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Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: haroon1992 on 22 Jan 2011, 16:14:58

Title: (Review Completed) <SP/COOP> OPERATION SPARK v1.5
Post by: haroon1992 on 22 Jan 2011, 16:14:58
Version 1.5 available!
Release Date : 10/5/2011

Fixed several errors that appeared in v1.4 . Tested in SP and MP several times and result is perfect.
Check out the readMe to dig out scripts you like or want to use in your mission.


Scroll down for Download Link.

(http://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs041.snc6/167127_1404916742700_1825830920_758381_5109958_n.jpg)



OPERATION SPARK

Type : Single Player/ Coop (3 players)
Game: OFP Resistance
Game Version Required : 1.96
Addons Required : JAM3, EditorUpdate103

JAM3 (http://www.ofpec.com/addons_depot/index.php?action=details&id=51)

Editor Update 103 (http://www.ofpec.com/ed_depot/index.php?action=details&id=158&game=OFP)


------------------------
Mission Description
------------------------

Soviets have invaded Kolgujev and are now slowly setting up defenses along the west coast. KDF(Kolgujev Defense Forces) have been no match for them. US is too busy in Afghanistan to respond KDF's call for help.
This is where British came, S.A.S operators are sent to the island to disable Soviets' AA capabilities.
Doing so will allow friendly forces to land forces to gain a foothold that'll stand against all forms of counter-attack. (Of course, not including nuclear strike :D)


------------------------
FEATURES
------------------------

Major :
- JAM3 High-Dispersion Weapon System
- Can be played in CO-OP (3-players)
- Non-basic Intro.
- Stealth-based mission.
- Advanced Detection System.
- AI Chase script.
- Nearly all enemy patrol routes are randomized.
- Main objectives' positions are randomized.
- High Re-playability
- Volumetric fog (Optimized since v1.35)
- Random Weather
- Background Music
- Alternate extraction by boat.
Minor :
-Custom texts
-Several radio menu options. (like Toggle Random Weather)

------------------------
Known Issues
------------------------
- The helicopter sometimes rotate on the ground, due to the EngineOn script, and this is obvious if you are playing in 4X mode.
- Possible lag with volumetric fog on low-end machines. (There is an option in radio menu to turn VFog off ;) )
- AI friends can sometimes ruin the gameplay or even blow their cover if the player isn't good with commanding AI.(For this, you can just let them stay at the start position by pressing ('~','1','6' ) )

------------------------
Change Log
------------------------
v1.5 (Current Version)
Quote
- Fixed : Missing World.cfg error.
- Fixed : AIChase not running properly
- Fixed : Detection script errors.
- Fixed : Music player is now really disabled.
- Improved : Ending part of Intro scene
- Improved : AIChase is now much better.
- Improved : Roc script.
- Changed : Credits text layout at mission end.
- Removed : Intro texts.
- Numerous fixes in main.sqf and init.sqs
- Removed : Bumping hint message error.
- Fixed : Crew were turned-out of their armor.

Quote
v1.4

Fixes
- Fixed : Second objective not get failed when detected
- Fixed : Overlapped tent at forward camp
- Removed : Dumb sniper in that tent
- Fixed : Various MP issues
[ -  Second Objective only failing on Server
-  Many scripts were not appropriately scripted for MP.
-  Many other minor fixes. ]
- Fixed : One of the shilka position was at an odd place.
Changes
- Changed : Player units no longer equip high dispersion weapons
- Disabled : Music Player
- Removed : All MachineGun Nests to prevent the odd lighting effect on all over the base and outside areas.
- Tweaked : Detection script now gives players more time to maneuver with the situation.
- Tweaked : Volumetric fog execution
New
- Added : Background Musics
- New Scripts :
[  - playMusic.sqs  - play the same bg music on all machines in MP
- StayUndetectedFAILED.sqs - make 2nd obj fail on all machine
- FOG_Camp.sqs - Fog at the enemy base
- FOG_FuelStation.sqs - Fog at the fuel station
- FOG_lz.sqs - Fog at landing zone
- Hrn_GetNearObjsFromArray.sqf  - returns objs in array near to a certain obj
Pls open a script to see more detail about it. ]

v1.35
- Changed : Volumetric fog script. It is now much more performance friendly.
(Script will not create fog clouds if player unit is not near.)
- New : All units are now using JAM HD weapons. (Requires JAM3)
- Fixed : There were several dummy musics in Music Player.
- Tweaked : Fog placement.
- Several minor fixes.
v1.31
- New : keepEngineOn.sqs script to keep the extract heli's engine on.
- Added : betatesters to Credits list
- Added : A new small enemy encampment at the fuel-station west of main base.
- Added : Info about the new camp in "Notes" section of Briefing
- Fixed : Black Out not extending to the sides on large screens
- Fixed : A few grammar errors in briefing.
- Tweaked : Lone Ural is now moved further from base so that players will have much less chance to spot it.
- Removed : All songs except the one for intro. (to further reduce file size)
v1.3
- Fixed : Players were never able to stay undetected.
(It was caused by a minute mistake in one of the scripts.)
- Fixed : Ghost's position was used instead of group leader for domove commands in AI chase script
- Fixed : Shilkas should no longer *thump* at a certain position now.
- Fixed : Extraction by heli sometimes doesn't work, due to sloppy scripting.
 - New :  main.sqs, rewritten combined version of extractCheck.sqs and winCheck.sqs to make things clear and more organized as well as to improve performance.
- New : A few more scripts, like "Extraction_heli.sqs"
- Changed : Several name changes has been done to scripts.
- New : Some musics were added.
- New : Music Player, each player can listen any song they wish on his machine.
- Added : Music to intro.
- Tweaked : Camera angles and black outs in Intro to suit the music.

This mission has been reviewed and is now available for download at the Missions Depot:

Missions Depot (http://www.ofpec.com/missions_depot/)

Regards,
Haroon1992
Title: Re: [SP] Operation Spark
Post by: savedbygrace on 24 Jan 2011, 09:11:49
Played version 0.9
Overview
Great image, looks like you put some thought into that one but I think it would represent the image more if you placed an in game image as the background and made the brush strokes thinner to allow some of that image to show through. BUT, though this is not the type of image that I would prefer to see in my mission list to describe the mission, some folks may like it and at least it has the mission details on the flip page. If your intention is to make this the overview for a campaign, I suppose it works perfectly then. I also liked OP_Spark1 better.
Text correction below...
Quote
A group of highly trained specialists, lead by Capt.Ghost, is tasked to destroy the AA Vehicles in an enemy camp, which have been shooting down many of our aircraft.
By the way, AAV is an acronym used by the U.S. military to refer to an Amphibious Assault Vehicle not anti air.

Intro

none

Briefing

PLAN
Quote
US Marines have been facing difficultly on receiving reinforcements via air. The Soviet Union has setup several Anti-Air assets(AA) at key locations. For this purpose, the U.S. are sending their best men to silently disable those AA units. Multiple Operations will begin in the coming weeks, "Operation Spark" is one of them. Capt. Ghost, Sgt. Ice Man and Corp. Stalker are tasked in this Operation.
NOTES
The way that this section is written, it shouldn't be in script as personal hand written letters but rather print since you have links and intelligence that's addressed to the whole group in briefing form.

Corrected text below...
Quote
CURRENT SITUATION
You'll start here and be extracted by air at these coordinates. This will be confirmed by HQ on radio.
SPARKER TWO BACKGROUND
A squad consisting of highly trained Black Ops, with an avg. of 10 yrs of experience. The team has received noticeably high amount of medals for their outstanding performance during the Soviet invasion on Malden.

Objective1
Quote
Find and destroy all the AA assets located inside the soviet camp, code-named Sparkling Center 52.


All of the tips you offer are things that most people who play the game already know. If you still want to include them, place them in the readme document.

You could provide a tip on the different types of radio options you offer the player in game and what each does, similar to the toggle tips you have now.
Mention the Day/Night option.
Mention the Make it easier option
Mention the AI chase option
Mention the fog option
Mention the random weather option

Mission

I noticed in your init that you have this code.
Code: [Select]
"HDjeep" setMarkerPos [0,0] Instead of setting it in the lower left corner of the map, just make it an empty marker in the editor and then set its marker type when ready..
Code: [Select]
"HDjeep" setMarkerType "DOT"
The mission starts with so many hints that have so much text, that it breaks the mood. The warning that stops the clock belongs in the README or in the beta thread, not in the mission.

