OFPEC Forum

Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: Aldo15 on 25 Nov 2010, 12:27:31

Title: (Review Completed) [SP] Rescue.
Post by: Aldo15 on 25 Nov 2010, 12:27:31
      
----------------------------------
         
Rescue
      
-----------------------------------

(http://img268.imageshack.us/img268/884/rescate.jpg)

Autor:: Aldo15
Versión:: 2.0
Requeriments:: (OFP v 1.96)
                          
   Editor Update (http://www.ofpec.com/ed_depot/index.php?action=details&id=158&game=OFP)
   BAS Blackhawks (http://www.ofpec.com/addons_depot/index.php?action=details&id=53)
   JAM 3 (http://www.ofpec.com/addons_depot/index.php?action=details&id=51)

Mission Type: Single mission
Language: Español (Spanish) Inglés (English)

Description

A resistance group ambushed a fuel convoy that was moving from
La Pessagne and now we have to get them


Known Bugs:

-None
-Other bugs were modified

CHANGELOG

ChangeLog:

Version 1.0:

-The tanks couldn't distinguish
-The Radio messages were written in Spanisk
-The mission had not image

Version 1.1:

-You can distinguish the allied tanks of the enemy tanks.
-Now the radio messages are written in English
-Now the mission have a image
-I've changed the mission name

Version 1.2 :

-the texts lines translated
-I've removed the identities of the soldiers

Version 1.3:

-I've changed the tanks (T55 to T72 and T80).
-I've increased the number of resistance fighters and I have increased the skill.
-I put an MG in the village.
-I put some rocks, which are important for cover from enemy fire.

Version 1.4

-I added RPG Launcher to ammo
-Fixed readme.txt
-Fixed translations into English

Version 1.5

-I added  a outro (win) in the mission
-the rebels have reinforcements

Version 1.6

-I added an outro (loose)
-Overview and Briefing are corrected
-I put more soldiers in the mission.
-Be careful if the rebels detect enemy presence, they will destroy the trucks

Version 1.7

-the trucks are not destroy at start the mission
-Added custom texts
-Overview and the briefing are corrected
-I've changed the guys position

Versión 1.8

-I've added mora trees on the way
-The Cementery is protected with walls
-In Case of the armoured are destroyed the enemy armoured will leave the town.
-I've added other machine gun (2)
-There are more rocks and houses destroye so that You can cover
-You are not a grenadier but you are a law launcher
-I've added more law launcher too

Versión 1.9
-I've added a new objective!
-the intro and outro (loose-win) were modified
-New unit (MH60L)
-Now the text "Mission Acomplished" is to center of the screen
-I've added identities to the soldiers
-New Image

Version 2.0

-Ive chaged the BIS units for JAM units
-Ive fixed the addon error


This mission has been reviewed. Please visist the Mission Depot
Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=293)
Title: Re: Single Mission
Post by: Wolfrug on 25 Nov 2010, 18:43:45
I'm assuming this is where you meant to put this..? Since it clearly hasn't been reviewed yet, this is where it belongs (in the beta testing section). :)

Also, you might want to rename it to something more appropriate that "Single Mission", such as the mission's name, and whether it's SP or MP.

Wolfrug out.
Title: Re: (SP)Enemy Tanks using
Post by: Walter_E_Kurtz on 01 Dec 2010, 01:29:20
I have unlocked the topic despite not knowing why it was locked in the first place.

Package
 - the mission is not pbo'd and contains an older version as a pbo within the mission folder.
 - "Enemy Tank Recycling" might make more sense as a title.

Overview
 - image "10.paa" is not included.
 - like Briefing.html and Briefing.Spanish.html, this can be in multiple languages - if there was any text.

Intro
 - does not play under normal circumstances as addons are listed wrongly. As an Editor Update (http://www.ofpec.com/ed_depot/index.php?action=details&id=158&game=OFP) is required it ought to read:
Quote
class Intro
{
   addOns[]=
   {
      "EditorUpdate102"
   };
- alternatively, change the type of unit the "Player" is

Mission
 - text is still in Spanish

Replace entries in triggers and waypoints in the following way:
Code: [Select]
hotel sideChat "COMANDO HOTEL A PAPA OSO. ME OYEN... PAPA OSO, ESTAMOS SIENDO FUERTEMENTE ATACADOS POR LOS DE LA FTR. REPITO LOS DE LA FTR NOS ATACAN LA BASE DE EVERON."
Code: [Select]
hotel sideChat localize "STR_M10_DIALOG_1"
Code: (Stringtable.csv) [Select]
STR_M10_DIALOG_1, "HOTEL COMMAND TO PAPA BEAR.  DO YOU HEAR ME...  PAPA BEAR, WE ARE UNDER HEAVY ATTACK BY THE FTR.  I REPEAT THE FTR ARE ATTACKING OUR EVERON BASE." , "COMANDO HOTEL A PAPA OSO. ME OYEN... PAPA OSO, ESTAMOS SIENDO FUERTEMENTE ATACADOS POR LOS DE LA FTR. REPITO LOS DE LA FTR NOS ATACAN LA BASE DE EVERON."
 - it is hard to tell friendly tanks from those of the enemy, so I suggest you have friendly ones carry US flags:
Place one flagpole for each tank ( Empty -> Objects -> Flag)
Give each a name: flag1, flag2 & flag3
Enter the following in the Init line of each flag:
      this setFlagTexture ""usa_vlajka.pac""; this setFlagOwner sold1      <--- for flag1
      this setFlagTexture ""usa_vlajka.pac""; this setFlagOwner sold1_1   <--- for flag2
      this setFlagTexture ""usa_vlajka.pac""; this setFlagOwner sold1_2   <--- for flag3
Title: Re: (SP)Enemy Tanks using
Post by: Aldo15 on 01 Dec 2010, 05:08:13
I had not noticed that. ::) Fixed try and put the flags
the allied tank.

