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Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: OFP_f3d3 on 12 May 2010, 02:36:39

Title: (Review Completed) [SP] Operation Hungry-Birds
Post by: OFP_f3d3 on 12 May 2010, 02:36:39
Author: OFP_f3d3
Version: 2.3.5
Required Addons: NONE


Mission Description: You will command a group of one of the best trained soldiers in the army. You will eliminate a convoy, infiltrate in an old factory and in tha air base to eliminate the enemy presence in the west of Nogova. As many comments say, this mission is very difficult and you´ll be able to success in it only by using good tactics and iron nerves.

Known Bugs: - mortar script was very accurate and effective, killling 75% of the soldiers of the base.
                  - no intro and no outro
                  - not enough equipment and ammo to fight agains enemy forces and destroy the tanks.
                  - Bmp2 was too easy to detect and target
                  - the mission doesn't end because the boat is locked


Changelog : 1.1 :- no mortar script: this will make the mission more difficult to complete
                       - Real logistics: In notes, i wrote the tactical support and some extra information about the targets and some useful data
                       -Unit patrolling the road with some possibilities of ausence
                       - Machinegunners now have some recon units to patrol the area  and warn about enemy infantry
                       - No bmp2 with infantry: Now i use a mi17 that is more difficult to target and arrives 20 seconds after you or foxtrot squad was detected.
                       - As enemy soldiers get warned their skill changes depending of the situation.
                       - Tanks patrolling the factory and  smome snipers hidden in the woods
                       - ambience sound to make the mission more real.
                       -Ambush zone is now protected by some units.
                       -as savedbygrace and GW said the factory looked empty and not protected, now added more units and tents and some special vehicles.
                       -special objective was added: if all your troops get killed you can finish the mission or go to the second evac zone.

Changelog from 1.1 to 1.2:
                       -intelligent patrols: enemy soldiers didnt react at our attacks in the factory or in the airbase, now they do.
                        - added the second evac point, the one you can use in case of being the last man.
changelog from 1.2 to 1.3:
                        - added an ammo depot in the factory with some sniper ammo because the ammo was't enough to end the mission.
                      - added a new surveillance system, using eventhandlers
                      - the documents acctiondisapears after you used it.
                      - added an ammo depot in the desert. so if youare low of ammo or you are injured just go there (of course you'll find resistance).
                      - fixed some spelling errors in the briefing.
                      - new overview photo
                      - added more medic tents. as savedbygrace said there weren't enough medic tents and it difficult to end the mission when you were hit.
                      - added autpo savegames in certain areas and after you complete each objective, you don't have to worry about starting all the mission again.

changelog 1.4: - new intro
                     - new overview picture with more quality

changelog 1.5:
                     - For several requests, i added a mortar call by a dialog where you´ll be able to choose the scattering of the mortars and the amount of bombs to drop. This mortar script was made by TakeOffTim so all the credits for the mortar script go to him.
                     - Added a readme file
chagelog 1.6:
                    -Not working waypoints have now been transformed in "move" waypoints

changelog 1.6.5:
                    -Some changes to the briefing, making it look better and more comprehensible
                    - More weaponry is now provided, flares, smoke grenades and other silenced weapons available now.

changelog 1.8:
                    - Mortar dialog corrected
                    - briefing expressions corrected

changelog 1.9:
                    - Description.ext repaired
                    - fixed the readme.txt
changelog 2.0 fix:
                    - minor spelling errors
                    - better detection system
                    - showstopper fixed

changelog 2.1 fix:
                    -more usage of militarysh vocabulary
                    -some spelling errors

changelog 2.2 fix:
                    -spelling errors corrected.
                    -waypoint at the factory has been corrected.
                    -some new markers that show info of the briefing.
                    -as the boats arrive, the mission ends.
                    -updated readme.
changelog 2.3 fix:
                    - added a unit named "pos" with 50% of probability of appearing so if he doesn´t appear, some units will disappear
                    -Some people said that 5 dudes weren´t enough..... Now you´ll understand why i only added 5 soldiers. In this version you´ll have 10 black ops under your command.
                    -Added a M1A1 for Foxtrot squad
                    -Some crazzy ladies tried crossing all the island to get to the choopers >:( >:( now they are locked :D :D

changelog 2.3.5: -Change crew man for normal soldiers, chenged some random stuff
                        - Added one more boat

if you find any more bugs just send me a mail or write it down here and i'll fix it


Please test this version, if the briefing and the overview has any grammar or spelling mistake please send me the correct one, because i don't speak english fluently.


Edit: This mission has been reviewed and is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=294).
Title: Re: [SP] Operation Hungry-Birds
Post by: GW on 12 May 2010, 06:54:32
Mission story is very good but execution i did't like in first objective i just use 6 satchel to blow convoy,5 soldiers died killed by my squad.
In 2nd objective i get rid of all soldiers there.i count 27 them.
In airport i get stuck.


Suggestion-
put some soldiers at ambush point in stealth position.
At base put some m2guns and a T72.
provide some more weapon.
Title: Re: [SP] Operation Hungry-Birds
Post by: OFP_f3d3 on 12 May 2010, 18:02:04
Ok thank you for your suggestions, i will make the changes for the v1.1.
sorry but i couldn't undertand what you told me about the convoy and the are many tanks and m2 that you didnt see in the airbase.
ass soon as i upload the new versio please tell me what you think.
Title: Re: [SP] Operation Hungry-Birds
Post by: GW on 12 May 2010, 18:42:53
i mean at ambush point there should be some soldiers
in factory there should be a armor on guard duty
mission is not ending,PBR not picking soldiers,
mortrar kill almost 80 % soldiers in base.
2bmp come to base at last,both are easy target,before they upload squad.
Title: Re: [SP] Operation Hungry-Birds
Post by: savedbygrace on 13 May 2010, 05:52:35
Overview
The image is not enticing at all and the cinema border is not flattering for the image either. However, the text does enough to sum the mission up well but could use a few grammar and spelling fixes.

Intro
none

Briefing
The front page may be better reserved for objectives but aside from that, the text that precedes the objectives seems to say the same as the objectives themselves anyways. You may consider trimming the fat here to refit the objectives to the main(front) page and move additional intel to separate pages.

I was fine with no gear selection. Links functioned properly.

Mission
I am also fine with the weaponry you start the player and his team out with except that you failed to provide additional HK ammo to rearm my team.

First objective ticked off properly. It was a nice warm up to the tasks ahead.
Second objective ticked off as well. It too was a step up and the patrols around the area provided plenty of awareness exercise and prevented boredom.

I have to agree that the factory seemed empty. Give them something to guard, protect, defend. Populate the place and give it some life.

The Airfield seemed at first to be nicely populated and well defended but when I began engaging forces, I noticed that none were overly concerned about the sounds of bullet cracks, muzzle blasts, explosions or screams of the dying filling the desert winds. The only tie in fact was one trigger which activated when the player(or west) was detected. The player will not be detected if he is never spotted. I could take out groups separately while their buddies patrolled in safe mode only meters away.

Machine gunners were placed appropriately but they need more units in their own group and surrounding them, both for protection and for enemy identification.

Snipers were placed well but react poorly. They should go prone when the player is detected. This makes it more difficult to target them and also prevents them from being so easily spotted if the player has not spotted them already.

The Arty was very effective, almost too effective. It would take a little more effort but adding the ability for the player to call in arty would perhaps be a better more useful and believable tool. You could also limit the ammo to say...10 or 20 shells and conjure some story which denotes ammo running low until logistics arrives to the arty battery. This way, the player decides when and where to call the strike...he must use the single click to set it up and deliver the shell. You should also consider a different shell type. The current one sounds like vehicles exploding. (I assume the pipe bomb)

The armor does not respond until the player is detected. This can also be solved by better detection methods.

I had cleared the airfield, and was heading for evac when the mission ended. It stated that I had failed. The convoy objective became incomplete again and the final objective did not complete.

The addaction to the table returned an error and was not completable.

Outro
None

Overall
Adjust the detection triggers, correct the spelling and grammar, get the objectives ticking properly and add a bit more life, then you'll be moving in the right direction.
Title: Re: [SP] Operation Hungry-Birds
Post by: OFP_f3d3 on 13 May 2010, 22:27:31
thanks i'll upload the v1.1 mission with this changes you told me and i hope this time, i can finnish this in a better way. :good: :)
Title: Re: [SP]Operation Hungry-Birds 1.1
Post by: Krieg on 14 May 2010, 08:15:36
Player version 1.1 on OFP Resistance 1.96

Package

Add a readme to the package. I know that writing readmes is not exactly the most popular activity, but you can simply copy/paste the first post of the the thread.

