OFPEC Forum
Missions Depot => Mission Discussion => Arma2 - Reviewed Missions => Topic started by: SaOk on 27 Apr 2011, 17:05:00
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(http://img200.imageshack.us/img200/6020/preview1zs.jpg)
Author: SaOk
Version: 2.0
Game Version: Combined Operations 1.60 + BAF/PMC (Optional)
Addons Needed: None
Trailer (New 2.0 Gameplay Video):
http://www.youtube.com/watch?v=PJ5hiYDawXM
Download:
http://www.gamefront.com/files/21201343/CaChasingGrimReaper_v2_0.7z
Description:
A former scientist employed by the former Takistan Defense, appears to US outpost in quiet small village Sakhe near a mountain pass, requesting for immediate help. A small journal is about to turn the whole country into deadly chaos.
Features:
-Briefing/Overview/Gear choose for every mission
-Challenging missions with custom difficulty selection
-Much cutscenes and twists in evolving journey
-Basic infantry action with constant heavy independent friendly AI support (+CAS/Mortar Support)
-Many custom gameplay functions (Minefield creating system, Medic packs, Order AI teams between defense lines...)
-Player´s gear is transfered between missions (Use the weapon you find, through the campaign if you like)
-No High Command System
-Massive use of custom-made Ambient Life (Animals, Civilians, Traffic, Crows, Flies)
-Much custom AI scripts (walking in random buildings, trench behaviour, covering, surrendering, creating minefields, tanks shooting buildings, using smokegrenades...)
-Long complex missions made with performance saving methods (Should works good with CPU like Q6600)
-Life multiplier available for high-end computer owners
-Custom voices/sounds (around 500+)
-ACE2 compatible
Hints:
-Good gameplay with friendly skills set to 1.0 in gamesettings, enemy 0.5 to 0.7 or more
Voice-actors:
- Bardosy (Takistan Civilians, Takibans, Hungarian Combat)
- Domokun (Air Support, British Team Leader, Uncle, SF Leader)
- Nettrucker (Fikri, PMC Unit, Land Support, German Combat, Gas Worker)
- Poacher (British Combat)
- RejenOrst (Austin Paxton, U.S. Combat, Music) - www.rejenorst.com
- SavedByGrace (HQ, U.S. Soldier #1/#2, U.S. Combat, Outro Voices)
- Tslava (Czech Squad Leader, Czech Combat)
Special Thanks:
-Voicea-actors
-SavedByGrace for new campaign outro, background story and dialog and scene suggestions for intro
-All testers
-BIS for the excelent game
-OFPEC, ArmaHolic for support
Scripting Credits:
-Mandoble for Mando Missiles Script
-Mondasa & Kronzky (Surrendering script borrowed partly from USPMON)
-Celery for (position ThisTrigger) & [0,0,0], also help and advices
-Xenogf for str(_array) != "[0,0,0]", help and advices
-i0n0s for saveVar, help and advices
-Zipper5, Kju, RejenOrst, ZoneKiller, h- for help and advices
Change Log:
1.0:
-Improved campaign intro (Thx SavedByGrace for new dialog and thoughts)
-New campaign outro
-New 1st mission outro
-New hidden task in 2nd mission that have an effect on 3rd mission
-Player gear and damage is copied from 2nd mission to 3rd
-More ambientlife (Parked empty random cars, friendly armed locals guarding locations...)
-In 1st and 3rd missions, AI driven HMMWv now stops if player is next to it (to get gear)
-Much other tweaks/fixes
1.1:
-Expanded cutscene in 2nd mission
-Player´s weapons transfer from mission to next (before only between 2nd&3rd mission)
-Added difficulty selection (Displays only once at campaign start, unless "revert" is used)
-Added life multiplier (If someone wants more out of his machine. May increase the difficulty level some bit)
-Enemy chopper re-appers in later missions unless/until taken down
-Added use of new chopper transport script (behaviour depends on difficulty level)
-Found AA-launcher is stored in Hummer
-Flashlights removed from first mission (Vanilla game users)
-Changes in available weaponry for player
-Civilian conversations made faster & markers fixed/improved
-Many other tweaks/fixes/additions
1.2:
-Added more american battlecry-voices (made by RejenOrst www.rejenorst.com)
-Added limited mortar/close air-support (SSM)
-Some script controlled AI units use now cover function (1st&4th mission)
-Changes in dialog/briefings
-Animals and other less real civilians shouldnt talk to player anymore
-Friendly AI tanks dosent get damage from minefields
-Some new tasks
-Some new scenery
-Cutscene tweaks
-Tweaks for better performance
-Engineer added to player group
-Other additions/tweaks/fixes
1.3:
-Added new long mission "Operation Zavarak"
-Added more american battlecry-voices (made by RejenOrst www.rejenorst.com)
-Links added to briefings
-Added much music from ArmA2&OA Soundtracks
-Some other fixes
1.4:
-Added new long mission "Trenches of Garmsar"
-New script creating active hostile/civilian life in houses
-Sometimes AI now descripes hostile detection in building (New voices by RejenOrst)
-Performance tweaks especially in 2nd mission
-AI surrender more (no need to find the last few units)
-All units in player´s group now playable (Requested extra feature, not 100% supported)
-SUV have some PMC weapons
-New crate in outpost
-M14 more available
-Some other additions/tweaks/fixes
1.45:
-Added much use of Mando Missiles Script by Mandoble
-Enemy tanks shoot sometimes at houses now
-AI use smokegrenade sometimes now
-Tasks should display right now for all chooseable units
-Campaign/Mission overviews improved
-Other fixes/tweaks/additions
1.6:
-New mission "Takiban's Last Stand" to end the campaign
-Civilians now may sometimes now turn against player (in 2nd, 3rd, 5-7th missions)
-More scream voices (made by RejenOrst www.rejenorst.com)
-Added music tracks "Evasive Action 1/2" (made by RejenOrst www.rejenorst.com)
-Mando Missile script updated to latest version
-Added Command Mode option (optional High Command)
-Added BIS Advanced First Aid option (optional)
-Performance tweaks in scripts
-Task bug from 1.45 fixed
-Many other additions/tweaks/fixes
1.9:
-Most of the voiceacting added (By RejenOrst, SavedByGrace, Nettrucker, Bardosy & Domokun)
-English corrections and other dialog improvements by SavedByGrace
-AI shoots sometimes flares on night conditions (credit to RejenOrst)
-Added one new song to 7th mission (by RejenOrst)
-Added some more randomness
-Some new or improved cutscenes
-Much other tweaks and fixes
2.0:
-New cliffhanger campaign outro (by SavedByGrace)
-Rest of the voiceacting added ("Uncle" & "SF Leader" by Domokun, "Gas Worker" by Nettrucker, Outro voices by SavedByGrace)
-New dynamic AI function: Enemy sometimes now search/clean nearby random buildings
-New dynamic AI function: Sometimes disemparked crew seek cover from nearby houses
-Life Multiplier much reworked (default setting "normal" is good for CPUs like q6600, tested setting "doubled" works very smoothly with i7 2600k, un-tested setting "tripled" may require clocked i7 2600k)
-Music from orginal OFP soundtrack added (those BIS tracks)
-Cutscene tweaks
-Unpopular extra cutscene in 3rd mission removed
-Many other tweak & fixes
Let me know what you think. I am ready for big tweaking and even to remake big parts of the missions.