The title was great.

The hint informing the player of where the enemy camp was, is not needed. People can figure these things out on their own.

You then throw another hint up about the fog and weather. Not needed.

The sidechat from HQ
Quote
RECEIVED AND UNDERSTOOD, PROCEED WITH YOUR OBJECTIVE, YOU WILL BE EXTRACTED BY A BLACK HAWK AT THESE COORDS, OUT
What coordinates? There is no need to mention it anyway since the player should know the evac plan from the briefing.

Quote
We move in, find those goddamn AAVs, put some satchals on them, and blow them up from a safe distance.
Misspelled satchels here. 

You should also use upper case letters to start each line.

No offense but the side chatter between the operators seems unprofessional; almost as if they have never worked together before.

At mission start, I hear an explosion. I had no idea what it was until I get to the evac and the chopper is destroyed and the pilot standing outside of it. I notice you have the Special set to FLY in sqm and the pilot is not in it. That's what caused the crash.

The hint that I have been detected ruins the mood.
The follow up hint that informs me to go toe to toe with the enemy if need be is also not needed and ruins the mood.

My first play through, I was cautious. I only picked off guys if the situation called for it. I was able to plant the first satchel and circle west around the city. I took out the MG nest with no consequence. I also took out another lone patrol man with no consequence(However, I did hide his body). I made my way to the other side and was somehow spotted though I did not see anyone or see how they could have seen me. I went ahead and began popping targets as I spotted them, planted the other satchel and circled north around the city again, avoiding the second bmp that arrived, and the other infantry group that had arrived and was now circling the base in safe mode. I get far enough away to allow me to blow both charges and immediately get hit with another unnecessary hint.

BTW, I spotted a chair about 20 meters in the air above the tent behind the southern shilka.

My second play through, I went in as true Black Operators do; kill anything that stands between my muzzle and the package. I planted the first charge and took out all foot mobiles quickly, using the rpg I grabbed off of an outer patrol, I took out the responding ural before they could unload. I grabbed another RPG and blew the first shilka while blasting the second with the tube. Grabbed 2 more rpg's and finished the BMP's off. The place was quiet and dark and I walked into the fog like Batman.

Overall
I honestly thought that with all the trouble you went through to script detection triggers, that it would be much more difficult. I was actually looking forward to the challenge.

You're killing me with all the hints. Keep the communication between author and player out of the mission area. That particular radio chatter between operators belongs in an Intro, in an helicopter ride or something. Not on the ground fifty meters from enemy patrols.

The jeep offer for a ride was also not needed as the evac was only a short run away. (How did they know about it in the briefing anyways?)

Nevertheless, there is still potential here and I can't wait to see you improve it. Fix the ending and you'll have a non bugged mission. Fix some of the other things and you'll improve it.

Hope I don't sound too harsh.

Title: Re: [SP] Operation Spark
Post by: haroon1992 on 24 Jan 2011, 11:51:44
Thanks for your reply SavedByGrave.
As always, you've done a great beta-testing to a mission again.
And no, it isn't too harsh for me.

Actually, those hints were intended for my brother. But I'll be removing them from now on.

Glad that you liked the Overview image.
Actually, I made it with Microsoft Paint (Windows 7).
(At first, I planned to put op_spark1.jpg, but it text (OPERATION) appeared somewhat blurry and low quality in the Overview. Maybe I should have used a 512x512 resolution.)

Code: [Select]
No offense but the side chatter between the operators seems unprofessional; almost as if they have never worked together before.
I think you are saying about the Radio chats at the mission start, right ?
As my native language is not English, and I have no idea how real operators communicate, I wrote it based on the conversations in military games including BIS games.
I think I have only two choices, remove them or ask someone to correct them.


And there is also another radio chat for the helicopter ride.

I think I should just fix things up before saying anymore.

Code: [Select]
The warning that stops the clock belongs in the README or in the beta thread, not in the mission.To admit, I don't think I clearly understand what you really meant in the above line.
But I think you are saying that I should put the warning hint in the ReadMe.txt

I'm now working on the next version and another mission.
(I tried to edit my First Strike mission, and tried to add a CAS feature, but I found no way of doing that.)

I have my last question.
Have you experienced lag in this mission?
(Especially when you enter areas where VFog is activated?)

Regards,
Haroon1992
Title: Re: [SP] Operation Spark
Post by: savedbygrace on 24 Jan 2011, 15:25:04
No sir, no lag at all. I never tested the mission with any features off since it seemed pretty easy to begin with.

Quote
I think you are saying about the Radio chats at the mission start, right ?
Yes. I offered corrections but I feel it was the context that seemed most unfitting. They were suppose to be highly trained operators but they spoke as though they had seen very few OPS together as a team. Most of what was spoken are the type of things that are drilled into operators during training. Also, the way the team leader addresses his team was disconnected in that he refers to them as people rather than mates. He also warns them against going mad? Shouldn't highly trained SF teams be disciplined enough to know better than to compromise the package with unreasonable force and tactics?
My suggestion...
Quote
Ghost groupChat "Listen up, here's the deal..."

Ghost groupChat "We move in, find those goddamn AAVs, put some satchals on them, and blow them up from a safe distance."

Ghost groupChat "It's that simple men, so keep low and stay frosty."

IceMan groupChat " (IceMan) - Sounds easy when you say it Ghost."

Stalker groupChat " (Stalker) - Yeah, easy will get you dead. "

Ghost groupChat "Well, we all saw the intelligence on this one. This base's gonna be heavily protected!"

Ghost groupChat "Just remember, maintain stealth unless our cover is blown."


Quote
Actually, I made it with Microsoft Paint
I guess I got the crap version with vista because I can't get it to insert text without a white background.

Quote
But I think you are saying that I should put the warning hint in the ReadMe.txt
Yes sir. Your advice to the player and/or beta testers should be in your beta thread or in your readme. If you must, place it in your briefing on a separate page listed as "Authors Tips".

Quote
I tried to edit my First Strike mission
Don't give up on that one. It was a great play and only needed some minor tweaking to make it better. Don't worry about the CAS, the chaos of infantry battle from corner to corner is great fun.
Title: Re: [SP] Operation Spark updated to v0.95!
Post by: haroon1992 on 26 Jan 2011, 15:16:25
You sure have such a great skill in writing to encourage someone into doing something.
Your friendly texts gave me enough energy to push my-self further into serious mission editing.

Now I've successfully updated Operation Spark to version 0.95
Its at 0.95 just because it's still not confirmed as "ready to play".
Means the mission now works from start to end.

I was in a hurry yesterday that I forgot to copy your feed-back, but I've fixed things as far as I remember.
I've also played the mission from start to end several times. And it run quite fine the last time I played.
And it helped me alot to find out more and more hidden bugs.

(I think I'm gonna use that same technic in all my future missions)

V0.95 Highlights (Pls see changeLog instead if you want quick details)
Code: [Select]
- Added intro.(Not so good, but not so bad too, IMV)
- Explanations about the "Radio Menu" is now available both on the Briefing and the readme.

- An alternate extraction has been added. (In case the helicopter crashes or the pilot dies)
- Waypoints are added to aid the player.(You'll get no frustration with them, esp there's no "you must reach the waypoint" type except for extraction.)

- Added a few more units to make the mission much (or maybe a little more) harder.
- ReadMe has been tweaked for a cleaner view and it now contains more information.

- New Overview picture.
- Starting position of player is now a little farther from enemy camp.

- Some annoying radio chats are removed.
- Some other small issues are fixed.(Such as the mysterious flying chair)

Paint
The new overview image is also made purely with paint.(Win 7)
Just overlapped two texts over another to create somethin like a shadow.
Hope this one's much more fun.

Regards,
Haroon1992
Title: Re: [SP] Operation Spark! [New Version! - v0.95 26/1/2010]
Post by: savedbygrace on 26 Jan 2011, 16:35:25
That was quick.
Overview
Your overview looks good but the text still needs corrections. It looks the same as before so the suggestions in my first post would still apply. Although, I would suggest condensing it just a bit more to squeeze that last word(aircraft) on to the first page without it bleeding over onto the second.