Overview

Title

Standard-issue title. Does it's job well. :)

Picture

Not too good. Too blurry and the cinema boarder does not add to it. I suggest that you use FRAPS 1.9 (http://www.brothersoft.com/fraps-269707.html) to take the screenshot. Then use Paint.NET (http://download.cnet.com/Paint-NET/3000-2192_4-10338146.html) to edit it and remove the boarder.

Text

Text summarizes the mission well without revealing too much to the player. Though, it could use grammar-check. I suggest something like this:
Quote
Commandeer an elite Special Forces squad and attack important targets throughout Socialist-occupied Nogova.

Intro

Could use improvement. I think you used standard-issue scripting. I suggest that you use a very powerful script-tool that BIS included in OFP. Camera.sqs (http://www.ofpec.com/ed_depot/index.php?action=details&id=50&game=OFP).

Briefing

Plan

I personally disliked it. It showed just the objectives, and not the purpose of the mission.
Numerous spelling errors, like:
Mondrava - Modrava
comvoy - convoy
I suggest you double-check the spelling, though I could understand almost all of the objectives except:
Quote
Eliminate enemy presence in the old factory to prevent getting reinforcements.
That almost sounds as I am suppose to attack and old factory so I could not get any reinforcements. If you meant the enemy, please specify so. Also on the optional objective there was an odd space between "Optional:" and the objective text itself.

Notes

Elaborates on some details. No complaints here.

Gear

I noticed that there was not enough ammo for all pistols, after giving them to me and my teammates. Please recheck the ammo for the pistols. ;)

Mission

After loading the mission I got following error:
Code: [Select]
Cannot load mission, missing addons: bis_weaponpackThough mission itself played well.

After I destroyed the convoy, the objective would not tick off.

Overall


This is as much as I can test the mission at the time. It looks like a nice mission. I could see Soviets dispatching squads to sector where I operated, and similar intelligent behaviour. I can't wait to test this mission further!
Title: Re: [SP]Operation Hungry-Birds 1.1
Post by: GW on 15 May 2010, 03:47:19
ok,i will give a trey to this one today again.
Ok here is review.
This time you provide extr ammo.
I find a soldier in ambush way,easy target.correct his facing side from ambush point to blackop side .
5 soldiers and a M2 GUN is there.all easy target for me with m21.
Than i  find 3 soldiers and a bmp.thats become victum of my squad.in factory all become victum of my m21.
All i do from ruin behind factory.

one t72 and bmp come to factory,i easliy kill them with v80


I capture V80 and get rid of all enemies,

MARKPBR did't take me and get away,mission never end,

Title: Re: [SP] Operation Hungry-Birds 1.2
Post by: savedbygrace on 28 May 2010, 13:07:02
I thoroughly tested version 1.2 last night.
OVERVIEW
The image is blurry and the cinema borders ruin it. The image is also crooked(the edges are slanted). It just looks weird.
Why do you have 001: before your mission name? It's not in the overview but in the Mission name and description found in the editor menu, where you change the weather and such.

INTRO

The text "Roger that sir" remains on screen for far too long. Try repeating the command line that you used to print it but with empty qoutes after about 8-10 seconds. example: titletext ["","plaindown"]

Scene transitions seemed way too long.

The camera was too low to the ground when the PV3S was viewed approaching the specops.

Much of your dialogue needs correcting. (I have no time right now but I'll check all of your English this weekend perhaps.)

The whole intro was confusing. First there was a beach scene and then there was a scene in the start town and then it goes back to the beach scene. I think, after playing through your mission, it makes more sense but it fails to deliver as it should before playing.

The Intro never ends. You have to end cinematics in the same way that you end missions. There must be an end1 trigger with a condition which prevents it from ending until you choose it to.

BRIEFING
As mentioned before, I'll get you as corrected version this weekend perhaps.

MISSION

Holy cow man! Where did all those troops come from? After getting riddled with bullets on my way to the intersection that I approached last time for the ambush, I decided to set my ambush further north near a bend in the roadway and downhill from a hilltop church. I circled north around the forest north of the start town and avoided your own ambush party.

The briefing mentioned something about troops being in the trucks but it only had 1 repair and 2 refuel trucks.(Not much room for additional troops enough to threaten the player.)

Once all convoy vehicles were destroyed, the objective never completed.

After I blew the convoy I decided to recon the intersection. At first, I thought you mixed western night op soldiers with eastern units but later discovered them to be eastern crew units. (They were out of place)
Your soldiers were scattered across the valley and hills with no sense of organization. The intersection was great and the hidden sniper was perfect but the spetznaz, 4 crew and regular infantry scattered around made things look sloppy. I decided to bypass that entire valley as they looked so peaceful. (They did not respond to the explosions that occurred less than a mile up the road. I crossed the hills solo and sent my guys East in the truck toward the larger city. When I got to the hill overlooking the factory, I was pleasantly surprised to look upon a challenging objective. You did good beefing up the defenses around the factory. With my sniper rifle, I took out the machine gunners and a few other still standing troops before the BMP at the base of the hill responded alone. I allowed it to crest the hill and then put a rocket in hits belly before relocating and taking out many of the responding infantry that were trying to flank the hilltop commotion.

Down 1 rocket and low on magazines, I decided to head East and meet my men in the truck. I happened upon a small force in the large city (which I assumed was a responding force to other areas). After reconnoitering the area with my sniper, I decided to tank out that tank from a distance with the AT weapon. I missed it the first time but got it with a follow up, swapped to my law in the truck and wiped out the responding BMP. I then sniped all the infantry I could see before entering the city and finishing off the last BMP and remaining forces.

After rearming, I make my way solo toward the factory and recon it from the southern hills. I like the addition of armor in the hangars because it makes the player wonder what is occupied and what is empty. The Kamov too is a dangerous foe. SO, I order my guys to bring me the truck around to the south and after re-equiping myself, I fire off a few AT rockets into the hangars and and at the helo. Once I was satisfied with the destruction, I approached on foot...solo. The alarm sounded once I got within a certain distance which was completely silly because it was not a detection alarm but a presence alarm...silly because I had just demolished half the compound arsenal and no one even blinked but now it suddenly goes off. You may want to consider changing that to detection and increasing the radius to cover atleast to the hilltops around the factory. That way if the player fires a loud weapon or is actually spotted, the whole compound reacts.

Anyways, so I make quick work of the squad(s) within the compound(I sniped a few before) and the objective does not tick off. I suppose a response team would have arrived had I not taken them out before. I take an opportunity to snipe patrols in the desert and then regroup my men to the small three tent base camp near the road in the desert. I travel back to the intersection to kill some spetznatz I spotted before, and take their Bizon (which I love for the amount of ammo each barrel mag holds). I make even quicker work of the troops scattered across the valley, (I have the truck with me so I grab the extra SVD mags from the sniper I downed, snatch the Bizon mags and weapons and then discover that once I clear that area, the first objective finally completes. (That's bad) That objective needs to be connected with the vehicles, not the intersection. For example.....
Condition: ?(! alive vehicle1) AND (! alive vehicle2) AND (! alive vehicle3) AND (! alive vehicle4)
OnActivation: "0" objstatus "done"

I make it back to the factory and THAT objective completes. Hmmm, I think. Was that objective dependent on the first being completed? That's a no no as well.

I setup in the desert, park my truck in a defensive manner against the tankstops, plant some satchels around the perimeter, and order my guys into the tents. I then make my way across the desert, take out the Mgunner and his spetznatz crew. I notice squads responding by crossing the desert toward me and so I fall back and wait for them to come to me. I did this for virtually every squad as they responded to the deaths of their comrades. I used the hill ridges to advantage and wiped them at squads at a time. One Shilka was stuck driving against a hangar at the airbase, while I took another out with two LAWS.

I literally setup at the desert camp and drew them out to me. I then ordered in foxtrot and went for the documents. The addaction works fine, the objective however did not complete and you also never removed the addaction since it stays with the player. Whatever script you use to execute the animation, you need to also remove the addaction...take = table1 addaction ["Take the Documents","take.sqs"]. Then inside the script....table1 removeaction take

The airbase suffers from the last loon bug. Where any given soldier can dig in somewhere and the player would have to search until he found him and killed him to complete the objective. You should send all remaining east units when the count drops below a certain number to the front of the documents building or out of the trigger area.