Also try to change the image and place messages in English Radio

We know that this is the code we use for radio. sideChat hotel localize "STR_M10_DIALOG_1." What is the code for messages that tell the soldiers "

Thanks for playing my mission :D :D
Title: Re: [SP] Rescue
Post by: Walter_E_Kurtz on 02 Dec 2010, 01:41:17
Tested version 1.1

1. There are some more lines of text that need translating:
Code: (Stringtable.csv) [Select]
STR_M10_INTRO_1, "Halt! Out of the trucks. Now!" , "¡Alto!... Bajansen de los camiones. ¡Ahora!"

STR_M10_TEXT, "Capt. Miren... There are the bad guys. Attack!" , "Cap: Miren... Son esos malditos. ¡Ataquen!"

In scripts:
Code: [Select]
titletext [ localize "STR_M10_INTRO_1" , "plain down"]
In triggers / sensors:
(see attached picture) - as you have done for the Markers: @STR_M10_TEXT


2. Other Issues

 - Brackets need closing in description.ext
Quote from: description.ext
class CfgIdentities
{

class Omar
   {
...
   };
   class Diaz
   {
...
   };
   class Diego
   {
...
   };
   class Ramirez
   {
...
   };

};   <---

 - misspelling in one waypoint
Quote
leader palyer sideChat localize ""STR_Rad05""

 - sensor conditions "player distance player >700" are meaningless

 - there is no point in using "player addscore (http://www.ofpec.com/COMREF/index.php?action=details&id=12&game=All) 450" as this is only for multi-player
Title: Re: [SP] Rescue
Post by: Aldo15 on 02 Dec 2010, 12:24:11
Ok ... will modify these bugs ... :good:
Title: Re: [SP] Rescue
Post by: OFP_f3d3 on 31 Dec 2010, 03:21:17
Hi man, i tested the mission and this is what i think:

Overview::
I think it does it´s job altough i would prefer a photo taken in the battleground. The description given in the overview, ithink, it was enough.

Intro::
Just a few cameras pointing at the trucks, and the rebels stoping the trucks but no shootoing or sign of resistance showed by the trucks.

Briefing::
Classic "BIS-Style" giving a description and giving the objectives and no info in the notes section except a summary of the story that may help to understand it.

Mission::
I start in the north of La Riviere and i follow an officer and suddenly.. oops the T55 killed one of my guys.
As soon as i get close enough to the firts contruction in the area, i detect 2 soldiers and i eliminate them.
Later i hear another tank apart from the friendly one, so i hide in a bush behind the house garden to avoid from getting killed and to advance into the city. My tank and enemy tank were both T55 so it was a little difficult to  know who fought against who, but the i saw the flag on the tank (nice detail, helpful to diferenciate them).
As i get closer to the city a see 3 guys at 200 meters, i eliminate 2 of them and suddenly everyone starts running away. The base was poorly defended and the T55 didn´t make anything useful.
Near the trucks, i only found one guy staying prone but completely alone and he looked like "Whats going on?".
Also at the begining of the mission i can´t understand what the message about losing a base on everon was about.

Overall:

Simple searchand destroy mission, but it was lack of danger and difficulty as i could finish it in 3 minutes and in my first attempt, in my opinion you should add mor soldiers in the base with machinguns and some reinforcements to make it more interesting. If yopu do all this, you´ll get a good mission to be played.
Title: Re: [SP] Rescue
Post by: Aldo15 on 31 Dec 2010, 05:12:14
You can now download the Version 1.3 :good:
Title: Re: [SP] Rescue
Post by: Walter_E_Kurtz on 04 Jan 2011, 00:52:53
 - update the filenames: Rescue_(1.3).zip and Rescue.Abel.pbo

 - Readme does not say that an Editor Update is required

 - Rogue characters in Stringtable.csv:
Quote
STR_V03, "General. We have captured the American trucks, as you commanded. \n Returning to base."
STRM_10b, "Fuel depot, La Pessagne"

 - my point was that Description.ext needed a closing parenthesis at the end of class CfgIdentities. If you are determined to remove the characters, you should also delete the setIdentity commands from Init.sqs

 - squad Yankee should have a plain, Russian-camo T80. At the moment it is a T80 (Resistance) with a green stripe.

 - weapons crates could do with RPG ammo added to them with addMagazineCargo (http://www.ofpec.com/COMREF/index.php?action=details&id=9&game=All)

 - untranslated text in over.sqs. Use localize as before.
Quote
titlecut ["MISION CUMPLIDA" , "BLACK OUT" , 7]
Title: Re: [SP] Rescue
Post by: Aldo15 on 04 Jan 2011, 12:59:49
I updated the mission to version 1.4

Quote
squad Yankee should have a plain, Russian-camo T80. At the moment it is a T80 (Resistance) with a green stripe.

I put the T72's with Resistance-camo. Remember United States to use the same tanks
Title: Re: [SP] Rescue
Post by: OFP_f3d3 on 05 Jan 2011, 22:30:08
Hi Aldo15, i gave a try to the new version and i have to say it´s much better. I really like the credits at the begining but i would add the to an outro(win) to shwo all the credits and just let the intro do its job.
this time i got killed 3 times:
1) a T72 just passed over me, leaving me like a disgusting waffle
2) i entered in the graveyard and one guy saw me, y shooted him and killed him but 3 guys trapped me from behind
3) a Goddanm machinnegunner hidding behinds a hospital tent,.

i have to say that it looks more like abase than before but i still down´t understand the message at the beggining
in wich you say  "HOTEL NO RESPONDE, HEMOS PERDIDO UNA BASE EN EVERON.", i can´t find any relation between this mission and everon or it a good step to make a second mission.
GREAT improvements with the customized spelling. i´m still waiting for those reinforcements i told you before.

great work
ofp_f3d3
Title: Re: [SP] Rescue
Post by: Aldo15 on 06 Jan 2011, 19:11:34
Hi Ofp_f3d3 thanks your comments.  :good:

Quote
but i would add the to an outro(win)

I will try add a Outro-win

Quote
i still don't understand the message at the beggining in wich you say  "HOTEL NO RESPONDE, HEMOS PERDIDO UNA BASE EN EVERON.",

I deleted this text. To understand this text, you should play the campaign that I had created. Because the mission gets from a campaign that I had created.

