OFPEC Forum
Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: asmodeus on 07 Apr 2003, 13:54:45
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Greetings Beta Testers! ;D
Asmo here with a brand new Desert Delta/Ranger mission! 8)
Chemical Warfare
Overview:
You are the commander of a highly regarded Delta unit whose mission is to attack and destroy a Chemical Weapons manufacturing Facility on an enemy Island. The enemy plans on boosting their defenses in the area soon, so we must take advantage of this opportunity to decimate their production abilities on this Island.
We are not able to use any form of air strike because you must also locate some secret documents vital to our operations in rescuing the Rangers lost in Operation City of the Dead. Intelligence reports these documents are on an Officer in the base and they are reputed to have information leading to the location of the hostages... We must find a way to help them!
You can find the mission here:
http://www.everoncartel.com/CW.zip (1.98 MB)
Edit: This mission has been reviewed and is available, with required addons, from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=243).
This mission takes place in the desert of Northern Sarugao with you as a Delta squad commander and the idea is to meet the objectives as fast as you can and then exit the area as quickly as possible with your team intact. (This is not a kill 'em all mission unless you want it to be, generally it is strictly objective based)
Things included
- Overview
- Briefing
- Mission
- 3 Custom Music tracks (adds to the atmosphere a lot, IMO)
- AI reaction tuned for maximum realism
- Benchmarking at 1300 and 2300 (you won't notice what you're missing, but the mission should not lag for any benchmark) ;)
- Other details that you'll see!
Addons Required:
OFP V1.91 *edit* (requires 1.91)
Sarugao Island http://ofp.gamezone.cz/index.php?sekce=islands&archiv=true&page=1
BAS Delta/Rangers http://www.concept-5.com/ballistic/default.asp
AGS Industrial Pack http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?s=3e9157a26c2dffff;act=ST;f=4;t=28827 or www.ofp.info posted on the news on 04/04/03 or http://www.of.fpp.pl/?en:pages:show:414:::
ECL_Safe and ECL Documents http://www.everoncartel.com/news.htm (go to downloads section)
Things to note
The notes section of the briefing has useful information..
This mission can be as easy or as difficult as you want. (to a certain point) If you want it to be harder, just take a longer period of time... ;)
For now the objective for the documents only involves killing the Officer that holds them. I didn't know quite how to make the objective check off depending on the player "picking it up".. (LCD?) ::) ;)
You can use the radio menu for a few things on this mission:
- Savegames (this is only for BETA mission)
- Stopping music (if you need to hear the enemy at any time)
- Calling backup, ordering backup to retreat
You can find the mission here:
http://www.everoncartel.com/CW.zip (1.98 MB)
Edit: This mission has been reviewed and is available, with required addons, from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=243).
As always I greatly appreciate any and all feedback you can give me!
;D
Asmo
P.S. Oh yeah, here's some q's I have for any who play this:
1. Was there any noticable lag and if so when?
2. How long did you take?
3. What was your score/how many kills?
4. Do you like the music usage?
5. Was it too difficult, too easy or juuuuust right? ;)
6. Did the briefing make sense? 8)
Thanks!
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Bloody hell Asmo, you're making them faster than I can test them. ;D
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lol :)
Well, I'm trying to go slow actually... I waited what seemed like a long time after putting COD and LL on here.. ;)
Also, I can multi-task and I have a lot more missions on the back burner! (I've had a lot of mission ideas lately) ;)
Asmo
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lol Macguba, Asmo knows that feeling. I used to put out missions here so fast. ;)
Heck, I still got seven missiosn that could use testing. I'm serious. :)
I have all those addons already, so I'm downloading mission. Get back to you ASAP.
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Yeah Wolf, I remember ... it's nice to have you back. I keep trying to test one of your missions but the timing never seems to work, or I get distracted helping out some noob who's got no tests. Or by Asmo, of course ;D
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Just downloaded all the stuff for the mission. I need to take a break from working on all the stuff macguba and you gave me to do on my mission ;D
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Played this great mission I had 25 kills alot off enemy there man I havent completed it the backup team was there so I had to retreat but nice atmosphere I likked alot ;)
Make it allitle more easy it was to difficult and a intro some cutsenes would make it much better can't wait for the new version ;)
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@ Wolf
LOL yep, I remember that well... You crank out missions faster than I do for sure! :o ;)
Thanks for checkin this mission out! ;D
@ Mac
Yeah, I can be very distracting.. Especially when riding this Blue Mongoloid Whooping Llama! :o ::) ;D
@ deaddog
Thanks! ;D
@ BoNeCoLLeCToR (whew, lot's of capitals and stuff.. ::))
Thanks a lot! ;D If there was a lot of enemy there, then you took too long! ;) Unless you're talking about the base as it is when you attack it.. If so, IMO there isn't a lot of enemies down there, they just react well to any attack you can muster! ;) And then they call for backup! :o
What part, in particular, did you find too hard? What direction did you attack from? When did you call your backup? When did the alarm go off?
All these things will help me to make things more "universal" for all players on the difficulty scale. ;D
The intro is on it's way! I'm real glad you like the mission and that you had fun! ;D 8)
@ everyone:
Thanks! ;D
Asmo
P.S. I am also doing an outro-win, lose and custom voices! 8)
P.P.S. For the next version the enemy's will shoot flares and smokeshells when you attack the facility if your benchmark is above 1300. :)
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ok, well I'll tell you about as far as I got.
Breifing was really good, didn't notice any problems, and it seemed quite detailed.
Started mission after picking my weapons.
Ended up restarting because stupid AI drove into a tree.
didn't care much for the first set of music, so I shut it off, but that's just me. Drove succefully to site. Got some more music for a minute. Used a flankinh manuaver to send my squad around to the other side of the base, and slowly moved closer to the camp, parked myself in some rocks. Realised I wans't going to be able to sneak in easiely, so when my squad was in position I called in the backup squad. As soon as they came and started to fire on camp, I ordered my squad to open fire from the other side, and I myself started taking out guards, M2 first, then some tower guards. Enemy backup started to come, but my squad was right there, and ambushed and killed them with one casaulty. I was simply massacuring the force in the camp, and then some more music started playing, I was moving into the camp when the game just froze up, the music that had started playing went into a loop, seemed like it was trying to load something, but it was too much. That's when I had to cut power to my computer and reboot.
Then I came here. I will try again in the morning.
I like the mission.
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Hey there Wolf! ;D
Thanks for testing it! :)
Yeah, that first music isn't for everybody.. That's why I have that option to shut it off. ;D
When that music started and it froze up for you there was nothing special happening.. Maybe the music just overloaded your comp? If it happens again, I will make the music benchmark conditional. ;)
Thanks a lot and I'm real glad you like the mission! ;D 8) :)
Asmo
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Asmo, SLAYER!!!! omg, good stuff :) i dont normaly play with music on, gets distracting.
ill list my kills 1st, so i can quit the mission...
t72
3 x offivcer
2 x bmp
medic
9x crew
4x law soldier
jeep
4x grenadier
7x machine gunner
3x sniper
crew
4x soldier
1 casualty- 23mins. i think the mission was juuuust right on difficulty. it got tricky becoz i hung around and the large counterattack came in, b4 then was fine. maybe some more units at the factory for the initial attack, i didnt use PUMA for that, i called them in after. the initial attack was mainly handled by my squad from the hill east of the factory. that industrial pack is hella nice and it goes off with a big bang. i didnt notice if burn script was used for them.
lag was only noticeable at the end, when the 4x t72s and all those squads started attacking. wasnt too bad tho, P4 2.4.
PUMA started to retreat without me giving the order to. they got caught E of factory and were wasted by the t72's. are they meant to go after a while?
great mission, best ive played for a while. im off to play it again :P
cheers
:cheers:
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Very Nice mission here, Asmo! :D
I didn't find many things wrong with it, so this list of points is going to read a bit more like an after action report than a list of beta issues ;)
Briefing
- Just one issue... the pictures you use could be a little clearer. I suggest using a very large size (say 512x256) and then reducing them in the .html code... this way you get very high resolution, making them much easier to read ;)
Mission
- Right... first time I armed my guys up like a standard infantry squad (2 fire teams, 2x MG's etc.) I attacked from the NE and got absolutely whalloped ;D (did I mention I suck).
- Then I twigged that this is supposed to be a special op, so I armed 6 of my guys as an infantry squad (and 1 AT guy) and the other two as a separate sniper team. This was much more effective. I had my sniper team in the cluster of rocks to the E of the base, and moved my infantry squad in from the NE.
- The music... I don't like heavy thrash music, and I'm getting old ;D So the music seemed a bit loud. I'm very glad you had the option to turn it off ;)
- I moved in under the cover of a bit of sniper fire, and found the documents, and planted charges on both the chemical tank areas and in the middle of the scud launchers. I also called in Puma for a bit of overwatch while I was high tailing it out of there.
- Now I moved out to the maximum range of my charges. I had told Puma to retreat just as I planted the last one. Well, it was 5 minutes later, and as far as I could tell Puma was still in there (as they hadn't run past me). My sniper team had been killed as the counter-attack was starting, so I decided I couldn't wait any longer.
*Boomfa!*
"One, Cease Fire!"
Bugger... looks like I took some of Puma with the chemical tanks... :(
Might I suggest having Puma make a radio call when they're clear of the base, it would make the best part of the mission (the part where you get to blow stuff up ;D) much nicer :)
- I hit the chem tanks and the scuds simulatneously... a couple of radio calls popped up... good good :)
However, apparently I had taken out the spud launchers !! ;D ;D
Now I've seen a spud gun shot through a wooden fence, but they're hardly dangerous enough that a Ranger task force needs to be sent out after them ;D
- So I ran really fast out of there, hugging the coastline along the north... unfortunately, a T72 spotted my squad, and took out another two of my guys... bah :P
I got to the FUP for Puma, and jumped in a Hummer. I headed for the Evac point, and the mission ended. Success... apart from the fact that I had lost half my squad, and I don't think any of Puma got out alive... ::)
- A couple of suggestions for the ending... maybe you could get the chinook to fly back in to pick the guys up... maybe get (whatever's left of) Puma to board it as well
- I suggest having different endings depending on how many guys (of your squad and Puma) you lose. You could also use addrating to give the player more points if they manage to keep more guys alive :)
Anyway, this is a mission that utilized the strengths of the BAS rangers Brilliantly!!. I highly recommend it... I ended up playing it a few times, just because I could :)
To address the things you were really interested in:
Benchmark 1808, the only real time I got nasty slowdown was when I blew the living bejesus out of the base (lots of smoke!) and one time when two BMP's got blown up in the space of about 1/2 a second... lots of smoke made for bad FPS :)
Overall, no big problems though
25 minutes... however that was with several retries :)
-100
9 x infantry
5 x vehicles
2 x Rangers :(
I also lost 4 guys in my squad
Very, very good. I especially like the fact that if you take too long the Counter attack turns up, making things very difficult :)
Might I suggest having an infantry squad that runs out the S entrance of the base and tries to flank your squad though? It would make things just that little bit more interesting :)
- I didn't see anything wrong with the briefing
Overall, an excellent mission... I'm hanging out for the next version! :)
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;D
@ Nazul
Glad you liked the music! :D For me it really makes that drive through the desert fun (and it covers up the loudness of the dirtbikes' engines). ;)
Good job on the mission! The initial attack part is going to be tricky, so far some have said it's too easy, some too hard.. I am looking into making an option for 2 difficulty levels... That should solve that problem. ;)
Yes, I did use the burn script on a lot of things, but it is benchmark conditional. ;)
That's weird the Puma was retreating on their own! :o Maybe they weren't really retreating as I do have them on a guard waypoint until you give them the order to leave.. So they could have been moving to attack someone maybe? :-\
great mission, best ive played for a while. im off to play it again
Thanks a lot!! :D :)
@ Sui
Thanks! ;D
Great suggestion on the briefing! Hopefully that will fix those pics. Also I noticed that it doesn't specify what those pics are of in the text and I have fixed that. :)
I like the fact that you used the weapons selection like that! Sometimes it's really helpful to split up your team like that too! That's cool. :)
Great suggestion about having Puma give a radio when they're clear of the base! ;D They can be a real pain in the :moon: because they have a tendancy to get stuck in the trucks and/or buildings.. >:( ::)
However, apparently I had taken out the spud launchers !!
ROTFL! That's a little made-up military slang for you! Thought it'd be a funny thing to see as you're running for your life out of that base! ;D
That's great that you knew to go to Puma's FUP to get a ride! I was hoping that would be apparent. :)
The thing about having a chinook come and pick up the squad at the end is that it would create lag for people.. I've found that any amount of choppers or planes really add to lag for people with low benchmarks... However, I am going to do that in the outro-win! ;D (I really wish I had the MH-47E from BAS to use in this mission..)