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Can't open the zip. Gives me an error. :dunno: Does anyone else have problems?
kind regards
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Hi :), for me the unpacking works normally. Do you have the 7z-unpack software? Its quite common today (winrar and zip are getting less used) so I have started to use it too. With 7z, you can also unpack zip and rar files. You can find it here:
http://www.7-zip.org/
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hi SaOk
yes I'm using 7z, but it won't let me extract the files. It always gives me an error, no matter what I do. :dunno: Checked with other compressed files. 7z does work without problems, I just can't get your file unpacked.
kind regards
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Thats strange. The file may have corrupted when downloading. I also downloaded it for test, but had no problems to unpack it . I uploaded the campaign now also packed with zip if it works better:
Edit: -link available at first post-
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Got it. File was corrupting during download. Will give it a go.
thanks
kind regards
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Awesome to see this released, SaOk! :good:
Here's my feedback on the campaign so far:
- The loading screen images you've used are not large enough to fill the picture, so you can see that your pictures end and there are other pictures underneath them.
- It may be nitpicking, but many times when the player character is depicted in cutscenes during a mission he has the wrong weapons and/or damage to him. The best way to do this would be something like the following:
_damage = damage player;
_magazines = magazines player;
_weapons = weapons player;
removeAllWeapons <new unit>;
<new unit> setDamage _damage;
{<new unit> addMagazine _x} forEach _magazines;
{<new unit> addWeapon _x} forEach _weapons;
<new unit> selectWeapon primaryWeapon <new unit>;Or you can use the selectPlayer (http://www.ofpec.com/COMREF/index.php?action=details&id=701&game=All) command to transfer player control to a different unit during the cutscene, thus making his previous unit AI controlled. Once the cutscene is over, simply switch him back using it again.
- In the cutscene during the second mission where the player sneaks up on the hostage-taker at the crash site, he's meant to have a pistol in his hand, but since I removed it when I selected my custom gear, he had no weapon in his hand. To fix this while keeping the same animation, have the following check:
if (!player hasWeapon "M9") then {player addWeapon "M9"};And you can just remove it after the cutscene finishes using removeWeapon.
- In the third mission the player is not told in the briefing that he may face an armored threat, therefore I never equipped myself with AT and my stupid AI used his only two rockets on enemy infantry, therefore we had to stay in cover near the SUV and just hope we weren't attacked. However, for most of that mission we didn't have to fight at all, we just hid until the friendly forces arrived to destroy the armor and then we helped mop up the few remaining soldiers.
- Despite completing all objectives and returning to Rasman in mission 4, the mission wouldn't continue. I switched to 4x speed and all that happened was a small group of Takistani Army soldiers came within our range and were quickly dispatched. Afterwards, nothing is happening so the mission didn't progress. See the attached image.
- I was kind of lost towards the 4th mission as to whom your "Takiban" are. Sometimes they are the Takistani Militia, but in the 4th mission Takistani Army units were referred to as the "Takiban." Again, might just be nitpicking, but it would be good to indicate why the "Takiban" are comprised of well-equipped Takistani Army forces and ill-equipped Takistani Militia forces.
- I felt the custom screams of units as they were shot at or injured were a bit too loud. It might be better to quieten them a bit.
All-in-all I'm quite enjoying the campaign so far, despite these issues. I am hoping, however, that the significance of the journal is revealed sometime after mission 4, as it's certainly causing a lot of fuss. I look forward to further updates!
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Thank you for testing and good feedback. :)
I copy weapons and magazines for the actors in cutscenes, but I may have forgot to add it to everyone. Also in quick cutscene in 3rd mission, the weapon wasnt copied for some reason once. I fix those. Also add the damage check, I just need to make sure that player is able to stand/walk. Also a good point that player may not have pistol at crashsite.
The 3rd mission, may be too easy. I will lower slightly the reinforcements. Also add more tactical elements. I think there could be a small extra task for the player to set up a minefield or something similar that would force him to move in danger.
I seem to have the trigger zone too small in the 4th mission. I see you returned to the southern trenches, but the new takiban assault comes from east and player is meant to move inside the town where also the AI group have moved (there is currently a bug which dosent make them use more complex cover positions. Fixed in next version). I change that trigger too, then player couldnt be in wrong place without noticing the new assault.
Explaining why takibans use army outfits is also under work. I havent yet made a background for that. I agree its confusing since takibans sound like the terrorist group. I may change the whole name to sound more like the setting in Libya. So there would be more modern army led by some fruitcake Fatdaffi supported by hostile militian tribes (and some of the tribes are in player side. Like seen in 1st and 2nd mission).
I tweak the voice-files too. I could try to make the soundlevels similar to ACE2 voices.
I will improve the storytelling too, but I meant that journal to be in more invisible siderole. So its causing all the chaos with no-one actually seeing it. Soldiers still die for it, while its transported away in background. The campaign would just display the events near the player squad. But I see how it comes. I should improve and add more cutscenes. And have more visible characters, like that less friendly SF leader. Then I could also continue the setting with a connected sequel where player would meet some familiar faces. But I will see how things come. There is much to improve and to add.
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Ah, okay. I went further into the town and the mission continued. Sorry about that. :confused:
The rest of the mission went smoothly, although when clearing the area with the tower and the crossroads I really only came across one squad of Takistani Militia, and only after the tower area had been deemed clear. Once they were almost completely destroyed, the crossroads were deemed clear even though I was still a few hundred meters away from them. Oh well.
So the 4th mission was indeed the actual end to the campaign. In that case yes, I think the story could perhaps be fleshed out a bit more, but obviously I take into consideration that this is the first beta. The end cutscene could also be a little more "satisfying", offering some better closure to the events that unfolded and what it means for the person you're playing as.
Other than that the gameplay of the campaign was a lot of fun, which is something many other campaigns lack and makes me stop playing them very quickly. It kept me engaged the whole way out. I'm also very impressed that most of what you've done seems to have been done through complex spawning and deleting of units, so now I know why performance was excellent throughout despite tons of stuff happening around me.
If you manage to flesh out the stories and cutscenes a bit better, along with fixing/improving the issues I mentioned before, I can see this being one hell of a mini-campaign! :D
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Thanks :), I will continue working on this for long, improving also gameplay as much as I could. The cutscenes take longer create, but I will work much on those too. A proper ending is definitely a must, after that I will also make the campaign intro look much better.