Quote
i´m still waiting for those reinforcements i told you before.

I will put some reiforcements out  the village.

Quote
gran trabajo
ofp_f3d3

Thanks for playing my mission :good:



Title: Re: [SP] Rescue
Post by: Aldo15 on 14 Jan 2011, 00:42:43
After a long wait, I've uploaded version 1.5, and from what I've seen have already downloaded
Title: Re: [SP] Rescue
Post by: savedbygrace on 16 Jan 2011, 12:07:44
Overview
Corrected the text below and the image is great.
Quote
The resistance has taken NATO fuel trucks and it's our duty to bring them back without a scratch

Intro
Was a bit slow and the camera angle of the resistance soldier in the road was shaky. The last truck in the convoy drove out into the pasture and became stuck among trees during the stopped truck scene.

Briefing
Notes corrections below, although I could not understand what you were trying to say at the end. Care to explain?
Quote
The bloody guerrilla were not happy with the destruction that we delivered to one of their encampments yesterday. So they ambushed a NATO fuel truck convoy and stole the trucks to slow our offensive. Without fuel, our equipment is useless so we're initiating a plan to retake them. But what they don't know is that we're using T55's that we've captured from them in previous engagements to attack them with.<BR><BR>Leaving the issue, the command relieved we contacted the base, you could hear quiet and happy, and hopefully make things safe.

Plan corrections below
Quote
Yesterday Three truckloads of fuel were shipped from La Pessagne to Chapoi.
The guerrillas were smart and knew that they were to fill our tanks, so they decided to take them and kill the drivers. We need those fuel trucks to supply the helicopters and tanks and it's now our duty to bring them back without a scratch. The objective of this mission is to rescue the fuel trucks from La Riviere from the rebels that are guarding them.<BR><BR>We'll start the mission here next to your command.

Objectives..
Quote
Take control of <a href="marker:town3"> La Riviere </a>
Quote
Make sure the fuel trucks suffer no damage.

Debrief
Quote
Good Work. The fuel trucks are safe and we have control of La Riviere.

Stringtable corrections
Quote
STR_Rad03, "ALPHA ONE TO PAPA BEAR. THE ENEMY HAS BEEN CLEARED OUT OF LA RIVIERE, AWAITING ORDERS. OVER"
STR_Rad05, "PAPA BEAR THERE'S A PROBLEM, THE FUEL TANKERS ARE DAMAGED. WHAT ARE YOUR ORDERS, OVER"
STR_Rad06, "THERE'S NOT MUCH YOU CAN DO, JUST HELP ANY PEOPLE OUT THAT YOU CAN, OUT
STR_V01, "Capt. Look... There THEY ARE, Attack!"
STR_Ouvo01, "Congratulations Soldier. Thanks to you and your team, the rebels have been kicked out of La Riviere."
STR_Ouvo03, "So you've been promoted to Sergeant. Go to your group."
Mission
This version seemed more balanced than the one before it but still could use some tweaking where firefight balance is concerned. Aside from that, I just let the armor do their battle and then mopped up afterward. The rocks were certainly needed features for this battle; too bad the AI don't know they are there.
Once I managed to get to the trucks, I could see 2 armor pieces and an infantry group in the southwest on the hill, doing nothing but standing around. I took them out and the mission ended. I would definitely recommend having those guys react to the players presence near the trucks.

Overall
It was a short but slightly challenging assault mission that could use a few more tweaks to make it less predictable.
Title: Re: [SP] Rescue
Post by: STiT/LK on 16 Jan 2011, 16:26:30
I downloaded this mission and found it quite nice, especially the intro (I don't know why the Resistance soldier was "shaking" though o.O)

I get a strange error message in the beginning:
Code: [Select]
setUnitPos "UP" unknown operator
but this does not prevent me from playing. Briefing was a bit confusing, but still understandable. I managed to end the mission in short time, as the tanks seized the town on their own leaving me and my squad almost nothing to do. I would advise to make the mission a little more difficult; nevertheless, it's fun to play.  ;)
Title: Re: [SP] Rescue
Post by: Aldo15 on 16 Jan 2011, 17:19:00


I get a strange error message in the beginning:
Code: [Select]
setUnitPos "UP" unknown operator

I will try to change this error

Title: Re: [SP] Rescue
Post by: Aldo15 on 22 Jan 2011, 12:47:22
version 1.6 is now available.  :good:
Title: Re: [SP] Rescue
Post by: haroon1992 on 24 Jan 2011, 11:36:13
Okay here's my feedback.
(I just wrote it from my point of view, sorry if something disappointed you.
If I remember correctly, this is my second feedback for a mission on OFPEC
So I still need skill in the beta-testing area.)

Overview
----------
Apart from the grammar errors, the text seemed okay for me.(Though you should use something other than "bring them back without a scratch")
The pic is suitable, but not that promising.

Intro

------

Nice and quick, delivers just what is needed.
(But the black out seemed to take long)


Briefing

----------
As your texts are translated, I am unable to understand some parts of the briefing.


Mission

--------


First Try

At first I thoght Yankee is just the place where we needed to go.
But that turned out to be an enemy camp, and we saw a lot of soldiers.
Meanwhile, I received a message saying
"There's no much you can do, just help any people out that you can. out".

And also got a hint "Mission Plan Updated"
When I checked the briefing, the second objective (which is to bring the trucks un-scratched)
is failed.(Red-Cross)
(I think something is wrong there)
And a bullet from the forests killed me in one shot.(Probably the sniper.)