I'm working on the different endings, but am not too sure how to do what you're suggesting for the "how many guys I lost" idea.. Would it be an array or something? ::) And I have no clue as to how to use addrating... Is it in the description.ext or a script?
Anyway, this is a mission that utilized the strengths of the BAS rangers Brilliantly!!. I highly recommend it... I ended up playing it a few times, just because I could
WOW! :o Thanks a lot! ;D :D :) :beat: Don't know what else to say but Thanks! :)
Also Thanks for the answers to my q's!
Might I suggest having an infantry squad that runs out the S entrance of the base and tries to flank your squad though? It would make things just that little bit more interesting
Hmm.. I'll have a look at it, but in order to have them flank the players squad I'd have to assume the player will attack from the East.. At this point a squad should come out and attack you wherever you are.. Sometimes they flank you and sometimes they don't.. It's kinda up to the AI. ;) Maybe I'll add something like that when/if I can add the option to choose a difficulty level. ;)
I'm real glad you liked the mission and thanks for all the great compliments! ;D :) :D
Asmo
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Fair enough on not bringing in the Chinook... I reckon you've got the right idea. It'll make for a very cool outro :)
I'm working on the different endings, but am not too sure how to do what you're suggesting for the "how many guys I lost" idea.. Would it be an array or something? ::) And I have no clue as to how to use addrating... Is it in the description.ext or a script?
I did the same thing in Facile Ground, but I was using a script as I used that anyway to trigger the ending ;)
What you could do is put a line like this in the OnAct line of your end trigger:
"player addrating 20" foreach (units group player); "player addrating 50" foreach (units Puma)
That would give the player 20 points for each unit of their own group still alive (including themselves), and 50 points for each unit of Puma still alive :)
Hmm.. I'll have a look at it, but in order to have them flank the players squad I'd have to assume the player will attack from the East.. At this point a squad should come out and attack you wherever you are.. Sometimes they flank you and sometimes they don't.. It's kinda up to the AI. ;) Maybe I'll add something like that when/if I can add the option to choose a difficulty level. ;)
Check out the reply I posted up for Kali, in Umbrageous Beaver (http://www.ofpec.com/yabbse/index.php?board=23;action=display;threadid=8056;start=15). That has an example of how to make a squad move to a sector depending on where the player attacks from. I'd suggest having 4 sectors, which means 4 sets of move-move-cycle waypoints ;)
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Suit! (Sweet) ::) ;D
That's really cool! (Now I remember reading that too...) ::)
A question though.. In what order do you place the waypoints? They are sequential so I always got confused as to how to make it branch off and be synchd to 2 triggers at the same time... ::)
That's also really cool about the addrating! I love it when it's way easier than I thought! (it's rare, but it's sweet) ;D
Thanks for the info! Will help make this mission even better! :D
Ahhhhhhh..........smo (excuse me, I sneezed) ::)
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Last night at 12pm I was strolling around the beta pages and saw this. ;D Deciced to give it a quick go before I went to bed.
:o ::) ;D Another good mission from you Asmo! :D Didn't finish it. Puma was late. :P Got overrun by the reinforcements. I quickly positioned my troops in good arch of fire and went ahead to check where the enemy was. Got pretty spooked when a BMP was looking at me... :o Started running back in zick-zack. Only lost my legs. ;D He shot me with a sabot and I "flied" a bit... You know what happens when a tank shoots you but you don't die? ;D :P
Got back to my sqauad and got healed. Then some enemy troops came (My AT guy took out the BMP) and me and some other troops were shooting in all directions. ;D Puma was late :( because I forgot about them at the start. ;D My attack on the base went very well. Only 1 of my guys got injured. :) :P The music effect from the predator was cool. ;D Spotted that sniper in the tower and it played. :P Also the same happened when a PK soldier was like 2m from me. :D
Didn't finish it yet. I'll have another go on it. :) I'll have more detailed info then but here's some;
- I like the bikes at the start. I like veeeery fast cars, bikes... You name it. ;D AI on the other hand isn't too good with bikes... :-\ One bike got fliped ;D when the driver was trying to make a stunt. I guess... :P Well they got a bit injured so I went back for them and healed them. Ordered them to walk though. That's what you get.... :P
- There was a smallspelling thingy in the secret files... It was "used" or sth like that. Can't remember. Might just have been me reading it wrong though. ;D
That's the small few things I got so far. I'll play it again today or tomorrow and get back to you. ;D ;) :)
Hawkins
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Thanks Hawk! ;D
Glad you liked it! :)
I love it (kinda) when I get shot by a sabot and go flying but still survive! Makes you glad that all the Delta's are trained as field medics. ;D
I'm glad you liked the predator music! I think it adds to the atmosphere a lot. :) (There's also a bit of Platoon in there too..)
I like the bikes too! It's fun to go hauling across the desert at 185 kph/mph (not sure what it is!?) ::)
The secret docs will be fixed in the next version thanks to the great LCD! Tanks LCD! ;D
I've been working on the intro and it will have lots of explosions (you'll see how that fits in :)) and glorified shots of the choppers landing and the Hmmw's and KLR's ride out of the CH-47's into the desert! 8) (gotta work out a few bugs with the scripts, but it looks like it's going to work fine) ;)
Thanks again for testing it and I look forward to hearing what happens when you get farther! ;D
Asmo
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Now this is an intense mission!! :o
It has that Delta Force (the game) kind of feel, only much better.
No problems with all the downloads (why haven't I downloaded the BAS stuff yet????? What a mistake ) :)
I had an issue with choosing weapons (not a problem with the mission). To speed things up a bit, I need to carry the satchel charges. It takes too long to order my guys to place charges. Have to go through several pages to get to the "put satchel charges" option. But I also want to carry an AT4. That way, I can take out that first BMP from a longer range than my guys are willing to shoot. Oh well. Decisions, Decisions.... ??? I agree with the other comments about the briefing. Very well done with the right amount of info.
Placing those ammo crates inside that building was cool. Took me a while to find them.
I personally thought the reinforcements come a little too early but that's just me. Too long and you could lose that sense of urgency which would spoil the effect.
I've played the mission twice now and managed to lose my squad both times. I was able to finish after a couple of retrys. Escaping along the beach with a tank and a bunch of infantry after you is heart pounding. :)
I had no lag what so ever. My benchmark is 4300.
The music was a little too loud but I generally disable background music in any game. Good choice of tunes. ;) It would be nice if the music would stay disabled. I had to turn it off several times.
I also got the "This is taking too long... Let's get this done" message after I was already halfway back to the evac point. Maybe have that trigger off time and distance.
Overall, I give this mission an A. I can't wait until the final version comes out. It's a keeper. ;D
PS
I forgot to write down my scores, kills and time. Guess I'll just have to play it again. :D
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well, asmo, I'm sorry to, the lag was noticible, it wasn't really bad, but enough to make it hard to aim. I've been playing it all morning, and I'm kinda getting fed up, I just cannot find that officer with the documents. I've looked everywhere. And everytime I got in the base and was lokking for it, the Back up would always get there first, and that T72 would simply massacre my team. Just a few minutes ago I was again all by myself, and I had to try and lead a one man army against them, armed with only a silenced M4 and some stachels. I did what I could, but never had much chance when they were looking for me and with the lag. Is the officer in a building or something?
But then again, I suck at assault missions. :)
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OK, my third time to play yielded this:
31 minutes playing time
score = 5200
24 kills, including vehicles.
Do all of the enemy have to converge on my position???? Can't some be dumb or lost?? ;D
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I notice the lag too. :-\ I really have to upgrade my comp. Jesus this is getting on me...:P The comp I mean. ;D
The lag started to appear after the first counter-attack. The second wave must have been too much. ;D
Do you use createUnit? With big missions such as this it might be a good idea. It's up to you actually, and I think it's a bit complicated to use it. :o ::) Also you could make a small "script" to remove bodies. ;D It's not that hard to make. IMO. ;D
I didn't notice anything wrong here. Just that the lag got to me. :-\ You can blame my comp for it. ;D
Hawkins
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Cool I finished it the difficulty is good I have at least completed it hehehehe :P
Man that was some action I stormed the base with help of Puma I have lost 2 guys of my squad but got killed alot enemy's ;D
Can't wait for the new version ;)
Asmodues I hope you make some other cool missions with the BAS Delta and Rangers ;)
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@ deaddog
I'm real glad you liked it! ;D
(why haven't I downloaded the BAS stuff yet????? What a mistake )
lol! I don't know how you survived this long without getting the BAS stuff! The Ranger/Delta pack is great work isn't it? ;)
That's funny about the weapons dilema... I always do it with the default loadout! (I love that masterkey!) :)
That's cool that you like the briefing! I must confess that I used the same format as the BAS demo missions' briefings... ;)
About the reinforcements coming too early.. Is it 1 squad, 4 squads and 2 tanks, or a whole lot of squads and a whole bunch of tanks that comes too early? (there's 3 waves of reinforcements) ;)
Escaping along the beach with a tank and a bunch of infantry after you is heart pounding
It certainly is! And the guys on your team never run close enough to the water and almost always get picked off! (at least in my experience) ::)
Glad you had no lag, you're one of the few people it seems! ;)
About the music, if you want it to be off for the whole mission I suggest going into your options and turning it off there... I might make the next version where that turn music off trigger affects all the music though.. (but some people just want to hear everything but the Slayer at first... ugh) :-\
Good point about the "taking too long" message, I'll fix that up, thanks!
Again I'm real glad you liked it and thanks!
oh yeah thanks for the score and:
Do all of the enemy have to converge on my position???? Can't some be dumb or lost??
Not in my missions! ;) :D I gotta use every guy to his fullest extent to cut down on the total to cut down on the lag. :)
@ Wolf
NP! I'm just gonna make a few more changes and it should hopefully be better next version! This will be playable for all comps! 8)
For this version the docs shouldn't be too hard to find, all you have to do is kill the officer that holds them and you're done. ;) The officer is in the area somewhere, he's on allowfleeing 0 so he will not leave that facility... He shouldn't be in a building.. but ya never know! (I didn't put him in one on purpose or anything)
Also, sometimes this mission is more difficult than others because I used probability of presence on a few things.. ;)
Thanks for testing it!
@ Hawk
Lag for you too?! What's your benchmark again? ::)
After the first counter-attack? The one with the tanks right? Hmm......
I don't use createunit yet in this mission because I didn't think it would be necessary.. Believe it or not, this is somewhat of a "small scale" mission compared to my other missions.. ::)
The idea is to get out of there before you really have to fight the reinforcements.. I just put so many cause my friend was beta testing it over here and he kept staying at the facility! I didn't want that!!! :P
Anyways, I should be able to correct any and all lag problems thanks to you beta testers feedback! (just need to know benchmarks too, if you haven't told me already) ;)
Thanks to all of you! ;D :)
Asmo
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I think it's the last wave that gets me. The four tanks are murder!! :) The first two waves are managable. But it drives home the point that I shouldn't be sticking around. After all, spec ops aren't supposed to take on large forces.
I tried to hunker down in the town and defend. Thought I could ride out the reinforcements. Didn't work :'(
That island is sweet. I checked it out in a chopper (in the mission editor). I'll have to come up with a mission for that. :D
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ok, well I decided to try this some more. This time however I decided to try to and sneak into it this time.
However, I was consistantly spotted by one LAW solier at 160m. Even not moving he saw me way more then he should have been able to.
I finally found the officer, don't know how, he was just there. Lost a bunch of men to the well trained enemy.
I also think the enemy forces come rather quickly, but then, maybe if they were delayded one more minute, just a thought. But then like I said, not to good at assault missions.
Managed to beat it with 2 men left, but then I was being chaced by a T72 who shot two men at WAY farther then it should have been able to even see us.
Got to the end, heard the ending stuff, but the mission did not end. Put it on X4 for a few minutes it still did not end.
Good mission, fun and really hard.
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Asmo, jsut a sugestion, instead of the 4x T72's in the final wave, how about 2 or 3 T72s and 1 self propelled mobile artillery. the mob arty could sit on the hill in the distance the tanks comeover from and pound the base it would still be visable from back there. i cant recall ever seeing any mob arty in a mission and theres a few good ones about. it would have to be set as private so it wasnt too accurate, just hitting close enuff to put the wind up yr tail :)
you should post yr mission in this thread http://www.flashpoint1985.com/cgi-binn/ikonboard301/ikonboard.cgi?s=3e93a68b0853ffff;act=ST;f=4;t=28827
its a thread about the industrial pack, you will be a star!! :P
you guys having trouble attacking the objective, set up camp on the hill to the east. i didnt lose any guys at all and cleared the base.