Currently I am trying to add a small extra deadly feature for 3rd mission, that is only there if player have been fussy in 2nd mission. I hope to add also other effect/cause-relations between missions if get this first one working.
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Great campaign so far. My only gripe that I have, is that I'm in difficulties to differ friends from foe. In the first mission at Sakhe, there are friendly locals coming down the mountain from the west. They mix up with enemy Takibans and I'm not able really to figure who's friendly and who's not. Same in the second mission when searching for the crashsite there are friendly units with a tank coming in, but there are also enemies coming and I really get confused.
In any case I keep on testing.
Kind regards
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Thanks for testing :),
I have also had difficulties to differ them few times, if the friendly tribe have reached the village center unnoticed in 1st mission. Else their approach is noted in radiochat. But I will see if I could add something more to ease identification. Maybe few smoke grenades and also forcing them to stay on hill.
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SaOk, thank you very much for your work. I tested the first mission, here comes a small feedback:
Cutscene:
- Sometimes the targets (I mean the people or the vehicles you want to "film") are not in the screen. For example the SUV. I remember one part where it stopped outside of the cam focus whereas it should stop in it. Result was an empty camera angle without target (see screenshot here (http://www.picdrop.net/images/arma2oa%202011-05-09%2013-31-56-35.jpg)).
- When the scientist talks to the "taxi driver" ;) he looks away from him (see screenshot here (http://www.picdrop.net/images/arma2oa%202011-05-09%2013-30-10-69.jpg)).
- I noticed some grammar stuff and many missing punctiation marks. But I guess that's something you'll check later anyway, so it's ok (for now).
- I would love to hear some atmospheric music in the cutscene(s). Especially the part where the camera zooms to the shepard / spy on the mountain - that was pretty tenseful and some good music would even intensify it.
- One thing I found odd: You can see the Takiban attacking but then in the briefing it says "3 days later..." It was strange to see them running on the road and then suddenly it is three days later.
Mission:
- Good work in the mission itself. It has a good atmosphere and is tenseful because always more enemies approach the village.
- I also was confused because friendlies looked like enemies and even shot 2-3 of them but in fact it is realistic...
- Very good thing that you've put a local ammo box near the crossroad! My AT gunner shot his ATs into the enemy infantry crowds earlier and when the tanks came, he had no more, so that ammo box with the RPG inside was very helpful!
Do you have a US ammo box near the starting point? I didn't see anyone (but I also didn't search). Would be a good help in case someone needs ammo. Putting a US ammo box at the crossroad would be unrealistic though, the local box is good. - Map information in the briefing: I noticed that in the first mission's briefing it already is shown that friendly locals will help (friendly locals area marker and a blue arrow signalising that they're coming to support the US in the village). However it was not yet mentioned by HQ via radio that the locals would come. What I mean is: You've put events in the briefing at the mission start which didn't yet happen. A good example is at the briefing of mission 2 (which I didn't finish yet): There already is shown the "Crashsite marker" but the special unit didn't crash yet.
Suggestion: You could set the markers (http://www.ofpec.com/COMREF/index.php?action=details&id=309) as "empty" (invisible) in the begininng (init.sqf) and show them later when things actually happen. - One or two automatic savegames would be good too, in my opinion.
Other than that it was a good first mission of your campaign! Thanks again for your work!
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Thank you for testing and good feedback. :)
I agree, the campaign intro is not currently good. I will remade it or at least improve it much.
I will also tweak the briefings. Seems like I forgot that "3 days later" line there. I will make sure, all looks correct. After I released this version, I also remembered that 2nd mission crash site marker. Going to fix that too.
While I tested with ACE2 mod, I noticed the AT-weapons was much more needed. There is much AT-gear to be found in all of the missions. Also the MG-Humwee have some gear in cargo (Not sure if I remembered to add that to 1st mission too yet).
I will try to add some autosaves too, after few mid-mission cutscenes.
I have already some new stuff ready (2 more cutscenes, new hidden task in 2nd mission that affect 3rd mission, also player gear and damage should be copied from 2nd mission to 3rd...), but I am going to fix that campaign intro before releasing next beta in few weeks with much other fixes/tweaks too.
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I'm having trouble in the second mission. I reached Anar and cleaned the region but I can't find the SF members. I called HQ already because of that and they told me to continue searching and talk to the locals - this I did but no one can understand me and I can't find anything.
Can you give me a small hint? :)
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A random civilian should come to you after battles slow down (you need to go quite close to the civilians (closer than about 200m) - I need to tweak that). If nothing happen. Follow the small dead end road (to few buildings).
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Mission 2
Beside some things from my previous posts (crashsite marker and automatic savegames) these things come to my mind:
Cutscenes:
- You could put setacctime 1; at the beginning of every cutscene. Otherwise if someone (like me on the second run of the mission) goes speed x4 to bridge the waiting time, the cutscene itself also runs with speed x4.
Mission:
- From the crashsite I made my way down to F. Abad. I ran quite fast so I left my team about 150 meters behind me. The enemy chopper already was airborne and suddenly I read the subtitles of the conversation about that AA guy (Ali?) who lives in F. Abad. But I looked around and no one was around me talking to me. So I guess it was a bug. I had crossed the main road heading to Aman near those 2 little lakes (position 056063).
I died some time after that and loaded and went again from the crashsite on. But this time (I took a similar route) no subtitles appeared and also no marker about Alis house was shown. - After I cleared Aman and no fightings were going on anymore, no civilian came to me giving me a hint where our comrades would be (but I always was moving and didn't stand still - even took a car to move around and talk to people I saw. So maybe he tried to reach me but I was to fast). After reading your hint in your post, I went to that dead end road and the mission continued normally.
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Good feedback. I will add that setacctime too. And I need to tweak that civilian talking system. I think the civilian may run to some older position were player have been and start talking there. I fix it for next version. That F. Abad guy draws a marker to map to show where AA-launcher cache is located in that town.
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That F. Abad guy draws a marker to map to show where AA-launcher cache is located in that town.
Unfortunately I never saw him (the guy). :D
Mission 4
Nothing bug wise to mention.
The Takiban tanks were a challenge until the A-10s came and turned them to dust! :good:
Maybe a bit more interaction with the PMCs would be cool. Don't know any specific idea though...
Mission 5
Without doubt the highlight of the campaign! Very good action! And great tasks!!
I didn't encounter bugs - only my medic entangled himself in a bunker and didn't want to get out for the rest of the mission. But that's a BI bug, not a mission design bug. :)
Yet again the "Defend" marker at the northeast of the town didn't make sense in the beginning. Only after the AA were destroyed I was ordered to move in that defence position. So maybe you could also hide this marker at the start of the mission.
Btw. that task to destroy the AA reminded me of some old and awesome missions in OFP, it really was a great atmosphere to hunt them down. The last one (in that village) I took out via artillery so it was good to have it available! :)
I had some amazing firefights in this mission! It was great to have the team available (apart from the medic)! They saved my life 1-2 times and did what I told them to. This is what makes Arma the best game out there!