Second Try
---------------
This time I took extra caution and tried not to "save" too early.
I received a hint saying "the trucks are destroyed" !
(I have not even seen the truck at the time, to be exact, our group haven't even reach La Riviere)

I picked a RPG-NH launcher from a dead guy (hoping to counter possible enemy tanks in La Riviere)

YANKEE

Then I crawled towards the small base, killing those hunters who popped up from around the fences.
And then i got a "Updating Rety Position" or simple Save.(which confirmed that I am doing the right way)

I mistakenly threw a grenade into the small base (Yankee) and then realized that I have destroyed the "Medic Tent".
However, the ammo boxes were still there, so I took an AK-47 instead of my weapon.(which is then low on ammo)

LA RIVIERE

We eventually proceeded towards La Riviere, killing some Rebel guys that are scattered around the battle-field.

I immobilized a BMP with my RPG just after I've reached the red marker area.
There I found a lot of reds around the BMP, who returned fire at me.

I quickly drew back and saved the game. Then it was about 4 or 5 retries to successfully kill all the men.


I received a radio about La Riviere being secured.Then a cutscene came in showing three destroyed fuel trucks.
And mission failed!


Outro(LOSE)
-----------

The outro also showed those trucks, but at a different place.(The soldiers around the trucks seemed to be "pushing" the truck with their faces.)

And the credits text rolls, at first I have no idea what Eglis or something like that meant, later I realized that it's English.
(Maybe you should fix it)

As I find no way of completing the mission, I have no idea how Outro(Win) might look like.


OverAll Summary :
-----------------------
- *fix the objective error (the fuel trucks getting destroyed just after start of mission)
- perhaps increase the skill of the soldiers? (NOTE : This might not be necessary because I always play in Cadet Mode, in which the game might be easier)
- maybe you should provide a simple and clear information in briefing.
- Instead of "Yankee" put something like "Rebel Camp" or "Enemy Camp".
- Maybe add a little more atmosphere/environment details. (Like weather, fog, objects)
- I see your are using custom texts.(titleRsc  things)
 why not use them in displaying objective status? Instead of those old and boring hints.
- Slow down the conversation at the end of the mission.(I wasn't able to completely read the subtitles)
- If you are having trouble with English grammar, maybe you should ask help from someone who knows both Spanish and English.(I think Mandoble knows, but I'm not sure if he'll help or not.)


This mission has it's own taste and I really really enjoyed it too!
All you need is just add some atmosphere and fix those broken things up.

Keep up the good work, I'm waiting for your next version. :D




Regards,
Haroon1992



Title: Re: [SP] Rescue
Post by: savedbygrace on 24 Jan 2011, 13:55:49
I provided some English corrections in reply#13 within quotes for each section. I had to reword some things to make them sound proper in English. The last sentence of the Briefing>>Notes section was not clear to me, so I did not rewrite it. If any of it is not correct, let me know which part and I'll adjust.
Title: Re: [SP] Rescue
Post by: OFP_f3d3 on 27 Jan 2011, 02:08:30
Hey guy, nice to see that you insist on this mission, i saw the new version and downloaded it,

Overview: The picture was ok for me but the text has many spelling errors

Briefing: Short and simple but maybe you can provide a little more info.

Mission: As soon as i begin or 5 seconds later i get hit by a soldier that was to my left and "The trucks have been destroyed" hint showed up. In my second try i´m able to eliminate them all but the trucks get destroyed again, so i run to the graveyard. I walk alog next to the wall and i see a guy in the middle of the road, easy kill, then i move into the graveyard and 2 soldiers showed up. i take them out and a Sniper appears but running like mad. As soon as i take him down, i pick up his rifle and everything from there was very easy, why? because all the guys in La Riviere were just standing and doing nothing, in my opinion y would use the waypoint "Guard" or "Custodiar", so as soon as they here something they start moving to that position, also i would add something to make some soldiers disappear each time i play, you should use "Probabilidad" in the units menu so the mission has more randomness. Also i would eliminate the group that appears near the pine-trees because they are almost 8 guys that detected west soldiers inmediately because of their position. I would use the graveyard a a radio center and if kill them the trucks won´t be destroyed.

Overall: Until some fixes are needed but the biggest problem are the guys near the pine-trees
Title: Re: [SP] Rescue
Post by: Aldo15 on 27 Jan 2011, 03:15:44
Hi OFP_f3d3 up to now I know who you speak spanish too.

What overview are you speaking? "Overview or Overview.Spanish "

Why You say who i must remove the guys near the pine-trees? They not always appear here. Almost always appear somewhere else. Now i have to correct some mistakes. About grammar.... Can you help me with that?

To Haroon1992:

the unit skill is to the max. Well some.
Quote
Instead of "Yankee" put something like "Rebel Camp" or "Enemy Camp
" Why you say that?
Those thanks aren't enemies, the other hand are friendly...

Quote
I see your are using custom texts.(titleRsc  things)
why not use them in displaying objective status? Instead of those old and boring hints.

so far I'm learning to use custom texts. i do not think that i can to make that

Quote
I'm waiting for your next version.

soon I upload the new version


I hope you understand me :good:
Title: Re: [SP] Rescue
Post by: OFP_f3d3 on 27 Jan 2011, 03:21:04
Count with me, if you need any help translating something just tell me. And about the guys in the pine-trees, the problem is their position, the problem is that they detect you too quickly and the trucks get destroyed
Title: Re: [SP] Rescue
Post by: Aldo15 on 27 Jan 2011, 03:38:44
Hey guy, thanks. When do you have time to translate the texts?

I will try I will try to change units position. :good:

And about the trucks now are not destroyed

Regards
~Aldo
Title: Re: [SP] Rescue
Post by: OFP_f3d3 on 27 Jan 2011, 03:49:50
Just tell me what i must translate.