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My benchmark is 1802. ;D Maybe I should turn down the detail and other things... ::) Might be that too. ;D I'll try it.
The lag started when the V-80's attack wave came around. It had atleast 4 tanks. :P
Hawkins
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@ deaddog
Thanks! :)
@ Wolf
Thanks! ;D Not sure why it didn't end, but I fixed the endings for any circumstances (I hope) ;)
@ Nazul
Thanks! I'll check it out. ;)
@ Hawk
Thanks, this new version should be better for you! ;)
Speaking of which...
NEW VERSION!! ;D
- Intro added w/more custom music! (AC/DC) ;)
- More Benchmarking!
- Multiple endings depending on how many of the objectives you complete
- Dynamic weather script used that toadlife made to make random weather every time you play this! :D
- Used script to delete all enemies not close to you.. Reduces lag greatly!! ;D
- Used a new thing setviewdistance (benchmark) It effectively checks your benchmark and adjusts the viewdistance accordingly. If this messes with your style, just use the radio to set it back to 900. ;)
- Take documents now fixed thanks to LCD! ;D (you have to actually pick them up now)
- The enemy surrenders if they feel greatly outgunned. :)
- Other stuff that I forgot about cause I'm too tired! ::)
I also checked the .sqm and made sure the addons for the intro and mission match and such. ;)
So.. I hope I didn't forget anything, and I hope you like it! :D
get it here:
http://www.everoncartel.com/CW.zip (3.9 MB)
Asmo :)
P.S. I still plan on doing an outro-win, lose, and custom voices! 8)
P.P.S On rare occasions, the intro won't go as planned.. If that happens, try it again and it should work fine! (there's a part that's a little tricky) ::) ;)
Oh yeah.. The pics in the briefing should be better also, and the radio message about taking too long should be fixed as well. ;D
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Hey Asmo, got the new version, got all day off, so I'm going to go test it. Be back later.
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You work fast so now I go to play and see how the intro is ;D
I think you forgot 1 thing you said I will use BAS MH-47E in intro so you used it if yes than let people know ;)
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Well, had a chance to play it some.
intro was good, but at one point, just after the apache hovering and saying it was clear, it showed four hummers driving along, and the music started getting freaky, the intro froze up, and the music, at the most annoying spot, went into a loop.
I had to shut off the comp and reboot.
Tryed the mission a few times, now, either the enemy is on too high a skill level, or BAS made these Delta units and Rangers with 0 stealth rating, as I would always get spotted at long distances where I could barely see the enemy.
Played it a couple different way, now, I don't know what to do about this officer, I couldn't find him this time, and under such a strict time limit before the large reinforcements come, and needing to blow up the tanks and scud launchers, I just can't find him unless I get lucky.
I was able to beat the mission, minus the officer, as the only reason I found him the first time was luck, I finnished with two men, it would have been six, but the rest were picked off by some enemy squad coming from the other side of the complex at almost 200m. One member of Puma squad made it out alive.
Its a great mission, but I don't see it working well for me, seeing as I believe I have the lowest benchmark here with 400 or something :-\ . Plus the general fact, I suck at anythign but sniper and black op missions. ;)
With the amount of lag, and the only way of fixing said lag is to setviewdistance to so small that the AI see me before I ever have a chance of seeing them. As I find that setviewdistance seems to have no affect on them, but maybe I just had some bad luck.
I really wish I could get a better computer. :-\
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I had no lag but yeah the officier is hard to find now I havent find him I destroyed the 2 BMP's and was about to bomb the chemical pods after I did that mission ended you failed said it ???
And for the intro it would be nice if you make the Bike disembark the CH-47 too it looks now weird 4 humwees getting out and than you think where the hell did the bikes come from ::)
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Oh and intro looks for other parts really good I did not get freezing it looked cool I had no lag but hey I just am a lucky bastard with a 2.8 AMD Xp pro and 2048 DDR Ram with a powerfull G-Force 4 4600Ti 128MB and a 350 Gig HDD :P ;D
Wolf hope you get a better PC m8 400 benchmark :-\
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@ Wolf
Thanks for trying it! :)
Intro problem- chalk that one up to your comp I'd say.. Unless it happens every time? It's just a camera scripted custcene w/ music... Nothing special and it doesn't have a lot of units. ::)
As far as the mission goes.. There's a very important thing to note:
setviewdistance affects everything in the game! AI, player, you name it! Did you use the radio to set your viewdistance back to 900? Otherwise it was automatically set to whatever your benchmark can handle, which would be quite low... Then it would just become a matter of the enemy seeing and shooting you before you do them when they come out of the "viewdistance cloud".. ;) :P
I dunno what to do about that.. You'll probably just have to put up with it and/or try different tactics... :-\
Yeah, the Officer can become a real pain in the :moon:, but I've gotta have something in this mission to give it that extra little "Asmo" touch. ;) (like making you frantically search for the docs while a bunch of reinforcements are breathing down your neck!) :D
Well, like you said.. It might just not be doable for your comp.. Which really sucks cause I thought these new scripts would solve all lag problems. :-[ :(
@ BoneCollector
I did not use the BAS MH47E because it's not released! :o ;) It was for a short time, and then they recalled it.. :P I was saying I wish I could use them! :)
...but yeah the officier is hard to find now I havent find him I destroyed the 2 BMP's and was about to bomb the chemical pods after I did that mission ended you failed said it
Hmmm.... That should be completely impossible... but you never know.. I'll look into it! Thnx! ;)
I'm glad you don't have any lag! For those w/higher benchmarks it should run like a dream. ;)
About the 4 Hmmw's... I was going to explain that in the intro, but didn't due to technical difficulties... Mebbe I'll add it to the next version..
The dirtbikes are hidden in the desert!
They were paradropped in right before your mission.. The reason I had to do this was that I couldn't get 4 dirtbikes to drive out of the back of a CH-47.. :-[ It only works w/2 vehicles. :-X
I'll explain that part more next time. Thnx! :)
Thanks again everyone for your feedback! I'm off to look for a job and then work on the outro's! :)
Asmo
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Yes, Its likely just my computer, like the last freeze up, happens from time to time.
About the officer, yea, it does add that extra rush.
Just for me though, as I say constantly, I suck as assault missions, now, personally find it really hard to keep any of my squad mates alive. They tend to act quite stupid. As I imagine everyone here knows. ;)
Oh yes, and I did use the radio command to change the fog distance, but the first couple of times, I left it close in so I could play with less lag, I finally used the radio command to take it back out because I consitantly was spotted, and shot, by AI I couldn't see. I knew who it was when the death camera went in on them. Maybe just something on my computer though.
I still say its a great mission. I'm just not to good at it. ;D
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That's quite a problem w/ the whole viewdistance thing. At least this way you have a choice!? ::)
It's a pretty cool command.. For those with very high benchmarks, if the weather happens to be clear enough, you can see 2000 meters or more! :o (It works great on my comp, since I added the "deleteeverything" script. ;)
Speaking of which, I will give all credit where it's due in the readme for the addons and scripts I've used.. Not to mention you great beta testers! ;D
How can you suck at assault missions Wolfo? :o Practice makes perfect... If you ever get the weather REALLLY foggy, it makes it easier kinda.. I had that and just ran straight into the base like a mad chicken! :o (and I don't know where the guys are going to be, it's always different in one way or another!) :)
Anyhow, this mission does kinda limit your options if you don't like to charge into battle.
I still say its a great mission. I'm just not to good at it.
Thanks! Since you're able to beat it you're good enough! ;)
Oh yeah, the documents aren't as important as the spuds and chem pods... (I'll work on addrating) If you get those you did good enough to save a lot of lives! ;) (just not the POW's from COD!) :o
There'll be more on the outro's. ;)
Asmo
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Yes, normally I do get the Spud(lol) lauchers, and the chem tanks no problem, with normally only 2 cassaulties, its just the time it takes me to try to find that officer tends to end up leaving me with only two men when I get back to extration point. And I only ever found them once, because I got shot by the officer crawling along the ground. Fortunatly I had a save point just a minute before that. So I was able to find, and shoot him first.
And the fog, for my computer, it came up almost as close as it possible could. I never had it easy, but maybe it was just bad luck on my part or something.
Thanks! Since you're able to beat it you're good enough!
lol, well I do still have a few tricks up my sleve. ;D
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woah, this is so much harder now with the fog. i couldnt camp on the hill and take them out. i didnt see the counter attack until they were right in close, bit too close i think for that many enemies.
lost all of my squad this time, but made it to the evac point. tried to find docs but gave up. could you put them on a Guba faced officer or something?
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Thanks Wolf!
@ Nazul
Yeah, it can be a bit difficult sometimes with the fog. I've found it helps to keep moving! ;)
That's a great idea about assiging the face for that Officer! I'll certainly do that! ;D
Asmo
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Yes the face is a good idea. Just remember to put a pic in the briefing showing the officer. ;) ;D
Hawkins
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Played again. This time with better succes: I finished it! ;D ;D :P Got a bit of lag there but it was due to my own settings. :P
I think I killed everyone one the map. :-\ I was destroying the scuds when the counter-attack came so I pulled out after I got the scuds. I went to pumas evac point and re-grouped. Then there was at least 4 (!!) squads coming. Wasted them all. :o With the help of my excelent team mates which got some beers on me after the mission. ;D
There was one thing that cought my attention. When I shot the chemical tanks with a sabot (I loaned the BMP in the base :P ) the tanks didn't blow up. :o The AT rocket didn't do the job either. It's ok though, since I took the pods out from a distance with RPG's ;D
I really liked the intro. :) Nice music. Listened to it all the time in the mission. ;D It really gave me some energy. :P löl ;D
Also one more thing about those pods. I was supposed to kill them all right? Well I killed all expcept one and even then the radio message told me to get out and gave me a job well done. :P I killed the last pod too though.
That's about all. :) I'll be waiting for the new version. ;)
And here's my statics and a pic of the brave resistance fighters. ;D
http://ofptf.ofprc.net/users/Hawkins/CWpics.zip
Hawkins
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;D
Thanks Hawk!
That's a cool pic! ;D (thanks for the stats too) :)
I've experienced the same thing with the chem tanks and the sabots... Guess you're just meant to use some other means? ;) (if you run into one with a bmp it'll blow up!) :o
I'm glad you liked the intro! ;D Yeah, AC/DC is a classic. :) That's what helped you beat it this time! ;)
Thanks for checkin it out! ;D
Asmo
P.S. I'll be gone for the weekend, so no updates from me until I get back! :P
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I ran into a similar problem trying to blow up a radio tower. It took three satchel charges to get it. >:(
I solved that problem by using this in a script:
@getdammage tower > .05
tower setdammage 1
One satchel charge would get it but it still took several grenades to down it. :)
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Any new versions m8 ;)
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Nice Work Asmodeus. :)
Completed the mission after several annoying and bizarre attempts, and enjoyed it lots.
Never knew ACDC sounded that YOUNG! Sounded like a 12 year old girl with a cold, guess Im too used to the aged and more refined ACDC of later years. :P ( only heard TNT on the Live album )
Got a couple of errors on the Intro, first time I played it, it went to a black screen after the music and stayed that way for at least 20 seconds, was ok the other times after that.
Though twice the Chinook on the left crashed and flipped on its landing ( 2/6 or so attempts ), but the cars managed to make it out, looked odd though. :o
I ran it under 1.90 cause my fave server is still 1.90, and kept getting "Requires 1.91" error message, though that didnt seem to effect the mission, though not sure.
I did get frustrated having to wait for the AI to catch me up on the bikes, even slightly over 40kph and they were screaming "Where are you?" at me. I know they're not the best drivers in the world, but it sucked having to keep stopping.
Couple of times, when I called in Puma, nothing happened, whether they all got killed elsewhere or something, I dont know, but they just didnt show. :'( Slaughter ensued.
Didnt have any Lag issues ( OFP Bench - 3409 ) except when I played it once with no fog on the map, and objects in the base kept appearing and disappearing, I'd be lining a shot up on some grunt in the base, and all of a sudden there'd be a wall between me and him.
Never saw any of the Tank Reinforcements people mentioned, guess Im just too fast and slick. :P
Nice mission, MORE!
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Ok... I'm back! :P
Just got back from running around in the woods, chasing woodland gnomes and black bears. :o
@ deaddog
Thanks! I didn't do anything like that cause it still works fine w/the satchels.. I kinda like that it takes a little more effort w/the bmp. ;)
@ BoneCollector
Soon! :D
@ Poet
Thanks!
