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Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: Tom on 17 Sep 2006, 16:39:50

Title: (Review Completed) [SP] Airstrike
Post by: Tom on 17 Sep 2006, 16:39:50
This is my very first mission to be submitted here - and my very first mission to be played by anyone but me...well hopefully ;)
Please test it out and tell me any bugs or problems or anything i should modify. Thank you!  :good:

Now here's the lowdown:
You play as an A-10 pilot who must fly a solo mission to bomb a Russian convoy on Malden. Once the convoy has been destroyed, you must return to base and land (a final objective will become active as you begin to land...details in the readme)
ADDONS: None
OFP version: V1.46

Erm...i think thats all. Watch out for that shilka!


Edit: This mission is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=12).
Title: Re: Airstrike (review please)
Post by: XCess on 17 Sep 2006, 16:48:25
I'll give it a quick go using ECP. Noticied the OFP version is 1.46, check amazon for GOTY (which includes Resistance), real cheap these days ;)

**EDIT**
Had a quick go bvefore it crashed on alt tab.

Ovierview
Fine

Intro
None

Briefing
-Should be seperated into paragraphs.
-Needs to be more formal, remove reference to Scott Akin.
-Notes should be changed to an intel section, linked to in the main page.

Mission
-Perhaps add chatter or small cutscene to Humvee ride, inspection would be a lot better in a cutscene
-Troops on road at airfield should be moved, my humvee nearly ran them over and then took a while to sort himself out
-Didn't now which plane to board, by the time I found it the convoy was already in Chapoi.
-The reminder to raise the landing gear is totally unnecesary.
-After reaching waypoint to, I got  awaypoint telling me to return to base, add another waypoint that will only tick off when the convoy is destroyed or remove them altogether.
-Found convoy in Le Pessagne, and it was static, this caused the radar blips to be white and I couldn't effectively target them.
-Shilkas weren't a problem.
-I ended up landing the A10 NW of Le Pessagne out of frustration of not being able to target properly.
-Destroyed all but on of the trucks with grenades before I crashed the game with an alt-tab ::)
Title: Re: Airstrike
Post by: Tom on 17 Sep 2006, 18:32:14
crash? I never had a problem with it crashing...(the game i mean. I had a lot of practice strafing the convoy with the A-10 so i didnt crash the plane. Others may think otherwise)

i'll take all of these into account and edit the map some more. Except for the breifing. I'm still learning how to compile that effectively... I guess i should have stated the mission as a beta first.  :)
Title: Re: Airstrike
Post by: JasonO on 17 Sep 2006, 18:42:40
It crashed when he alt+tabbed. I think its a hardware problem, mine does it sometimes.. mostly when im in mission editor and havnt saved for about 20 mins  :dry:
Title: Re: Airstrike
Post by: Tom on 17 Sep 2006, 19:29:48
hmmm. Well its never done that to me...all it does is freeze all the time, which is a pain the neck.

But anyway, i went and edited the mission some more and here's the newest version. All the fixes are in the readme. And i forgot to mention that this mission is meant to be a quick mission, so dont expect it to take a thousand years to finish with Ridley Scott style movie scenes here there and everywhere lol.

And thanks for the test, XCess  :thumbsup:
Title: Re: Airstrike
Post by: greg147 on 17 Sep 2006, 19:32:53
*older version*

I gave this one a try (no mods or anyting). I agree with most the points bought up by XCess, although for me the convoy was still moving when I attacked it. Shilka did fire on me, took me down to about 3/4 armour before I destroyed it.
I destroyed all the trucks, although there were some surviving infantry. Either I had missed a truck somewhere (I counted 4 and a UAZ), or the objective complete trigger only activates when the whole group were destroyed (infantry too).

Another thing I noticed was there were too many planes at the base IMO. If there were than many, surely there would be at least one pilot already at the base to attack the convoy? Also, I couldn't turn the plane from its starting position right ont othe taxiway, due to lack of room (kept hitting the trucks), so I had to take off in the field east of the runway.

I didn't get to see the new objective, i'll try this again later.  ;)
Title: Re: Airstrike (beta)
Post by: XCess on 17 Sep 2006, 19:34:06
The crash was in no way your fault Tom, just I had to alt-tab and OFP froze up. Blame my anti-virus ::)
Title: Re: Airstrike (beta)
Post by: Tom on 17 Sep 2006, 19:41:08
woah these replies spring up like bamboo! lol

greg147
Im fairly sure the win trigger will only activate when the trucks themselves are destroyed as ive seen happen over a dozen times. It must have been a truck you missed. (there are 1x uaz, 2x urals, 1x ural fuel, 1x ural ammo and 1x ural repair).
But its best just to avoid the shilka altogether. But if it really gets annoying you can wipe it out if you want, nothings stopping you. I often blow it up if i have some missiles left after the convoy is destroyed.