Intro
Was fantastic! Short, simple and the revolving camera was a good choice. Some of the text could use some corrections and the insertion chopper is still hanging around after you skipped time forward and remarked that it was ten hours later. Loved the Mission title RSC; awesome!

Briefing
Looks better and more organized but still needs text corrections. Don't remember the option for pistols before, is that new? Kudos if so.

Mission
Well, I think you forgot to remove your test code that destroys the Shilkas because at mission start, loud explosions rocks the area and radio chats claiming that the objectives were complete began to blend with your mission start chats. I also liked the next RSC you put on screen(Title) Looks promising.

I'll poke around in the editor, fix the test code, export to sp and give it another go unless you get a new version uploaded before I get a chance to.

If you do get another version before I am able to test this one, fix that chopper loitering in the intro. I'll offer more text correction suggestions in my next report.

Stay tuned...
Title: Re: [SP] Operation Spark! [New Version Available! RD: 27/1/2010]
Post by: haroon1992 on 27 Jan 2011, 09:45:35
EDIT :
New Version uploaded!
The mission is now at v1.0 .

------------------------
v1.0 HighLights
------------------------

- Helicopter now goes away before the black out.
- Better detailed scenery in Intro.(This took me about an hour, due to CutRscs and a pic)
- Camera angels have also been changed. (You'll like it!)

- Fixed : Game Starting in morning instead of night.
- Fixed : The "blow-up" at mission start.

At first, I thought of resting the mission on v0.95, but after another thorough testing. I think the mission is at a stable stage.

------------------------------------------------
Original Post


Oops!
I was making sure that I removed all my testing codes....

I think I will be able to upload the fixed version (NOT new version) tonight.
(Though I am not that certain.)
The helicopter hanging around thing will also be fixed.

In the meantime, it would be great if you could provide me with the correct texts.

Regards,
Haroon1992

Title: Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
Post by: savedbygrace on 28 Jan 2011, 11:09:11
I edited version 0.95 and exported it for a play test yesterday. I'll just finish reporting where I left off in reply #5.

The day time start was certainly noticed but it gave me an opportunity to tackle this one differently.
The added patrols are good. I noticed the floating chair now resting comfortably on the lawn outside of a cabin now. I was able to pick off lone soldiers and machine gunners easily enough as they didn't alert the others at all.
The patrolling four man group on the inner city route seemed to get stuck in the tent, maybe moving their waypoint to the side would prevent that. I would also shift those Urals away from the buildings slightly(westerly) to allow the AI to maneuver freely without twirling in circles while trying to calculate a path.

The added patrols and responders increased the difficulty only slightly. Perhaps adding one more inner patrol group that cycle the opposite direction and syncs at some point with the other four man group so that they are present on opposite sides of town at the same time to cover a larger presence radius.

It may also help to group a companion to each machine gunner, add "dostop this " into his init, place them so that they can watch their buddy but at a short distance to make the player take a shot at one of them and then have to reposition to take the shot on the other(That would allow more room for error and prevent the gunners from being easy targets.

I would also group that medic with the other group nearby and insert "dostop this" into his init of the medic. that way the medic stays put but will react when that group goes down and likewise the group will react when the medic goes down.

If you haven't already(I haven't been able to tell), move a gunner into each Shilka and set them to aware. That way the Shilka responds to player presence without actually moving and will target him if he is too careless.

I would also suggest to move all outer patrols into the village when the player is detected as well as have the BMP circle the village once before the other BMP's arrive.

I would also swap one of those responding BMP's out for a mechanized infantry and have them unload once they reach the city so that they better protect the armor.

It wouldn't hurt to add another ural resonse group to the other side of town to narrow the avenue of escape some. A higher enemy presence even though not aggressive, will make some players panic and make mistakes.

By increasing the number of responders, you increase the penalty for being  non stealthy. If the player wants to go in with guns blazing, great! The enemy will respond with force.

I'm not certain the AI chase feature works correctly. Is it enabled by default? My last play through, I was able to take out the Shilkas and return to evac with no pursuit. However, I didn't blow the Shilkas until I was at the maximum detonation range which was just beyond the hills to the southwest of town. If the chase feature is only affective when the enemy knows about the player, then that may be the circumstance because I eliminated anyone who knew of my presence and no one spotted me during my exfil of town.

Don't change it if that's the case because if you force enemy to pursue the player even if they don't know where he is, it will leave a bad taste in the players mouth. I've played missions and campaigns like that and have cursed the author for using a cheat in this way. Mission designers must be more creative.

I also used a savegame once, before attempting an unusual tactic to see how the enemy would respond. They responded well btw. When I used the savegame, I noticed the penalty of score adjustment. That was certainly creative and something new that I have never seen in a mission. It allows a new type of challenge to the player without being directly related to presence and certainly one worth taking. Kudos for that!

Other than the tent/waypoint glitch(no bug) this one is definitely looking better. For some advanced players, it provides something new and not too difficult. For newer players, it may be perfectly adjusted as far as difficulty is concerned.

As an aside, if you would like to increase difficulty for players in veteran mode and still maintain the lower level for cadet mode, insert the code
Code: [Select]
!cadetmode in the condition of presence fields of some extra units. That way they will only appear in the mission if the player is playing in veteran mode.
Title: Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
Post by: haroon1992 on 28 Jan 2011, 16:46:59
Thanks for the reply SBG.

I was confused whether to add more units to make the mission harder or leave it so that the difficulty remains at medium.

I am also thinking about increasing the amount of rating which is reduced when player saves the game.

(For me, -100 is too low, because you get 200 points for each soldier you kill, maybe higher if the soldier is higher ranked.)

Also, maintaining stealth only gives you extra points.(It DOES NOT reduce points.)
(I tried to reduce the point by -1500, but withdrew the idea after I saw Ice Man and Stalker killed the player.)

I think you are a professional at playing OFP, because I can't even get within 100 meters of the town while playing in the morning time.
My brother too is suck at stealth in ofp.

(He actually killed everyone inside the town and blew up all the BMP!, he's kinda like "master killer" in ofp, but he usually have no plans or tactics, like most COD-like FPS players.)

You haven't said anything about the detection system, is it good?
(For me, it looked good and far more realistic than the traditional way.)

Your ideas about the placements and tactics for the AI seemed perfect, I think I would just do what you said.
But it also seemed the game will become too hard then, though the player will have more freedom while moving outside of the town.
(I'll find a way to make the mission harder and thanks for the Cadet-Veteran info, I was about to ask how to do it....)

Code: [Select]
If you haven't already(I haven't been able to tell), move a gunner into each Shilka and set them to aware. That way the Shilka responds to playerpresence without actually moving and will target him if he is too careless.
I already made so that ONE of the shilkas will be active. It's randomized.

To add more difficulty, as well as re-playability, I am going to randomize the location of the aa vehicles in the next version.
I am also planning to add alot of changed in the next version.
(But it would be a while before I can upload it... so feel free to test v1.0, it sure has some changes, though not too much.)

Regards,
Haroon1992
Title: Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
Post by: Walter_E_Kurtz on 18 Feb 2011, 01:00:39
There are a couple of things that strike me as odd in a couple of the scripts.

AIChase.sqs
 - in both the Chase1 and Search1 loops you have the line
      _c = Easties select 0
but since these loops are apparently meant to iterate through ALL East soldiers in the zone, I think this should read
      _c = Easties select _i

 - there should be a way for Searches to become Chases if the player or his group are spotted.


AIChase.sqs
 - the two knowsAbout checks can be combined into one as if...then statements can be nested (but it does push my brain to the limit working it out). Spread across a number of lines to make sense:
Code: (Old version) [Select]
"
 if (
(_x knowsAbout Ghost > 0.09 OR _x knowsAbout IceMan > 0.09 OR _x knowsAbout Stalker > 0.09)
 AND
 _x in list alarmCheckTrigger
     )

 then

 {KnowGuys = KnowGuys + [_x]}
" foreach list EastUnits

Code: (New version) [Select]
"
 if (_x knowsAbout Ghost > 0.09 OR _x knowsAbout IceMan > 0.09 OR _x knowsAbout Stalker > 0.09)

 then

      {

      if (_x in list alarmCheckTrigger)
      then
      {KnowGuys = KnowGuys + [_x]}
      else
      {KnowButAwayFromBaseGuys = KnowButAwayFromBaseGuys + [_x]}

      }

" foreach list EastUnits
Title: Re: [SP] Operation Spark! [New Version! - v1.0][RD : 27/1/2010]
Post by: haroon1992 on 22 Feb 2011, 10:01:41
Thanks for the error report, I'll take a look at it.