I have to say right off the bat that you will expeirence a lot of strange things on this mission without V1.91..
It's probably wayyyy easy because the "enemy delete/spawn" script requires 1.91... That's why you didn't see the tanks or most of the reinforcements.. :-\
About the intro:
Yeah, that darn chinook has a hard time landing sometimes... Pain in the :moon: I'll have a look at those probs you had. Thanks!
Yeah, AC/DC was around forever. I didn't realize they sound young in this one.
As far as having to wait for the AI to catch up... I always just push ~ and bring up the map and click where I want them to go.. Then drive there myself and they usually get there somewhat quickly. ;)
I don't know why Puma wouldn't come.. I'll look into it. Thnx!
I'm glad you didn't have lag! About the disappearing buildings.. What viewdistance did you have it set on? 900 or the default setting it's on when the game starts?
Thanks for the feedback! ;D 8)
Asmo
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had a go at your mission and liked what i saw. but after taking the base, i couldn't find the general. he needs to be in a certain place, like in the hangar or something. otherwise it just gets frustrating. 10-11 tries and i just couldn't find him. look forward to your next version.
Cheers,
A-Bomb
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k i wanted 2 test it so much time ago but i had som things (oder misions, war on iraq, german tourist group (http://gamer.co.il/gamer/forum_images/ladysman.gif), nd som st00pid argentinian TV stars (da progy is st00pid ;)) but as dey say here - nana, banna, da ass of lusiana ::) ;D)
nywayz i played it at least ;D
so u remember dem beers we ere talkin bout b4 ? now som of ma friends convinced me 2 change it :P here is wat i want now ;)
official disclmair - "No1 from da men in da pic is related 2 da pic in ny way"
(http://lcd23.tripod.com/octobong4000.jpg)
nyway no much bugs, but stil som comments ;D
comments/bugs list
1) da raiders donno how 2 ride (AI prob) - had 2 make em run back nd get in Humves half da way dere
2) da surendin ppl is not good idea in spec ops mision from various reasons
a) ppl dat r very far from us surendred - if nythin dey shudrun away
b) ppl stayed surendrin even after we got away - unrealistic
3) radio - wen destroin da scuds say : took spuds out ;)
4) radio wen took da scuds say as well even though i took da scuds b4 da chem buildings - u shud make difrent radios 4 diff situations
5) da effects wen destroin da chem were realy laggy :-X - i say BM em ;D
6) after every objective i did i radioed dat we r headin back - dats wrong - remove dat part cuz wdere were stil objedtives 2 do (or make it apear if we already did all da 3 objs or wen da player is out (dis 1 is actualy dere ;D)
7) da docs thingy - i had 2 fight off 2 (or was it 3 (http://gamer.co.il/gamer/forum_images/chef.gif)) waves b4 finidin em - make som hints bout dat ;D
overall kool mision
:cheers:
(http://gamer.co.il/gamer/forum_images/kodomagnam.gif)
LCD OUT
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P.S link 2 my statistics (http://gamer.co.il/gamer/forum_images/redbite.gif) (http://lcd23.tripod.com/CW1.zip) (click on da smily ;))
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Dude. I dunno what the hell happened, but god damn it lagged likea bitch. :(
I actually got to the base, and could barely bloody move it was so laggy...
But.
What i do love is the SLAAAYYYYEEERRRRRRRRRRRRRR!!!!
Christ i love that band. Got Slayer flags all over the walls in my room.
Anyway.
The motorbikes bit was cool.
Added alot of action to it, thrashen the shit out of the Bike.
That just gave me an idea for my next mission too ;-).
I love the jump that you go over half way to the base. Fuckin cool :thumbsup:
It sucks that it lagged so bad, because i was enjoying it. :-[
Oh, and in the intro the 2nd Chinook that lands tipped over and landed on its roof. hahahahahah.
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@ A-Bomb
Thanks! That will be fixed in the next version. (I've made the officer stand out a bit more)
@ LCD
Thanks!
What was that pic supposed to be? ::)
1. I know, they suck! You can always tell them to disembark and put it on 4 x speed while they run.. ::)
2. ok... But it's part of the deleteunit script I used.. I'll have a look at it.
3. lol, I know... it's bad "Asmo" military humor. ::)
4. Good idea! (gotta add another 10 triggers.. ::))
5. There aren't any effects other than the default ones! :o :P
6. Did this happen when you were going East towards the hill or when you were still in the base?
7. Hints? How? Not sure if you mean this, but the officer that has the docs while have a specific easy to see face next version. ;)
Thanks for the feedback and thanks for the stats! ;D
@ Godhatesusall
I think I know what happened.. Did you use the radio to set the viewdistance to 900 when it started lagging? If not, can you try that and make sure it fixes the prob? ;)
Glad you like the SlaYer!! 8) ;D
About the intro. THanks, that Chinook is a pain in the :moon: >:(
Hopefully that will be fixed next version..
Speaking of which, the next version w/outro win/lose should be finished by the end of this week. (had a lot going on lately) ;)
Asmo
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the new BAS MH47E would look awesome in this mission, you could have the jeeps actually unload from it or cargo drop it :o
i managed to wipe out all counter attack waves, had killed 5x t55's by the end :P
keep it up Asmo ;)
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da pic was of som ppl smokin bong ::)
5) arghhhhhhhh. noooooooooo. i neeeeeeeeeed new graphics card :o
6) its just part of da radio msgs i think ;D mebe i got dat 1 wrong ::)
LCD OUT
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@ Sinister
Thanks for the info! (I've been waiting for it) I'll have it in the next version for sure! ;D
Great job being able to take out all the counter-attacks! That's LCD-style killing there! ;) (he's notorious for that kind of thing, tractor death anyone? ;))
@ LCD
ROTFL! what happened to the pic?
5. I guess so.. What kind do you have now?
6. I'll have a look at it, thx!
Asmo
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Great job being able to take out all the counter-attacks! That's LCD-style killing there! (he's notorious for that kind of thing, tractor death anyone? )
(http://www.spielerboard.net/images/smilies/lool.gif)
i didnt do it wen i played cuz i didnt had time :-[ ;D
ROTFL! what happened to the pic?
it seems dat da site dat was hostin it is down - nd i cant find it oder places (i think its my fault dat da site is down (oops) - but i just uploaded it on ma site - nd it shud b dere now ;D
guess so.. What kind do you have now?
old geforece 4 MX :(
LCD OUT
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Asmo
I set the ViewDistance to 900. Still made no diff.
Whenever there are tanks or choppers present, my OFP crashes, does a memory dump, then resets.
Its only done it since i updated to 1.85 i think.
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Asmo
I set the ViewDistance to 900. Still made no diff.
Whenever there are tanks or choppers present, my OFP crashes, does a memory dump, then resets.
Its only done it since i updated to 1.85 i think.
umm the latest version of opflash is 1.91, update to that
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@ LCD
lol
I dunno what your site is.
Your graphics card aint that old! Up until recently I was still using a voodoo3!! :P
@ Godhatesusall
That's the reason! If you're playing with v1.85 you should have got a bunch of errors because the deleteunit script I used requires 1.91! :o
So.. That explains the lag for sure, you were playing it with all the guys on the map! :o ;)
@ Sinister
Thanks! ;)
@ everyone
If you want to play this mission, update your OFP to V1.91!! (you won't be sorry, there's lots of good commands in that update that allow cool things to be done) ;)
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@ asmo
da pic shud b showin in da thread :P
it do it 4 me ;)
on da post were dere was a pic ;D
LCD OUT
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this is the coolest mission i played yet, just got to ask something, to they ever stop coming?..lol Im at the ref. and took out the bmp and T72....but they just keep coming and coming and................... love it tough :)
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@ LCD
LOL
That's hilarious! ;D Reminds me of my high school dayz... ::)
@ kris
Thanks a lot! ;D
There is an end to them, Sinister was able to defeat all of the reinforcements!
@ everyone
I have the most recent version completed except for a couple small things with the outro lose that I have to iron out.
I have elected not to use BAS's wonderful MH47E for this mission. Unfortunately it is flown different by the AI and would require me to completely redo the intro and outro. (plus it would just add another addon requirement when it really isn't key to the mission) ;)
Asmo
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Fianly managed to beat them all, but think i made a poo :P blew the base to bits and pieces before looking for the documents, searched every dead body, think i might have blown the officer out to in the water or something..lol
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@ Kris
Cool! Congrats! ;D Those docs can be quite a pain sometimes... hopefully this new version will help that a little..
Speaking of which... :joystick:
Version 1.1 is here! :toocool:
Changed and added:
- Addrating for number of good guys that survive the battle
- Outro-Win
- Outo-Lose (loose) ::)
- Various Radio Messages Changed
- Officer w/documents has a green camo face (check notes in briefing)
- During Intro the chopper crashes very rarely now (still happens occasionaly though) >:(
- Viewdistance starts at 900, you can change it on the radio if you want
- Enemy throws smokeshells (depending on your benchmark)
Stuff I haven't done yet:
Custom Voices (I haven't forgotten you Sui) ;)
Removed or fixed the "surrender" script
You can get it here:
http://www.everoncartel.com/CW.zip (3.8 MB)
You can see the outro-lose by just driving 200 Meters towards the goal and then heading back to the ending point like a yellow belly chicken.. ::) :P (you can also see it if you fail to destroy the scud launchers and go back there, or in a couple other situations) ;)
I look forward to any and all feedback! Thanks for the help so far! ;D
Now go destroy some spud launchers, Soldier! :gunman:
Asmo
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Excellent... been waiting for this one ;)
I've got a few points to add here, Asmo. But just bear in mind I'm being very nit picky...
If you were to completely ignore all of my advice, I don't think it would make a difference as far as a review score goes. (Apart from the small outro bugs ;))
However, these are just a few things that jumped out at me:
Overview
- If you wanted to spice up your overview a bit, you could use more active verbs.
If you're wondering what the hell I'm talking about, compare these two sentences:
"We must do it now, before the enemy..."
"We must strike now, before the enemy..."
The second one uses the verb strike. It's a subtle way of making the mission description more enticing...[/list]
Intro
- When it starts, the chopper bobs up then down as it comes up to speed. That in itself isn't too bad (you could have the screen completely black for 2 seconds to get rid of it), but the camera follows it which looks a little odd.
It's very easy to fix this. Your first camtarget line, use:
cam camsettarget (getpos heli)
This means that the camera will point at the position the chopper starts in, and not follow it as it bobs up. Then, maybe about 2 seconds later, get the camera to target the chopper ;)
- At the end you use a titlecut fadeout, with text in it. This text will stay on screen for 12 seconds, the problem being that the intro will not end until that text fades. This means the player is looking at that sentence for about 8 seconds (when it only takes about 3 or 4 to read ;)).
To fix this, try using titletext to display the text (as it doesn't clear off screen when titlecut is used), and then remove the titletext ( titletext ["","PLAIN"]) once you've faded the screen to black and allowed a few seconds for the player to read it.
This just means that text won't sit on a black screen for a long, long time ;)[/list]
Briefing
- The notes section. It's three pages, which is fine. However the last page doesn't have much text on it.
I suggest paragraphing (eg. spacing) your text out more. This will spread the text over the 3 pages (since you use that many anyway), not only making it easier to read, but filling up the third page more so it doesn't look quite so blank ;)[/list]
Mission
- Radio calls... with the good music options, Puma's call, and the savegame there are too many radio calls.
The danger is, the player might try to play some Acca Dacca, push the wrong button and end up sending Puma to their death.
I suggest having a "CD player" radio call, which opens up another radio page with your song options in there. It would tidy up the radio calls, minimising any misunderstandings the player might have while trying to sort them all out under fire ;)
- HQ's callsign was Charlie Black 1 or something ;)
I suggest checking out toadlife's snippet on custom callsigns. You can change that to Papa Bear, or HQ, or whatever you want it really
- Good to see you fixed the call to Puma...
I didn't use Puma, and last version I still got a call telling them to get out (even though I never told them to get in ;D).
I ran around the whole base planting bombs, then ran out and ended up setting off 13 (!!! ;D) pipebombs, and blowing the whole base sky high...
My debrief is attached, if you're interested to see how many points 13 pipebombs get's ya ;)
- Again, the titletext thing was there... ;)
Outros
I had a look at both outros, which were quite well done. The win one was nice, with some poor sod getting a masterkey round at pretty much point blank range... ouchie ;)
The loose one was also nice, though the smoke (chemicals ;D) and explosions right at the end really stressed my PC...