EDIT: Here are the overview and the briefing translated. i think they are ok, also a eliminated some things that were useless.
Title: Re: [SP] Rescue
Post by: haroon1992 on 27 Jan 2011, 10:11:13
If you can make custom titles with CutRsc, then you are not more than a few steps away from making other things.

(All you need is to re-position the text to the upper-left or whichever position you want and reduce the text size.)
Here is a short and quick sample for you.

Code: [Select]
        class mission_title
{
name = "Operation Spark";
duration = 5;
idd = -1;
movingEnable = false;

controls[]={name1};
//sub-class(es)
class name1 : subText
{
text = "Operation";
[b]colorText[/b][] = CL_ORANGE;
x = 0.005; y = 0.4; w = 0.9; h = 0.1;
size = 1;
};
};

X,Y,W,H
x value is for left/right
and y is for top/bottom
x = 1 mean right and x = 0 mean left,
x = 0.5 mean center
y = 1 is top and y = 0 is bottom, y = 0.5 is center.
So the text will appear at center when x = 0.5 and y = 0.5
w is width and h is height of the area allowed for the text.
(w = 1 mean the whole width and h = 1 mean the whole height)
So if you set w=1 and h=1 the text will have the whole space of the screen.

Size

size is easy, 1 = 100%, 2 = 200% etc.
(! if the w and h of the text is too small for the text to fit in, only some part of the text may appear.)


Here is the colors that I wrote for use with Cutrsc things.
(Just paste it at on top of the start of (It's so useful to me indeed.)

Code: [Select]
#define CL_RED {1, 0, 0, 1}
#define CL_DARK_RED     {0.6,0,0,1}
#define CL_TRED {1, 0, 0, 0.6}

#define CL_LIGHT_BLUE {0, 1, 0, 1}
#define CL_GREEN {0,1,0,1}
#define CL_DARK_GREEN {0,0.6,0,1}

#define CL_BLUE {0, 0, 1, 1}
#define CL_DARK_BLUE   {0,0,0.6,1}
#define CL_LIGHT_BLUE {0.1, 0.1, 0.5, 1}
#define CL_SKY_BLUE {0, 0.3, 0.8, 1}

#define CL_YELLOW {1, 1,0, 1}
#define CL_DARK_YELLOW {0.6,0.6,0,1}

#define CL_BROWN {0.8, 0.5, 0.3, 1}
#define CL_DARK_BROWN {0.6, 0.3, 0.1, 1}

#define CL_CYAN {0, 1, 1, 1}
#define CL_DARK_CYAN   {0,0.6,0.6,1}

#define CL_PINK {1, 0, 1, 1}

#define CL_WHITE {1,1,1,1}
#define CL_LIGHT_GREY {0.75,0.75,0.75,1}
#define CL_GREY {0.6,0.6,0.6,1}
#define CL_DARK_GREY {0.5,0.5,0.5,1}
#define CL_BLACK {0,0,0,1}

#define CL_ORANGE {0.95,0.4000,0.03,1}
#define CL_DARK_ORANGE {0.85,0.3,0,1}

I've attached my description.ext of one of my missions, hope you might learn something from it.
Title: Re: [SP] Rescue
Post by: Aldo15 on 27 Jan 2011, 12:55:48
Thanks t all! :D

OFP_f3d3 thank you very much for the translations.  :good:

Haroon1992 thanks also for this example, I will try I'll try to make custom texts   :good:

~Aldo
Title: Re: [SP] Rescue
Post by: haroon1992 on 27 Jan 2011, 15:31:39
Ask me anything about creating custom texts and dialogs(interactive cutrscs).
Meanwhile, please do read these excellent tutorials.

Dialog Tutorial by Vectorboson (http://www.ofpec.com/ed_depot/index.php?action=details&id=37&game=OFP) (Tutorial on how to make your own Dialogs)

CutRsc/TitleRsc OR Custom Texts Tutorial by General Barron (http://www.ofpec.com/ed_depot/index.php?action=details&id=52&game=OFP)

And I advice you to dig through the Tutorials of OFPEC.
For me, this is always an excellent way to learn something completely new to me.

 :)
Best Regards,
Haroon1992
Title: Re: [SP] Rescue
Post by: Aldo15 on 28 Jan 2011, 00:31:07
Hi mean, I've understood a little. The only thing I to ask is how remove the shadow of the texts?

Regards
~Aldo
Title: Re: [SP] Rescue [New Version! 1.7]
Post by: haroon1992 on 28 Jan 2011, 16:51:47
Add the following in the "class name1" of the desired text

Code: [Select]
style = ST_LEFT;
(the above will make the text appear at the left of the screen)

Code: [Select]
style = ST_CENTER;
(will make them appear in the center.)

You can combine any number of styles in a rsc.
example :

Code: [Select]
style = ST_CENTER + ST_SHADOWS + ST_HUD;
DON'T FORGET to put that ' ; ' at the end or the game will crash.

Regards,
Haroon1992
Title: Re: [SP] Rescue [New Version! 1.7]
Post by: Aldo15 on 30 Jan 2011, 02:58:37
Hi all. New Version available------> Version 1.7

Regards...
Aldo
Title: Re: [SP] Rescue [New Version! 1.7]
Post by: savedbygrace on 31 Jan 2011, 19:20:18
The Overview and Briefing text are improved.
The Intro is also better. Looks like you worked out the crazy truck syndrome.
The mission is still blah. By that I mean, you may as well set the player solo against the entire army. All the other AI are in the players group so stupid they just run right into fields of fire. Reminds me of the U.S Revolutionary war when the two sides would stand 20 meters off, face to face and blast each other in the name of honor and courage(Dumb asses).

I would keep the resistance near the town. As it is now, they meet the Americans out in the open(beyond the graveyard) and since the Americans have no cover in the open fields, they are slaughtered.