The struggle of real life now comes to me that I will not be available in the forums for few more days (or even weeks)

Regards,
Haroon1992
Title: Re: [SP/Coop<3>] Operation Spark - v1.2
Post by: haroon1992 on 09 Mar 2011, 15:36:27
EDIT :

A newer version is now uploaded. It's now version 1.25
It's more like a fix than a new version but it is NECESSARY as to stop some possible showstoppers in the v1.2
Feedback about v1.2 is warmly welcome as no major thing has been changed in this version.

v1.25 Quick Details
- Tweaked many minor things
- WP radius enhanced via switch triggers.
- Fixed some possible showstoppers. (Probably in MP)
- Added Credits display at mission end.


Another thing is that corrections about radio chats, briefing and all other things are highly welcome.
(@ SavedByGrace : now I managed to put your story as the background, and thanks for the story.
I was quite busy that I forgot to add your corrections in the earlier versions
)

Original :

Okay here is the new version of Operation Spark.

v1.2 HighLights

- Cadet Mode and Veteran Mode now differ distinctively.
- Positions of main targets are now randomized.
- Many of the patrols are now randomized.
- Added few enemy forwardbases (just some sort of camps)
- Added tons of enemy units to increase difficulty.
(This is because I found the camp somewhat like a ghost-town when I actually played it with my brother)

Full details in the first post and changelog.

Gotta go.Bye bye lads.
Hope to see some feedback tomorrow.

Regards,
Haroon1992
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: haroon1992 on 16 Mar 2011, 04:56:07
Any chance of beta-testing this?  :D

Regards,
Haroon1992
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: ofp addict on 20 Mar 2011, 17:58:37
I tried to download this but it got half way and then said the download was interupted

I think these problems with downloading problems, corrupted misssions are within the ofp editing centre
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: Aldo15 on 20 Mar 2011, 18:14:00
I agree witn ofp addict, because I've tried to download your new version of Ammo mission, but I can't download it, Also the file hasn't got the radme file, maybe the download was interupted.
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: haroon1992 on 21 Mar 2011, 05:34:55
EDIT :
H- said the problem might be due to spaces between file names, so I've changed them with underscores " _ " , it's working for me, I wonder if you can download it. :scratch:



I've just tried it, and it's working fine.  ???
I think you should try at least about three times (just as I did with your AMMO mission).
As I already said, the mission was playable even though WinRar reported the archive was corrupted.


Regards,
Haroon1992
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: ofp addict on 21 Mar 2011, 11:21:47
still the same. I tried about 6 to 7 times to download it from here but instead i get message (download was interupted). It will let me download up until about 700kb before this happens, please send to mission to my email  :good:
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: NightJay0044 on 21 Mar 2011, 23:46:37
@haroon1992:

Alright time to get my run through of the mission.

INTRO:

Basic intro of the black ops landing on the island, nice

MISSION:
Since I like to stand alone in black op mission. I told my squad to halt at the tents.  :D. I headed towards the base. Fighting started to happen and I was running and using it to my advantage. The enemies were shooting, but wasn't sure what they were shooting at.  :dunno:.

Quote
Was this supposed to happen?

Anyways, I progressed passed the fence, found the first shilka, planted satchel. Then progressed through the rest of the tents and vehicles taking out guards on my way. I came across the last shilka by the tents. Planted a satchel charge. I crawled to safety. Then I proceeded to exit the base. I reached the outer perimeter and took out a few guards so they wouldn't get me. I crawled out passed the perimeter and touched off the charges. BOOM! Mission done. Then I made my way to the LZ where my squad and I boarded the helicopter. That was about the extent of my gameplay.

OVERALL:
I liked it, the enemy was well placed. I had to find guards upon exit so they wouldn't shoot me. I didnt' detect any errors when I played. So it looks like its all up to date.  :good:
Title: Re: [SP/Coop<3>] Operation Spark - v1.25
Post by: haroon1992 on 22 Mar 2011, 10:39:18
Quote
Basic intro of the black ops landing on the island, nice
LOL, it took me more than 2 hours just to adjust camera angles and some other props.

Do you really think those dead trees were really there on Kolgujev or what about those small grasses or those dusts ?  :D
But I admit I made it a little sloppily at the end, resulting in the bouncing camera. :D

Quote
I told my squad to halt at the tents.
What a brave, courageous, fearless leader.  :o

 :D
Quote
Fighting started to happen and I was running and using it to my advantage. The enemies were shooting, but wasn't sure what they were shooting at.  Don't Know.

I am sure that there is NO enemy units for the enemies, except the player group and the chopper and the boat.
I think they MUST BE shooting your teammates.
Or there must be an alien easter-egg in ofp who descends from the sky and do push-ups in front of the enemy camp.  :D


By the way, Relikki tested my mission on BI Forums and reported that the Secondary Objective first ticked then failed after the first objective was completed. Did you experienced such behavior during your play ?

If you are to give score to the mission what would you give it out of 10 ?

Anyway, I'm really pleased by your feedback, I am already tinkering with the mission and had already found some bugs, too.  :D

Expect v1.3, very soon!

Music will be added in that version and a music player. (Weired? Well, just experimenting. :) )
And maybe one or two side objectives. Like the old rescue hostage or something new, I still need to think about this.


Regards,
Haroon1992


Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: NightJay0044 on 22 Mar 2011, 15:01:41
@haroon1992
Quote
I am sure that there is NO enemy units for the enemies, except the player group and the chopper and the boat.I think they MUST BE shooting your teammates.
Or there must be an alien easter-egg in ofp who descends from the sky and do push-ups in front of the enemy camp.
 

They might be shooting at them. It didn't look like it though because all the explosions were coming from the base. It was odd, it sounded like there was a battle going on with out me. I'll have to try to play it again to see what was. It seemed like the tanks and soldiers were shooting at something.

It could of been the alien, you never know.  :D 

Quote
Quote
@haroon1992

Basic intro of the black ops landing on the island, nice
LOL, it took me more than 2 hours just to adjust camera angles and some other props.


well good work for your efforts in the cinematic results. It was good, although I don't go too crazy over cinematic events.  :whistle:

If I were to give it a premeditated rating with no effort in examining the prospects of your mission. I would give it a 7/10.
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: haroon1992 on 22 Mar 2011, 16:39:41
Okay guys, I just uploaded a new version of the mission.
And this time I had to do a workaround to upload the slightly big mission on OFPEC, (6.xx mb)

I've provided how to join the split archive, on the first page, which is also included in one of the archives.

Please take a look at the ChangeLog for what's new, etc.

And most importantly, I apologize for the beta-testers who I was unable to put at the end of the missions, in the credits list. (I will do it in the next version)

I'm too freaking busy with random stuffs from real-life that I had so little time to edit my missions. (only 2 hours :(  )

EDIT :
Damn it! The uploads taking ages!!!!!!!!!!!!!!!!!!!!!!

That this message appeared first. :(

EDIT 2:
I've update the download link, check first post.


Regards,
Haroon1992
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: ofp addict on 22 Mar 2011, 21:23:59
My review of Operation spark v1.25 beta

Intro One word, Excellent

Overview Boring picture, text is O.K

Mission Very professional work, Great story line, interesting scripts and cool point scoring system.
 
Review 9 out of 10

Briefing Easy to understand, the objectives worked nothing to report. (I didnt go in undetected)


After 3 hours and 16 minutes I'm awe-inspired and much impressed by your efforts with operation spark. I played the mission from start to finish and enjoyed every minute.

Due to my CPU spec my OFP runs slower with vol-fog and night time so decided to go in during the day and not stealth.