The one major problem was the fact that they didn't end... I couldn't even escape out of them for some reason! It faded to black with the words on the screen, and sat there.
This happened in both of the outros...
Anyway, good stuff, fulla. Very enjoyable mission, which has been polished up very nicely.
Throw in some custom sounds and the sky is the limit for this baby :)
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Wow! :o
That's great feedback! ;D I agree with everything you said!
About the radio thng... How would I do that exactly? Mebbe it would help if I got rid of the viewdistance options?
That ending prob sucks because it works for me! :-X Mebbe some other people can tell us if it works or not for them. ;) (i'll have a look at it too)
I'll reply mor in detail laterz.. I smashed my finger recently and it's to dffclt to type... :-[
Thanks a bunch for the feedback Sui! ;D
Asmo
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Ok! :)
My finger isn't as swollen today, so I'll finish my reply..
Overview
Excellent point! That type of thing slips past my mind usually. ;)
Intro
That's interesting about the titlecut! ;) Also about the camera command! I'll try both of those today! 8)
Briefing
I agree! That'll be fixed next version!
Mission
Custom Callsigns? Kool! :toocool: I think I've heard about that but I was just too lazy to do it yet. ;)
13 satchels? :o As LCD would say: "Touch off da city!" ;D ;D
Which titletext thing are you referring to that's in the mission? ???
I had a look at both outros, which were quite well done
Thanks a lot! ;D
The one major problem was the fact that they didn't end... I couldn't even escape out of them for some reason!
This is very strange to me... It works fine on my comp... Like I said before, maybe somebody else can tell us if this happens to them. (I looked at it and it looks fine, but I could have missed something) ::)
Anyway, good stuff, fulla. Very enjoyable mission, which has been polished up very nicely.
Throw in some custom sounds and the sky is the limit for this baby
:D :) Thanks!!! ;D Custom Sounds are on the way! Gonna make this sucker fly like an eagle! (or like me on certain nights...) ::)
Again, thanks for the feedback Sui! I didn't think there would be this much to find, but wow do you have an eye for detail! :) This stuff helps a bunch cause I like my missions to be as perfect as possible! ;D
Asmo
P.S. Thanks for the stats! Looks like almost all your guys survived! Good score! ;D
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You might try giving us slow guys an eight barreled, auto targeting, fire and forget super RPG launcher. Just to take care of those 8 tanks that always ruin my day. :)
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:D lol!
If you're there to see the 8 tanks... You take too long! :P ;)
That's the reason I put those tanks in there! Run from the bulls in this misison, not at them! ;) ;)
Does this mean you tried the newest version?
Tlk to you later
Asmo
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Does this mean you tried the newest version?
Tried...and failed. :) So far.
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@ deaddog
lol Thanks.. ;) Good luck to you! :)
@ Everyone!
Here's the latest version! ;D (V 1.2)
Most changes are based on Sui's advice. Thanks again Sui! :)
Changes & stuff:
- The final parts of the intro and outro's now fade to black and the text disappears first.
- Outro-lose smoke should be fixed for all benchmarks.. Please let me know if not.
- Briefing final touches, added description of teams and their loadouts as well as some other small changes.
- Player starts having to now meet up with the rest of the Red devils squad at the FUP.. (this is to avoid having to deal with the horrible AI driving in the desert)
- Overview changed a bit, used Sui's suggestion. (thx!)
- Fixed the intro part with the "chopper bob", should look better now..
- Changed HQ's callsign to "EaglesNest" (thanks Sui for pointing this out and thanks toadlife for making the TUT!)
- Outro's should end (I changed the way the ending is triggered, should be fool proof I hope)
You can find it at:
http://www.everoncartel.com/CW.zip (3.8 MB)
Things I still need to do:
Custom Voices
Trim the radio menu options
....See the Northern Lights ::)
Thanks to all beta testers! ;D
Remember the rules of engagement:
Kick :moon: and take names. ;)
Asmo
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I've been eyeing this mission thread for a while but only got a change to play it now.
Before I died on the beach north of the facility, I scribbled down these notes, placed them in a cork bottle and tossed it into the sea:
- After the intro, I get a missing addon "groups" error message when the mission briefing book is displayed.
- Why bother with hummers? Why not place everyone with the bikes in the Chinooks and ride off together from the starting point to the FUP? More realistic, too. Also, get rid of that yellow waypoint marker in my face. Not only is it misleading but it's downright insulting when playing in veteran mode. 8)
- You've got both a RED DEVILS and a START marker in pretty much the same place on the map. Looks messy. Suggest removing the start marker.
- Rename the END marker to EXTRACT, EZ or something more military. END is for Shoots & Ladders. ;D
Well, back to the beach!
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just gave it a shot (actualy - 6 m4 magz, 3 delta misles - watever dey called , 10 RPGs nd 25 charges - had 2 do it after wat sui did ::) ;D)
here r my comments ;D
1) cant u make space in da eagleNest ? nd in all texts also ;) (som ppl r never happy ::) ;D)
2) dere shud b lots more awarness @ da base + some ppl searchin around - dey just got attacked by chopers
3) is dere ny reason y dey didnt send da chopers 2 do our job ? ;) ::) - meve remove 1 BMP nd put shilka or somin like dat- just make it more logical (nd put reson in da breifing - i didnt read it but i have feeling ::))
4) add GPS 4 da player, i got lost while searchin 54 my squad (nd met eem somwere wen i told em 2 come 2 me ;D)
5) y did dey use flares ? - as much as i cud c - it wasnt dark enough 4 it, but if u have 2 use flares - do 1 red flare as callin 4 halp or somin like dat ;)
6) i think puma squad shud b reportin its stauts wen it get loses - like - we have only 2 men etc ;)
7) i think puma shud retreat wen dey r v. low on men - not continue sucidin on da enemies ::) ;D
8) same thing w/ players squad - wen low on men make da player radio HQ (or was it eagleNest ::)) nd say he is low, nd make HQ order him 2 retreat ;D
9) da docs r stil imposible 2 find :P - u want me 2 script somin like da script in burnin dawn mision (wen dey give u hint bout da keyz position ;)) or mebe just use script 2 say its position (grid location script - find it somwere in da ED)
10) only waves attacked me now - intentional ? (da sec 1 was w/ 4 T72s)
11) i didnt watch da outro loose but da outro win - didnt i do it already ::) :P but its kool nyway ;D
:cheers:
LCD OUT
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@ Avon Lady
Thanks!
Missing addon groups? WTF? I'll triple check the mission.sqm...
About the hummers... Awhile back in the thread I explained it.. Here's the gist of it:
The script I used to make the hummers "drive" out the back of the chinooks only works for 2 vehicles. After a lot of screwing around I simply could not get 4 bikes to work. So... I could just take the bikes out all together, but then you wouldn't get to haul butt through the desert! (and I personally enjoy that part so I'm not going to change it) ;)
You can see the waypoint in Veteran mode? What the heck? I played in Veteran mode on this and did not see it... I'm just gonna nuke it then. (hopefully the people that play this can use the compass) ;)
Thanks about the marker suggestions.. I'll fix those up. ;)
@ LCD
Thanks!
1. I guess I can.. I wouldn't expect this kind of comment from you, of all people. ::) ;)
2. Hrm... I don't agree.. Those bmp's you see in the intro were very far off.. And the chemical weapons plant makes noise and stuff so they wouldn't have heard choppers or anything..
3. YES!!! That's what you get for assuming! :P Read the briefing.. How can they send choppers in to blow everything up when they need you to find those secret documents?
4. ... Ok... I didn't think anybody could get lost on this.. You just go west to get there and east to leave.. ::) But :moon: I'll throw it in there. ;) ;D
5. You guessed it, to signal the reinforcments.. The flare looks good if the weather happens to be cloudy or darker... I thought there was a normal one and a red one? (if not I'll change it that way) ;)
6. Easier said then done.. Tell me how to do it and I will! ;)
7. I don't know... When I play, if Puma is getting wiped out, I try to help them... But either way I would prefer to have them stay and fight.. I'm not sure if you noticed, but retreating isn't all that safe either and they would probably just die on the way back to the Hummers if they ran away without you leaving too.
About HQ telling the player to retreat.. Never! That's up to the player.. I have beaten this mission where I was the last one alive!
8. WHere's 8? ;) :P ;D
9. No they're not! I've found them a lot... It's an optional objective.. I'm gonna have to keep it as it is I think. (In RL would you have a hint telling you where to find some top secret documents that are in a random place all the time?) ;) :P
Remember, you don't have to find them to complete the mission, just to have the "elite" status. (and help find the hostages of course) ::)
10. Huh? Only waves? The ocean attacked you? :o ;)
Seriously though.. I don't understand what ya mean...
11. Yes you did it already.. I had to fill the whole song and what else was I going to show blowing up right when the song says "explode" ?? ;) :P :P
Besides, I thought it was kinda cool to show how it "could" go down if you're really good and really lucky. (where all rangers and deltas survive and you find the docs and destroy everything before the first reinforcements come!)
@ both of you
Thanks a lot for the feedback! 8)
Mebbe I'll have to copy this thread and include it in the readme so people understand the reasons for things in the mission.. ::) ;)
lol
Thanks again
Asmo
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I guess I can.. I wouldn't expect this kind of comment from you, of all people.
i think i do put s p a c e s between words - only spell em bad :P
Hrm... I don't agree.. Those bmp's you see in the intro were very far off.. And the chemical weapons plant makes noise and stuff so they wouldn't have heard choppers or anything..
a) dey prooly saw u from prety far havin radar nd all dat ;) nd dey cud radio da base - but its ur choice
b) can u make som noise sound wen da player is close 2 da chem tanks ? can b kool ;D
... Ok... I didn't think anybody could get lost on this.. You just go west to get there and east to leave.. But I'll throw it in there.
jsut got 2 much 2 da north (goin 2 da FUP) nd found maself bout KM behind em near da sea - nd it only got complicated later ::)
You guessed it, to signal the reinforcments.. The flare looks good if the weather happens to be cloudy or darker... I thought there was a normal one and a red one? (if not I'll change it that way)
mebe 1 of em was read - in da way it looked i cudnt tel :P
Easier said then done.. Tell me how to do it and I will!
use next script
_group = _this select 0
_alive = _this select 1
_radio = _this select 2
_i = 3
#loop
@ "alive _x" count (units _group) < _dead
(leader _group) sidechat _radio
? (count _this) == _i : exit
_alive = _this select _i
_i=_i+1
_radio = _this select _i
_i=_i+1
goto "loop"
exec it
[grouname,NumOfPplAlive2GetRadioMsg,Msg4Previousstatus,NumOfPplAlive2GetRadioMsg,Msg4Previousstatus,etc] exec "scriptname"
it wont limit u 2 som num of radio calls, u can do as meny as u want ;D
NumOfPplAlive2GetRadioMsg - is da number of ppl dey have wen dey give u da msg
Msg4Previousstatus - is da msg u get wen da number of ppl is wat u told em
I don't know... When I play, if Puma is getting wiped out, I try to help them... But either way I would prefer to have them stay and fight.. I'm not sure if you noticed, but retreating isn't all that safe either and they would probably just die on the way back to the Hummers if they ran away without you leaving too.
i was busy tryin 2 kill 4 T72s :P nd my squad was hidin behind som rocks (i told em) - but puma were attacin da tanks (nd diein) - mebe just give da player option 2 order em around lil ;D - usin da onmapsingleclick command (only were 2 move not som complicated comntrol thingy ;)
About HQ telling the player to retreat.. Never! That's up to the player.. I have beaten this mission where I was the last one alive!
just more realistic :P - but its ur mision ;)
WHere's 8?
try putin 8 near ) nd tel me :P 8)
No they're not! I've found them a lot... It's an optional objective.. I'm gonna have to keep it as it is I think. (In RL would you have a hint telling you where to find some top secret documents that are in a random place all the time?)
Remember, you don't have to find them to complete the mission, just to have the "elite" status. (and help find the hostages of course)
remember wat i had in burnin dawn :P - 1 of da squadmates told u were it is (not exactly) - just 2 qoute my bro after he played it (helped in betain) - now from da 10000 ppl i killed - were can i find som1 w/ green face ?
Huh? Only waves? The ocean attacked you?
Seriously though.. I don't understand what ya mean...
oops - typo :P (even 4 me :o ::)) - meant 2 say - 2 waves - or 2 counter attacks :P
Yes you did it already.. I had to fill the whole song and what else was I going to show blowing up right when the song says "explode" ??