All the MI-17's and SU-25's are unlocked and accessible. Your intention?

I move to the evac with my buddies and the message goes off that the boat is on it's way. Cool. It get's there and it is locked. I and my guys can not get in. So I decide to commandeer a MI-17 to see if I can trigger the ending. I order my guys in and as soon as I get in, the mission ends.

The score only gave me one gold star even though I literally cleared all areas. You'll need to adjust that in the description.ext

OUTRO
I absolutely loved that flag scene! I'm going to have to use that one myself.

The Outro also needs to have an end trigger added since it fails to end as well.

OVERALL
I know that this was a rather long report but I always enjoy reading how people complete missions and think you probably would too, which will help you decide on what is important to change and how to prevent certain things from breaking the mission. Hopefully, this will help you improve it even more. You put a lot more work into this one and it is a tremendous difference than before.  I especially enjoy that you added cinema even though your camera work could use some smoother control (but that sort of stuff is perfected through experience). Even with all of the faults, I loved play testing this one again. It gave me hours of play time to contemplate on how I would approach certain areas. But be careful when you fix things, I already see that if you get the responders working correctly for that factory, it will become very difficult for the player to defend against the troops within the compound, the incoming armor and infantry AND that Kamov. If you make it so the alarm is not activated until the player is detected, you allow the player to use stealth.

Other ideas.....add savegames after each objective or provide a radio option to savegame or whatever. It's very difficult to complete with only one save. Fortunately for me, I was able to use hill crest as defensive positions and with long range weapons, it made things easier. I was only wounded twice.

Add more medic tents, perhaps one for each area to service all nearby troops. That will prevent the player from having to crawl forever to the heal himself.

Add some SVD magazines to one of the many crates that you have in the factory so the player can use the distance option longer if he desires.

Great improvements.
Title: Re: [SP] Operation Hungry-Birds 1.2
Post by: OFP_f3d3 on 03 Jun 2010, 01:55:16
Thanks fo trying my mission and for writing that great opinion.
I'll correct those errors to upload the 1.3 version.
Title: Re: [SP] Operation Hungry-Birds 1.2
Post by: GW on 03 Jun 2010, 05:52:13
Don't forget to remove thand mission endless bug.i never find sniper,player 5 times new version.
Title: Re: [SP] Operation Hungry-Birds 1.3
Post by: haroon1992 on 13 Jun 2010, 17:45:34
I'll start testing this from your next version....
EDIT : I changed my mind,I've downloaded it and gonna test it tonight...  :good:
Regards,
haroon1992
Title: Re: [SP] Operation Hungry-Birds 1.3
Post by: OFP_f3d3 on 30 Dec 2010, 20:13:06
NEW VERSION 1.4
Title: Re: [SP] Operation Hungry-Birds 1.4
Post by: Aldo15 on 30 Dec 2010, 20:48:07
NEW VERSION 1.4

The mission is still version 1.3. Upload the real version :good:
Title: Re: [SP] Operation Hungry-Birds 1.4
Post by: OFP_f3d3 on 30 Dec 2010, 21:26:31
thanks a lot friend, i didn´t notice that because my internet shuted down as soon as i finished the modification of the post and it didn´t let me add the new .zip
Title: Re: [SP] Operation Hungry-Birds 1.4
Post by: Aldo15 on 31 Dec 2010, 00:59:59
Tested version 1.4

Pack
The first bug found: When you download the mission comes with a readme file

Overview

The image is a bit small could enlarge further, a good shot showing the convoy. Entanto to information, all good, all I ask is to put the author's name would be very important mission

intro

As the intro can not see, because I do not erase the soldier's init exec this command "camera.sqs", please delete the command to see the intro

Briefing

In my opinion the briefing there is nothing wrong. Everything is fine, as I like to me with many things to do. In the notes are not I complain. I just want to introduce more LAW launcher's and more pistols.

Misión

Start the mission a few yards of the target, which is the carrtera where the convoy will pass. I kept many soldiers fought and were easy to defeat, the only thing that affected me was a hidden sniper.I went to place bombs on the road, and I killed a machine gun that was hidden in a fortress (I suggest you put a warning marker on the gun.)

Wait for the convoy while reading the waypoint that said "Wait for others " (I suggest you put a type waypoitn expected with any name, eg "Wait convoy. " synchronizes and Lugo (F5) to trigger the first objective). I followed my second, but I met many soldiers and machine guns. Kill them quickly, but the problem was the damn tanks. Since I did not have but one launcher LAW. Tanks destroyed all my soldiers, updating the plan and activate the next mission objective: "Well, all my partners are dead ... What Should I do?". I decided to give up and abandon the mission.

Outro

I had the opportunity to see the outro within the mission editor, and did not notice anything wrong, it's all good.

Overall

I had fun, and I really liked the mission, but would be even better if you correct the following bugs

know Bugs:

-put a readme file in the download package.
-Correct the intro. (Delete the command camera.sqs)
-Fix the waypoint.
-Do not use the first goal as a goal, and remove bone and colocarr objetvo the mission plan, separating them with
Code: [Select]
<br><br>-If you could use this Tutorial (http://www.ofpec.com/forum/index.php?topic=35393.0) for Walter_E_Kurtz for patrols, so you do not have to write in both the trigger.
-Add LAW launcher and pistols.

~Aldo
Title: Re: [SP] Operation Hungry-Birds 1.4
Post by: OFP_f3d3 on 31 Dec 2010, 02:03:48
sorry, my bad. i uploaded the mission with fixes.
Title: Re: [SP] Operation Hungry-Birds 1.4
Post by: Aldo15 on 31 Dec 2010, 02:42:30
I say again, you lack README file. ;) :good:

Title: Re: [SP] Operation Hungry-Birds 1.5
Post by: OFP_f3d3 on 02 Jan 2011, 18:10:13
NEW VERSION AVAILABLE
Title: Re: [SP] Operation Hungry-Birds 1.5
Post by: bedges on 02 Jan 2011, 23:15:08
GREAT, BUT DO YOU NEED TO SHOUT ABOUT IT?


Keep all-caps for acronyms, folks  :good:
Title: Re: [SP] Operation Hungry-Birds 1.5
Post by: OFP_f3d3 on 02 Jan 2011, 23:59:50
jajaajja sorry for that, i posted a message because when i changed my mission name it didn´t show as a new modification and also i need someone to beta-test it as i think it´s the last version
Title: Re: [SP] Operation Hungry-Birds 1.5
Post by: Aldo15 on 03 Jan 2011, 04:56:21
I tested version 1.5 and have seen these bugs:

Intro:

You could use this Tutorial  (http://www.ofpec.com/ed_depot/index.php?action=details&id=52&game=OFP) to use the credits, so that you do not leave word with the font style that has always been OFP

Briefing

The alternative objectives are not hidden, should be concealed, to be activated in case of a plan B
I do not understand Why you put the information in CAPITAL LETTERS? Change them to lowercase in anyway we can read perfectly.

I think you should correct the objectives. Should be activated by a Trigger and not waypoint bridges. What would happen to people who play in veteran mode?. I could not activate the goal to be absent from the units, and depues sync.

You should remove the identities of the soldiers, remember this is SP and not a CAMP.

Quote
class CfgIdentities
{
   class Peter
   {
      name = "Kirk Robinson";
      face = "Face1";
      glasses = "none";
      speaker = "Adam";
      pitch = 1;
   };
   class Richard
   {
      name = "Richard Nichols";
      face = "Face8";
      glasses = "none";
      speaker = "Greg";
      pitch = 1;
   };
   class Adam
   {
      name = "Adam Mctagart";
      face = "Face20";
      glasses = "none";
      speaker = "John";
      pitch = 1;
   };
   class Robert
   {
      name = "Robert Milton";
      face = "Face25";
      glasses = "none";
      speaker = "Jonah";
      pitch = 1;
   };
   class Kevin
   {
      name = "Kevin O´hio";
      face = "Face42";
      glasses = "none";
      speaker = "George";
      pitch = 1;
   };
};

The goal number five should be activated by going a bit far from the airport do not you think?.