And about the plane taking off, just keep the speed at around 10-20 and turn slowly. I get it everytime. I should have stated this in the briefing.

XCess
Phew...had me worried there for a second lol. Well, i hope the new version dealt with the previous one's probs. Except for the cutscene suggestion. I cant do cutscenes lol, thats just one thing i have yet to master.

Thanks all!
Title: Re: Airstrike
Post by: Cheetah on 17 Sep 2006, 20:05:42
Airstrike

Package
Complete, with a good advertising picture and decent readme. You might want to create a few more sections in the readme. One with general information, one with contact information, a detailed description and some of your notes could go into a help section.

Overview
The picture is the same as the one in the package, okay. It needs a border though. The text is fine.

Intro
You might want to create an intro which tells us something about the front line, the convoy and maybe some additional stuff. Just to entertain the player.

Briefing
The briefing needs some attention as XCess told you. Split it in a few paragraphs, remove a lot of the blue dots, and you might want to remove the "Your A10" marker.
The notes should be written in italics / other font, to make it clear that they form the notes section. Furthermore the group section is empty, which means that we start in a vehicle, to fix this, move us in the vehicle a few seconds after the mission begins.
You might want to shorten the briefing up a bit, it contains too much information that could be left out. Any detailed information goes should be on a special page.

Mission
BUG: if you 4x speed yourself to the airport you don't get out of the hummer. I had to do it all on 1x speed and found that it was a bit slow, can't you let him drive faster (full speed)?

Anyway, there's a lot of planes here, hope that they won't cause any lag later on in the mission. You might want to remove a few of them, and let a soldier guide the player to his plane. (didn't experience lag)
Nice work with the mechanics working on a plane. The hints are not good, not realistic. It would be better to let intel tell this to you by radio.

Okay, so I take off, good stuff landing the Chinook there. Nice. Remove the hint that tells the player to get his gear up. Please remove all these hints, as they don't do much good.

1. Go to the waypoint, fly over Chapoi, destroy Shilka with maverick, disable convoy from pretty far, except for one truck. I took it down with my machine gun, but the mission didn't move on. I tried shooting again at a few of the trucks, flew too low and crashed. Retry.

Destroy Shilka with maverick, disable convoy from pretty far. Pretty easy (1st time I double shot at one truck, so missed one rocket for the last truck), just tab and shoot / repeat this. You might want to save the game when the player reaches the first waypoint (near le port).

Get near the airport, do the landing without the auto-stuff, don't find it necessary. Save the game before I land, touch the ground and they tell me to get up in the air again. It's pretty hard to follow all these radio messages, consider doing some voice acting as that would help.
Retry the game as I'm in a bad position to take off again. This time as I'm about to hit the ground I get the radio message and go back up, still got 300 speed, good. Then the dogfight begins, I manage to stay behind the aircraft but it takes 832 shots to bring it down. Well, maybe it took three ones, but I didn't hit the others :). Not a trained pilot, or not good in these dogfights. I never liked the A10 vs Su airbattles, the A10 is a bit too slow imo.

I get my bird down and the mission ends. You might want to adjust the trigger that actives the enemy aircraft coming to the base, I think that it activates when the player flies below a certain altitude.

Conclusion
A pretty straightforward but enjoyable mission. Not much to add. Check the bold text.
Title: Re: Airstrike (beta)
Post by: Tom on 18 Sep 2006, 06:27:17
thanks for testing it out, cheetah. But i noticed that you played the first version (i think) instead of the second one.

I have a retry position that is just after the second waypoint. Its been there since the beginning, but maybe its too small an area? I will have to position it somewhere where the player will pass through.

With the trucks, sometimes you've damaged them so much that the driver just bails out, but the truck doesnt die. And yes, i know its a bit hard to spot from the air, but i did state in the readme (one of em) that if you miss or screw up, there's always the retry position at the 2nd waypoint. Maybe you missed it?

I will adjust the trigger that makes the enemy plane come in. Trust me :)

And with the voice acting. Its good, and if i had the resources and know-how, i'd do it. But my microphone is buggered beyond belief and even if it worked i wouldnt know how to add voices into a mission. (Will look around for tutorials)

Will edit the markers.

Will make the hummer drive faster.

Will consider an intro...

I changed the hints so now you can only see em if you're in cadet mode. Do you mean the autopilot/gear hints, or the hints such as "the convoy has passed through Chapoi"?