When I can afford a decent new upgrade I will try stealth and night time OR probably play ArmA  :D

Me and my team approached the target from the north-west. we reached the ruined town with no trouble, but just one. three-man-patrol.. We iced them and then I moved into a two-story house on the north-west tip of the town. Then I positioned stalker and iceman in tree cover further north to watch my six, then the s**t got heavy. From the windows of my position I killed what seemed like hundreds of men while being constantly spooked by bmp's and the T72.  After a murderous long time the APC's moved away so I took the oppotunity to grab an RPG launcher. But before the mad dash I precisely shot the Commander and Gunner of the T72 rendering it harmless and then I quickly changed position.
I stayed north and reached more ruins and sandbags for cover, while knocking out some M2 machine gun nests along the way. From here I destroyed the bmp's but this wasnt easy they moved and weaved and seemed to have good AI skill as they kept spotting me and ultimatley cost me to save game for each BMP I destroyed.. Then I tried to bring my team in closer but they was caught in yet another push from the enemy infantry and my boys was killed. What followed was a very intense infantry battle. Without the cover and safety of my four walls in the house but just a small shad (sandbags), I was repeatedly flanked and advanced upon from all sides and I killed enemy upon enemy until I completely run out of ammo HK SD and Glock SD.
I was forced to take an AK47 until literally a spetznatz with a Bizon fell dead in my lap. I worked my way into a tent with ammo crates where I replenished my RPG and bizon. By then I had already noted the location of one shilka.

1000 Bizon rounds later and 2 more save games  I had destroyed two shilkas. NOTE One shilka in the centre of the town was upside-down-on-its-roof ?  

:dunno:

when I finally found the last shilka I had killed many more troops and it was difficult through and through. Just when I thought it was safe to come out I was killed almost everytime and took shots from every angle only just making it back into cover as I moved along. This was challenging and good fun -Many kudos-

After many attempts I destroyed the last shilka and escaped again using the way I came in. From the North. I then followed (a double steel fence with empty watch towers) and came across a Ural on the road, Shot the driver and drove on to the safety of the blackhawk. Then I boarded feeling like an accomplised veteran.

Suggestions
1.  Some kind of enemy presence patrolling the long steel fencing with the fuel station (north-West)
2.  JAM3 version
3.  T72 crew (turned in)

Overall Very good mission. very difficult, very enjoyable, very addictive. very Intense. Anybody who likes a difficult mission I recommend this great keeps-sake of a mission. 9\10

 As you said you have randomized the enemy even more. Well I will be keeping this mission in my collection and playing it again when the final is released. I never used the (too hard) aka (wussy button) as I prefer near impossible missions keep up the good work haroon1992  :clap:

Ive uploaded an image of my statistics though I saved 5 times so lost 2500 points.  :no:
Title: Re: [SP/Coop<3>] Operation Spark - v1.25 (NEW!)
Post by: NightJay0044 on 22 Mar 2011, 21:33:34
@ofp addict:
3hours, did I read that right.. :D for your mission completion.

I like the new adds you have to this Haroon1992. I'll give you my review after I'm done finishing the mission.  :good:
Title: Re: [SP/Coop<3>] Operation Spark - v1.3 (22/3/2011)
Post by: haroon1992 on 23 Mar 2011, 11:55:39

NEW VERSION WAS ALREADY AVAILABLE SINCE YESTERDAY.  :)
v1.3

(It was my fault, I forgot to change the title   :()


@ofp addict
Thanks for the great feedback.  :D
And it looked like I forgot to change the thread's title.

The newest version is v1.3, which I had to upload to a file sharing site due to the large size.

Is it the one you played this one?  Or the v1.25?

Quote
Due to my CPU spec my OFP runs slower with vol-fog and night time so decided to go in during the day and not stealth.

I think it would be better to maintain stealth, so the engine won't have to handle many soldiers in the combat state. I think stealth is less CPU consuming. :scratch:
And do you noticed that you can turn off Vol-Fog and the Random Weather script from the radio menu?

Quote
When I can afford a decent new upgrade I will try stealth and night time OR probably play ArmA
You better play ArmA 2. ;)

Quote
1000 Bizon rounds later
:o

Quote
NOTE One shilka in the centre of the town was upside-down-on-its-roof ? 
The alien, who was doing push-ups, must have accidentally done this.  :D
Just kidding, I've fixed that problem in v1.3.

Quote
After many attempts I destroyed the last shilka and escaped again using the way I came in. From the North. I then followed (a double steel fence with empty watch towers) and came across a Ural on the road, Shot the driver and drove on to the safety of the blackhawk. Then I boarded feeling like an accomplised veteran.
If only you've maintained stealth, you won't have to deal with some of the tanks as well as the Spetz Natz.

Quote
1.  Some kind of enemy presence patrolling the long steel fencing with the fuel station (north-West)
I'll try to add it in the next version, v1.35 or v1.4

Quote
2.  JAM3 version
I thought about adding JAM3. I'll add it in the next version.
(Should I give the players HD weapons too?)

And I also thought about using BAS Rangers,
but I think it is unwise to force players to download a 23mb+ addon just for the three specops,
and more importantly, something is wrong with their arms when they prone, they just didn't look cool.

I found lsr_weapon pack much more interesting, as it contains silenced snipers. but it alone is more than 70+ mb size. And I can only use it on the three specops unit.


Quote
3.  T72 crew (turned in)

Frankly, how do I make them turn-in? And I suppose they are turned-in while in combat, aren't they?



Regards,
Haroon1992
Title: Re: [SP/Coop<3>] Operation Spark - v1.3 (22/3/2011)
Post by: NightJay0044 on 23 Mar 2011, 14:22:01
@haroon1992

Is this what you're asking, turning in? I believe you can do it like this.

Code: [Select]
vehiclename action ["turnin"]
(i.e. tank1 action ["turnin"]) without perenthesis.
Title: Re: [SP/Coop<3>] Operation Spark - v1.3 (22/3/2011)
Post by: ofp addict on 23 Mar 2011, 20:10:56
I think I tested 1.25.. The one you sent me via E-mail

After I killed the T72 crew gunner and commander the drivers behaviour was odd.. He just circled around on the spot for the duration and did nothing more threatening.

Yes. I did use the radio options and I turned off the vol-fog and set the day time, And then it was playable for me. The amount of units present and traffic was not a problem for my CPU, But combined with the vol-fog and ugly night vision then it became unplayable.

I agree with you about addon's data size. Dont add BAS rangers. The mission is special because its been made well enough not to require any addons. As for JAM 3. Well that was just a suggestion. And what I meant to suggest is them JAM3 HD weapons for the enemy troops.
Under fire from enemy A.I with High dispersion create nice tracer effects and the fire rate in intense. They force you to take cover and make the fighting last longer, The sound effects of Jam 3 are great too..
If you was to use HD weapons for the enemy troops then I'd also suggest using HD for 1 in 3 soldiers so not to lose the difficulty aspects of this mission.. But its unnecessary (dont try to fix somthing that is not broken).

X - Stay Undetected (Optional)

It is not always optional for stealth missions to stay undetected, especially in hostage situations or scud launches. I'm glad this was optional because I prefer to prevoke the enemy and cause trouble in stealth missions for an all-out shoot-out. Thats just my personal choice and I completed the mission gung-ho rambo style. It cost me five retry positions and I was killed an awful lot. But thats just me and I like my custard hot.

 :yes:
Title: Re: [SP/Coop<3>] Operation Spark - v1.3 (22/3/2011)
Post by: haroon1992 on 29 Mar 2011, 11:29:15
Can someone point me to a number of sites where I can upload this mission so that the downloader won't have to
wait ?

Or should I split the mission up using HJSplit and upload it here?(This would split the mission into two parts, part i and a part ii and I'll also upload that HJSplit tool which can be used to join the files again.)

 :dunno:

EDIT :

Problem solved. I just used Google Docs to do the job. Thanks to Foobar at BI Forums for this. :clap:

You can now download Operation Spark without the hassle to wait for several seconds.