One special situation I will probably remember for a long time was after the AA task, when we were returning to the city. Suddenly we heard armor behind us and ("Shit!") we were short on AT ammo. But suddenly one after the other was turned into dust by those A-10s who detected them! Wow! :) That was a great moment! :)
Summary
All in all your campaign really was big fun. Thank you for your work!
If the voices are recorded and implemented and the missions are polished a bit more (grammar mistakes / cutscenes, etc.), it will be a campaign that (more than already now) is absolutely worthy to download and where the player will get lost for hours in that hunt for and defence of the diary.
Btw. - what was written in that thing?? :D Or did I miss it?
Btw. 2: The credits worked well too, even though I would suggest you to show them in an separate outro cutscene, if you want. Because after the credits (which should close the campaign) there again comes the debriefing of the last mission.
Thanks again, SaOk!
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Thanks for testing the rest of the campaign. :)
I am going to expand that Bastam mission somehow and some more interaction with PMC at least in cutscenes. Its too easy now. I could try to force player to withdraw first inside the buildings (maybe to the mosque) then fight back slowly more and more while reinforcements arrive (more slowly too).
The final mission is also my favorite. But I going to improve that too. The markers will be fixed too which are currently showing more how the mission were before I attached it to this campaign.
I was also fan of that old OFP mission where you hunted those shilkas. That was in my mind when adding that quite similar task to this final mission. I will add some more resistance in the village where the AA truck is located. Also maybe add more escord for those other shilkas. And balance that with some additional friendly squads that follow player slightly on background.
Cutscenes and all the text are also reworked (And there will be better outro and intro for the campaign). I will then english check those later when all looks quite ready.
The deadly journal have an invisible role. I am not sure yet if I will reveal it more in the story. :)
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I will add some more resistance in the village where the AA truck is located. Also maybe add more escord for those other shilkas. And balance that with some additional friendly squads that follow player slightly on background.
Yes that sounds good.
It also felt good to have the Abrams as company, slowly advancing to the Shilkas. It even destroyed the first one and some other vehicles that were near it.
:good:
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I released version 1.0. I tryed to fix all the reported bugs, and there is much other tweak and additions. I didnt yet improve much the 3rd or 4th missions. 3rd mission should be harder now, but there is still much to improve. I will try to improve/add tasks in upcoming weeks.
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I only tried the first mission yet, and had a lot of fun :) great job.
I used Ace. I think you mentioned it's ACE compatible..?
Encountered a single error - when driving captured enemy vehicles, the AIs wont fire at me. It happened to me with their BTR and with the SPG-9 Landrover. When I disembarked the vehicels, they do fire, when I return to the captured vehicle, they hold fire again.
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Thanks for testing.
I dont have any special scripts running for enemy vehicles so I think that bug is mod or game related. But I´ll see what can I do. :)
I actually faced similar bug while testing other user made mission without any mods. There I captured mg-uaz and manned it with my team. No-one shot back. I try to make some testing and report issue to BIS.
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Hey,
I completed the campaign and absolutely love it, superb job!
Lots of action and details with a steady great feel. Next to "Battle of Zargabad" my favourite SP-Arma experience, especially Mission 3+4.
I did not spot any unmentioned mistakes except a cow standing on a roof near to the AA Truck in mission 4.
Maybe the briefing could hint that a weapon selection is available. I guess most people out there check for that option but I was all hyped up and played the campaign with the custom loadout (same for Battle Of Zargabad btw) and only realized there's a crate with an AT-4 in the beginning - worked just as well but that MAAWS should come in handy.
Only thing I'd say needs correction is the grammar. I'd be more than happy to help out. I'm only half American but I'm sure I can optimize it a bit (if you want).
thanks for the hard work!!
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Thank you for enjoying the campaign and leaving feedback, :)
I will need to add an extra setpos command, for the "ambient script"-made life, to avoid them spawning to roofs. But also test that some dosent spawn then inside rocks or some other structures where they dont find a way out.
I could add those mentions of available custom gear and also other not yet hinted gameplay features (MedicPacks, Minefield System and Defense Line moving via radio in 4th mission)
And thanks for offering to fix grammar, but I will probably still change things much and rewrite many parts for long time. SavedByGrace have also usually corrected those during his feedback when project have gotten closer to finished.
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In the first mission I noticed a cow poking his head out of a wall. Seemed happy enough. Probably just a one off.
Still playing through the campaign and its very, very nice.
In the opening sequence would it be possible to make the written information on screen stay a little longer? I found myself rushing through it trying to read it all before the next 'cutscene'. Apart from that a brilliant intro!
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I updated the campaign with new mission "Operation Zavarak" that starts a new chapter. Let me know feedback especially of it. The other missions are quite the same as before.
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Gonna give this campaign a play through... thoughts so far
Begining cutscene
Did think that some music would have been nice even if it was really quiet since there are no voice sounds yet I thought although aesthetically good there was essentially no sounds
Mission 1
Briefing was good, had enough information so that I knew what I was doing without having too much information.
Gear selection was also good, a nice selection of weapons and I didn't feel overwhelmed by the choice
The mission starts and I soon come under fire, although just a few soldiers the battle soon livened up. I held back the initial counter attack relatively easily and was told to secure the cross roads, was also fairly easy. My main problem came when an M113 and a T55 came down and I had a lack of AT weapons and didn't realise there was an AT stash. So I rushed back to the outpost to grab some AT weaponry but there wasn't, would like the weapon choice you get during the briefing to be in an ammo crate or something at the outpost.
Eventually find an RPG on a dead guy and I go to blow up the armour then me and my one surviving team mate (enemy armour took out the rest) went on to clear the little crossroads. Also maybe once the armour rolls into the cross roads it then proceeds to advance on the enemy outpost (would have put good use to the mine I had :D)? A note here maybe have a trigger counting the amount of live opfor in the trigger and if under a certain amount like 5 make all opfor forces retreat or just run the script since I had to run around a fair bit to find the one remaining enemy hiding in a bush :D
Another note with this have a small delay so that when the last soldier is killed maybe 5-10 or even more seconds pass and then the radio chatter about the cross roads being secured runs instead of what seemed like instantly.
I also kind of felt that the airstrike was possibly not needed against mostly infantry targets at the begining maybe make it available when the objective to secure the crossroads begins, could have used it against them tanks on the counter attack.
Overall opinion on the first mission is good, a nice way to start a campaign :good:
Would like to see a weapon selection in a crate at the outpost and maybe see the enemy armour advance on the outpost, other then that I enjoyed the mission and looking forward to playing the rest of the campaign. Will let you know how that goes :D
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Thanks for testing and feedback :),
I tried to add music for intro but because it so long, a song that I tested didnt fit in it good. But I will work on it more. Maybe I will find something for it. The cutscene is quite silent currently with annoying animal sounds. I hope it would look better with possible voice-acting in future.