I hope I have your morals down this dialogue. Sorry if I wrote something Bad

~Aldo
Title: Re: [SP] Operation Hungry-Birds 1.5
Post by: Walter_E_Kurtz on 04 Jan 2011, 00:28:43
As with your other mission (Operation Black Snake (http://www.ofpec.com/forum/index.php?topic=35412.0)), the most important fix needed is to remove the 'Objective Complete' business from the player's waypoints.

No matter how I try I have not been able to complete the first waypoint and its associated objective. I receive sideChat from base, instructing me to move on; but not the savegame, player's chat or hint.

Part of the problem may be that you are using advanced waypoints for the player:
   Destroy - needs something there to be destroyed, but the convoy doesn't arrive until later.
   Search and Destroy - used to make AI explore an area, but difficult for the player to fulfill.


Summary

1. Simplify the player's waypoints
      - since you have entered descriptions, they don't need to be more than Move.

2. Move objStatus commands to triggers

3. Move text dialogues to scripts (to be called from the triggers)
Title: Re: [SP] Operation Hungry-Birds 1.5
Post by: OFP_f3d3 on 04 Jan 2011, 04:10:35
thank you for beta testing my mission, i hope 1.6 is the last version i ahve to update. your point "3" about moving the dialogues to triggers, i think the same but when i started working on this project, i didn´t have enough knowledge about the game and scripting to do it, i promise that i´ll use it in other missions but if i do it now i have to start from the beginning, but thanks for your time and patience, i´ll upload the new version and i hope you can give it another try soon.
Thanks
ofp_f3d3 [Please review]
Title: Re: Operation Hungry-Birds 1.6.5
Post by: Walter_E_Kurtz on 05 Jan 2011, 23:58:25
I can't use the artillery as it gives me an error: Missing Resource "Artillery". I think you have to copy some 'class Rsc...' stuff into Description.ext; it's needed to define the dialog boxes that appear, where you select how many rounds, and so on.

The artillery script requires you to place 4 objects, named Art1 to Art4. They act as speakers for the artillery sound. (More info (http://www.ofpec.com/forum/index.php?topic=33733.msg232373#msg232373)).

Also, you have the compass points East and West confused: clockwise it goes North, East, South, West. So East is right on the map screen, and West left. Thus the small camp at BJ53 is west of the factory, and the airbase on the west of Nogova.

When describing Foxtrot squad, it needs a colon ( : ) after "12 men" to show that you are listing them. Not sure what you mean by M60 rifles - it should be either M16 rifles or M60 LMGs (light machine guns).
Title: Re: [PLEASE REVIEW] Operation Hungry-Birds 1.6.5
Post by: OFP_f3d3 on 06 Jan 2011, 02:13:38
thanks a lot for using your time to beta test this mission, i really appreciate it.
Quote
I can't use the artillery as it gives me an error: Missing Resource "Artillery". I think you have to copy some 'class Rsc...' stuff into Description.ext; it's needed to define the dialog boxes that appear, where you select how many rounds, and so on.The artillery script requires you to place 4 objects, named Art1 to Art4. They act as speakers for the artillery sound.

That problem now is done, i tryed to make something but it didn´t work and ruined all the description.ext :dry:
Now you should be able to use the artillery whenever you need it as i place all the units requiered to make it work  .

Quote
Also, you have the compass points East and West confused: clockwise it goes North, East, South, West. So East is right on the map screen, and West left. Thus the small camp at BJ53 is west of the factory, and the airbase on the west of Nogova.

Sorry for that. i wrote the briefing by watching the map as it is presented in the editor and i didn´t pay attention to the compass.

Quote
When describing Foxtrot squad, it needs a colon ( : ) after "12 men" to show that you are listing them. Not sure what you mean by M60 rifles - it should be either M16 rifles or M60 LMGs (light machine guns).

Thanks for that, i just didn´t know, as i´m not english or american, altogh i´m not a "newbie" in english i don´t use many military expressions or american phrases either.

as i said before, thank you for your time, i´ll upload the new version now.
Title: Re: [PLEASE REVIEW] Operation Hungry-Birds 1.8
Post by: Aldo15 on 06 Jan 2011, 18:53:22
Hey man I played the latest version of its mission. I saw that the
atilleria script works perfectly and that's good. I also saw that
you placed in the credits to the beta testers, as I did I in the
Rescue mission (http://www.ofpec.com/forum/index.php?topic=35324.0). I played this mission  and better than previous versions, but you have to correct the Description.ext
since the weapons  not is in gear.

great job too  :good:
~Aldo
Title: Re: [PLEASE REVIEW] Operation Hungry-Birds 1.9
Post by: OFP_f3d3 on 06 Jan 2011, 23:52:07
I see you found a bug:

Quote
I played this mission  and better than previous versions, but you have to correct the Description.ext
since the weapons  not is in gear.

thanks for reporting that, i didn´t see it, i´l upload the new version now
Title: Re: Operation Hungry Birds 1.9
Post by: Walter_E_Kurtz on 07 Jan 2011, 15:47:13
 - correct the spelling of my name in the intro: Walter_E_Kurtz

 - be consistent in the title of the mission: "Hungry Birds" and NOT "Hungry-Birds"

 - update the readme. It should include

 - the 'Objective Complete' triggers should be made TimeOut with a delay of a few seconds. This would give a brief pause after killing the last man at each objective.
Title: Re: [PLEASE REVIEW] Operation Hungry-Birds 1.9
Post by: OFP_f3d3 on 07 Jan 2011, 19:26:28
thanks for the info, and sorry for the name mistake ,now those things were corrected, could you tell me something about the mission? any bug? difficult or easy?
Title: Re: [PLEASE REVIEW] Operation Hungry-Birds 1.9
Post by: savedbygrace on 09 Jan 2011, 08:36:45
This mission has come a long way since my first play test. There are only a few things more that need correcting.

OVERVIEW
The Overview is fantastic compared to the first version.

INTRO
Although slightly long for a drifting camera, the Intro is also good with only a few quirky camera angles but overall, nicely done.

BRIEFING
Starting with the notes page,
Quote
What can I say, why do 5 men have to fight against half of the Russian army? Why me? I know it´s my responsibility to do this because I´m trained to do this and I have the skills too, but some times God wants a different end for somebody and nobody can  change that. I wish all my partners good luck to survive this.

Plan page,
Quote
Your mission will be to attack different weak points of the Socialist-Nogova. We expect some heavy armor protecting the targets and many infantry. A civilian contact will give you some help with an AT Launcher. If you need any more info:

Objective1 - Good
Objective2 - Good
Objective3 -
Quote
After the convoy is destroyed, go to the <a href = "marker:dep">old factory</a>. Eliminate all the Russian soldiers in the old factory, NO ONE has to survive.
Objective4 -
Quote
Eliminate the enemy presence in the enemy´s air base. You can ask for help from Foxtrot squad (0,0,1), located closer to the base, to help you.
Objective5 - Good
Objective7 - Good

Debriefing 4 -
Quote
You couldn´t complete the mission

Enemy Forces page
Quote
The factory is strongly protected by a BMP and a KAMOV. Also, there are many .50 caliber machineguns protecting the front of the factory. Watch Petrovice because, if reinforcements arrive, they´ll do so from there.
Quote
Satellite images
Quote
Significant Russian forces, including tanks and choppers, are stationed at the air base.

Civilian page
Quote
A few civilians were seen at Cd50, being guarded by soldiers in the houses, be careful.

Gear page - You say you provided a Glock but I only noticed a Smith and Wesson for a pistol.

Mission
The numbers were balanced well enough and most seemed to respond to what was going on around them but not all of them. There were still some that only reacted when the area trigger was activated. No big deal though and certainly no mission stopper. The factory looked much better this time around, the added ammo depot in the desert was another nice touch and the various patrols and lone snipers that wandered the terrain made for cautious progress. The Artillery was a great addition to the missions fun factor but nothing responded to the destruction. I realize that this would require more scripting and more variables to detect the explosions and so its nothing that removes too much from the mission since we all know well enough some of the negatives of AI behavior.

In any case, I encountered an issue with the documents objective again. The objective never completes in the briefing.

And lastly, the boat arrives at the evac, my men board as do I but the boat never leaves to end the mission.

I go ahead and end the mission anyways to view the Outro.

Outro
The Outro was also nice work with only a few bad angles.

Overall
Very well improved! Just a couple of fixes away from a review. I look forward to seeing you improve on your other projects too.