Keep in mind that the AI will not respond until enemy are identified. If you have the AI running flat out toward a single waypoint in the city, they may get too busy running to identify targets. Place more waypoints in between.

Put more LAW soldiers in there. Keep the Armor from smashing that damn graveyard because it ruins the medic tent. Or just relocate the tent somewhere.

I played this one up to the point where I was injured and sniping resistance with a hunting rifle before some group sprinted through and shot up the trucks. That sort of deflated my motivation since I was no longer fighting for a cause.

I played again and this time just left my squad to their death runs while I flanked right to use the cover of the hedges to mask my approach(Maybe you should have the infantry approach from that direction anyways, it would prevent the resistance from spotting them too soon). I used what grenades I had but dared not fire a shot to give away my position. I was able to make it to the west side of town and this time around one US tank was able to prevail as well as about four units from the eastern group. The play right now seems to go both ways. But if the US armor can't stay alive, the resistance armor makes it hell. It may level the playing field if you were to have armor retreat when the other sides armor has been destroyed.

Still some balancing to do. Don't change the resistance numbers, just tweak the west some to help them survive longer and behave smarter, perhaps moving the players squad so that the can use the trees to conceal their approach would lengthen their lives.

Mission accomplished is spelled with one "S"

Good to see an outro in there.
Title: Re: [SP] Rescue [New Version! 1.7]
Post by: Aldo15 on 01 Feb 2011, 15:06:07
Hi Savedbygrace, I had some problems to understand you.  :confused:

Quote
he mission is still blah. By that I mean, you may as well set the player solo against the entire army.

Could you re-explain. I do not understand what you wrote  :D

Quote
I would keep the resistance near the town. As it is now, they meet the Americans out in the open(beyond the graveyard) and since the Americans have no cover in the open fields, they are slaughtered.

II'll try  keep the resistance near the town, for that they are not slaughtered or I'll try add more trees in your position

Quote
keep in mind that the AI will not respond until enemy are identified. If you have the AI running flat out toward a single waypoint in the city, they may get too busy running to identify targets. Place more waypoints in between.

Which Units do you speak?
Resistance or my group

Quote
Put more LAW soldiers in there. Keep the Armor from smashing that damn graveyard because it ruins the medic tent. Or just relocate the tent somewhere.

I'll try to do that

Quote
It may level the playing field if you were to have armor retreat when the other sides armor has been destroyed.

I will correct that

Quote
Mission accomplished is spelled with one "S"

Ops!!!  :whistle: Sorry I did not realize

Thanks again for playing my mission... :good:

Regards.

~Aldo

Title: Re: [SP] Rescue [New Version! 1.7]
Post by: savedbygrace on 01 Feb 2011, 19:07:08
Quote
The mission is still blah
I was tired. I had been testing for a while already. The mission was same as before. The balance was so off that it became a solo mission with me against infantry, and tanks. I don't mind that at all but out in the open is rather difficult to overcome.

Rather than place trees, just shift the players group west so that they can use the bushes and trees as concealment on their approach. The armor can stay the same.

I was speaking of the west. It looks like they are more concerned with reaching their waypoint than they are staying alive.

Title: Re: [SP] Rescue [New Version! 1.8]
Post by: Aldo15 on 06 Feb 2011, 22:41:34
New Versión Available... [Version 1.8]   :good:

Regards...

~Aldo
Title: Re: [SP] Rescue [New Version! 1.8]
Post by: haroon1992 on 09 Feb 2011, 15:32:47
I'll beta-test this one if have got enough free-time.
For now, just downloading it.

Regards,
Haroon1992
Title: Re: [SP] Rescue [New Version! 1.8]
Post by: STiT/LK on 15 Feb 2011, 15:01:47
Hola Aldo15, I tested version 1.8 of your mission.

Intro/Outro: Good. Nothing special, but well done anyway. :)

Overview: I don't recall any problem with it.

Briefing: It has many improvements and it's more understandable now. Muy bueno. ;)

Mission: I see a lot of things have changed since the first release and that's good.

Bad weather makes sometimes hard to understand which units are on you side and which ones are not. I think I killed at least two US soldiers while testing the mission, lol  :D

Also you did a good work by placing objects between La Riviere and the inserition point, they add atmosphere and provide good shelter.

The mission became a little harder since the first version, but it still can be done in a few minutes. Maybe you could add secondary objectives? Like counterattacks or make the player drive the trucks back to the base.

I liked the custom resources as well. You could move the "mission accomplished" text to the center of the screen.  ;)
Title: Re: [SP] Rescue [New Version! 1.8]
Post by: Aldo15 on 16 Feb 2011, 01:13:24
Hi STiT/LK Thanks for your kind Review!  :good:

Quote
Bad weather makes sometimes hard to understand which units are on you side and which ones are not. I think I killed at least two US soldiers while testing the mission, lol

I wanted make it that way, so that mission be hard. lol  :D

Quote
Also you did a good work by placing objects between La Riviere and the inserition point, they add atmosphere and provide good shelter.

I was tired of die alwayls for the .50 caliber machine guns and the machine gunners  :dry:

Quote
he mission became a little harder since the first version, but it still can be done in a few minutes. Maybe you could add secondary objectives? Like counterattacks or make the player drive the trucks back to the base.

Good idea, I'll add more objective to the mission, I think I have a good idea... thanks for telling me  :good:

Quote
I liked the custom resources as well. You could move the "mission accomplished" text to the center of the screen.

I'll try to make it  :clap:  ;)

Anyway thanks you for inspiring comments  ;)

Regards,
~Aldo
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: Aldo15 on 21 Feb 2011, 17:49:01
New Version Available... 1.9
Now with a new objective a new image....
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: ofp addict on 22 Feb 2011, 18:13:09
I tested your mission but i never got to see any action. Just the intro, And what I think is the outro.