There is a small AT-box, with m136, other side of the road at outpost. Also in the hummer there is more ammo for it. From the AT-box, you can also with laserdesignator so you are able to target moving enemy tank. Still the BIS module dont always work. The plane may not always drop a bomb, it just fly away sometimes after some flying. Seems like that happens mostly with ACE2 mod, but it may bug with vanilla game too. The airstrikes and mortars in the missions are quite extra. You will manage without those, but just in case they are there.
I add the extra time before radio, I could also make the few last enemies surrender or flee in final task. I also check the tanks, so they wouldnt stop. Those could have a guard waypoint.
And good point, there could be some more weaponry in outpost.
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Regards to the airstrike, it did work fine for me running without ACE mod. Except it also worked without the laser designator, I just pressed the radio button and it called an airstrike where I was pointing.
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It seems the module bugs mostly only when spotting moving targets with laser designator. If the plane misses right flightplan to fly over twice. Then it just dissapears. With ACE2 the AI is different with larger spotting range. That maybe affects why the module bugs more often with that.
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Onto mission 2, nice to see my weaponry carrying over that's a nice touch
Once again both intro and briefing are good nothing I haven't mentioned already.
I boarded my men into a humvee and we set off to find the crash site on my way there I was told to clear the cross roads as a secondary objective which was easy enough.
This mission was fairly laggy for me, maybe look to give an fps boost if possible, I'm running on a fairly high spec computer but at times found this mission difficult to run.
Also I keep seeing lit fires all over the place and can't help but think that the place is hot enough as it is and maybe the fires aren't all that necessary.
Other then that the mission ran through without any other problems, no real suggestions here.
Mission 3
Intro and briefing are once again good, clear and precise. I took my team and followed up the road, took out a couple of guys on the hill side and on the town and then a fade out and I all of a sudden jumped on top of the hill despite not being any where near there. Maybe in the briefing suggest that I take that route or something so it seems like less of a jump.
After that we continued onto the town with a few smallish engagements and then once again I make a big leap for the next cut scene. Maybe a shot that shows where I went to would be nice since I lose my bearings slightly and wasn't sure where I am in relation to where I was.
I do like the attention to detail with all the animals, civilians and cars. Not sure if they are your own placement or by one of the modules but either way it does make the place feel alive.
I get told to hold the area and make sure the SUV doesn't get blown up, this is a nice fight although at the beginning I keep getting blown up not sure if it was enemy grenades or enemy mortar fire or something but the area seemed to just get shelled so for the first minute or two I held back and then I went to join the fight. I like the use of cover here, vehicles turned on their side, a nice little entrenched position.
Also liked the mortar option as well as when the A10 flew by, were definitely nice touches.
Outro is good, would like to see a few more animations used on the men. As well as maybe when the engineers are at the SUV maybe make one do a heal animation so it looks like he's fiddling with the car before he says that he has secured the journal.
Mission 4
Not got round to playing it yet but the intro was fairly brilliant I thought :D, nice use of music and nice use of disabling the sound. There were some excellent camera shots in here as well. It's normally quite tough to make a good action sequence but you've definitely pulled it off in this intro.
Will update when I get round to playing the next mission. :good:
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Thank you for more great feedback, :)
For some reason that 2nd mission is quite heavy. I will try work on it. Maybe you are right with the fires if those take much CPU load. I remove the campfires, put few without fire. And also make the mountain fires maybe burn only when player is more near. I could also try to tweak it in other ways. Still the Feruz Abad town is stuttering for me even without the mission. :)
That hill cutscene in 3rd mission is following the orginal story script. I add more time to the fade out. So it would feel that more time have passed (maybe I could also include some footsteps to make it sound that player is going there).
I will add that extra scene to that Bastam cutscene.
The animals, civilians and cars (including traffic in second mission) are all spawned from my own ambient scripts. BIS modules felt so heavy that I made those myself. I just place triggers and life is spawned around them in wanted way.
I put those ambient scripts here in my script thread (they are for free use and I have more coming):
http://forums.bistudio.com/showthread.php?t=120439
The enemy mortar fire is a result from failed hidden task (located in Kakaru, mentioned in random civilian converstions) in 2nd mission. Its a small detail and I tried that the mortar fire isnt too heavy. I could still weaken the explosions.
I will improve that outro too.
Great to hear you liked the 4th mission intro. Noone had yet commented it so I thought the music choise was too freaky. I made that intro before deciding to create a campaign. Then I just tweaked the mission part to fit in the campaign. The 4th mission is definitely my favorite, even when I could improve it more too.
Edit: Okay, I didnt realise until now how much fireplaces I had placed in 2nd mission. Those are all now gone or without fire. I also found a bug which made the traffic unlimited. With those fixes already, I believe the performance is now better in that mission, but going to tweak things more.
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I released a new version 1.4 with new mission "Trenches of Garmsar" and for all missions, included new functions that spawn active life to random houses. Units in player´s group also now shout (enemy on first or second store) sometimes if they see enemy shooting from house. Full change log in first post. I didnt yet play the new version through (except the new mission), but when I have done that I remove the note over the download link. All should work, but you can never know. :)
After a request, I added all units in player group as playable, but the feature is not fully supported. Weapon copying is made for "leader player" and tasks show only for leader.
I didnt yet tweak the cutscenes in 3rd mission. But I will work on that later. I may first create the rest 1-2 missions for this campaign. Then tweak all as much I can and then move to possible Chernarus part.
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I made a new version 1.45 with mando missile script (by Mandoble) replacing simple support module by BIS. You can call limited CAS, bomb runs, laser designated bombs and ammo drops. Also the Javelin and AA-launchers are affected by the excelent script. :)
I also made more AI functions. Enemy tanks shoot now sometimes random buildings (I will continue tweaking that, and plan to have bigger role for it in final campaign mission), enemy army soldiers also use much smoke grenades in some of the assaults (in 3rd,4th&5th mission).
Campaign overview is also improved with new campaign pic, added text for it. And the mission overviews have bigger pics and text.
The new extra featurefrom 1.4 with whole player's group as playable is improved with working tasks for every soldier. Some scripts (especially the shouting scripts) are also tweaked to be more performance friendly. Not sure how much it can be seen in performance, but at least they look little less awful now if opened. ;)
btw. If someone is playing currently older campaign version, all version are good for feedback. Its also possible to change the campaign version during playing. The campaign progress remains, you may only need to revert current mission.
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SaOK, first of all, congrats! Awesome and very fun missions. I love tha AI.
Now the problem:
In all missions starting I receive an error regarding I nedd an addon (something about a British inf unit or something like that, I'm at the office right now) but I can still playing.... Until the third mission, that the addon problem stops the campaign.
AFAIK this was an addon free campaign, ain't it?
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The campaign requires ARMA 2: Combined Operations, which is ARMA 2 & ARMA 2: Operation Arrowhead. It also requires you to have at least the Lite versions of the BAF and PMC DLC packs, both of which are in the latest final patch for ARMA 2: Operation Arrowhead/Combined Operations for free (1.59). Make sure you have ARMA 2: Combined Operations patched to the latest version and you should not get any errors.