I will clean up the briefing. I think ive got a tut on how to add all the other stuff (italics, paras etc)

I will relase the 3rd version with all these fixes soon.  :)

And thanks for the input Cheetah.  :thumbsup: Now i know what needs to be done in both this map, and future ones.

edit: Most of the newer changes are in teh second one, with thanks to XCess. So now a fellow pilot will take you to your bird so you wont get lost. I'm going off to start editing.  :thumbsup:

And also, was the music ok? Both the take-off music and the track that plays when you shoot the plane down.
Title: Re: Airstrike (beta)
Post by: XCess on 18 Sep 2006, 07:11:30
About the vehicles, try using canMove whether than alive to see if they are damaged enoguh to cause the drivers to bail.

Code: [Select]
canMove vehicle
Operand types:
vehicle: Object
Type of returned value:
Boolean
Description:
Check if given vehicle is able to move.
Does not test for fuel, only damage status is checked.
Example:
? canMove (vehicle player) : goto "nexttarget

View in COMREF (http://www.ofpec.com/COMREF/index.php?action=list&letter=c#canMove)

You could also try the engineOn check, also in the comref ;)

**edit**
Thought of another way ::) you could use ?((crew truckName) == 0) to tick the objective aswell.
Title: Re: Airstrike (beta)
Post by: Cheetah on 18 Sep 2006, 08:27:10
Please include version numbers Tom. It helps, people will test the correct version :).
Title: Re: Airstrike (beta)
Post by: Tom on 19 Sep 2006, 08:29:03
ok, i made HUGE adjustments to the mission and here is version 3.

And also, i found out that the "not (alive Unitname)" trigger (which i use for teh trucks) only works on the trucks themselves, so you dont have to shoot the driver if he escapes.

Well, enjoy version 3 then  :)

EDIT: After some testing i found out that there were some errors with the triggers. I quickly fixed these and now here's version 4. I'm really sorry to be a pest and all, but the AI are just plain annoying sometimes.  :dry:

Hopefully this version will be the last one.
Title: Re: Airstrike v4 (final, see last post)
Post by: Cheetah on 19 Sep 2006, 13:53:01
Okay going to test this one, hope that it's changed in a good way. Please remove all of the previous versions you have attached, people don't have to download them. You can unattach them by going to additional options and then unchecking the box of the file.

Now going to include a complete report as I've already played this mission and I will do again in the same style.

Airstrike v4

Overview
- Still no border.
- No version number.

Intro
- I can see the player before the cutscene starts. To fix, start the cutscene with a black screen ( -> titleText ["","BLACK IN",9999]; )
- Don't like the music change.
- Good camera scripting.
- You see a convoy get destroyed, but this is what you'll have to do in the mission too? A bit strange.

Briefing
- Group bug still there (no group section displayed)
- You might want to have the link to the intel in the plan and not in the notes section.
- I suggest that you remove a lot of the blue dots. That many dots won't make the route that much clearer..

Mission
- You want the cutscene at 1x speed, use the "setAcctime" command.
- The mission works with 4x speed.
- I don't like the hints.. please no hints or only display them in cadet mode.
- There's a hint with "convoy has passed Chapoi", replace this with a radio message.
- The flight music is good. The retry point too.
- Stop the music as the retry point kicks in.
- Destroy the shilka and convoy, one missile left.
- Good retry point + radio messages.
- Don't have to land to get the message that the enemy aircraft is approaching.
- Destroy the enemy plane with less than 100 (!) bullets, whooah new personal record.
- It was a bit easy this time, the whole mission was.

Debriefing
10 min, 3400, all obj ticked off.

Outro
- None

Conclusion
I'm that you can think of something to increase the difficulty of this mission.
Title: Re: Airstrike v4 (final, see last post)
Post by: Jimboob on 19 Sep 2006, 14:12:00
I'll give this one a test tonight or tomorrow.
Title: Re: Airstrike v4 (final, see last post)
Post by: Mikero on 19 Sep 2006, 14:52:56
Hi Tom and  :welcome:

Always edit your first post to reflect the latest version please. You will lose customers if they have to wade thru all the messages to find it (and, as you can see, it is no longer the 'last' post). Modify your first post please.




Title: Re: Airstrike v4 (final, see last post)
Post by: Tom on 19 Sep 2006, 17:26:12
In regards to the latest min review thing... :)

- I don't know how to give the overview pic a border, or make it BIS quality lol...
- Does there really have to be a version number? I suppose I could put it in the breifing or something. But you'd just replace the old file in the missions folder anyway, so..

- I'll fix the player appearing thing, well try to, but remember: The intro is NOT a scripted one. I just used the in built thing to do it. Where do i put the command? In the condition line of the trigger?
- Will fix the music change. I tried to make it fade but for some reason it wasnt working  :confused:
- I originally had 3 other intros to start at the beginning of the mission. All 3 weren't very good and i just made this one instead. Its all i could come up with at the time, since the mission doesnt really need an intro IMO.