Besides, I thought it was kinda cool to show how it "could" go down if you're really good and really lucky. (where all rangers and deltas survive and you find the docs and destroy everything before the first reinforcements come!)
rolf - i waited 4 em 2 kill em (nd only 2 of ma ppl were killed)
:cheers:
LCD OUT
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lol
Yeah, maybe I'll make up a reason that the enemy's radio isn't working right then or something... "It was radiation from a solar flare that bounced off of swamp gas and through our atmosphere 4 times, finally bouncing into their radio tower, taking it offline for 2 days..." ::)
jsut got 2 much 2 da north (goin 2 da FUP) nd found maself bout KM behind em near da sea - nd it only got complicated later
ROTFL! :)
Thanks for that script! I'll check it out! ;D
mebe just give da player option 2 order em around lil - usin da onmapsingleclick command (only were 2 move not som complicated comntrol thingy
Good idea! I don't quite know how to do it though.. ::) Can you help me with that?
just more realistic - but its ur mision
Yeah, I'll think about it.. I guess you wouldn't have to listen to the HQ if they did tell you to retreat..
LoL!! 8 ... 8) ::) :)
remember wat i had in burnin dawn - 1 of da squadmates told u were it is (not exactly
I don't think that ever worked for me.. The only hint I remember was "The keys are on the officer" or something along those lines.. ::) ;)
meant 2 say - 2 waves - or 2 counter attacks
So you meant to say only 2 waves attacked you? That's how it's always been.. There is technically a third that comes before the rest of them from that small base to the South that's mentioned in the briefing.. (it's only a few guys, so they're easily missed) ;)
So.. You had to do the LCD "Kill em all" strategy this time huh? ;) heh
Thanks again! ;D
Asmo
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@ LCD
I tried the group status code and I got an error:
unknown operator: is
Here's how I tried to exec it in the trigger:
[puma,6,This is Puma squad we've lost 2 of our men. Proceeding to objective. Out.,4,This is Puma squad we're taking heavy casualties half of our squad is gone but we are going to continue. Out.] exec grpstatus.sqs
I named the code grpstatus.sqs and the group is puma and it gave me that error... Also... How do I put commas in the radio text with this kind of execution? (This is Puma squad, we've lost 2 of our men.) Is that supposed to be able to work?
Let me know what you think! (and if I'm just doing it wrong or what..) ::)
Thanks! 8)
Asmo
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u need 2 put da texts between "" ;)
LCD OUT
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Hello everyone!
I'm back! And thanks to LCD's help, I've got the group status script working! :o ;D
So... Here's V1.3!!!
Changes/fixes:
- Puma tells you when they lose 2, 4, and 6 guys.
- You can now move Puma squad with an onmapsingleclick command! Thanks LCD for helping me with this! (the command is on your radio after Puma gets in the base) ;)
- Puma squad tells you about their position more and what they are doing.
- Briefing-Intel page has a description of both teams and the weapons they have
- There's a red flare now ;)
- There's GPS now (thanks LCD for those)
- Eagles Nest (it's got a space now LCD) ;)
- Cleaned up markers (thanks Avon)
- Other stuff I forgot about
You can find it at:
http://www.everoncartel.com/CW1_3.zip (3.9 MB)
I'm also thinking about adding the OFPEC Blood script when it's completed.. It all depends on the timing of things. ;)
I think this should be the final version, unless you great beta testers find anything else! :)
Thanks for all of the feedback so far! ;D
Have fun! :beat:
Asmo
P.S. About the documents.. Here's a hint. The Officer is usually with a group of guys that he assembles when you assault the base... Pretty much most of the guys in the base during the initial assualt... ;) (does that help?)
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i finaly got som time 2 test it nd i got som erors 4 u ;)
1) wen da officer die - his face change vack 2 reg face - meens it wont help us fin him unless we see his face b4 he is dead :P
2) da callin dead team mebers nams script have hint in it - delete it ;)
3) da same script : u need 2 activate it on da members dat join da squad latear (in FUP) - just exec it in deir leader also ;)
4) dere is error wen i try 2 move puma squad - it comes cuz u used move as var name - while move is also a command :P - change da var name ;)
5) i got da msg - its taking too long (i was on quick in n out run ;D) wen i was already near evac point - change it so da msg only apears wen da man is in base ;D
LCD OUT
p.s - i didnt watch da intro ;D - but u beter have dere thanks 4 LCD (da reason is da scripts i gave u) :P ;)
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Whoa! :o
Thanks for the feedback LCD! :) :D
I knew it, as soon as I typed the words "final version" all kinds of probs would come up! ::) lol
1. WTF? Weird... I'll try detecting when he dies and setface again?
2. A hint? I'll check it out.
3. Didn't know that.. Thanks!
4. lol NP to change that. Thanks for the info there!
5. I did do that.. If you are about 150-200 M away from the base you aren't supposed to get that message. (someone else brought this up earlier in this thread) I'll have another look at the way it's set up. ;)
About the intro.. I'm glad you didn't watch it then. ::) I'll put that in there next version though. ;D
I'm also going to use the OFPEC blood addon as long as it doesn't lag too much for everyone. (will probably lower the amount of blood and the duration and such)
Thanks again LCD! ;D
Asmo
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bout da blood thingy - can u benchmark it 4 only v high benchmarks (more dan 2500) cuz it start lagin on my comp wen i use 2 meny eventhandlers nd i retry :-X
LCD OUT
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@ LCD
Thanks for your help!
@ Everyone
About the blood addon, I have chosen not to implement it for this version due to technical difficulties. (I'm finding out what snYpir has to say)
I've decided to release this fixed version quickly because I want to get this mission completed soon if possible.
So... Here's V1.4!!
Changes/fixes:
- Readme now included
- Waypoint disabled for those that play on Veteran (only problem is that you can still see it while riding a vehicle.. as soon as you get off of the bike it will be gone)
- Removed hint from script and added it to squad that joins you
- Fixed "move puma" command
- Changed intro to include thanks to LCD for his great help (thanks man)
- Added hint when officer dies but you only see it if you play in cadetmode (found out that you can't setface the officer when he dies, because it's using a blood texture or something::))
I checked the "taking too long" message and it looks fine to me.. I have a variable that turns false as soon as you exit the area around the base. So I dunno what the problem is...
You can get V1.4 at:
http://www.everoncartel.com/CW1_4.zip (3.9 MB)
Thanks!
Asmo
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Hi Asmodeus.
On loading the new version, the Intro won't play, I get a "Missing Addon DKM_Mod" - not sure what this is, I've got the Commanche installed, so its not that.
On Mission load I get a "Missing Addon Groups" as well, but the mission still plays fine.
No other errors, though I've not been able to complete this version yet.
Oh, and are you going to use the new version of the Industrial Pack ( v2.1 )? Looks very nice.
Great stuff though!
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:o
Crap! And I double checked the mission.sqm!! (guess not good enough) ::)
I didn't use a dkm mod addon.. That's very strange. I know how to fix it though. (I think) ::) ;)
These probs mean you'll probably have trouble seeing either outro as well. :-\
Also, I have checked out the new Indurstrial Pack! Very cool! ;) It'll be added to this mission. (I noticed today that since it's named the same it will still work with this version of the mission) ;)
THanks again and I'd be interested to see if others get the addon errors... Next version should have that fixed. ::)
Asmo
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i would have tested it - but dere r probs w/ my comp >:( :-X
but i know wats da prob w/ da DKM_MOD i think ;) - if asmo cant find ny DKM_mod in his .sqm try removin da addon from ur addons folder ;)
LCD OUT
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:-\ Removed the Commanche from the Addons folder and the intro ran fine ( except the Chinook crashing again :( ).
That suxors tho, cause I keep all my modern addons in the same mod folder...
Still got the "Missing Addon Groups" on Mission load as well.
Didn't notice any problems using the new Ind pack either.
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:-\ Removed the Commanche from the Addons folder and the intro ran fine ( except the Chinook crashing again :( ).
That suxors tho, cause I keep all my modern addons in the same mod folder...
Still got the "Missing Addon Groups" on Mission load as well.
Didn't notice any problems using the new Ind pack either.
This is a bung with the Comanche Addon, I believe. It interferes with other addons either at mission play time or by forcing the editor to add DKM_MOD into the mission.sqm file.
Been reported already a long time ago by yours truly on the BIS forums.
-
ahhh!!
That makes sense!
@ LCD
THat sux about your comp! What's wrong with it?
Thanks for the info!
@ Poet
Thanks for trying that again! Those darn chinooks!!! >:( I think I might just have to re-do the whole intro with the Mh-47E...
I think the "missing addon groups" error can be fixed.. It's just that all of the addon requirments probably aren't exactly the same. I went through them but it's easy to miss one here or there. ;)
That's cool that the new ind pack worked good! I was watching the outro yesterday and it looks a lot cooler with the fire effects in the new pack! ;D
@ Avon Lady
Thanks for the info! I think I remember seeing that thread that you posted on a while back. I just didn't know it caused this kind of thing to happen! :o
So... If I take out the commanche while I'm fixing this mission it should prevent that problem? Or does it only work if the person playing the mission removes it from their addons folder?
Thanks again everyone for the help! ;D
Asmo
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So... If I take out the commanche while I'm fixing this mission it should prevent that problem?
Usually. Just check your mission.sqm file after saving as a User Mission for "dkm_mod". If it's in there in one of the AddOns declarations sections, you can manually edit mission.sqm and delete the statement. Then save as a SP mission and you're set.
-
lol
THanks.
I always check the mission.sqm and I know there is no DKM in there. ;) I'm hoping removing it from my addons folder will fix this mysterious problem. ;)
Thanks! ;D
Asmo
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no - its prob if da DKM_MOD is in da players addon folder - da comp think da addon is missing in the addon list :-X
my prob was dat da power suplier stop workin :-X but i bought new 1 - nd it cost me money :'( but i can play now 8) ;D]
LCD OUT
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BTW, does the mission work with the latest V2.1 AGS Industrial Pack that came out last week?
-
yes it do ;D
LCD OUT
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@ LCD
I was afraid of that.. ::) I'll have to put a warning in the overview or something... ::)
That sux about your power supply! Hope it wasn't too much $ ;)
Thnx for the info. 8)
@ Avon Lady
Indeed it does! Makes quite a lovely fireball when you blow the base sky high! ;D
And props to Agent Smith for the great work on those addons btw! :thumbsup:
Asmo
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Asmodeus, are you working on an update for the mission?
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ders stil untested mision isnt it ? ::)
dere shud b warning on da DKM_MOD addon >:(
btw da gridcoordinates pipe - is CoCs - i just used it ;)
also thankin urself ? :toocool:
LCD OUT
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@ Avon Lady
I just sent you an IM. ;)
@ LCD
lol
Look more closely.. I wasn't thanking myself.. THat's in the "credits" section! ;D
ders stil untested mision isnt it ?
mebbe I'm just tired.. but I don't understand.. Which mission?
I'll change the credits for the gridcoordinates_pipe. Thanks! ;D
Asmo
-
we stil didnt test latest ver ;D
LCD OUT
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kool - we r nearing da finish ;D
but dere stil som things :P butdis r minors ;)
1) in som of da radios its still "eaglenest" nd not "eagle nest" ;) (i meen da text not da callsign ;)) dey r also refered to as eaglnest in da intro nd outro ;D
2) dere r also som extra spaces around da breifing nd radio msgs (i took time 2 check dat - but no need 2 comment on ma english i know it :P)
3) dere is WP on always show ? y ?
4) i think u shud add hint 2 da player 2 click on da map after he press move puma - if a (http://gamer.co.il/gamer/forum_images/newbie.gif) play (i alwayz wanted 2 use dat smiliy ;))
5) da move thingy works only after Puma reaqches da base (nd give da radio msg) cuz dey stil have oder WPs - make da option availble only den ;)
think dats all ;) ;D
LCD OUT
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Thanks LCD!
1. Thanks, I'll check it out.
2. lol I'll look at that too
3. It's not on always show.. I explained this before.. The WP will always be there when you are on the bike... As soon as you get off the bike, it will only be there if you are playing in cadet mode. ;)
4. Great idea! ;D I'll do that!
5. Good idea here too! Thanks! ;D
8)
Asmo
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ohh right - i was playin cadet ::)but cuz u put iot on show on cadet mode - it was marked on da map :P
LCD OUT
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Weird, I checked it out and you're right! The wp shows up on the map now if you play in cadetmode!
All I did was change the condition of the waypoint to: cadetmode
I have no idea why it's showing in the map... Guess it doesn't really make a difference for this mission though. ;)
All right... Version 1.5 is out! ;D
Changes/fixes:
- Corrected spacing whenever Eagles Nest is mentioned.