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I'm stupid, I'm on 1.51 :(
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Beta test for version 1.45:
Visitors in Sakhe
The Intro was well made, introducing the story and location. What was missing, however, was any kind of music to go with the intro, and voices would have been good of course.
Briefing: Good layout, my obectives were clear to me, and the map was not overloaded with markers.
The mission itself started off rather easy on normal mode (good choice of dialog here) with some sporadic contacts in the village, but picked up speed as Charlie arrived with their Hummvee. I was re-tasked to take the crossroad further south, but the objective to defend my position was never ticked off.
The southern crossroad was well defended, including 2 tanks, but after a fierce firefight, it was no problem to clear it - good balancing here.
The Outro was not breathtaking but served to tell more of the story.
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Thanks, Barbolani :)
And thanks for test-report Mathias :), I will work more on the cutscenes. That campaign intro definitely needs some music or voice-acting.
When I added the task to display for all playable units, marking tasks as succesfull broke in every mission. I will fix that for next mission.
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Takiban Valley
Sorry, this is no proper beta report as I cannot finish this mission.
I went out of my FOB towards a crossroad where I had to secure it and guarantee the safety of a Guerilla T55. After I accomplished this objective, it was not ticked off.
Heading into Feruz Abad in pursuit of an objective to find a downed helo, I spotted some heavy smoke which turned out to be the downed helo, and a very well made cutscene kicked in.
After the cutscene the mission turned out merely into a choice of differenct crossfires, neither I could beat. If I try to go in a straight line across the mountains towards Anar, I end up being shot by massive enemy forces from behind and from the left flank. Employing my sole LGB strike can take care of the sniper-accurate machine gunners in the hills behind me, but as soon as I enter Anar from the north, several enemy cars approach, as well as a T34 from the left flank which leaves me hopelessly outgunned, since I have no more airstrikes left.
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Thats sometimes very tricky part, but remember that there is a radio call for guerilla help (2 tanks and infantry) and you are able to call ammodrop with extra Javelin. Also if the enemy tanks are both in sight and quite near, its possible to take both out with single laser designated strike (designator and batteries are in the mg hummer) which always have two bombs dropping with few seconds separation (in which time its possible to spot a new target for second bomb by just moving the already activated designator). Still I could make that part little easier for the easiest difficulty level, I have had difficulties to beat it too sometimes.
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Examination of Bastam
Is another mission I cannot complete, but maybe I am overlooking things.
Since I already know the first two missions, I used the "campaign" cheat to start off with the 3rd mission after a fresh re-install of ArmA2.
After an easy stroll towards Bastam I encounter a well-made cutscene after which fierce fighting immediately breaks out. I have only a few seconds to check out the HMMV to try to grab a laser designator which is not present in the vehicle. I have to point out that more often than not, the HMMV is toast before I can run back to it, since the enemy tanks are first to appear.
As an alternative, I use the air support console's Ammo Drop, but no aircraft or descending parachute is seen before the force of at least 3 tanks overwhelm my position.
Questions
Is the missing laser designator a bug or a consequence of cheat-use e.g. non-sequential campaign play?
In what form and distance does the ammo arrive?
Recommendations
* Delay the advance of tanks a bit in order to allow the player to prepare.
* Add AT weapons to the HMMV
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In that third mission, there is only bomb runs that arent quided by designator. Instead you give a target via custom mando´s UI. I could tweak that ammo drop, currently a chopper bring the crates (with more AT weapons) and get usually hit but mg fire from tanks. I try to change it to plane. Also good point the mg hummer should be positioned to better place and I could delay the tanks some bit. I continue tweaking that mission after I finish the final 7th mission, which could still take much time.
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Battle of Rasman
Overview
It contains a nice picture, that's all I remember about it.
Intro
The intro is very well made and impressive. I have to say that it is rare that the classic "battle scene" type intro features that much action and perfect camera placement.
Briefing
The briefing contains all the necessary tactical information one could ask for, plus all the technical things that are used in the mission (minelaying, switching of frontlines, air support) are explained. Markers are plentiful, but not chaotic. And the weapons selection is nice to have. The only bad thing about the briefing is that all objectives except the very first one are not ticked off.
Mission
I did use the mine laying option, and then some waves of enemies appeared. These were very well balanced, since there was a constant battle, yet the own forces were never overwhelmed. Which is the cause that I left them in the trenches and did not use this "switch frontlines" option. During the battle, a new objective came up (kill a sniper) but before I could fight my way to his position, the enemy attack died down and I was re-tasked to kill enemy AA in another location. Thankfully, an Abrams tank guarded me on my way to the new objective, killing most AA units that were located in featureless terrain - tackling these on foot would have been suicide. The last AA truck was located in a village, and it was a bit tricky to take out without being shot.
With all the enemy AA down, I grabbed a civilian truck to quickly head back to Rasman, just in time to help beating back another huge assault. This was another great moment in ArmA2 gameplay, because there is so much going on: Waves of enemies assaulting, being beaten back by international force, Apache helos giving air support, lots of explosions... just great. The last 2 objectives of checking 2 further landmarks for enemies did feel a bit bolted-on and were not quite necessary in my eyes.
Outro
Hm, not much storytelling here, just more shots of troops in action.
Conclusion
Another great mission, well balanced and fun. The only letdown is the bug that prevents objective tick off upon completion.
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Thanks for testing more :), I have all tasks fixed for next version. That minetask was one of few (if the only one) that was still working right. The last 2 tasks were from the orginal mission version that I later changed much for campaign. I agree those are quite unneeded tasks, but I left those there. I may tweak it more.
The "switch frontlines"-function is also really experimental. It didnt become very usefull, but I also left it there. I may tweak it too or use it better in some other mission.
After I have finished the last mission. I will work more on the cutscenes. There is some quite poor ones currently (especially 3rd/5th mission intro, also 5th mission needs an outro. And I could try to expand other cutscenes too and include some more story telling/dialog between characters)
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Operation Zavarak
Is a mission that works through the end, where a nasty bug prevents completion. Since I played this mission in 2 parts (tomorrow morning and evening) I shall not give a whole walktrough - I could be missing a few details.
It is a classic capture and defend mission with solid gameplay. There are only 2 problems:
1) The objectives do not tick off
2) At Zavarak, the objective is never completed, and the mission does not end (famous "last loon" bug).
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Did you destroy the AA pad in Zavarak (after getting a task for it)? After that a plane should bring more friendlies to clear the town. There is many enemies inside the houses, but they should come in sight often. And there is that marker system showing right direction. The ending trigger should work (I played the mission through myself), but I will make the marker area smaller and add surrending for last enemies. I agree its not fun to search for the last hiding enemies.
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Hey SaOk, one of my squadmembers apparently killed the AA gunner, and I blew up the AA with a satchel charge.