Title: Re: [PLEASE REVIEW] Operation Hungry-Birds 1.9
Post by: OFP_f3d3 on 24 Jan 2011, 07:32:06
Thanks for beta-testing my mission. All the spelling errors will be corrected and i´ll add conditions like if any soldier receives damage or any vehicle is destroyed the alarm will raise.
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: OFP_f3d3 on 28 Jan 2011, 18:37:17
NEW version available
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: Aldo15 on 28 Jan 2011, 21:09:52
Hi man, apparently the file is damaged..!
I try download it again, but the problem persist.

Regards
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: OFP_f3d3 on 29 Jan 2011, 00:05:24
Wow, absolutely strange, i´ll upload it again and we´ll see.
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: Aldo15 on 29 Jan 2011, 01:04:58
Umm, the problem persist. I think that's the mission because I open the readme.txt and works, but if I try to open the mission not open. Why?

Why you not do it again? I refer to that you must to convert again the SQM file to PBO file!  Why you think?
Regards

~Aldo
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: savedbygrace on 29 Jan 2011, 05:29:07
I've down loaded it and it works fine on my end.
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: OFP_f3d3 on 29 Jan 2011, 06:34:21
Could you see if the mission ends correctly? or you found any bug?
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: Aldo15 on 29 Jan 2011, 13:01:58
I don't understand Why when I try download  the file, i get damaged?
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: haroon1992 on 29 Jan 2011, 13:59:52
In fact, the auther seemed to have mistakenly put the .pbo file inside a file that look like a editor mission file.
You must put the .pbo file in the missions folder.

And yes, I'm going to check this one out.
(Correct me if I'm wrong, wasn't this mission about a sniper who has to save two pilots before they get executed?)

You should edit your first post so that, the "Known Bugs" section only shows the latest version's bugs.
(NOT old bugs.)
And you also should edit the texts so that they look clearer. (Use 'Bold' and 'Italic' to highlights important things)

Oh, by the way, the old one was a great one to play apart from some bugs.


Regards,
Haroon1992
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: savedbygrace on 29 Jan 2011, 15:20:58
No, the changelog is fine on the first post. I haven't played the mission again yet. It's on the list with the others.

The pilot rescue mission was "Operation Gods Hands"
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: haroon1992 on 29 Jan 2011, 16:04:02
Code: [Select]
The pilot rescue mission was "Operation Gods Hands"So many confusions when you have too many Operations....  :D







Regards,
haroon1992
Title: Re: Operation Hungry-Birds 2.0 fixed
Post by: OFP_f3d3 on 29 Jan 2011, 16:59:54
Is Savedbygrace the only one who could download it and play it correctly or  something else is wrong with the file?

P.D: The mission .pbo thaat i upload is the one that i get when i export mission to single player.
Title: Re: Please Review me! Operation Hungry-Birds 2.0 fixed
Post by: OFP_f3d3 on 02 Feb 2011, 06:45:33
I wouldlike to get some fresh feedback becausei think the only one who knows about this mission is savedbygrace and he must have tried this mission so many times that he knows it as well as his hand, so please i would like to invite someone to try this.

P.D: Savedbygrace, i really appreciate your patience but you are the only guy of the staff who tried this mission apart from Walter_E_Kurtz
Title: Re: Please Review me! Operation Hungry-Birds 2.0 fixed
Post by: savedbygrace on 02 Feb 2011, 14:12:23
Unfortunately, most of the staff do not play OFP anymore. You can't force folks to play something that they feel is inferior to what they enjoy. Walter, RKurtz and myself, apart from you now are the only staff that test missions from OFP for others. We only have two of us for Armed Assault. That's why we need more staff playing the other titles.

BTW, I am halfway through your latest version; I'll provide feedback asap.
Title: Re: Please Review me! Operation Hungry-Birds 2.0 fixed
Post by: h- on 02 Feb 2011, 17:23:17
I did play this the other night but unfortunately I'm not really any good at writing any review-like things..
So here's a very incoherrent list of things that came to mind when playing it:


First of all the mission is basically just insane  :D
My statistic showed probably 100 kills or more, regular enemy soldiers count alone was somewhere in the 60's..


My pet peeve has always been the cutscenes, basically because I rarely see one that has been made so that it doesn't annoy me since they are not even close to what actual picture composition, rhythm etc should be.
I found the intro movie to be too slow (lot's of pointless camera flying around a terrain) and a bit pointless all together, don't even really remember what happened in it.. But that doesn't mean you should change it, it's just my opinnion.


The briefing was good, although Fox and Foxtrot mean the same in mil-lingo, Fox is usually just an abreviation of Foxtrot which can a bit confusing.
Some language things that sound odd to me or could be improved:
- "NO ONE has to survive" -> "NO ONE must survive".
- Then all occurrences of "..go to.." could be better using phrases like "proceed to" or "move out to", sounds more militaryish.
- "in the old factory" -> "in the old factory area". "In the factory" means the same as inside the factory building..
- "enemy's airbase" -> "enemy airbase"
- it says "evacuation zone" in the briefing but the marker says "evacuation point"
There was also some minor mistakes in the radio chatters, just forgot to write them down. What I remember is that there were consistent "i'm" instead of "I'm" and "russian" instead of "Russian", and some missing "the"..


I have a love/hate relationship with the silenced HK. Whilst it's obviously my fave (along with the silenced Bizon) because it is silent on the other hand it is way too underpowered and inaccurate over longer distances which means you have to get pretty close to be effective with it, which leads to your own demise very often. So I tend to run out of ammo with it pretty fast as I like to keep my engaging distances in the 200's at least. In the mission I ended up doing so that after some initial threats were dealt with I switched my HK to some enemy AK and then came back for it after the situation was cleared. I also ended up giving the AI excess HK ammo so that I could then use theirs when running out of mine..


I didn't look how you had made the mission (nor read anything said about it here before hand) but I got the feeling that there is some randomness going on. Liked how I, especially after dealing with the convoy would suddenly run into some enemy popping up behind some hill completely catching me off guard who on replay would not be there.
Also although I was at first annoyed how you had packed the convoy ambush point with quite large concentration of enemies but it worked very well because you would have to hurry up cleaning the place to be able to make the ambush.


The enemy forces in the whole mission were completely overwhelming but thanks to the OFP AI it is manageable. For example at the old factory at first I thought there is no way in hell I can ever complete the mission but after a while I remembered how the OFP AI is and it became more or less a turkey shoot. I have to point out though that I am quite bad at playing nowadays because all my time spent with Arma is used for modding it and I quite rarely touch OFP so I got my ass handed to me at various points quite frequently even  ::)
What I found odd at the factory phase of the mission was that after the factory realised it is under attack at some point a group of tank crew comes running at me from the hills, which made me wonder have they initially meant to come at me with some armor.. There was one lone patrolling T-72 and a almost completely blind BMP there though.


The arty thing was quite nice, single shots were accurate enough to do some artysniping although would have liked it to be a tad more accurate maybe.
The backup squad at the airbase could probably be larger because, like usually, the AI lead group gets slaughtered in the first few meters and basically provide zero help.
And I was secretly hoping there would be a few Bizon's stored in the various ammo boxes throughout the mission but didn't find any :P


Didn't find anything that would have been broken, the mission seemed to work well. Although there's always the "hunt for the last enemy" phase when the objective just won't get accomplished because someone somewhere is laying in some bush. Was very long mission but didn't get boring at any point so don't really have anything bad to say about it.
Title: Re: Please Review me! Operation Hungry-Birds 2.0 fixed
Post by: OFP_f3d3 on 02 Feb 2011, 19:40:42
Thanks a lot for this feedback, it seriously needed some fresh revision.
Quote
My statistic showed probably 100 kills or more, regular enemy soldiers count alone was somewhere in the 60's..

I don´t know what you mean about 60´s but if you read the notespart you can see that the soldier you use in the mission agrees with you. :D


Quote
My pet peeve has always been the cutscenes, basically because I rarely see one that has been made so that it doesn't annoy me since they are not even close to what actual picture composition, rhythm etc should be.
I found the intro movie to be too slow (lot's of pointless camera flying around a terrain) and a bit pointless all together, don't even really remember what happened in it.. But that doesn't mean you should change it, it's just my opinnion.

Savedbygrace said exactly the same, i´ll make them move faster,but the real target of the intro was to show your objectives and nothing else, if it was up to me, i wouldn´t have made one as it´s absolutely unnecesary in this class of mission.