- Will change the intel section to be in the plan section.
- Will delete a vast number of the dots (that i forgot to do lol)

- Will change the hints.
- Will change the convoy hint to a radio message.
- Will fade the music as the player reaches the second waypoint.

I played the mission today and it took me probably a substantial 30 mins to finish (NOT game time, all the times including retrys and computer restarts  >:() . Just trying to shoot the other plane down took like 15 minutes! My hands were sweaty so my grip on the mouse was somewhat slippery. I got frustrated with my own mission LOL! So, i'm probably going to leave it as is, since its only meant to be a 'Quick Mission'. I'm currently in the process of putting another mission together, one that should take a hell of a lot longer than 10 mins... ;)

I will release the 5th and hopefully final version when i can.

Thanks for the heads-up, Mikero. I'm just so new to this beta testing stuff lol. :D
Title: Re: Airstrike (beta)
Post by: Mikero on 19 Sep 2006, 17:40:08
Quote
Thanks for the heads-up, Mikero. I'm just so new to this beta testing stuff lol.

Hey, no problem. You're very welcome here.

As for version numbers, you are best off putting it on the overview.html that way, we all know what's going on when we scan thru our mission list.

Title: Re: Airstrike v4 (final, see last post)
Post by: Cheetah on 19 Sep 2006, 18:36:36
Quote
- I don't know how to give the overview pic a border, or make it BIS quality lol...
Use paint to give it a white border.

Quote
- Does there really have to be a version number?
Mikero replied, I agree.

Quote
- I'll fix the player appearing thing, well try to, but remember: The intro is NOT a scripted one. I just used the in built thing to do it. Where do i put the command? In the condition line of the trigger?
Hey, no offense dude I liked the intro :). You can put it in the On Activation field of a trigger.

Quote
since the mission doesnt really need an intro IMO.
Then don't make an intro.

Didn't need any retries this time, maybe got lucky. But damn, I took that plane out fast 8)
Title: Re: Airstrike (beta)
Post by: Tom on 19 Sep 2006, 20:12:55
Here is version 5 of Airstrike. I have made all the changes that were aformentioned, but some I COULD NOT FIX. Such as the intel section on the plan section. I left the intel in the notes section (explained in readme) and the player appearing in the intro. I tried to add the Black in thing, but it didnt work  :confused:. But anyway, the main major changes have been made and I've added in a few little things too....

And i dare say, hopefully, fingers crossed, this will be the last version. I cant possibly make the mission any harder or longer without causing frustration. My next few missions shouldnt disappoint...
Title: Re: Airstrike (beta)
Post by: Pilot on 20 Sep 2006, 03:34:53
Hey Tom (heh, feel like I'm talking to myself here), I decided to try your mission.  You should feel very honored.  I only have time to beta test one mission, and I chose yours :D

Anyway, here is my review.

Overview/Readme
Good

Intro:
For a non-scripted intro, this is pretty good.  You must have spent quite a lot of time getting it right.  The only complaint is that it took a loooooooooooong time for the Shilka to get destroyed.

Briefing:
Looks good, tells me everything I need to know.  One spelling mistake in the intel section of the notes, though.  Wether should be Whether.

Mission:
Ok, so I hop in the HMMVENSLFLDFJLKAS, or whatever the accronym is for the hummer, and head off to base.  Everything looks good, stuff is going on, the base seems reasonably alive.  I hop into my beloved A10 and taxi for departure.  At this point I get a hint that the convoy is leaving.  Oops, I must be playing in Cadet mode :-[  How embarrassing.  Anyway.  I advance the throttle and those marvelous engines come to life and begin to accelerate the aircraft down the runway.  Faster and faster unti......sorry.  I took off, headed south, and met the convoy.  After a few strafing runs with the cannon and putting a maverick up a Shilkas a**, I complete the objective and begin to head home.  As I near the base I get the radio message about the enemy plane.  One suggestion here, include the direction the plane is coming from, in this case, north.  About this time I get another hint that the convoy is almost at the destination.  Wait a minute...I killed them all.  Fix it so that if the convoy is dead there is no hint.  Moving on...we have a dogfight, and me being the superior pilot I naturally win (thank you, thank you, I'll sign autographs later).  I then make a flawless landing and taxi to the ramp.  Btw, I love the repair truck and ambulance coming up to the aircraft, it makes the base feel so...alive.  One bug with this, though.  The repair truck kept coming and bumping into the A10.

Mission complete (who would have doubted)

Debrief:
Good enough, it works for me.