Regards,
Haroon1992
Title: Re: [SP/Coop<3>] Operation Spark - v1.3 (22/3/2011)
Post by: savedbygrace on 30 Mar 2011, 22:25:22
OVERVIEW
Nicely done
INTRO
Absolutely astounding! Huge improvement over your previous one and truly sets the mood appropriately. Good camera angles and timing with music. Some of the text flashed too quickly...the last couple of strings before the Title I think. I'm sure I spotted some misspelling in the intro somewhere. You may want to run your sentences through a spellchecker.
BRIEFING
Divided nicely with background information away from the front page as it should be. Decent gear selection. Links work.
MISSION
The town was better defended, patrols seemed logical, separated camp sites were also strategic. All patrols forced me to time things properly. The fog was weird since it clung to a certain area but it definitely made engagements trickier. If one didn't wait til the fog swirled properly, he could easily miss fleeing targets and get flanked. It took some time to place the charges but was fun navigating the maze of enemy threats. The ammo crates were also placed in a sensible location and not flung around the base. I didn't notice the chase script but then, I didn't adjust anything so if it is not on by default I didn't turn it on. The music selector seemed way overkill to me and just not worth the download size. Seeing as how it is a stealth mission, players shouldn't want to be distracted by extra noise. But that's a humble opinion. Ex-filtration went well too. No bugs or showstoppers and it's certainly a fun and challenging mission.
OUTRO
I was a little disappointed to not see an equally impressive outro.
Title: Re: [SP/Coop<3>] Operation Spark - v1.3 (22/3/2011)
Post by: haroon1992 on 31 Mar 2011, 10:20:44
Thanks for taking the time to test my mission. I know that you are quite busy with real life. So thanks again for the time taken.

Looks like the mission is doing good. No bugs, no showstoppers. But I should wait for others' replies too.
And I was aware that adding a Music Player would definitely spoil some players.
You know, the mission size actually was about 22mb, but I resized the several custom musics to only 4 that the size reduced to 6mb.

I was just experimenting with the musicplayer, and I will remove it if necessary.
(I kinda like listening to some music especially during the escape.
And let me know of any music(without voice) that can make the gamplay creepy and somewhat chilly.)

Sorry for bad english

EDIT :
New version available.
Version : 1.31
Info : This version does not alter gameplay, it adds some additional stuff and fixes the glitches and bugs mentioned by beta-testers.

EDIT 2:
Is there someone out there willing to help me with voice acting?
It will be great if this mission is applied with decent voice actings.

I just need plain voice, not edited, because I already have Audacity to edit sounds.
And I am a Burmese, so my accent is not even close to an English or American, so there is no way for me to do this on my own, help your Burmese guy friends.

Edit 3 :

Another thing i want to ask is suggestions/ideas about the mission.
I am planning to add more secondary operations, than just the staying undetected thing.
I mean like rescue civilians, blow up the fuel station, and some other kind of secondary operations.

I've already started making v1.35, these are what is done so far :

- Converted to JAM3 (All units now in HD, including players)
- Some other minor fixes. (Like adding the mistakenly leftout betatesters to the list, adding more fog, lag management etc)

You can also check out the BI FORUM thread here :  :)

Operation Spark at BI FORUMS (http://forums.bistudio.com/showthread.php?t=116355)

Regards,
Haroon1992
Title: Re: [SP/Coop] Operation Spark - v1.31 (1/4/2011) NEW VERSION!
Post by: savedbygrace on 03 Apr 2011, 01:04:01
I wouldn't touch it Haroon. Take it from a guy who has let over editing get out of control with many of my own missions. There is a such thing as too much in a single mission. Yours is perfect right now. Don't touch anything. Instead, begin work on a new mission, a sequel or what ever. The only thing to improve on this one would be a voices and an Outro.
Title: Re: [SP/Coop] Operation Spark - v1.31 (1/4/2011) NEW VERSION!
Post by: haroon1992 on 03 Apr 2011, 13:18:24
Thanks for the advice, I've already thought of making a new mission. (Or editing First Strike)
But at least I'll be posting v1.35, where all units are JAMMED. (converted to JAM3)  :D

Should I open a new thread to recruit voice actors?
(I'm going do that on BI Forums)

EDIT :

Just uploaded a new version. v1.35
This version is BIG. I mean this version should largely alter gameplay

HighLights :
- JAM3 HD weapons.
- Performance friendly Volumetric Fog (at least on my machine  :D )
- Several other medium to small fixes. (See changelog)

I'll take a rest from editing this mission, except for bugs and showstoppers.
Meanwhile, I'll start working on a sequel, the name is "Operation Fire"
(Operation Spark ignited the fire, so it's now "Operation Fire". Let me know if there is any missions already with that name.
Or if you've got a better name. I think this time I'll be creating a clean-sweep mission, in day-time. But this is just a rough idea.)

Regards,
Haroon1992
Title: Re: [SP/Coop] Operation Spark - v1.35 (1/4/2011) NEW VERSION!
Post by: OFP_f3d3 on 04 Apr 2011, 04:16:43
Hi Haroon1992,

I was about to make a review for this. I would keep it as it it is. A good idead is to add voices, it really makes you feel that you are in a real combat. Why don´t you open a recruitment page on http://www.ofpec.com/recruitment/ (http://www.ofpec.com/recruitment/)

That would be really helpful as it would appear in hte main page.

Cheers
ofp_f3d3
Title: Re: [SP/Coop] Operation Spark - v1.35 (1/4/2011) NEW VERSION!
Post by: haroon1992 on 05 Apr 2011, 07:14:55
Hi guys, I found some bugs in v1.35
The most obvious one is the Second Objective (Stay Undetected) not gettin failed.

(if you are detected before you complete the objective, it will get failed once you've completed the objective. If not, it will tick.
It's just that it doesn't get failed as soon as  you are detected.)

There also was some other minor bugs which I've fixed.
I decided to not upload a new version (probably a fix), I think I should wait for your replies which might include more bug reports.
(I realized releasing new versions so quickly would only result in frustration of beta-testers.
To add, please post back your beta-test results as of v1.3, I might find something useful in them.)

So far, these are the things that I've fixed :
Code: [Select]
- Fixed : Overlapped tents at forward camp.
- Removed : Lone, dumb sniper in the tent.
- Changed : Player units now use normal HKs (NOT high dispersion ones)
(This is because I find it quite hard to hit a target.)


Regards,
Haroon1992

Title: Re: [SP/Coop] Operation Spark - v1.35 (1/4/2011) NEW VERSION!
Post by: OFP_f3d3 on 05 Apr 2011, 18:28:46
Here are some custom songs i got. I f you ever need something else, just ask :good:

PD Let me do your review. ;)
Title: Re: [SP/Coop] Operation Spark - v1.35 (1/4/2011) NEW VERSION!
Post by: haroon1992 on 06 Apr 2011, 06:39:43
Problem Solved.
 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

Thanks in advance.

Regards,
Haroon1992

Title: Re: [SP/Coop] Operation Spark - v1.35 (1/4/2011) NEW VERSION!
Post by: savedbygrace on 06 Apr 2011, 19:10:30
Under paragraph 2(c)FREE PERSONAL USE, the agreement forbids folks to use the content in gaming and sharing even if it is free of revenue of any sort.

However, this is the case for any music. Putting the music inside your mission requires folks to have the knowledge of knowing how to extract it from a BIS .pbo. Chances are, anyone who does not pay these BIS titles, will never see the music and those that do, probably will appreciate that you put it in, so long as it compliments the mission rather than just provides listening tunes. I personally wouldn't worry over it since it will be hidden away inside the pbo and only re-playable to folks who own the game. (Why else would they even concern themselves with the depbo tool?)
Title: Re: [SP/Coop] Operation Spark - v1.35 (1/4/2011) NEW VERSION!
Post by: haroon1992 on 07 Apr 2011, 06:46:39
Thanks, this clarify me.

New Version Uploaded!
File Size : 14.2 Mb
Download Location : My Google Docs Account

I hope this time, it's fully working. But I am still not very satisfied with the mission, especially in MP.
I am quite sure the mission works well in SP, it's just the MP.
It will be great if some experts could point me out some obvious MP errors in these scripts :
main.sqs,
backgroundmusic.sqs
extraction_heli.sqs
extraction_boat.sqs

And I have a question, where can I see the locality of OFP commands?
To ask straight, are these commands local or global ?
setOvercast, setFog, setPos, move, dofire, dotarget, setSpeedMode, setBehaviour, setUnitPos
setDammage
(there's much more, but those are the really important ones.)