Quote
The briefing was good, although Fox and Foxtrot mean the same in mil-lingo, Fox is usually just an abreviation of Foxtrot which can a bit confusing.
Some language things that sound odd to me or could be improved:
- "NO ONE has to survive" -> "NO ONE must survive".
- Then all occurrences of "..go to.." could be better using phrases like "proceed to" or "move out to", sounds more militaryish.
- "in the old factory" -> "in the old factory area". "In the factory" means the same as inside the factory building..
- "enemy's airbase" -> "enemy airbase"
- it says "evacuation zone" in the briefing but the marker says "evacuation point"
There was also some minor mistakes in the radio chatters, just forgot to write them down. What I remember is that there were consistent "i'm" instead of "I'm" and "russian" instead of "Russian", and some missing "the"..

good observation, i´ll tweak it with some of the vocabulary you said.


Quote
I have a love/hate relationship with the silenced HK. Whilst it's obviously my fave (along with the silenced Bizon) because it is silent on the other hand it is way too underpowered and inaccurate over longer distances which means you have to get pretty close to be effective with it, which leads to your own demise very often. So I tend to run out of ammo with it pretty fast as I like to keep my engaging distances in the 200's at least. In the mission I ended up doing so that after some initial threats were dealt with I switched my HK to some enemy AK and then came back for it after the situation was cleared. I also ended up giving the AI excess HK ammo so that I could then use theirs when running out of mine..


I didn't look how you had made the mission (nor read anything said about it here before hand) but I got the feeling that there is some randomness going on. Liked how I, especially after dealing with the convoy would suddenly run into some enemy popping up behind some hill completely catching me off guard who on replay would not be there.
Also although I was at first annoyed how you had packed the convoy ambush point with quite large concentration of enemies but it worked very well because you would have to hurry up cleaning the place to be able to make the ambush.

The soldiers in the town where the convoy must be intercepted was something that was´nt necesary for me at the beginning but many people told me to do so.
About randomness, i still insult that as every time a re-play the mission something different happens or i saw 5 soldiers and now there are one 2 andi ask myself where the heel are those guys :P :dry:

Quote
The enemy forces in the whole mission were completely overwhelming but thanks to the OFP AI it is manageable. For example at the old factory at first I thought there is no way in hell I can ever complete the mission but after a while I remembered how the OFP AI is and it became more or less a turkey shoot. I have to point out though that I am quite bad at playing nowadays because all my time spent with Arma is used for modding it and I quite rarely touch OFP so I got my ass handed to me at various points quite frequently even  Roll Eyes
What I found odd at the factory phase of the mission was that after the factory realised it is under attack at some point a group of tank crew comes running at me from the hills, which made me wonder have they initially meant to come at me with some armor.. There was one lone patrolling T-72 and a almost completely blind BMP there though.

With "" Overwhelming "" youmean that there were too much or they were too much and also inteligent?? (Please choose the second option :cool2:)

Quote
The arty thing was quite nice, single shots were accurate enough to do some artysniping although would have liked it to be a tad more accurate maybe.
The backup squad at the airbase could probably be larger because, like usually, the AI lead group gets slaughtered in the first few meters and basically provide zero help.
And I was secretly hoping there would be a few Bizon's stored in the various ammo boxes throughout the mission but didn't find any Tongue

I think that a ship at 50 miles away from the place can have a 2 centimetre mistake in the postion of the shell. :)

Quote
Didn't find anything that would have been broken, the mission seemed to work well. Although there's always the "hunt for the last enemy" phase when the objective just won't get accomplished because someone somewhere is laying in some bush. Was very long mission but didn't get boring at any point so don't really have anything bad to say about it.

At least i could correct the biggest problem (mission didn´t end) :cool2: :cool2: :cool2: :D :D :D :D

Finally i have to make some minor tweaks.

Again thanks for the time and patience to write a long and very useful feedback. ;)
Title: Re: Please Review me! Operation Hungry-Birds 2.0 fixed
Post by: h- on 02 Feb 2011, 20:08:30
Quote
With "" Overwhelming "" youmean that there were too much or they were too much and also inteligent??
It has been so long time I played OFP last that I have almost completely forgotten how the AI usually works (I'm speaking of the enemy AI), but what I saw I think was what they always did, although static MGs seemed to be much more deadly than I remembered..

So wouldn't say they were noticeably intelligent, basically what I remember them being (the little I do).
If you mean that were they intelligently set up, well, I guess they were.

With overwhelming I mean that there seems to be an endless supply of them.  :P
But as OFP AI is a bit "slow" their numbers don't really matter after you get the hang of what they're about (if you haven't played OFP for a long time) it's somewhat easy to defeat them.
Title: Re: Please Review me! Operation Hungry-Birds 2.0 fixed
Post by: OFP_f3d3 on 03 Feb 2011, 19:16:57
new version available.
Title: Re: Please Review me! Operation Hungry-Birds 2.1 Minor fixes
Post by: savedbygrace on 03 Feb 2011, 22:50:53
I'll stop playing the old version and test this one soon.
Title: Re: Please Review me! Operation Hungry-Birds 2.1 Minor fixes
Post by: OFP_f3d3 on 04 Feb 2011, 22:14:58
ok, i hope i don´t screw something up this time
Title: Re: Please Review me! Operation Hungry-Birds 2.1 Minor fixes
Post by: Walter_E_Kurtz on 09 Feb 2011, 03:25:08
Testing version 2.1 (03 Feb)

Readme
   - needs updating to latest version number
   - should include the title of the mission
   - I reckon that quite a bit of info on previous versions could be deleted, as could the Known Bugs section


Description.ext
   - the OnLoadMission="Somewhere on the coast of east Nogova" should be corrected to, for instance, "In western Nogova"


Briefing
   - needs checking throroughly for capitalisation, particularly I and Russian

Airbase objective
   - remove repetitions:
Eliminate the enemy presence at the enemy air base. You can ask for help to Foxtrot squad (0,0,1), located close to the base, to help you.

Known Enemy Forces
   - spelling of 'machineguns'; and Kamov doesn't need to be in capitals
   - since the camp at Bj53 has been so precisely located, it may as well be marked and linked to
   - link to the marker at Petrovice
   - inaccurate and redundant use of the word east in "air base east" - leave it out.


Mission
   - I was in Cadet mode to see the markers. Everything was proceeding fine until the factory: having cleared the site and checked off the objective, the waypoint stubbornly refused to move from near the flagpole. I think this is because you have edited the WAYPOINT's condition to read "this", when the default condition should read simply "true".


Edit: Oh, and in the Briefing page about Friendly Forces, in the LST Liberty section you say 20 artillery rounds are available when you actually have 30.

Edit 2: I have completed the mission and, so far as I can tell, everything else worked as intended - the airbase got cleared out and a boat came to pick us up. However, the mission ended before we even boarded the boat. I didn't notice any mention of the Vulcan and M60 tank that assist Foxtrot anywhere in the briefing. The only other problem was that the Documents objective didn't check off; I think it can be added to doc.sqs as follows:
Code: (doc.sqs) [Select]
ap playmove "FXShow4"
titletext ["So these are the documents...","PLAIN DOWN"]
ap removeaction 0

"7" objStatus "Done"
I also removed the speed factor from the titleText (http://www.ofpec.com/COMREF/index.php?action=details&id=373&game=All) line. Default is fine; '3', as you had it, kept the text on screen for ages.
Title: Re: Please Review me! Operation Hungry-Birds 2.1 Minor fixes
Post by: OFP_f3d3 on 12 Feb 2011, 18:05:06
Thanks a lot for your time Walter: :good:
Quote
Readme
   - needs updating to latest version number
   - should include the title of the mission
   - I reckon that quite a bit of info on previous versions could be deleted, as could the Known Bugs section.
Very true, i always forget to update the readme. :D

Quote
Description.ext
   - the OnLoadMission="Somewhere on the coast of east Nogova" should be corrected to, for instance, "In western Nogova"
Thanks, i´ll use that.

Quote
Briefing
   - needs checking throroughly for capitalisation, particularly I and Russian

Airbase objective
   - remove repetitions:
Eliminate the enemy presence at the enemy air base. You can ask for help to Foxtrot squad (0,0,1), located close to the base, to help you.

Known Enemy Forces
   - spelling of 'machineguns'; and Kamov doesn't need to be in capitals
   - since the camp at Bj53 has been so precisely located, it may as well be marked and linked to
   - link to the marker at Petrovice
   - inaccurate and redundant use of the word east in "air base east" - leave it out.