I only got to see an error message inbetween the intro\outro which reads:

cannot load mission, missing addons lsr_uswp

Overview

tidy work

Intro

Its very good, nice camera work. I see three fuel trucks moving along a scenic route through malden with credits

outro

I see three burning fuel trucks and an officer promotes sombody to a corporal to a seargent.


mission

Unknown   :(
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: Aldo15 on 22 Feb 2011, 19:10:20
Hi, ofp adicct, thanks you for playing my project!  :good:

Well, I think that there is a problem with addons... my mission isn't damaged...

I'll try upload the mission again, but You can play it (if you want) just you must use this tool. (http://www.ofpec.com/ed_depot/index.php?action=details&id=154&game=OFP)

This tool is to decrypt the mission, and play it on the mission editor. You must to open the file called "mission.sqs"
and remove the lsr_uswp addon.

before:

Quote
version=11;
class Mission
{
   addOns[]=
   {
      "Hunter",
      "BIS_WeaponPack",
      "bis_resistance",
      "EditorUpdate102",
      "MM1",
      "G36a",
      "bas_soarpilots",
      "jam_magazines",
      "bas_soar185",
      "BAS_MAH60",
           "lsr_uswp"
   };


after:

Quote
version=11;
class Mission
{
   addOns[]=
   {
      "Hunter",
      "BIS_WeaponPack",
      "bis_resistance",
      "EditorUpdate102",
      "MM1",
      "G36a",
      "bas_soarpilots",
      "jam_magazines",
      "bas_soar185",
      "BAS_MAH60"
   };

I've uploaded a new mission.  ;)

Regards,
Aldo
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: ofp addict on 22 Feb 2011, 20:18:35
Can this problem not be fixed ? I want to play from the single missions menu. Not the mission editor. :confused:
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: Aldo15 on 22 Feb 2011, 20:27:28
That's I've written (if You want), if you don't want to play in the mission editor, no problem men!  :D
Also Yuo can dowload the new mission.  :D

Regards,
Aldo
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: ofp addict on 22 Feb 2011, 20:38:32
It seems to work now on the single missions menu since you have re-uploaded the mission and removed the lsr_uswp from the .sqs. Maybe you could add that to your bug fixes. I'm currenty testing mission now.!
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: Aldo15 on 22 Feb 2011, 21:33:59
Where Could I place my  bug fixes?
Well, I'll try to put the bug fixed in the Readme.txt o maybe here, but after, when I upload other version

Thanks you OFP addict
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: ofp addict on 22 Feb 2011, 21:52:00
Sorry not so much a bug its an error message!

I mean to say the changelog on the topic

example

lsr_uswp removed from mission.sqs
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: Aldo15 on 22 Feb 2011, 22:05:34
I understand perfeclty.  ;)
for now just I can to put that bug in this topic... then I'll put in the readme

Aldo
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: ofp addict on 22 Feb 2011, 23:12:31
My Review for [SP] Rescue

I enjoyed the mission  :)

1hr & 45 minutes later and here is my review: 5\10

This mission has all the fancy trimmings eg. outro, intro, overview, briefing. But the radio dialect doesnt feel like military orders. overall I got the message and understood the orders   :good:

I played this mission and attacked the town La Riveire then secured the fuel trucks after some intense battles with wave upon wave of infantry squads. After I secured the town I was ordered to wait for the blackhawk, then ordered to board the blackhawk as gunner. Once Im on-board the pilot took-off and began to escort one fuel truck.

Soon after take off the blackhawk came under heavy fire from infantry. I killed as many of those enemies as I could using the mini-gun, Two or Three of those enemies fired what looked like strela SAM's and luckily missed their target (me). After I killed approx 10 infantry men I was then killed myself by infantry PK machine gun fire.

My problem was the blackhawk mini-gun movement is restricted to less than 180 degrees and the pilot did not manuever enough for (me) the gunner to be able to return fire upon those PK gunners that killed me. I thought it may have been pilot error so I made several attempts and the same thing happened over and over.

(My suggestions)

1. You could try giving the pilots flight-path a wider birth, with more altitude so the gunner can target more area.

2. Using High - Dispersion rounds from the JAM3 units for the enemy Machine gunners ambushing the fuel truck and blackhawk. the tracers are also brighter, green and easier to pinpoint rather than the original tracer
 :)
Title: Re: [SP] Rescue [New Version! 1.9]
Post by: Aldo15 on 22 Feb 2011, 23:46:21
Hi again!!!

Thank s you for your kind review!  :good:

Quote
This mission has all the fancy trimmings eg. outro, intro, overview, briefing. But the radio dialect doesnt feel like military orders. overall I got the message and understood the orders
 

Firslty, I have not a good voice... also I need several guys to do it.

Quote
entendido las órdenes

Uff that's good! lol

Quote
My problem was the blackhawk mini-gun movement is restricted to less than 180 degrees and the pilot did not manuever enough for (me) the gunner to be able to return fire upon those PK gunners that killed me. I thought it may have been pilot error so I made several attempts and the same thing happened over and over

at the beginning, I had put the chopper, at a normal distance... but I can't to see well for the water.

Quote
1. You could try giving the pilots flight-path a wider birth, with more altitude so the gunner can target more  area.


I will try to increase the altitude.


Regards,
Aldo
Title: Re: [SP] Rescue [New Version! 2.0]
Post by: Aldo15 on 03 Mar 2011, 01:23:26
Hi all,
Ive made a new versio, Now is available... Version 2.0

Regards,
Aldo
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: haroon1992 on 12 Mar 2011, 13:31:01
I'm gonna test this . (I think I've said words like this several times,
I did test them and wrote them, but it is found that I always get on-line to post them too late that several newer versions replaced the ones I've tested.  :confused: )

Well, nothing offense here.
You translator seemed to have some sense of humour.
Got a LOL after reading your changeLog and after I saw this line :

Version 1.8
Quote
- You are not a grenadier but you are a law launcher

To say the truth, I really like all your posts, because there's always something funny inside them.