V1.4 HighLights


- Background Music for three different situations. (Playing, detected and extraction)
( took me about 2 hours to figure out how to sync the music on all machines so that the same bg music plays for all computers at the same time. :laugh:
- I found a whole load of MP bugs in v1.35  :blink:  (Most of them, if not all of them, are fixed. AFAIK)
- Fixed the weired lighting effect all over the base and outside areas. (This totally ruins gameplay as players can see enemies clearly without NVGs at 3:15 AM  :o)
( it was caused by the machine gun nests' lights, and a shilka's light. There is no way to turn off the light from machine gun nests so I removed all of them. Shilka's light is offed by setting behaviour to AWARE)
And some other changes and fixes.(See change log)


Regards,
Haroon1992
Title: Re: [SP/Coop] Operation Spark - v1.4 (New Version : 8/4/2011 Thu)
Post by: OFP_f3d3 on 07 Apr 2011, 17:07:28
Hi Haroon1992, you´ll probably get mad but.... it doesn´t work :dunno:.

I found the problem luckily and has a really easy solution.

You saved the mission PBO like this

Quote
OPSpark_v1.4_PBO.pbo

Instead it should say

Quote
OPSpark_v1.4_PBO.cain.pbo

As you didn´t write cain, the mission drops a WORLD ERROR. ;)

Just thought you would like to know about it :good:
Title: Re: [SP/Coop] Operation Spark - v1.4 (New Version : 8/4/2011 Thu)
Post by: haroon1992 on 08 Apr 2011, 07:58:48
Hi everyone, v1.4 is a crap unfortunately.
I went home yesterday and started to "play test" v1.4, which I wasn't able to do the day before yesterday due to lack of time.

And I found some errors again.  :confused:

As OFPf3d3 said, the pbo must be renamed to "OpSpark_v1.4_PBO.cain.pbo" in order to play the game.
And while in briefing screen , you'll get an error message.
Just ignore it.

Also the AI in the base is quite dumb, because just after 5 minutes I entered the base, there were about 15 bodies lying around.  :D

AI_Chase script is bugged, and will only be sending 'one' unit after you.  :D

Apart from those, the mission is still playable.

Feedback is welcome.


I'm now working on v1.5.

- Better detection_script.sqs. (Still figuring out about the "body" detection)
- AI_Chase.sqs is heavily modifed. (But still under construction, I am sure it will be much better.)




Regards,
Haroon1992
Title: Re: [SP/Coop] Operation Spark - v1.4 (New Version : 8/4/2011 Thu)
Post by: savedbygrace on 08 Apr 2011, 16:24:30
Sounds like you're trying too hard. The last version I played was good enough, why change it up? If you would like a good mission to check out that uses a good share info script between units, check out Defensive Strike or Unimpossible Mission.

Otherwise, if you're trying to detect dead bodies, you can run "Killed" eventhandlers on each unit to execute a script which creates a gamelogic and places it at the last know position of that unit at it's death. Or if you like, just create a gamelogic for each unit at the beginning of a slow looping script which you initialize from the mission init. Place those gamelogics in a list and then run distance checks from all groupmembers to that list of logics. Attach a killed event handler which setpositions a gamelogic at that units last alive position. If any group members come within a specified range of any of those logics, the alarm can be raised.


Use Command Locality as a keyword in the search feature in the forums to check out threads on those issues.

In regard to your chase script...I have never seen AI chase me in any version. Of course, I usually clear out the majority of the camp before blowing the shilkas but in the last run, I left some alive to see what would happen. Nothing happened. I would not recommend sending units to the players position because the players position will not always be known and it could lead to frustration on the players part from being so stealthy only to be penalized for it by having the entire responding force know where you are and come to kill you when they never truly even see you disappear into the brush.

Title: Re: [SP/Coop] Operation Spark - v1.4 (New Version : 8/4/2011 Thu)
Post by: haroon1992 on 09 Apr 2011, 16:33:45
Yeah, i suspect myself trying too hard on this mission, but the results are satisfying you know.
And although I don't have the talent of perfection on other aspects of my life, I do find it when it comes to OFP. But I go too far sometimes that I got lost with unnecessary stuff. (OneShotTwoKill)

I have successfully re-written AI Chase scripts core concept that it's now much better.
And other thing is that it is now a re-usable script. (Re-usable in any mission)

I will post a new thread for "AI Chase" once it's fully furnished. (I've just completed writing it's readme in .rtf format)

But yes, I do all of this just because I am having fun by doing these, even writing a proper readMe is fun for me, as it might improve my English as well as my ability to produce some documents.

(By the way, the reason why you are not seeing units come after you is that the script was only sending "one" unit after you even in v1.4  :D , due to the "_i = 0" line at the start of the loop.)

Anyway, I still would like to get some feedback from v1.4 before uploading v1.5, as I sense further minor bugs in it.

About Body Detection

Thanks for your good methods, I'll try to write a re-usable body detection script. But I tend to avoid eventhandlers.
I think after reading your text, I've just figured out a new method (maybe a crap method)
- Create game logic for each guys, like you said.
- setpos the gamelogics to it's unit.
- Once the unit is dead(checked by !alive unit), setpos the logic to him(not sure if I can still retrieve his pos), and read the position.
- Remove that logic from old array, and add it to new array. (F.I Bodies)
- check  :D

Just sharing my idea. I might come up with the script tomorrow.

Regards,
Haroon1992
Title: Re: [SP/Coop] Operation Spark - v1.4 (New Version : 8/4/2011 Thu)
Post by: OFP_f3d3 on 09 Apr 2011, 23:51:23
Hi Haroon1992,

I ´ve tested this mission with a friend online. Everything went smoothly to the end. Inthink that if you want to make some changes to it, do it, but don´t try to hard because maybe, without intention, you may ruin something else :good:
Title: Re: [SP/Coop] Operation Spark - v1.4 (New Version : 8/4/2011 Thu)
Post by: Denz on 07 May 2011, 00:27:33
Hi Haroon, if you are still looking for tests for this mission can you upload the mission again as the link has expired. Or are you working on a new version?
Title: Re: [SP/Coop] Operation Spark - v1.4 (New Version : 8/4/2011 Thu)
Post by: haroon1992 on 10 May 2011, 11:12:54
I am extremely sorry for leaving this without any attention for several weeks.
Yes, I've been away from OFPEC, to say correctly, I've been away from using Internet for almost a month!

Our family moved out of our old house to a new one. And there's been a lot of real life stuff going on that I cannot hop on to Internet easily.

I've already uploaded my version 1.5 to my Google Docs, I'll try to update this thread after I post this post.

It's been a while since I've played OFP too.
Version 1.5 maybe the final version but I would like to add some voice acting to the mission, which is lacking that feature upto v1.5.

I hope there are people still available to test my mission. And again sorry for not responding to this thread.

EDIT:
I've uploaded version v1.5.
I hope you people enjoy playing my mission. :)

Regards,
Haroon1992
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (NEW)
Post by: haroon1992 on 26 May 2011, 07:00:31
I wish I could get some feedback on the final version.   :confused:
Regards,
Haroon1992
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (NEW)
Post by: savedbygrace on 26 May 2011, 22:27:24
Sorry pal. This one was the next one on my list but I've been pretty busy for the past week or so. I won't be anywhere near a PC that has the game installed until Monday. I'll try(not promising) to give a test then. Again, sorry for the delay.
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (NEW)
Post by: haroon1992 on 30 May 2011, 08:48:46
It's ok.
I am afraid to say that I am now somewhat distracted from BI world.
I no longer play OFP or Arma 2.
The other games and English movies has taken their place.

But I am sure that I will not drop all my projects, including this.
Something in me is telling me 'You should've put something that YOU created , in OFPEC'

And I must say even you people who play OFP must be bored of it for a while because I haven't seen much new posts here in a while.