Sorry for the capitalisation, i´ll correct that for the next version, also the link to petrovice and the civilians in bj53. :good:

Quote
Mission
   - I was in Cadet mode to see the markers. Everything was proceeding fine until the factory: having cleared the site and checked off the objective, the waypoint stubbornly refused to move from near the flagpole. I think this is because you have edited the WAYPOINT's condition to read "this", when the default condition should read simply "true".

Mmm, i didn´t check that.

Quote
Edit: Oh, and in the Briefing page about Friendly Forces, in the LST Liberty section you say 20 artillery rounds are available when you actually have 30.

Edit 2: I have completed the mission and, so far as I can tell, everything else worked as intended - the airbase got cleared out and a boat came to pick us up. However, the mission ended before we even boarded the boat. I didn't notice any mention of the Vulcan and M60 tank that assist Foxtrot anywhere in the briefing. The only other problem was that the Documents objective didn't check off; I think it can be added to doc.sqs as follows:
Code: (doc.sqs)

ap playmove "FXShow4"
titletext ["So these are the documents...","PLAIN DOWN"]
ap removeaction 0

"7" objStatus "Done"

I´ll check this too, the briefing will be corrected as the mission but the problem is that i have deleted all the stuff from my computer and i have to install ofp again, so maybe today i release the new version ;)
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: OFP_f3d3 on 19 Feb 2011, 20:08:50
new version 2.2
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: Zipper5 on 28 Feb 2011, 19:10:39
Operation Hungry-Birds by OFP_f3d3
v2.2

Played with:

Overview:
Looks just fine. Nothing to change here.

Intro:
I felt it was a bit too long and nothing really happened in it. It also seemed to give away too much of what the mission was going to contain. You might want to look into reducing it and making it more of an intro to the storyline rather than a "showcase" of the mission, as it is now. Also, during the scene where the Black Op views the city through his binoculars it would be good to get rid of the cinematic borders while it shows the binocular RSC, as right now it looks a bit odd.

Briefing:
I could only spot two real flaws with the briefing: the whole "you start here" doesn't need to be an objective, and the the last objective on the first page spills over onto the second. Otherwise it was very detailed and explanatory, and there was also a limited gear selection included.

Mission:
Christ, this is one of the hardest missions I've played in a long time, but I think it's far too overwhelmingly difficult, at least the way I played it.

It seems like I'm a squad of 5 Black Ops going up against almost the entire Soviet army, mostly lacking AT weapons which becomes a huge nuisance later on. Sure, we have Foxtrot supporting us when we attack the airfield, but the Shilkas there tear their helicopter to pieces as a result of said lack of AT weaponry. But by far the biggest issues in the mission are the actual Snipers that appear almost out of nowhere and hit you within 3 shots, and the PK "snipers" that are in most of the squads which, when there's more than one of them, gun you down in mere seconds from huge distances.

I went to each Soviet installation before attacking the airbase. I lost all of my men attacking just the crossroads at the start of the mission having already destroyed the convoy using just 4 satchels. None of the Soviet installations, despite having crates scattered all around, had any AT weaponry. None of the Soviet soldiers had any RPGs or AT4s either. On top of that, every useful armed vehicle I came across was locked. In the end I just ended up leveling all of them with the huge supply of satchel charges at my disposal. I figured the omission of AT weapons was intentional until I attacked the airbase.

Suddenly I was all on my own, two Shilkas had ripped apart Foxtrot as they came in, and the airbase even had T-72s roaming around. I gave up at this point. I had no AT weapons to take them on, I was already injured thanks to the two snipers at the southern end of the airfield (I was attacking from the northwest as I had just come from the ammo depot) and I had no support. I don't know if it was intentional, or if I missed something that would significantly help along the way, but this turned into way too much of a "Rambo" mission for my liking. Instead of 1 normal soldier and 4 brain-dead ones, it became just the 1 normal solider against the remnants of the Soviet army. Way too difficult for me, and I consider myself an above-average player. I had already used up my 30 rounds of artillery on my assault on the factory, which did work very well.

Aside from the unreal difficulty of the mission, there were a couple other issues: I didn't attack the crossroads and then ambush the convoy, I did it in reverse, and as a result the waypoint for ambushing the convoy remained there even after I destroyed it and the objective was complete. I had to actually walk up to the waypoint and wait a few seconds. Also, the AI civilians I saved from just above the base, for some reason, ran into the base and stayed there. I would have expected them to run in the direction of Petrovice or Mirov, i.e. back home, rather right into their captors' base. Finally, the factory objective wouldn't complete until I destroyed everything in the factory, despite it only saying that no one can leave there alive, implicating that you need only kill the soldiers occupying the base. Many of the random patrols no where near the base also seemed tied to the trigger that deems it clear, despite the fact they aren't involved in its defense in any way.

So yes, after over an hour of playing it, I think the mission is far, far too hard. Far too many Soviets, far too few friendlies, and far too little ammunition. If I missed something along the way, then please let me know and I'll test it again, but I think the odds in this mission needs some serious balancing.
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: Walter_E_Kurtz on 28 Feb 2011, 22:50:55
You so lame! ::)

Super AI enabled
   Probably your first mistake as this will make all enemies into experts, hence the PK "snipers". It also removes much of your black-op teams' advantage over the enemy.

Lack of AT weaponry
   There's at least one Carl Gustav launcher in the truck and more ammo. There's also LAW ammo, but I think you have to take the launcher in the briefing. In my opinion, the weapons selection is key as your team and the truck amount to little more than mobile ammo crates while you rampage across that quarter of the island.

AI Civilians
   Frankly, they're 'Normal for Nogova'. I'd like to think they're looters.

Factory Objective
   More likely a case of one last loon. I'm surprised your artillery didn't catch him, but I think you can guess where to check.


I anticipate reviewing this mission next weekend.
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: Zipper5 on 01 Mar 2011, 12:58:16
I always play with Super AI enabled, even in Arma 2. In fact, I have since circa 2005. I recognize that sniper machinegunners are related to that but it still doesn't change the fact that the odds in the mission seem ridiculously imbalanced. It's reminiscent of the Un-Impossible Mission, but even that gave you a few more squad members to work with.

I had no idea the truck and crates around it had any usage, it wasn't talked about at all in the briefing as far as I could tell. If I had known it contained all the AT it did, well, I'd have been able to complete the mission. Perhaps a note saying that you have a civilian truck loaded with AT would be a good thing in the briefing. I thought I was totally limited to what was in the gear selection. Knowing this, I'll give the mission another try.

In regards to the factory it actually seemed more like the trigger was counting static OPFOR vehicles as "OPFOR", and was waiting for them to be "Not present" in the trigger area. I searched high and low in the factory but I'll admit it's possible that one of them may have clipped into one of the non-enterable tents and was stuck there. Nonetheless, it was nothing 9 satchel charges couldn't solve.
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: bedges on 01 Mar 2011, 20:28:56
Super AI: it's the only way for a vet to play  :good:

I gave this a whirl this evening: OFP, no addons - sounded good to me. General thought is, it is good as a beginner-intermediate editor's mission goes.

I watched the intro and thought: choppers at the airfield. That will be my first objective, convoy or no convoy. So after carefully kitting out the squad (no bins or sidearms or AT for the lads) we proned it at x4 staggered column to the desert, where I happened across an Mi17 full of troops with crew outside, who I dispatched, then sat outside the door as each cargo loon disembarked and was given a facefull of HK.

Into the chopper, over to the airfield, rockets into everything, convoy had by this time reached the airstrip, rockets for them too, over to the factory, rockets for everyone...

And then I got a mission failed. Nothing ticked off apart from the starting objective, the convoy and evac. See attached.

And then I got the outro telling me I had done well, and the enemy had nothing left to fight with.

 :dunno:
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: OFP_f3d3 on 01 Mar 2011, 21:56:30
Bedges:

Quote
I watched the intro and thought: choppers at the airfield. That will be my first objective, convoy or no convoy. So after carefully kitting out the squad (no bins or sidearms or AT for the lads) we proned it at x4 staggered column to the desert, where I happened across an Mi17 full of troops with crew outside, who I dispatched, then sat outside the door as each cargo loon disembarked and was given a facefull of HK.