- Added a hint if player is in cadetmode that explains how to use the "move puma" command
- made "move puma" command available only after Puma has attacked the base and completed their waypoints
- checked the mission.sqm again and made sure that all addons lists match each other (the auto addons don't match because they are actually automatic and that part will change itself back)
The most important part is that you should hopefully not get any strange addon error messages now. (if you have a dkm error, remove the dkm commanche from your addons folder while playing this mission)
You can find it here:
http://www.everoncartel.com/CW1_5.zip (3.8 MB)
Thanks again to everyone for the help with this!
Asmo
P.S. LCD, I didn't find any extra spaces in the briefing or overview at all... I checked it and checked again... Can you be more specific?
-
dere is in da breifing - i think in da last objective ? ill check da new ver nd tek exactly ;)
LCD OUT
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k i seatrched lil i think deres 2 double spaces ;D
1) last objective escape safly
2) breifing page - here. orange (both r links ;))
3) dere r 2 flares fired dere - red nd after dat white - is dat intentional ?
4) deres bug w/ radio puma :P - it apears as soon as dey say dey r near da base (i think ::)) but i cant use it at all (nd after i told em 2 retreat it didnt disapear :P) i tried usin it wen dey said dey r clreain da defences - nd wen it didnt work i ordered em 2 retreat (i was already completin da mision :P) or i shud have waited more ???
:cheers:
LCD OUT
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Oops, forgot to respond to you until now.. :-[
1. I'll check it out ;)
2. I'll look at these too! thnx!
3. Yes, the red one looks better when it's bright, the white better when it's dark. ;)
4. Well, it's probably that you did it fast. As you said before, I can't allow the "move puma" command to occur until they have completed their wp's up to the switch trigger. Or did I misunderstand you?
Thanks a lot for the info! If that's all you found it's very close to done!
Asmo
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wat i was saing is dat da radio teling me move puma came up to soon :P nd didnt disapear wen i told em 2 retreat ;)
nd i asked u after wich radio msg i can move em ?
LCD OUT
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Hmmm...
I don't see how it could have come up too soon... I made the option appear only after they are in the base and waiting... ;)
Good idea to make the option disappear after you tell them to retreat. (Does it have to be that way due to the way the script and wp's work together?)
nd i asked u after wich radio msg i can move em ?
I'm sorry, I don't understand... It's not dependant on a radio message, it's dependant on them getting in position in the base. ;)
Asmo
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I'm sorry, I don't understand... It's not dependant on a radio message, it's dependant on them getting in position in the base.
just thought it wil b kool dat deres a radio (or hint) dat tels me dat now i can control em
I don't see how it could have come up too soon... I made the option appear only after they are in the base and waiting...
it apeared 2 soon :P - nd wen i tried usin it it didnt even commanded em 2 move ???
LCD OUT
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Yeah, can't hurt to add a hint in there I suppose.. ;)
it apeared 2 soon - nd wen i tried usin it it didnt even commanded em 2 move
Ok.. You made the script so you would know.. When can I activate it so that it will work? As I said, it's currently activated when they get in the base and are at the wp where they "hold" for your retreat order. (synched to switch trigger for retreat)
I'm confused.. ???
Asmo
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k ill check it ;D
LCD OUT
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Thanks! ;D
One thing I noticed while compiling the script so I can do custom radio messages was that there is a hint already for when you can order them to move!
The only catch is that you must be playing in cadet mode. I figure the people playing in Veteran mode won't want to be bothered by a hint.. What 'cha think?
Asmo
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All right! :beat:
Version 1.6 is out! :o
Changes/fixes:
- Corrected small spacing mistakes in briefing
- Corrected CH-47 crashing bug in intro
- Added Custom Voices during mission!
- LCD Updated callname.sqs (thanks) ;)
- Fixed problem with "move Puma" command (thanks LCD!)
- Removed setviewdistance commands to clear up radio menu
- That's all I can think of now!
While adding the voices I noticed that my "radio" sound option was turned down for normal play... If you have it lower than other sound settings it will be hard to hear the custom voices. ;) (If they are all equal it should be fine, but I need to know for sure) :)
You can get it here:
http://home.earthlink.net/~jehning1/CW1_6.zip (4.90 MB)
Thanks for all the help everyone! Let me know if I missed any of you great beta testers in the readme! (don't think I did) ;)
Oh yeah, is this the final version? You tell me. ;) ;D 8)
Asmo
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This is a fun mission, even though I'm getting a beating when the enemy's support comes in. Some comments:
1. You should state clearly in the briefing how many chemical tanks there are so that the player can carry an appropriate amount of charges.
2. Playing in veteran mode, why do I see a yellow waypoint marker when I start off on the Kawasaki? I think I asked this 57 versions ago. ;D
3. I find it amazing that the chemical tanks won't blow sky high after being hit by a BMPs sabot shell or AT6 rocket. Is this adjustable?
4. Sometime during my retreat in the wrong direction (the other direction was blocked), my last remaining teammate spotted a V80 chopper. No one was left from my team with any AA and I think the same was true for Puma, yet the V80 crashed for no apparant reason.
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2. Playing in veteran mode, why do I see a yellow waypoint marker when I start off on the Kawasaki? I think I asked this 57 versions ago. ;D
This is a bug I've noticed with the KLR250's, I think some other Addons have it too ...
Downloading now ...
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- Intro was fine, no crashing Chinooks ( tested 3x ) :)
- I think I heard maybe 1 line of dialog in the Intro, it was too quiet ( I have them all sounds set to the same ), and then after it seemed like the Music had been turned down ( change the KLR's for some Bicycles! Not as cool 8) but easily less noisy! )
- Lag was ok until I blew everything up, with all the smoke and fire ( buildings, cars, chemical tanks ) the slowdown was pretty bad, but I got an oldish card that I like to push to the edge, so people with better systems prolly wont have any bother.
- Not sure what all the "Move Puma" stuff was about, as usual with your missions, I was kept too busy to investigate.
- Could NOT find the BLOODY Documents anywhere! The base was wrecked and burning so I got burnt loads, I had to fight off wave after wave of infantry and armor, all with about 10fps I might add! :o , but I could not find the officer with them, even saved mission and tried again, spent 20 minutes looking ...
- Halfway through, while looking for the Documents I noticed that a load of Enemy Infantry were stood to the North of the Base with their Hands on their Heads. ???
No idea why they had surrendered, but I wasnt complaining, they made lovely easy targets ... what Geneva Convention? :o
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- I think I heard maybe 1 line of dialog in the Intro, it was too quiet ( I have them all sounds set to the same ), and then after it seemed like the Music had been turned down ( change the KLR's for some Bicycles! Not as cool 8) but easily less noisy! )
The intro was fine as far as I'm concerned.
I wouldn't want to change the KLRs.
- Lag was ok until I blew everything up, with all the smoke and fire ( buildings, cars, chemical tanks ) the slowdown was pretty bad, but I got an oldish card that I like to push to the edge, so people with better systems prolly wont have any bother.
Noticeable on my 2Ghz 512MB RAM 64MB GF Dell notebook. Would be nice if the buring could die out after some point. Or check if there are burn scripts that cause less overhead.
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@ Avon
This is a fun mission, even though I'm getting a beating when the enemy's support comes in.
Thanks! Yeah, that's the whole idea, once the enemy support gets there it's time for you to get out of there! ;)
1. Great idea!
2. LOL!!! I think I answered this 4 times in this thread... You will always see the WP while driving the motorcycle, but as soon as you disembark it dissappears. ;) (as Poet said, it's something to do with the addon itself)
3. I agree... I could setdammage a little bit to them maybe.. I actually prefer if you can't shoot them with those too easily though. (it's still doable that way though)
4. Yeah, in my experience that's a common problem with V-80's.. They have this weird steering problem that even the AI runs into sometimes and they just go into a spiral of death.. Dropping like a 50 pound sack of potatoes.. ;) Nothin I can do, consider yourself lucky. (you must have a great benchmark, cause I think it's bechmarked at 4000 or above..) ;)
About the intro, glad you like it! ;D
if the buring could die out after some point.
What burning? The AGS stuff? That's a part of the addon, no way for me to fix that. :-\
I can't believe you noticed lag though! I will just raise the benchmark level on all the vehicle fire scripts and the choppers and maybe even some of the smoke. (though I get no lag at all and my benchmark is 3700... could part of it be your viewdistance settings?)
And what is your benchmark again?
Thanks!
@ Poet
no crashing Chinooks ( tested 3x )
YAY!!! I'm glad I figured that out, because I was going to redo the whole thing if I couldn't fix it...
I think I heard maybe 1 line of dialog in the Intro, it was too quiet
LOL, there isn't any dialog in the intro! :o So you were hearing things.. ;) :P
If you mean the start of the mission, yeah, I lowered the music but if you are driving there's no way for me to lower the sound of the bike without it also lowering the sound of the sideradio.. :-\
About the lag, what is your benchmark and viewdistance please? I have most things benchmarked in this at 3 tiers.. I'll mess with it a bit once I know what yours and Avons' is. ;)
Not sure what all the "Move Puma" stuff was about, as usual with your missions, I was kept too busy to investigate.
LOL! That's an LCD script that allows you to move Puma squad anywhere you want, it's in case you don't want them to retreat yet, but don't like where they are defending from. ;) (also, if you saw the hint about it you were playing on cadet mode right?)
And if you were on cadet mode, you would have got a hint when the Officer died so that you can find the documents easier. ;) ;D
Halfway through, while looking for the Documents I noticed that a load of Enemy Infantry were stood to the North of the Base with their Hands on their Heads.
Yeah, the unitcreate script I use incorporates the "surrender" script you describe.. I've never seen it happen to a load of infantry at the same time though.. Usually just a single guy after he's already been shot 1-2 times.. ::) I'd actually take that script out completely if I could, but it's intermingled with the ones I do want to use...
made lovely easy targets ... what Geneva Convention?
ROTFL! :)
Thanks to both of you! ;D Did you like the voice files that you could hear? ;)
Asmo
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Now then.....that V-80, I stole it and used it several versions ago to demolish the enemy.
It was fun.
I will try this latest version soon.
Planck
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Now then.....that V-80, I stole it and used it several versions ago to demolish the enemy.
I once managed to steal the MI17. Just drove my Kawasaki straight up to it at max speed when the mission started, hopped in and took off, with a handy number of rockets on board. ;D
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@ Planck
LOL!! :o
Thanks for testin the new version soon! Let me know if the voice files in the mission are loud enough for you or not! ;)
@ Avon
That's crazy! How in the world did you think to go up there? Your benchmark must be very high for you to be able to see the Mi-17 too! :o :)
Speaking of which, what is your benchmark please? (need to know from everyone that gets lag please)
TIA :)
Asmo
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That's crazy! How in the world did you think to go up there? Your benchmark must be very high for you to be able to see the Mi-17 too! :o :)
I just drove the Kawasaki at max speed towards the waypoint, smack into the middle of the chem complex and there it was - my own private, Soviet, rocket armed helo. 8)
Speaking of which, what is your benchmark please? (need to know from everyone that gets lag please)
4000.
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Blargh!!
Boy, I sound a bit wooden don't I?
My Kiwi accent doesn't sound as bad as I thought though ;D
Benchmark: 1997
I get a little but of cpu slowdown, but I generally manage to get out of the area before the calvary comes to town though... ;)
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Your voice sounded fine. :) Though I did wonder why there was a Kiwi and a Brit leading an American Spec Ops team?
The Brits I can understand, we are the best in the world at everything after all :o :P
Benchmark 3448. - tried the mission with Battlefield Insane and HiRes Skies turned off and the slowdown is still pretty intense after everything blows up.
- As the Chemical tanks have such huge fire/smoke effects maybe remove some? ( would totally suck I know ... :( )
- There were a lot of fire scripts activated on other vehicles and buildings as well, maybe reduce some of that?
Its a shame, cause I love the fire effects, but it becomes almost unplayable for me at that point.
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@ Avon
Thanks for the benchmark! I actually totally forgot about that Mi-17!! (think I even removed it in the newer versions)
I was thinking you found another one that's totally far from the objectives! :o ;)
@ Sui
Wooden? Dunno, could be the fact that I had to amp the sound files by at least 20 db or more! :o
Thanks for the benchmark also!
@ Poet
Though I did wonder why there was a Kiwi and a Brit leading an American Spec Ops team?