Regards and Keep making good missions pal,
Haroon1992
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: Aldo15 on 12 Mar 2011, 16:01:56
Quote
Well, nothing offense here.
You translator seemed to have some sense of humour.
Got a LOL after reading your changeLog and after I saw this line :

LOL What I tried to say is that  You aren't a grenadier, now you're a law soldier. If there's some grammar error, please  let me know.


Regards,
Aldo15
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: haroon1992 on 13 Mar 2011, 14:37:30
Quote
If there's some grammar error, please  let me know.

I can correct obvious grammar errors , but I do suck when it comes to complicated ones.
I mean the correct one for the following line should be :
"Ive made a new versio, Now is available... Version 2.0"

"I've made a new version, it is now available as version 2.0" or
"I've made a new version, version 2.0, which is now available to download."


Regards,
Haroon1992
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: Aldo15 on 13 Mar 2011, 19:05:21
I'm a stupid! Thanks for your feedback. I wont forget that.

Regards,
Aldo
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: NightJay0044 on 15 Mar 2011, 21:16:41
Aldo15;
Hey there, ok I'm not sure if this is a bug. When you have to escort the fuel trucks back and your the gunner of the blackhawk.

The problem is when the helicopter lands and picks you up, the helicopter lands, but it lands in different spots. I suggest you use like an "Invisible H" for the helo to land at, or a specific point on the landing zone. Because while we were waiting to take off the helicopter crashed, it slid down the hill and flipped over and went kaboom. :whistle:.

So you should fix that, so the helicopter lands on a smooth surface all the time or somewhere flat where he wont' have the potential to flip and slide down a hill.  :good:
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: Aldo15 on 15 Mar 2011, 22:46:23
Oops!, but if I've put an "invisible H" I don't know why it crashed. When I play it, He lands normally, but no problem! I'll try to modify that.

Cheers,
Aldo15

#EDIT: No need to quote the entire previous post you're replying to..    h-
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: NightJay0044 on 15 Mar 2011, 22:53:37
The helicopter crashed, because each time you play it, the helicopter will land, but it will not be the same location on flat land all the time.

Yeah, you may have to try and make it land in one place correctly. I know you may of used the distance from the player when it lands, "I didn't look", but if you used that the only problem is the helicopter lands wherever the player may be if that's the case, then if you're waiting, the helicopter will slide down a hill or something.

Title: Re: [SP] Rescue [NEW VERSION! 2.0 (15-03-2011)]
Post by: Aldo15 on 16 Mar 2011, 03:31:49
After the bugs found by NightJay, I've fixed my mission, but I've not changed the version.

Cheers all,
Aldo15
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: NightJay0044 on 16 Mar 2011, 04:35:45
I have tested this and all bugs look to be correct.  :good:. Now on for the details. It only took me about 30mins to do this mission not very long.

OVERVIEW:
Great overview, I like the picture with border.

BRIEFING:
The briefing was short and to the point, no need for elaboration on this one.

MISSION:
 I start off with my squad and headed towards La Riviere. My squad started taking enemy fire. I lost my squad leader right away and of all things, my medic eventually took squad lead. The front lines were fairly easy to take and move into the town. I believe without our tank support we would of lost the fight. The tanks helped out a lot.

Before boarding the helicopter I only ended up with one squad member left who was crawling and all medic tents and medics were dead and knocked over. The fight was good the whole way there, it kept me on my toes. The blackhawk style assault was cool. It reminded me of black hawk down. You were the gunner and you got to use the mini gun which is ALWAYS fun.
The mission played pretty smoothly.

The custom text was a really good style to the mission. I see it sometimes in missions. But when i see it in missions it makes it unique and more interesting to play.

OVERALL
This mission was fun to play. There were no bugs I found in it while playing again. Although one thing I would like to add to the author. After you clear La Riviere, the helicopter comes and picks you up and you get it in. I think the helicopter waits a little bit too long for the fuel trucks to get moving. It feels like 5 mins, but it's probably not that long. Only adjust the time the player waits in the helicopter before going on the assault.

Cheers,
NightJay
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: haroon1992 on 16 Mar 2011, 04:54:53
The downloaded archive prompted an error that it is corrupted but all the files inside seemed okay.
I can read all text in the readme.txt.

Strange things we learn..........  :)


Regards,
Haroon1992
Title: Re: [SP] Rescue [NEW VERSION! 2.0 (11-03-2011)]
Post by: Aldo15 on 16 Mar 2011, 19:57:23
@NightJay

Thanks you for your kind review. Well, I think my mission hasn't bugs as before, I'll fix that bug, I think with the "SetPos" command the mission will be fixed.

Cheers.

@Haroon1992

I don't know what's happening with the missions, now anyone can downloads them, I think.

cheers too,
Aldo15
Title: Re: [SP] Rescue [PLEASE REVIEW! (17/03/2011)]
Post by: Aldo15 on 19 Mar 2011, 22:31:06
Hi,

I think my mission is ready for Review. I need someone that help me with the Radme.txt file, if there is grammar errors or something of the sort in the readme file, please tell me or give me a bugs list, so I can fix it.

If you get an error to download my mission, please tell me and I'll upload it again

Cheers,
Aldo15

<a href="http://www.quackit.com/html/codes">Get your HTML codes here!</a>
Title: Re: [SP] Rescue [PLEASE REVIEW! (19/03/2011)]
Post by: NightJay0044 on 20 Mar 2011, 17:10:22
Hi Aldo15;
     I'll be taking this review for you.  :good:.  I will start on it today and have it done soon. I'll let you know of my progress.

Cheers,
NightJay


This mission is done in it's review process. Now I'm awaiting spell check from mission depot staff.  :clap:


Review Completed (http://www.ofpec.com/missions_depot/index.php?action=details&amp;id=293).


This topic is open for after-review discussion. Have any spectacular stories? Feel free to share them!