My kills:
Su25
Shilka
Ural
Soldier
Pilot
3 Crew
UAZ

Outro:
None

Summary:
For being your first public beta this mission is quite nice, I congratulate you.  I liked the fact it was short...it allowed a college student like me to play OFP again, if only for a short moment.  You also covered most aspects of flying in this mission, and I didn't feel bored at any time during the mission.  The only thing I could suggest to make it slightly harder is to have 2 Su25s instead of 1.  Here are the things I thought needed work:
A10 takes forever to kill Shilka in intro
Spelling error: Wether - Whether
Include direction of Su25 in radio message
Remove hint of convoy approaching destination of convoy is dead
Stop the repair truck from bumping into my A10...damn driver must be from Michigan (for those of you who are not from the states, people from Michigan can't drive for sh*t)

That's about all.  You have a nice, short mission here.  I like it, it will stay on my HD.

-Pilot
Title: Re: Airstrike (beta)
Post by: Tom on 20 Sep 2006, 06:45:13
wowy, i was smiling through your whole review  :D. Thats cool man. Some nice input. I'll be right onto your suggestions ASAP and then v6 will be released. Thank you all!  :thumbsup:
Title: Re: Airstrike (beta)
Post by: Tom on 20 Sep 2006, 07:44:39
Well here it is. v6. All the changes that have been made are in the readme (this is the biggest readme ive ever made!). I also added a hind in addition to the Su 25 attack on the airstrip....


Edit: Attachment lost in the crash of Nov '09
Title: Re: Airstrike (beta)
Post by: Jimboob on 20 Sep 2006, 16:21:19
Tom, can you please add the new version to the first post of this thread.
Title: Re: Airstrike (beta v6)
Post by: Tom on 20 Sep 2006, 16:49:12
All done  :thumbsup:.... so after someone has told me how v6 goes (and if there is nothing more to add), do i ask for a review?
Title: Re: Airstrike (beta v6)
Post by: Jimboob on 20 Sep 2006, 16:52:47
If no bugs are found, then yes, i'll give it a test tonight after work. :thumbsup:
Title: Re: Airstrike (beta v6)
Post by: Tom on 20 Sep 2006, 16:56:29
Cool, thanks mate. I'm confident that the final version should be a tad bit harder and should be relateively free of any errors or bugs.  :)
Title: Re: Airstrike (beta v6)
Post by: Jimboob on 20 Sep 2006, 17:02:39
I still dont see the mission in the top post. Upload the mission to RapidShare (http://rapidshare.de/) and then link it on the top post.
Title: Re: Airstrike (beta v6)
Post by: Tom on 20 Sep 2006, 17:13:26
hmmm... I'll try both ways and see what heppens

http://rapidshare.de/files/33803460/Airstrike_v6.zip

Can you see them?
Title: Re: Airstrike (beta v6)
Post by: Cheetah on 20 Sep 2006, 17:59:14
Tom, Jimboob asked you to attach the file to the first post of this topic. And to add a download link (rapidshare dl link) to the first post.
Title: Re: Airstrike (beta v6)
Post by: Tom on 20 Sep 2006, 18:34:44
sorry, my bad  :-[. Its corrected now...
Title: Re: Airstrike (beta v6)
Post by: karantan on 20 Sep 2006, 23:59:11
Hm, the mission where you fly a plane, not quite my cup of tea, so let's try it,,, :scratch:

Overview:
Nice, as must be.

Briefing:
You could make it shorter, something like those BIS style briefings; this mission is quite simple, straight forward, BIS-ish mission - it reminds me a bit on a Ground Attack mission, so my advice to you would be to keep all its componants such; for exsample that Mission Intel section is in my eyes totally unecessary. In one word, don't complicate where this is not needed. ;)

Intro:
I'm not some Intro or cutscenes freak, I can be very quickly satisfied here so,,,the Intro is nice, it serves its purpose.

Mission:
The start is ok, that on entrance check cutscene is also cute. Hm, as I see it there's too many of those A10's on that airport (and they're idle all the time/mission, which is not quite right/realistic), reduce the number of them a bit, leave two or at most three of them, including your plane. If nothing else the player will not had the problem finding his own plane, so the need for that madly running pilot-helper which lead the player like some baby to his plane will no longer exsist.

I had quite a problems at first with taxying and to manouver between all those wings of other planes (despite this can be putted on my account of inexpirience to control those planes this is another reason to reduce their number), but I get a grasp of it quite quickly. And off we go, and towards the first waypoint, then quick turn, damn, I am a natural flyer, this is only my second mission in A10 and I'm flying like I'm borned for it! :clap: Met the convoy, no, met the Shilka first, went down like a stone. Retry. Now I know where that Shilka is, dispatched it nicely, then next moment the convoy appears like a red squares on my  scanner array, tooked them out one by one with those Mavericks without need for the aditional turn. Got a 'well done dude, get back' message, so I'm rtb. Near the airport a Frogfoot and the Hind camed from the nowhere, got an order to engage them, because I'm only airborne dude (hm, and so many A10's is down there, in the middle of the war, doing nothing - reduce them, you author! :D). Only now it occured to me that I haven't seen any Vulcan/AA defense on the airport. So, a dogfight with a plane which is not designed for it against the planes which are not designed for it, interesting, why not, here we go, engaging the Hind, coliding with it. Retry. Next time I tooked down that Hind quite quickly (damn, I'm so good), and I had chased around that SU27 for quite a while (damn, I'm not so good), but eventually,,,Now I must land. Gulp, how to do this? Ah nothing, I'll go down like I see in those movies. First try and,,,touch down! Damn, I'm so good! :D Mission ended.