Waiting for your feedback. (maybe it might bring me back into the frey :D)

Regards,
Haroon1992
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (NEW)
Post by: savedbygrace on 02 Jun 2011, 02:40:43
Well, OFP has been around for 10 years now but folks still buy and play it because its such an awesome title. Including myself. But life sometimes requires more attention and we have to set down our toys and hobbies to meet those demands. Take a break if you need to pal, the game will always be there when you desire more of it's awesomeness. As for the OFP community, well, it comes and goes and may eventually be reduced to only a handful of dedicated fans but OFPEC will remain dedicated to OFP and the other Armaverse titles for as long as folks support the site.

Getting on to feedback for version 1.5. Played in veteran in the daytime.

Daylight proved to be more challenging to infiltrate the base. The AI appeared more concerned for each other than before but there are still some units that never respond to base activity. I realize that there is only so much you can do with the AI though.

Most looks well with the exception of a couple of things.
First, You have to stop forcing the music to play when the player gets discovered because it loops. Even reducing the music, it readjusts the volume and plays the music at normal volume again and I have to fiddle with the radio to lower it. It forced me to simply turn my music off because I can't battle enemy on all sides when I can't hear them.

Second, I'm not 100% sure of this but I don't think I ran across any JAM crates to restock my rocket losses. If you equip them with JAM, furnish JAM crates.
Aside from those, it looks good.
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (PLEASE REVIEW)
Post by: savedbygrace on 26 Dec 2011, 20:43:59
I'll get to this review asap.
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (PLEASE REVIEW)
Post by: Gruntage on 25 Jan 2012, 11:03:50
I'll be giving this one a review this weekend :D
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (PLEASE REVIEW)
Post by: haroon1992 on 29 Jan 2012, 09:47:31
Thanks  ;)
Title: Re: <SP/COOP> OPERATION SPARK v1.5 (PLEASE REVIEW)
Post by: ofp addict on 31 Jan 2012, 10:54:58
After a lengthy absence I'm back on ofpr 1.96 with a decent laptop... If all goes to plan I will test this mission today and offer my feedback asap. I do like the early stages of this mission due to the fact it requires a small amount of add-ons and was challenging.. Im just hoping its not overkill after reading the changes..

If there is any error messages I am supposed to ignore, then that will be a showstopper for me.

Ok here are my thoughts on this mission. Here goes........

Intro:

Ive said it before and I will say it again.. EXCELLENT . good music too.

Overview:

The overview is okay, It does what it says on the tin.

Briefing:

Straight to the point and clearly explains the objectives.

Duration: 3 hours. 35 minutes. 20 minute break

Mission:

*I had used the toggle\save game 15 times through-out the mission and lost 7500pts.

*I hit the retry button countless times so I could BETA test entirely from start to finish.

*The music during the game-play\mission was absolutely amazing. For about 45 minutes........... It was great the way the musical orchestra intensified from mellow to frantic once you become detected by the enemy.. But after 45 minutes it became a demented nuisance and too much of the same thing... I turned off the music volume after awhile and god dam I missed the escape music at the end..........  Is it any good  ?

*I played regardless to a stealthy approach and engaged the enemy on first sight.

*I did not test mulitplayer, or intend to.

*After being killed and clicking the retry button. The Vfog is back.. But dont worry about that too much Haroon. its just a radio click away...

Preference:

Veteran Mode \ Super AI = ON
Music volume 50% = ON
Toggle Day time = ON
Toggle Vfog = OFF
Toggle Random weather = OFF

Mission recap:

I simulated the tactics I used the first time round when testing version 1.25.

Firstly We (my team) headed North to the road, and then we followed the road East into (SC.52) = The sparkling center 52. We came across a group of Soviets patrolling towards us approx 5 or 6 which were quickly cut down. From there we had just enough time to occupy the ruined building North-West in (SC.52).

Once inside the ruins I gave my men iceman and stalker orders to guard, and watch the two exits East & West sides. From There onwards we spent our ammo picking off the Soviet troops that was frantically seeking to destroy us.. Eventually Two enemy troops entered the building one of which was carrying an  HD RPD Machine gun. And the other an AK74 HD. After several attempts and retries of mowing down enemy troops with the RPD on all sides. I decided the tactic wasnt working. Instead I waited for the BMP's And T72 to rove out of sight. Then I made a crazy dash for the ruins directly north of (SC.52), cutting down a couple of troops along the way... Once here I found myself stuck between a rock and hard place. After one hour of killing and taking cover at my new position. I was then finally free to move around. By now my men was long ago killed. I had armed Stalker with the AK74 which gave him away to a hand grenade...

Once free I slowly worked my way into the heart of (SC.52) towards the first ZSU with my last pipe-bomb.

(At the insertion I had decided against the stealth approach) resulting in me having only one pipebomb left at this point. I had used my other two pipe-bombs against the T72 & a BMP in the hour long firefight.. This was an unconventional but fun task..
(It felt like the Saving Private Ryans. Sticky-bombs scene)
Jumping out to place a bomb right beside the tanks then ducking back under cover 8 - 10 meters away, Detonating before he moves or strikes....

Initially I had scavenged an RPG within reach of my position. But the RPG had proven ineffective with the OG-7 AP Rockets... I tried several times to destroy a BMP and managed to make 6-7 direct hits to one alone.. But the tactic failed due to the vunerability of RPG Launching with so enemy infantry around.
Interestingly without any AT weapons carelessly scattered around, the tanks become a complete objective all on their own. (kudos)  :good: (this wouldnt be the case in Stealth mode)

Anyway to cut a long story short.

After many ass-clenching moments I destroyed my first ZSU then had to fight my way back to my dead comrades position to retrieve some pipe-bombs..
Earlier I had seen spetnatz fall down to my RPD bullet-storm's, so I returned to their bodies.
But to my disappointment I discovered they was just spetznatz spotters equipped with hand grenades and the venture was in vein.
Never the less I eventually got my pipe-bombs from my dead comrades and continued to destroy the rest of the ZSU targets.

Through-out the mission the Enemy A.I never let up. While advancing on the move I was constantly but unexpectedly under H.D fire. Constantly harrassed, and always running away to cover from the line-of-sight of the remaining roving BMP's. The Soviet HD Fire rate gave the mission a great combat atmosphere. And gave the player an ever so slight chance of survival..

By the time the primary objective was completed I had decimated Sparkler Center 52. All apart from one, or  two BMP's, and a handful of troops....... I ran and ran to the extraction without a persuit, Boarded the blackhawk and headed home in one piece :)

Suggestions:

*Do somthing about the in-game mission music at some point, Possibly use it until the first or second detection only. Then it serves its purpose of intensity...... After that It really does become repetative. Also this might cut down in the pbo. file-size. And remember this is just a suggestion, Not a major problem.

*I may consider voice acting for this mission. I am uk english. Though do bare in mind I am a humble common man from the north, Manchester to be precise. And my local dialect is far from the stereotypical englishman
contact me. Email wizard4444uk@yahoo.com

Overall:

The mission itself is a masterpiece. I enjoyed every single minute of the mission. Even though I rushed on and was K.I.A many times over, The mission kept me coming back for more. Not once did I get bored. The unconventional tactics I used to complete the mission do make this S.A.S style. Who Dares Wins..

I fully understand the alternative to my gung-ho action approach to this mission.. By using a stealth approach would be equally and probably more fun.. Aswell as time consuming.

The next time I endure this mission I will use stealth, Night & Vfog.. But this will be when I have more time.. Much more time.. So be sure Haroon1992... This mission is staying put in my single player missions list.

Thank you for this mission Haroon. Nice work and well done... Even though its ten years late its still a superb piece of video gaming. And knocks spots off any of the original BIS campaigns\mission....

I do hope the very busy OFPEC staff soon review and publish this mission as final... To all BETA tester's and OFP enthusiasts I highly recommend this mission for your [SP] collections. Stealth, or All out Action this mission is the dogs bollocks

Review: 9\10


Debriefing

(http://)

You may notice on the debriefing my duration say 53 minutes.. this is most likey due to the break I took while testing, Using the Save Game then resuming. not the radio command save game..  :dry:
Title: Re: (REVIEW COMPLETED) <SP/COOP> OPERATION SPARK v1.5
Post by: Gruntage on 01 Feb 2012, 09:28:30
This mission has now been reviewed and is available to download from the
Missions Depot (http://www.ofpec.com/missions_depot/)

This topic is open for post-review discussion.