Well, America is the "melting pot" of cultures.. I've met people here with all kinds of accents! ;) (the real reason is that those are the people kind enough to help me) ;) :P
The Brits I can understand, we are the best in the world at everything after all
lol I wonder where you are from? :P ;)
Thanks for the benchmark and for trying it with your extra stuff turned down! :) This kind of info helps greatly in setting the benchmark tiers. (I'm planning for the future when peoples' benchmarks get above the 6000 mark!) :o :)
As the Chemical tanks have such huge fire/smoke effects maybe remove some?
Ughh, you mean remove the Chemical Tanks themselves?? That would require a complete remake of the mission! no can do! (too busy, have too many other things going, and I'm pretty tired of working on this mission at this point) :P
There were a lot of fire scripts activated on other vehicles and buildings as well, maybe reduce some of that?
Yeah, I'll just raise the benchmark level on all of those! ;) (Which is weird, cause it's fine on my comp with 3700 benchmark) ::)
I'll work on it some more and see what I can do!
Thanks y'all! ;D
Asmo
P.S. @ deaddog Are you a Brit? Didn't notice any accent on your files actually...
P.P.S. @ Poet, you were talking about the leader of the Red Devil squad right?
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@ Sui
Wooden? Dunno, could be the fact that I had to amp the sound files by at least 20 db or more! :o
Nah, nothing to do with the sound engineering...
It just seems when put into mission context that I should have put more emotion into them.
I reckon it may just be my bias towards hearing my own voice (maybe I've got an inferiority complex or something... nah, I'm too arrogant ;D). Anyway, as long as everyone else thinks they are ok ;)
/me goes off to get voice acting lessons...
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Has anyone else noticed that it is possible to get two benchmark values?
When I run the "preferences" program, my benchmark is 4300-4800 (2Ghz P4 system).
But, when doing this in a game:
player sidechat format["%1",benchmark]
I get 3198, everytime (mission independent). This is the value the benchmark program uses.
Since this is an important tool for the more complex games I just want to make sure that it is being used with the proper values.
Asmo (and eveyone else :)), could you check this on your computer, just to see if you get different values as well?
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Benchmarks can vary if other programs are simultaneously running and/or less RAM is available because of its use by other programs.
I suggest you set your benchmark when nothing else is running and leave it at that.
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Benchmarks can vary if other programs are simultaneously running and/or less RAM is available because of its use by other programs.
I suggest you set your benchmark when nothing else is running and leave it at that.
That's true when using the "preferences program". Every time I click "autodetect" I get a different number.
However, in the game (editor or single mission mode), it is always 3198, regardless of what other programs, virus checkers, etc are running in the background. It even stayed the same after I installed a new, more powerful, graphics card. Can anyone else verify this? Or is it just me? (probably) ;D
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I have a funny feeling OFP is measuirng its own effects on your system and memeory when it measures this in-game.
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@ Sui
I know how you feel... It was strange when I did mine too.. I think they sound good but would like to know what others think. ;)
@ deaddog
In my preferences it switches from 3600-3750.
In any mission it returns 3614. ;) So mine kinda makes sense to me.. But I'm real careful to not have anything running in the background except for a "direct cd" program for my cd burner that has to be running. ;)
@ Avon
I have a funny feeling OFP is measuirng its own effects on your system and memeory when it measures this in-game.
I agree. ;D
Asmo
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"CAUSE I'M T-N-T. I'M DYNAMITE!!" ;D
Ah! Just blew up the joint and successfully escaped. Never mind that I was by my lonesome! ::)
Some problems:
1. On the eastern side of the chem base, I shot someone and got a "missing addon: ecl_documents" message. I have the ECL_documents.PBO file, dated 3/13/2002, 8:39PM, in the addons folder. I also have ECL_briefcase.pbo, with the same date.
2. In the win outro, one of the Kawasakis either crashed or got bumped and disabled by a Hummer. Two guys walked. :D
3. At the end of the outro when the helos come in, there's a lot of firing, the screen goes black and I can hear choppers but can't see anything. Only after 20-30 seconds does the outro end and I go back to OFP's menu.
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lol
Thanks Avon!! :)
1. Thanks for the info! Yeah, there's only 1 version of the documents out there. (we try to make sure our stuff is done before we give it to the public) ;) I just had a quick look at the mission.sqm and it's not in there for some reason! I'll edit it and see what happens. ;) Thanks!
2. Yeah, that's a problem part.. It's a delicate balance between having the Hummers start late enough not to crash into the dummy's driving the bikes, but not having them start so late that you don't see them.. (throw in different benchmarks and boy oh boy is it fun)
I'll have a look at that and mess with the timing. :)
3. This shouldn't happen... I changed the way it ends and it shouldn't black out that early.. I'll double check it. (weird stuff always happens for you) :P :)
Thanks a lot for the feedback! ;D
Asmo
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Ok, V 1.7 is out!
Changes/Fixes:
- Briefing now shows number of Chemical Weapons pods and Scud Launchers. (in the battle notes)
- Changed benchmarking tiers to hopefully reduce lag as much as possible
- I found out that the Puma radio messages were stopping if Puma's leader died.. Fixed that to where if any of Puma's squad is alive they still work.
- Fixed outro-win so that HMMW's don't run into bikes
- Fixed outro-win ending so that no matter how fast or slow your comp is, it will end at the proper time.
That's all I can think of! Thanks to all you great beta testers for the help so far! I'm looking forward to being able to submit this to the missions depot and move on to the next one! ;D (I've got a sequel to this that's almost ready!) :o
You can find it here:
http://home.earthlink.net/~jehning1/CW1_7.zip (4.98 MB)
So far my best time while testing it has been 11 minutes with all objectives completed. ;) (I know, I'm the mission designer so it doesn't count) ::) ;) :P
Have fun! :gunman:
Asmo
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That's all I can think of!
What about.........................
1. On the eastern side of the chem base, I shot someone and got a "missing addon: ecl_documents" message. I have the ECL_documents.PBO file, dated 3/13/2002, 8:39PM, in the addons folder. I also have ECL_briefcase.pbo, with the same date.
???
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Thanks for reminding me Avon!
I added the documents to the mission.sqm, so you shouldn't get that error anymore. ;D
Asmo
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Ok, Avon meant to reply in this thread with this:
Two things:
1. After I radioed Puma to retreat, they still broadcast a radio request that they're down to the last 2 men and request permission to retreat. Hmmmm.....
2. Finished the mission in veteran mode. Did everything except find the documents. When I blew up the facility, I killed one friendly. Nevertheless, I killed 4 enemies, an officer, scores of scuds, jeeps and trucks and a BMP. Yet my score was -200 and a single gold star. Does -200 tabulate? A negative score for all that hard work?
3. This could have been an AMORE compliant mission.
Otherwise, looks good, all the way through the outro.
So... Here's your answers! Thanks for the feedback, btw! ;)
1. That should almost never happen.. It's only if Puma loses all but 2 of their guys while retreating... Plus that's the only voice file I have for that situation... (Just assume the Puma leader is all amped on adrenaline.. He doesn't know what he's talking about!) ;) :P
Maybe I'll ask Sui to record one more voice file for that eventuality... Then add another 2-4 variables in there.. (this mission has tons of variables by now!) :o ;)
2. Ahh, but you lost almost all, if not all of Puma squad, correct? They count towards or against your score as well. (you can thank Sui for that idea) :P
3. We already talked about that didn't we? (remember the IM's?) ;)
Thanks again for the feedback!
@ Sui
Feel like recording 1 more voice file for me? ::) ;)
"This is Puma squad, we've only got two men left. Leaving the area. Out."
(Freaked out again, but glad to be leaving)
If you can't do it, no problem.. I'll just disable that other voice file she's talking about after the player orders the retreat. ;)
Asmo
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In the README, regarding the DKM_Mod error, you should mention that some people have resolved this error by downloading the latest version of DKM's Comanche helicopter, V1.12. If the problem continues to occur after upgrading the Comanche, then all DKM addons should be removed from the Addons folder before playing the mission.
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You know that annoying yellow waypoint marker at the start of the mission, that appears even if you're in veteran mode?
You said you couldn't get rid of it and that it may be a BAS bug. But if there's a waypoint, then you coded it. Why not simply remove the waypoint?
If for some reason you cannot remove the waypoint, nevertheless it seems to lead to the enemy base. It should lead to the remaining sqaud member's location.
The above would also hold true for the waypoint that shows up when extracting.
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Its definately a bug with the KLR250's, no other BAS vehicles I tested had it ( though I know there are other addons out there with the same problem, just cant remember which it was .... ).
It only happens when you set a WP to show in "Cadet mode only", and sometimes you do need to put them in for those less advanced players. Though I agree it should lead to the meet up point with the rest of your squad, unless Asmo put it in only to help the AI for some reason ( I've had to add WPs in the past just for the AI ) in which case it can be changed to "Never show" and it will disappear.
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@ Avon
Thanks! Good idea about the readme. ;)
Why not simply remove the waypoint?
Because I like it! If it's so foggy that you can only see 20 M in front of you, it comes in handy while driving!
However, I like the idea of moving it to Red Devils' FUP. ;)
I didn't think there was a waypoint for extracting.. I'll remove it if so. :)
@ Poet
Thanks!
in which case it can be changed to "Never show" and it will disappear.
For some reason when I tried using "never show" it still showed it! lol Have you ever actually got that to work? :P
Asmo
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The tests I did were only done with one player unit. And the error only occurred with " Show in Cadet Mode" though I do have a suspicion that if you add AI to your squad, then it might re-appear at "Never Show".
It'll be good if we can track this down and get a good bug report to BAS so they can maybe fix up when they release the updated D&R.
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I think Avon will be hanging out here more...apparently she got a weeks banning for an off topic flame session over at the official forums.
Another justification that closing POLWAR was a good thing.
Avon....hope this incident hasn't scared you away from the community.
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I think Avon will be hanging out here more...apparently she got a weeks banning for an off topic flame session over at the official forums.
Another justification that closing POLWAR was a good thing.
Avon....hope this incident hasn't scared you away from the community.
Well, now I'll just have to start spamming here. 8)
But seriously folks.........................
No, I've not been frightened away. I've just been gagged at the BIS forums for a week for replying to a flame from a moderator.
Makes it a bit difficult to participate in the on-topic OFP thread but that's a small price to pay IMO.
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@ Avon
I agree with Tigershark. ;) You're an important part of the community. :-* (And POLWAR was good to retire when it did) ;)
@ Everyone
Final ?? Version out!
V1_8!!
Changes/Fixes:
- Moved waypoint to go to Red Devil's FUP.
- Fixed Puma's possible radio messages for if they have 2 guys left and you ordered them to retreat. (2 different ones for different situations) Thanks to LCD for the help with this! :)
- Other general improvements
So... You can get it here:
http://home.earthlink.net/~jehning1/CW1_8.zip (4.98 MB)
I appreciate all the great beta testing! :cheers:
Asmo
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Downloaded 1.8.
Fucking good.
But i annoyingly kept getting killed by soldiers that i couldnt even see. >:(
On the way to the factory i was doing about 160 on the KLR, and unexpectedly BANG into a rock. hahahahahahahhaha!
Fuck that cracked me up.
But bloody good mission.
Definately the best user mission ive played. ;)
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Thanks GHUA!! ;D
But i annoyingly kept getting killed by soldiers that i couldnt even see. >:(
Weird! Was it foggy that time that you played? Or was it just good 'ole OFP AI weirdness? ;) :P
On the way to the factory i was doing about 160 on the KLR, and unexpectedly BANG into a rock.
lol I've done that a few times! "1, Cease fire!" lol ;D
But bloody good mission.
Definately the best user mission ive played. ;)
Whoa! :o Thanks a lot man! :thumbsup:
Asmo
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Weird! Was it foggy that time that you played? Or was it just good 'ole OFP AI weirdness?
Yeah. It was bloody foggy ;D
Its good that its so foggy, because then it doesnt lag much ;D
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That makes more sense! :) Thanks again for testing the mission! 8)
Yeah, I really like that random weather script! Thanks toadlife! ;)
Also, Thanks to The Avon Lady for her review of this mission on her website!
:cheers:
Asmo
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Random Weather?
OHHHH.
Thats why one time it was foggy, the next it wasnt so foggy. :P
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Exactly! :)
I think it's cool and makes the mission more replayable. :)
Soooo... Would you prounounce this mission done? Anybody see any last things before I submit it? 8)
Thanks again for all the help! :cheers:
Asmo
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Anybody see any last things before I submit it?
Looked ready to me! ;)
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Thanks! :thumbsup:
And thanks for the review! ;D 8)
I'll get this ready for submission and start work on the one after The Lost Lion! :o :D (it's never gonna end) :P
Asmo
Edit: This mission has been reviewed and is available, with required addons, from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=243).