Debriefing:
Sorry can't remember what was in it, but I know it was ok.

Outro:
What Outro, who needs it. Me? Naaah.



As you can see, I have no bugs to report. :thumbsup: A very nice mission, I haden't expected to enjoy it so much. If you could make it more like BIS mission (I like BIS missions, don't ask me why, it's a mistery to me too, maybe I like their perfection in simplicity) it's a definately a keeper. Despite the mission it's not my cup of tea. ;)
Title: Re: Airstrike (beta v6)
Post by: Jimboob on 21 Sep 2006, 00:54:48
V19.6 + ECP. Vet mode.

Package
Nice picture, and the read me was good, although some spelling mistakes

Overview

 Does the title really need the version of the mission? beleagured? Picture could do with a shadow other than that its great

Intro

Was a bit boring, try to learn cut scene scripting rather then using triggers (I think you used triggers at least) The spinning camera's don't go down to well with me I'm afraid. When the camera changed to the shilka, it didn't do anything for the whole time it was on it, same for the second time. Try a dotarget and dofire command so it looks likes its doing its job. And on the third time it blew up short after it went back to it. Is that suppose to happen?
 
Briefing

Very nice briefing, no spelling or grammar mistakes that I can see, though I've never been that good at noticing these things.

Try to put the Intel onto the briefing, not the notes, ask around in the help forums here. Put a space between - and the words. It will look neater in my opinion.

Mission

Try to make the Saint Loius and the airport look occupied, no one would stand still, they've been doing things. Have helicopters fly over, land or take off. The same with vehicles, as you head down the road to the airport, make a trick drive by full of troops.

At the inspection, it says Echo Black 1 etc; try to give them names, Guard, Driver, or real names. Make the driver and the player know each other, "Good luck Joe" kind of thing?

As for the drive there itself, no problems apart from driving around a corner slower then usually, but that may just be OFP itself. The way point where you be dropped off still says get out after the HMMVV drives back to wherever, change it to follow on the pilot you have to follow. Add an auto save.

That d***n fuel truck, move it back a bit, it took me a few attempts to get on the taxi way to get anywhere near the runway. I like to be awkward and go the wrong way totally, but this is just in case people want to take off, not using the runway.

Fade out that music that starts to play when you take off, not straight away, just enough to get you thinking I'm about to kick some ass.

After hundreds of attempts trying to destroy the convoy without getting shot down, I still haven't done it. There is far too many shilkas to be able to do anything and just 8 mavericks? I usually only had hit 4 targets by the time I've run out. And I'm not trying it with a canon. That would take forever (I'm not a decent pilot anyway). After finally destroying the convoy and surviving, I "return".

The Su25 and the hind were a bit of a surprise (always a good thing) but why am I the only one trying to get them? Shouldn't the airport have AA defenses? Or atleast another A10 to help me deal with them. Trying to take down that Su25 seemed like a year, but that wasn't a problem, I've enjoyed the mission so far.

Now to land, seemed fine. My good piloting skills made me land into a tree. But after landing mission completed

The mission fail was interesting, except it lasted for too long, as soon as the black screen appears with the words Mission failed, end it 3 seconds after? Not 20.

Outro
Try to add an outro for loosing and winning.

Conclusion
It's a fun mission, I'll give you that, some slight improves need to be made though to make this mission playable (the convoy part) and more interesting. I'd play it again that's for sure if these things were done.
Title: Re: Airstrike (beta v6)
Post by: Tom on 21 Sep 2006, 07:37:37
Well, i've written down what needs to be done and i'll get right onto it and release version 7. Man this is frantic!