My god...... what the hell was that?????? :banghead:

I think i´ll have to lock every ugly car to avoid this kind of stuff


Zipper5:

Quote
I always play with Super AI enabled, even in Arma 2. In fact, I have since circa 2005. I recognize that sniper machinegunners are related to that but it still doesn't change the fact that the odds in the mission seem ridiculously imbalanced. It's reminiscent of the Un-Impossible Mission, but even that gave you a few more squad members to work with.

I had no idea the truck and crates around it had any usage, it wasn't talked about at all in the briefing as far as I could tell. If I had known it contained all the AT it did, well, I'd have been able to complete the mission. Perhaps a note saying that you have a civilian truck loaded with AT would be a good thing in the briefing. I thought I was totally limited to what was in the gear selection. Knowing this, I'll give the mission another try.

In regards to the factory it actually seemed more like the trigger was counting static OPFOR vehicles as "OPFOR", and was waiting for them to be "Not present" in the trigger area. I searched high and low in the factory but I'll admit it's possible that one of them may have clipped into one of the non-enterable tents and was stuck there. Nonetheless, it was nothing 9 satchel charges couldn't solve.

I´ll add more friendly soldiers to the squad. I´ll add "destroy everything in the factory" to the briefing.
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: haroon1992 on 02 Mar 2011, 12:02:50
Quote
Into the chopper, over to the airfield, rockets into everything, convoy had by this time reached the airstrip, rockets for them too, over to the factory, rockets for everyone...

LOL, you seemed to have had a good time rocketing everyone.  :D
Title: (For Review?) Operation Hungry-Birds 2.2
Post by: Walter_E_Kurtz on 05 Mar 2011, 17:10:08
Super AI: it's the only way for a vet to play  :good:
  Super-AI or no Super-AI, if the waypoints are visible you're in Cadet mode, not Veteran.

Quote
And then I got a mission failed. Nothing ticked off apart from the starting objective, the convoy and evac. See attached.
  I think the evac zone is an Any Group Member Present trigger on the beach. You probably flew through it.


@ OFP_f3d3
   Can you confirm whether this is still due for review, or are you making changes?
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: Zipper5 on 05 Mar 2011, 18:41:44
I play on Cadet in OFP for the same reason I play on Regular in Arma 2 - unrestricted difficulty settings. This is entirely for testing purposes, with both my missions and others. Making sure waypoints work while at the same time the mission isn't too hard for those playing on the higher difficulties, are some examples as to why I do it. ;)
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: OFP_f3d3 on 05 Mar 2011, 22:32:20
Sorry for taking so long to finish the mission. Today at night i´ll upload the new version.
Title: Re: Please Review me! Operation Hungry-Birds 2.2 new version
Post by: savedbygrace on 06 Mar 2011, 04:32:19
Great to see more angles covered on this one. Thanks to all you fellows and your efforts.
Title: Re: Please Review me! Operation Hungry-Birds 2.3 new version
Post by: OFP_f3d3 on 23 Mar 2011, 20:49:10
NEW VERSION AVAILABLE
Title: Re: Please Review me! Operation Hungry-Birds 2.3 new version
Post by: Aldo15 on 26 Mar 2011, 03:31:00
Hi man,

I tried to download this file, but I'm having problems to download it again, just I can open the readme.txt file.

Cheers,
Aldo15
Title: Re: Please Review me! Operation Hungry-Birds 2.3 new version
Post by: OFP_f3d3 on 02 Apr 2011, 19:03:31
Please can someone give a las try to this????
Title: Re: Please Review me! Operation Hungry-Birds 2.3 new version
Post by: savedbygrace on 03 Apr 2011, 09:50:33
Played version 2.3 on veteran.
Your readme still has the version labelled as 2.2 but the changelog is repeated as though you copied and pasted it. you do however have the 2.3 changes listed.

OVERVIEW
Looks great but the flip page still has the version listed as 1.5

INTRO
Very long with lots of unneeded camera footage but I wouldn't change it at this point. At least folks can skip it after they have seen it once, since you were kind enough to place it where it should be in the INTRO section of the mission build.

BRIEFING
Plenty of information. Links work properly. Gear selection is varied and welcomed. If I were you, I would run all text through an English spell checking application such as word or OpenOffice (http://www.downloadvance.com/openoffice/)(which is free and compatible with word).

MISSION
I'm unsure of this quite yet but I think there is the potential of having 5 or 10 men randomly at start? I played this version several times and twice got 5 men. Quite frankly, 11 men is overkill but can be useful for carrying extra needed ammo. It doesn't matter either way really. First objective hasn't changed at all.
The camp between objectives 1 and 2 is much easier than before but makes logical sense that it is near empty due to the a mount of patrols that you have roaming around. It may benefit you in the future to make static units random so that players keep guessing on each replay where ambushes may appear(I am speaking primarily of that sniper behind the building at the camp).
Objective 2 All went splendid. The kamov would sometimes engage and sometimes would not and I figured it to be based on my knows about level. When he didn't engage, he only knew the alarm was raised, he had no idea where the threat was BUT it was obvious that you had him seeking the player's position. There was only one tank that responded from the neighboring town. 5 minutes after raising the alarm, 6 tank crew members came running through in combat mode, following the first tank. I suspected that they failed to mount their armor.
The airfield was also well balanced with one BMP responding from the ammo base in the desert. Foxtrot advanced well and actually survived. The naval arty was effective and useful in softening the defenses up.
The documents worked as they should. All objectives ticked off. The boat showed up we loaded up and off we went. There is only enough room for 6 in the boat. You may want to consider doing a count of the group and if there are more than 6, split 7 and above up to their own group and have them mount a separate boat. I hadn't lost one guy and I felt incomplete leaving the others on the shore.
OUTRO
Nicely done.
OVERALL
At this point, I would not undertake any heavy adjustments. All works well with no bugs.

The only things you may consider, is ensuring that the armor crews mount their vehicles for response to the factory alarm and maybe automatically splitting unit 7,8,9,10,11 into their own group and have them mount a separate boat at the end.
Title: Re: Please Review me! Operation Hungry-Birds 2.3 new version
Post by: OFP_f3d3 on 03 Apr 2011, 18:43:42
Thanks a lot SavedbryGrace, it´s great to know that i´ll be able to get a review after the next version. I´ll release it today changing the crew member. about crew members, i used them because on dawn they have more camouflage and they are more difficult to see. i´make some bmp´s random.

EDIT: I still don´t know why you find the mission easy and other consider it very very difficult
Title: Operation Hungry-Birds 2.3.5 (Review Completed)
Post by: Walter_E_Kurtz on 07 Apr 2011, 00:11:16
This mission is now under review. Review Completed (http://www.ofpec.com/missions_depot/index.php?action=details&id=294)

I'm taking this opportunity to explain my criticisms. It may seem overly negative, but that's because the many positives pass without comment.

Refinement of trigger conditions
 There were a fair number of changes through the various versions, the full impact of which hadn't always been considered. For instance, the emergency evac event is triggered once numbers 2, 3, 4 and 5 are down, even if 6 is still alive. The were also a couple of occasions which could have been more player-fiendly: the last loon hunt at the factory and the civilians (like the documents, it should probably have been via addAction).

Smarten up the AI
 It would have been good to see groups of enemies working together; in particular, the squads on the road were notable for ignoring their friends getting slaughtered tens of metres away. There are scripts that can help: GroupLink II (http://www.ofpec.com/ed_depot/index.php?action=details&id=273&game=OFP) and InfoShare (Link to be provided).

More patrols with actual randomness
 A good tutorial for this is Trevor Hobson's Intelligent Patrols (http://www.ofpec.com/ed_depot/index.php?action=details&id=328&game=OFP). Timeouts can be used in waypoints to provide random delays.

Develop those ideas
 I'm not quite sure what those civilians were all about, but they could've been made into a hidden objective of some sort. Also, trying to vary the number of soldiers wasn't bad, but making it 50:50 (like flipping a coin) didn't demonstrate confidence. You could have used cadetMode (http://www.ofpec.com/COMREF/index.php?action=details&id=37&game=All) to add additional troops to the players squad, or, more impressively, created a difficulty dialog box - simply removing more enemies at easier settings.

A smidgen more fun
 Yes, one of the soldiers overlooking the factory has a 6G-30, but the machinegun at the Ammo base in the desert is locked. Consider alternatives to locking vehicles: I enjoyed myself in an earlier version when the BMP at the ambush site was open - very short of ammo and fuel (enough to get to the Ammo base).