improving day by day..... :wow:
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Hey, Klavan!
I could be doing that, but no sooner had I found out that you need someone that a moment ago. Nevertheless, maybe it's better that way as I might not fulfil the assignment once taken up and screw up shamefully. I am about to finish the mission I am presently testing for the Architect and it takes some time as I play the REALISTIC WAY. And the real life also could be an obstacle that you sometimes just can't handle at all.
Anyway, I played your mission again, with the same settings, but for the mission type which was sniping and the method of insertion: I chose parachute.
Even though I prefer a team play, I had the best fun, laser designating the target for an airstrike. And when I had decided to give this mission a go again, choosing a sniper mode, soon I realized that it's not my way of doing this kind of job. Maybe it's the fact that I had played the mission three times already, but I don't think so - each time before you managed to arouse my interest with some interesting changes and twists in the plot, so it's not like that.
The capture sequence is not that bad, but there is something wrong about it. After the mission reaches an automatic retry point, it's ok until you retry it. Normally after a chat with a rebel leader, he's gone and you have to get out, attacking your guard. After reloading the rebel leader is still there! Moreover, there is another COMSUBIN operator, standing deaf & dumb next to me! He gets shot soon after, I managed to escape, greased the leader and vanished in the dark. The chopper inbound crashed a few times, even in the open, when the route is too linear. Afterwards I received a message in the debriefing that the IAH leader is still alive and mission is failed, although I shot him twice - and point blank once.
I suggest you look into it. Remember what we sometimes can read, playing OFP: something like " ... sometimes a great work is wasted by the lack of little more ..." This mission deserves a little more work to make it perfect in every way and in every mode. Congratulations.
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@Burroughs
much appreciated by me if YOU would do the English translations please. I am 'occupied'. Please confirm (an IM will do to keep this thread clean). You are very enthusiastic about this mission and will give the translation a lot more care than I would.
@Klavan
>Your Italian is improving....
HA! What would you know? That was Spanish (I think) ???
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@Burroughs
Man you're great!
Obviously in the script the savegame occours after the deleting both the rebel and the comsubin, personally i've always retried it by manually saving after the cutscene when all the texts lines are exipired, so i nevr noticed it.
If you want to fix the texts take the files from the zip attacched in my previous post. There are some differences from the ones included in version 1.05.
In the stringtable add your name in the lines that credits who fix 'em by replacing the Xs.
Thank you very much.
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That's a roger and I'm on my way to do that, but it definitely is going to take a few more days and maybe only a little sooner. In return I demand another mission of yours, " ... featuring Pedagne Mod units involved in the civil war on Tonal ..." - or several more ;) Await the results.
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Hi there, klavan.
I managed to correct both the briefing & stringtable files and I was pretty cautious so as to avoid any mistakes that could affect the quality of the outcome and I would be to blame. I think it's the best I could probably and should be released. However, if yoy wish have a look into it and if any doubts come about, feel free to consult the eventually following fixes with me. Or else ..
If I can further help you in anything, don't hesitate to bother me ... ;)
burroughs
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I hope that the zip archive gets attatched this time ... >:(
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Thank you burroughs!
I've got the files and i'm going to check 'em for eventual problems. Don't worry about the quality, i'm sure it's superb.
Again, thanks a lot for your help.
Klavan
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Mission released.
Grab it here:
http://www.ofpec.com/missions_depot/index.php?action=details&id=111 (http://www.ofpec.com/missions_depot/index.php?action=details&id=111)
The new version (1.1) includes several changes and some new features, fixes and improvemnts.
In addiction is compatible with the new PedagneMod releases: this means that is no longer compatible with the old addons.
Same for my previously released mission Operation Weasel, now updated to version 1.3.
Before closing, I wish to thank the followings:
Mikero, Trapper, Cheetah and especially Burroughs.
For the beta test, the patience, the ideas and the help.
See you next time. :wave:
Klavan
Topic solved.