Jimboob,

- People have asked for a version number on the overview, so thats why its there.
- In case you don't know, beleagured means besieged, exhausted, under attack etc.  :)
- When the intro plays for me, it usually doesnt take too long, but i know that the shilka fails to target the plane, even though it clearly has a dotarget and fire command. Bloody AI  >:(. I'll fix it up anyway, make it shorter. But dont expect too much  :)
- I'm obliged to leave the mission intel in the notes, mostly because when i tried to move it, the plan section turned into a big mess and looked like the notes section. I'll leave it in notes, but i'll do some work on it, remove some stuff etc.
- Will make the main areas look occupied.  :thumbsup:
- How do i change the people's names so that they appear on sidechat?
- Will fix the drop off event.
- Will move the fuel truck back
- Doesn't the music fade out anyway? It should once you reach the 2nd waypoint and just after the auto save.
- Believe it or not, the airfield DOES have AA defences. However, even though everything has a setcaptive command, both the Hind and the SU25 still blow everything up. I'm not bothered by it, but usually its first targets are the Vulcans. Cant argue with that. And also, there are some scattered M2 machineguns on the airfield, they do shoot at the aircraft. You might not notice it though.
- I'll fix the mission fail trigger. I forgot it was there lol.

Will release the final version soon. Thanks for the input, Jimboob and karantan!  :thumbsup: I appreciate it.
Title: Re: Airstrike (beta v6)
Post by: Tom on 21 Sep 2006, 09:14:17
version 7 is on the first post. All changes are in teh readme. Probably the most noteable, is that i removed the intro altogether. I screwed it up while trying to make it better lol. I'll save the intros for missions that need them.  :thumbsup: This has been the most exhausting mission ive ever made. And i sincerely hope that this final version will be the last one.
Title: Re: Airstrike (beta v7)
Post by: Jimboob on 21 Sep 2006, 19:51:07
Quote
People have asked for a version number on the overview, so thats why its there.

That's what the readmes for

Quote
In case you don't know, beleagured means besieged, exhausted, under attack etc.  :)

I know what it is, Spelling looked odd to me.

Quote
How do i change the people's names so that they appear on sidechat?

It's a description.ext thing, check the editors depot for the description.ext tutorial (http://www.ofpec.com/ed_depot/tutes.htm) on Identies, as well as the ComRef (http://www.ofpec.com/COMREF/index.html)

Quote
Doesn't the music fade out anyway? It should once you reach the 2nd waypoint and just after the auto save.

It didnt for me for some reason :dry:


Anywho, i'll test version 7 soon.
Title: Re: Airstrike (beta v7)
Post by: karantan on 21 Sep 2006, 20:27:16

Quote
In case you don't know, beleagured means besieged, exhausted, under attack etc.  :)

I know what it is, Spelling looked odd to me.

 :dry:

on Identies

 :dry:
Title: Re: Airstrike (beta v7)
Post by: Jimboob on 22 Sep 2006, 02:28:53
on Identies

 :dry:
[/quote]

Identities  :whistle:
Title: Re: Airstrike (beta v7)
Post by: Mikero on 22 Sep 2006, 02:45:57
>>People have asked for a version number on the overview, so thats why its there.

>That's what the readmes for

A version number should be in the readme

Version numbers are exceptionally helpful in the overview and should be there as part of the norm.

I am thinking of making _that_ mandatory.

Something along the lines of very modest author advertising at bottom of single page overview

Version 1.xx by fred.
Title: Re: Airstrike (beta v7)
Post by: Tom on 22 Sep 2006, 05:29:08
hmmm...well, if theres some sort of problem in v7 that needs to be reworked, alas, i'll release a FINAL v8. I did some testing yesterday and found out that the mission failed trigger is still being annoying. I have a fade out black with the text saying "mission failed" and then End #2 kicks in 3 seconds later. Only that it doesnt and just goes on for a thousand years. What the hell? (did the same with the mission complete trigger, so i ultimately removed it)

And whats more, how do i make a win trigger where the player has to disembark his vehicle after the main objectives have been completed...like those Air Assault missions.
Title: Re: Airstrike (beta v7)
Post by: Cheetah on 22 Sep 2006, 08:40:27
@Tom

It isn't the right board for this kind of question, but because it's already here and the solution is easy:

After each objective that is completed, set this: obj1=1, obj2=1, obj3=1 etc.
Create a trigger (and name it) with these conditions: !(player in nameOfAircraft) && ((getDammage nameOfAircraft) < 1) && ((this distance a10) < 30) && ((this distance player) < 30)
On activation: obj4=1

Well that should do the trick, untested though. You want to place the trigger where you want the player and aircraft to be to make the mission end (to that is where the aircraft is when the mission starts).
The first part checks if the player disembarked, the second is the aircraft isn't destroyed, the third and fourth check if player and aircraft are close enough to the trigger, to make it go off.


Create a new trigger with this condition: (obj1==1) && (obj1==2) && (obj1==2) && (obj1==3) && (obj1==4)
Select "End #1" in the list above the condition field. The mission will end immediatly, so you might want to set a countdown or something to prevent the mission from ending too fast, just a few seconds of relaxation :).