Oh, just in case: I managed to lose my tank support, and the enemy tanks managed to break laser lock just before impact (by going over a hill), so I was almost without AT options, and I had to look for a RPG among the dead. Could you provide for AT launchers and missiles in the ammo boxes at the AA site in any future version?
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Sure, I add some to the satchel crates. The AA-pad is placed randomly to one of the three locations in Zavarak.
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Trenches of Garmsar
This mission is a great mission which contains of a series of assaults that are mildly challenging, but totally believing in so far as they are combined multi-national operations with ample air and armor support. A good mission that concludes a good campaign.
There is, however, a bug in the Briefing. No content is provided in the briefing before mission start, apart from a weapons selection. But the weapons selection is overriden in-game by a standard MK16 assault rifle.
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Thanks for testing through the campaign. ;) I had the briefing launched after mando scripts. I think that might have caused that. I going to correct that for all missions. Also try to find out why that weapon bug happened. I havent seen that before.
For current campaign status, I will try to have new version with the new last mission ready in few weeks. I have the mission almost ready, and much bugs fixed in all missions. Cutscenes will still take some time and I plan to add optional chooseable high command feature. So player could choose if he wants to lead other AI groups or let the scripts do the work (as before).
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Here is the new last campaign mission named "Takibans Last Stand", as a separate SP mission, that I am trying to get ready for MEC11. Its not yet included in the campaign (it will take more time to finish the new version for it). This is also only a beta so be free to test it and report any bugs. Do not mirror this. I will continue tweaking this and have updated version before the deadline on next week.
For new noticeable feature (compareing to the old version of campaign) there is a new option - "Commander Mode" which add High Command feature, so you can edit AI group waypoints. But its very optional, even with that mode enabled there is scripts giving battle plans for every group. You can just leave them be.
Also as an another new function, nearby civilians may now turn against you if there is civilian or animal casulties. They run to nearest house and pick up a weapon (respawn as militian unit).
Edit: Here is a new version that I sent for MEC11 via SBG:
http://www.gamefront.com/files/20728617/SPTakibansLastStandMEC11.7z
If you like you can make test report of it for the campaign too, or wait the new campaign version. All feedback is helpfull.
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New version 1.6 is available with new and final mission "Takibans Last Stand". As new options to choose, there is BIS's "Advanced First Aid" and "Command Mode" that enables high command feature for all missions (expect in 4th). Its disabled as default, but those few who like High Commanding can modify/recreate waypoint for certain friendly AI groups. As new AI function, civilians may now run for nearby house and pick up weapons if you hurt them or their cattle. That is active only in 2nd, 3rd and 5-7th missions. Many other tweaks and fixes are also there.
I continue tweaking missions and adding cutscenes, but else the campaign is complete as mission count. Especially the last mission need some expanded cutscenes.
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I am now looking for voice-actors. Contact me if interested. You can find the roles here.
http://forums.bistudio.com/showthread.php?p=2027770#post2027770
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I released a new campaign version 1.9 with almost all roles acted and with much other tweaks, fixes and addition. I didnt yet create a new outro for campaign. It will take more time to plan and create.
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Played with 1.60 RC on regular.
VISITORS IN SAHKE-----------------------------
Intro
Timing, voice volumes and the nephews sudden breathing worked against this one. It is certainly much better than some of the cinema I have seen out there but once the rest of the campaign cinema is viewed, the Intro fails to match those standards.
Mission
The tasks were great for an opener and the amount of AI help proved very welcome.
TAKIBAN VALLEY--------------------------------
Intro
was great. Timing, voices, angles...everything.
Mission
Crash site task never completed
The player also has 7 in his group after dropping the wounded off at the nearby factory but the Humvee only holds 6 so getting to Anar efficiently, was a challenge.
At the end of the mission, the British team arrived just as command was saying they'll take a while. There was also some exchanges of gunfire during the cut-scene of the player and British officer walking up the hill discussing the pilot pickup.
Examination of Bastam---------------------------
As I am walking up the road, you initiate a cut-scene which setposes me on the hill overlooking the town and the player says "Well, what do we have here?" That was not needed and it removes me from the immersion that was building with my approach to the town. After that, my team had a hard time climbing the hill and getting down to catch up to me. I was on the road. before the scene started.
The SUV was on the western intersection of town while the waypoint to protect it was on the eastern intersection.
THE BATTLE OF RASMAN-------------------------
The minefield task was confusing at first and I don't think I was given enough time to properly get it figured out. It didn't matter though because enemy armor never made it to that area. I did happen to have a guy lay out a few mines before being ordered off of the line but the task displayed as though it was ignored.
I like the variation of tasks in this one. But I just didn't seem to have enough time to complete each one before you threw another at me. I was running from one spot to the other without enjoying the ambiance much. Perhaps you should increase time between tasks just a bit?
The "Take down the helo if I can" task, never showed up as a task. Not sure if you meant it like that.
The sniper task was great since the sniper kept shooting to confirm that he was where he was suppose to be in my thermals.
The destroy AA task was good too, since it got me out from behind our lines and placed me and my men face to face with incoming enemy. The Abrams and Stryker moving slowly down the road as support was awesome and added tremendously to immersion and to my confidence as well as to the reality of sending armor against possible armor threats and not just infantry against the armor. I realized when I was on my way back that I should have grabbed a vehicle of some sort to get out there but I didn't mind walking so much when I had that thermal to scan the crests. Perhaps you should hint that the player can take a vehicle?
After clearing the AA and being ordered back, I was not even half before I was given another task to guard an area. Perhaps you should consider adding a condition to that task assignment of having the player back near the defensive lines before issuing the task.
When those helos appeared, sprouting all the chutes out of their bellies, lag began to slow interaction quite a bit. Is it not possible to have more units parachute from fewer helos? Once those units were on the ground, the ensuing battle was very interactive.
After the battle, I was ordered to the tower, from where I took out a small group who had not quite reached the tower yet. I thought I was going in to clear the area not get there first and defend. But it makes no matter.
The crossroad task was event less before being ordered back to the front lines. Once the cut-scene took over, I could hear my group responding with radio calls. Perhaps you could enableradio false.
OPERATION ZAVARAK---------------------------
Briefing
under briefing record..."After linking up with them, a coordinate a combined assault on the center of Zavarak" should be.."After linking up with them, coordinate a combined assault..."
The British helo landed and the pilots got out. Was that planned? the second play test and the British helo never made it to the lz.
TRENCHES OF GARMSAR------------------------
Intro was very well timed, music playing in the background was perfect, the assembly of troops from various branches gave it that combined arms feel and the camera angles showed it all off well.
1st task to laze the targets was confusing. I wasn't sure how to accomplish it at first. What I did was use Mando to call in a the fighter and after that I was able to laze the second but the AV88 was shot down by the machine gun of the remaining tank before it could get far enough away and I had to use the lost key to order a precision missile attack on the last.