Hope that his helps you, but for further questions please use the editing board and not the mission board.
Title: Re: Airstrike (beta v7)
Post by: Tom on 22 Sep 2006, 08:48:36
Wilco, Cheetah.  :) I'll fix up that blasted mission failed trigger and have a go at the disembark win trigger.  :thumbsup:
Title: Re: Airstrike (review please)
Post by: Tom on 22 Sep 2006, 15:15:35
Well i just put in the minor fixes to v7 so now there shouldn't be a single bug in the mission. The net has been running sluggish at the time of posting this, so i'm going to ask if someone can do a review on this mission please. All the other reviews that everyone has made informing me of bugs and fixes were all great and very helpful  :thumbsup: I thank you all as well as those who have played it  :D.

I'll carry on all i have learnt into my current and new missions.  :) Thanks again all.
Title: Re: Airstrike (review please)
Post by: Jimboob on 23 Sep 2006, 00:57:20
Review underway
Title: Re: Airstrike (review please)
Post by: Tom on 23 Sep 2006, 05:52:47
Thank you very much  :thumbsup:
Title: Re: Airstrike (review please)
Post by: BlessTheMachine on 23 Sep 2006, 22:49:24
Hi i was testing this mission that Tom post on this threat on PC and is a good mission, so i decided to convert it to xbox version for xbox players can test it. Thanks Tom for that mission, good Job, now is possible to play it on xbox version.
for xbox users, need to modify the profile to Bomber or change mission profile with elitness program. Is Single player mission.


Edit: attached mission (OFP xbox Airstrike mission.rar) lost in the crash of 2009 - WEK
Title: Re: Airstrike (review please)
Post by: Jimboob on 27 Sep 2006, 19:13:11
Check your private messages Tom
Title: Re: Airstrike (review please)
Post by: Tom on 29 Sep 2006, 09:53:45
i hate to be a noob, Jimboob, but i didnt get anything  :confused:
Title: Re: Airstrike (review please)
Post by: Jimboob on 29 Sep 2006, 12:09:03
Seem's that still doesnt work.. I'll add you to MSN then.
Title: Re: Airstrike (review please)
Post by: Tom on 01 Oct 2006, 08:29:05
OK. I go by the name of "Grenademan" so watch out. Sorry for neglecting the site for ages, i just started my new job...so OFP will have to wait a while...
Title: Airstrike by Tom
Post by: Blacknite on 17 Jun 2007, 06:25:11
(http://www.ofpec.com/images/OFPEC_mission.jpg)
File: Airstrike(66.88Kb) (http://www.ofpec.com/missions_depot/index.php?action=details&id=12)
Version: Final
Requires: OFP 1.46
Author: Tom
Score: 7
Type: Single Player
Addons: None
Description:You play as an A-10 pilot who must fly a solo mission to bomb a Russian convoy on Malden. Once the convoy has been destroyed, you must return to base and land.

Reviewer: Blacknite

Overview:
Pretty good picture, needs a shadow behind the border, but overall, not bad.


Intro:
None.


Briefing:
The mission plan, map and objectives are clear and straightforward. Further objectives have been added in nicely, and have been kept well hidden.  Links are all working, including the extra information under the notes section.  However, there is no weapons selection - although why would you need one? You're a pilot!


Mission:
In this mission you have to destroy a Russian convoy with an A-10.  Pretty straightforward you would think, but there is an extra little objective that you must accomplish afterwards.  You will find yourself low on weapons after the convoy, and must face a greater threat as you make your way home.


Outro(s):
None.


Special:
None.


Summary:
There are no sound clips, which would have improved the game style as well as the score, but instead the author used radio messages for the talking.  If you get lost, like me, there are some other "easter eggs" per se, that you would find.  Unfortunately for me, they weren't friendly to my A-10...

Landed home safely, and started partying all night long...  Very well put together mission, highly recommended for those who prefer to strafe their targets with an airplane, and those who like air combat.


Scores
Overview - 8
Briefing - 8
Scripting - 8
Camera - 1
Overall - 7/10

The beta thread for Airstrike can be seen here (http://www.ofpec.com/forum/index.php?topic=28443.0).
Title: Re: (Review Completed) Airstrike
Post by: Cheetah on 17 Jun 2007, 14:09:40
Review Completed (http://www.ofpec.com/missions_depot/index.php?action=details&id=12) by Blacknite.
Title: Re: Airstrike by Tom
Post by: schuler on 29 Jun 2007, 18:44:52
    Tom and Blacknite , yes author used radio messages for the talking bugged me. dont do that again Tom  :) Briefing was more then the mission, although the mission was good for an A-10 with no addons. the mission is very hard, [ i found anyway] AI was strong and tricky! ,,,
this mission is worth a go as Blacknite said "for air play in ofp"  :) cheers Schuler