2nd phase:
Loaded up in the truck and headed off to the first task. Cleared it without a problem. Drove forward to the next task. Disembarked before the junction and rounded the bend on foot. As I passed the first line of bunkers a completed task displayed on screen that said "Any". The break through defenses task completed, so I suspect it was that one.
Soon after, a T55 rolled up from behind the allied advance and simply strolled around without engaging and without being engaged. It appeared red on the map, so I engaged it.
The allied armor and infantry seemed to advance too fast toward Garmsar, leaving the flanks exposed and having my team combat the enemy on the ridges and wooded areas that were missed before.
The Outro added a little comic relief with the missiles comment.
TAKIBANS LAST STAND---------------------
The Intro was fabulous, gorgeous camera angles, music was complimentary to the scenes, loved the wide angled views of infantry engaging the helos with muzzle flashes sparking up everywhere. Well done. The music quit about 10 seconds before the cinema was through playing though.
Game play was great, Immersion did not lack at all during the battle and the AI performed well in every area. Plenty to do for the player, plenty of bad guys to take out.
Outro was comical and well voiced. Good camera angle of the group watching in awe of the Takistani celebrating his freedom from the Takiban rebels.
OVERALL
The story progressed smoothly, the game play was as usual, fantastic with plenty of AI support and player freedom to accomplish the task with changing tactics. The cinema started with a lower quality but improved immediately with mission 2 and remained high quality to the end. Music was never too overpowering, battle chatter was consistent and on cue most of the time, the amount of optional support offered to the player in each mission was not always used but it was good to know that it was there if it was needed, the campaign flow was smooth and each mission was fun to play since the player was not expected to babysit or accomplish each task alone. There is little (if any) room for improvement with this project and except for a few little problems, is solid from start to finish. It's a fantastic example of a complete campaign.
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Thanks for testing and feedback. :)
I have improved campaign intro for next version with background music and all roles acted. Also some other tweaks in it. I may tweak it even more. I still dont like the first mission as much as the others.
In second mission, I placed a truck to that mine. But I agree that the route to Anar isnt always fun. If player chooses to go on foot. The AI may follow him very slowly, especially if played with ACE2 mod.
In 3rd mission, I may try to tweak that first cutscene more or remove it totally. I will move the SUV waypoint closer to the SUV, but in position where player would see the closing assault.
In 4th mission, I will try to improve those first tasks/timings (the takedown helo is a just hint for player). After AA task, there is parked cars in small village where the AA truck was placed. For next version I could improve those AA task markers too. Those are too exact, giving a chance to take out the truck with bomb strike without visiting the scene. I could make the AA truck position more random with inaccurate task area marker... After returning to Rasman, I needed to make that "task launching"-trigger bigger in order to prevent player staying at the old trenches waiting for non-triggering event. But I see if I can improve that somehow. Orginally I added that amount of helos accidentally, since I had one "while"-loop wrong, but I left it there since it looked so dramatic, but I will decrease the choppers some bit and leave those if player chooses "doubled/tripled life"-option. I am currently tweaking that life multiplier for all missions (since I updated my computer last week. No more slow Q6600 here. Now playing with i7 2600K which allows much more life and the gives good perfomance even in towns). I will tweak those last tasks too.
In the 5th mission, the british should land normally, but after the latest beta patches and 1.60RC, the british pilot have been flying badly. Sometimes it just suddently lost control of the chopper (I believe it tries to avoid player chopper too hard) and drops down. I will tweak the chopper waypoints.
The 6th mission have that first task very open. Even if the strike totally fails, player can normally return to insertion (to begin second phase). I also get "any"-task hint after the last task. Couldnt yet fix that but I am looking for a solution. The code looks right to me, but something is breaking it. I will tweak those waypoints too.
But great to hear that you enjoyed the campaign. I will continue to tweak it more. Especially, I hope to add much more detailed life multiplier for next version. I got exited of the Nettrucker´s campaign with heavy AI use. I will try to make the bigger battles available for my campaign too via an optional setting.
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New version 2.0 is released with new campaign outro (by savedbygrace), rest of the voice-acting, new AI functions and tweaked life-multiplier for better CPU´s (if you have quite new and better CPU than Q6600, I suggest to play with "doubled"-setting). Full change log in first post.
The campaign should be now ready for review unless you find still some bugs. ;)
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Great to see your campaign being ready for review, SaOk! :good: You really did a great job and I'll definitely play this again.
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Thanks :), a great feeling definitely to have this campaign finished (unless some bugs are still found). I can focus on new projects and take a little break too to test also other user made missions and campaigns. :) Going to begin a new round with "For The Life Of A Friend" soon too to see the improved night part (the enemies without NVgoggles). ;)
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Wuuuhh :D That's great news! ;)
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I have a question about the first cinematic sequence in the campaign. About fifteen seconds before text "3 days later" there's this takiban guy who's presumably doing something with his phone. Is he supposed to shake his head like a madman ???
The gameplay was very nice and the first mission's atmospheric, but it would be nice if there were more automatic save points. I got as far in the first mission as clearing the crossroads, but my whole team died when the takiban made their counter attack. Having not saved at any point, I had to restart the mission. It took me at least 20 minutes to get that far so I just quit and told myself to try again some other day :dry:
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Thanks for feedback :), that takiban animation have been a random. That is a quite poor part, there isnt a right animation (or I failed find it) for phone talking so I just moved the camera to an angle where you cant see often his phone-hand.
I dont like to add those to autosaves since if player is shot a second after, it would ruin the autosave that player could have taken himself earlier via 0-0-0 (or was it 0-0-1). But if I create a new version, I could maybe add some few to places where cutscene ends or when there isnt any enemies nearby.
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No, as far as I know, there really is no animation for phone talking. :) I searched for it too, but no success. :)
The situation of saving automatically and being shot right after it, really can be a problem. Therefore I also prefer to hand over the responsibility to the player giving him free saves. At the same time however I try to look for situations where it is sure that the player is not in danger, and then I use the savegame command.
But if I remember correctly, you did automatically save the game between getting to the crossroad and the Takiban counter attack - or not? ???
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Thats the only autosave place I remember too. :)
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It wouldn't be nice to die right after autosave, with no other saves , that's a good point :)
For some reason, the task to clear the crossroads never ticked off, and there was no autosave. There was soe radio chatter about takis counter attacking, and after that a lot of takis with tank support attacked. I guess it was suppposed to save at that point, but it didn't.
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The autosave that I was thinking is in 5th mission (there is many those crossroad tasks with takiban counter-attack through the campaign :)). But I agree that moment in 1st mission would be good for autosave too. The task is completed after holding that crossroad.
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I'll review this one.
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Thank you. :)
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This campaign has been reviewed and the review can be found following this link:
http://www.ofpec.com/missions_depot/index.php?action=details&id=302 (http://www.ofpec.com/missions_depot/index.php?action=details&id=302)