OFPEC Forum

Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: General Barron on 17 Feb 2004, 03:19:05

Title: (Review Completed) [SP] Realistic Combat Patrol
Post by: General Barron on 17 Feb 2004, 03:19:05
3/17/04 - NEW VERSION UPLOADED!

 Many, many changes and improvements in this version. At this point, I am considering this a 'finished mission' and I am going to begin working on other missions in the campaign. Any ideas on what sites to submit this to? Anyway, if you haven't played this mission yet, try it out. If you already have, look at the list of changes in the new version below, and check it out again. I would still love to get any suggestions, and I will try to work them into the campaign.

If you downloaded this mission before, you need to use the new version of the hand signals addon provided in this download. There is also a new addon required (a chicken).

--------------(Part of original post below)--------------

   After many months of development (since september), I'm proud to post my latest mission for testing. Actually I mainly am testing the SCRIPTING of this mission, not the actual mission. Read the note below for an explanation. This mission also uses custom animations that were made by yours-truly--check the addons section for a link.

  In this mission you are a squad leader, only you don't control your men the 'standard' OFP way. You have to control them the REAL way: with hand signals or verbal shouts. No more cheating with birds-eye view. The most realistic OFP experience EVER! A big claim, I know, but in terms of controlling your squad, it's true.

THE NOTES SECTION OF THE BRIEFING GIVES FULL INSTRUCTIONS ON HOW TO CONTROL YOUR SQUAD. BE SURE TO READ THE NOTES SECTION BEFORE PLAYING.

FEATURES

 8) Realistic squad control
 8) Keep track of your men and heal them with the "rally" command
 8) Realistic radio support (you must be near your RTO to use the radio)
 8) Usefull support options: ammo drops, artillery, air support
 8) Enemy has mortar support
 8) Enemy will surrender; prisoners can be taken
 8) Custom voices
 8) Custom music
 8) New hand signal animations (addon made by myself; see 'addons' below)


DOWNLOAD THE MISSION HERE:
http://www.ofpec.com/missions_depot/index.php?action=details&id=141 (http://www.ofpec.com/missions_depot/index.php?action=details&id=141)

ADDONS REQUIRED

My USMC Hand signals (19.6 k)
(Included in mission download)

SEB NamPack 2 (47.08 mb)
http://www.ofpec.com/addons_depot/index.php?ID=389 (http://www.ofpec.com/addons_depot/index.php?ID=389)

CoC Mines (they come with the NamPack, but if you don't have them...)
http://www.website.thechainofcommand.net/CoC%20Mines.htm

CoC Unified Artillery (13.39 mb)
http://www.ofpec.com/addons_depot/index.php?ID=440 (http://www.ofpec.com/addons_depot/index.php?ID=440)

MIG Animated Chicken (300 k)
http://ofp.gamezone.cz/index.php?showthis=5957

Editor Upgrade (64.9 k)
http://www.ofpec.com/editors/resource_view.php?id=356 (http://www.ofpec.com/editors/resource_view.php?id=356)
Title: Re:The most realistic OFP experience EVER!
Post by: deaddog on 17 Feb 2004, 03:41:36
The links for the mission and hand signal addons aren't working properly.  They open a new window that contains this page.  Hmm.  Strange.

I can cut and paste to get the links to work.

Good ole freewebs.  I'm getting a blazing 1K/s download rate.  God, I hate freewebs.  It is the absolute worst host I've ever seen.  But, you get what you pay for :)
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 17 Feb 2004, 04:07:19
Yeah, that always happens with freewebs links... I forgot to mention that. I've editred the post now :)

Know of any faster webspace? For free, that is ???
Title: Re:The most realistic OFP experience EVER!
Post by: Kaliyuga on 17 Feb 2004, 04:51:08
 Sounds like a cool mission and idea to me..


and as far as hosting,  I think I probably have somewhere in the neighborhood of 10MB storage space I could upload stuff to for you ...

if you IM me or hit me up on ICQ we can talk about that part of it..

I'll give this a try sometime this week when I have the time..

:cheers:
Title: Re:The most realistic OFP experience EVER!
Post by: crow on 17 Feb 2004, 07:23:09
1.0kb/s sucks!  I uploaded it to @war. (http://www.atwar.net)

Patrol (http://www.fileplanet.com/dl.aspx?/planetrainbowsix/atwar/ofp/Coop/patrol.zip)
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 17 Feb 2004, 07:34:16
Quote
1.0kb/s sucks!  I uploaded it to @war.
Patrol


Thanks, but that link just takes me to the site mainpage. What is the URL for the download?
Title: Re:The most realistic OFP experience EVER!
Post by: crow on 17 Feb 2004, 14:31:42
Just click on the word Patrol in the post.
Title: Re:The most realistic OFP experience EVER!
Post by: deaddog on 17 Feb 2004, 15:27:33
The file planet download isn't working for me.  I click on "download" and nothing happens.  Never had that problem with file planet before.  Probably a fluke.
Title: Re:The most realistic OFP experience EVER!
Post by: deaddog on 17 Feb 2004, 16:21:16
Allright, I've got it :)

I've only just started because that darn job keeps interfering with my play time  ;D  

Love the Intro.  I've never seen that concept used before and it works really well.  However, I think you should lose the in-game intro.  It looks nice but why have two?  I want to get to the action right away (personal opinion here).  Also, that mg guy is using a Russian mg.  You should switch that to an M2.

The briefing and instructions are really good.  I had no trouble understanding what you are telling us to do.  

The layout of the base is cool as is that pulsating crosshair.  I like that.

I ordered my squad to follow me but one of the teams runs out in front.  Is that normal?  It probably makes sense to have one on point.

OK, you need more voices for sure :)  When I used "yell" mode, it's the same voice for each guy.  I'd be willing to record one for ya, if you'd like.  Just PM me if interested.  Should my commands be repeated  3-4 times when all the squads are really close to me?  You might want to adjust the distances a little.

Anyway, that's all I have time for right now but I really like what I see so far.  When I get back from work I'll finish up the mission.
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 17 Feb 2004, 18:54:51
@deaddog
  Thanks for your comments! I look forward to hearing from you when you finish the mission.

Quote
I think you should lose the in-game intro.  It looks nice but why have two?  
Point taken; however, when I turn this into a campaign, the intro will become a cutscene (intro to the campaign). I'm still going to need some kind of cutscene or intro that kinda introduces you to why you are at this place in vietnam, etc. So assuming this becomes the first mission of the campaign, there will likely still be a intro and the ingame intro  :P

Quote
I ordered my squad to follow me but one of the teams runs out in front.  Is that normal?  It probably makes sense to have one on point.
 Ordering your squad to "follow me" is the same as ordering them to "form line/column" (whichever formation you are currently in). The only difference is that with "follow me" you can make only certain teams fall into formation, whereas with "form line/column" you always order your entire squad into formation. Really, ordering your entire squad to follow you, and ordering them to form a line or column has the same effect.

   You start the mission in column formation, which is two single-file lines next to you, so you get one team in front of you, one beside you and one behind you. I'll be sure to include diagrams so the formations are more clear  :)

Quote
Should my commands be repeated  3-4 times when all the squads are really close to me?  You might want to adjust the distances a little.
 The team leader of each team (including your RTO) will repeat the commands they hear, for both shouting and signalling. It may seem weird when everyone is close together, but the idea is that in combat, things get REALLY loud, so repeating the command is a way of letting the squad leader know you understood his orders. Really, the way I was trained in the marines was that EVERYONE repeats the command. That seemed like overkill though, so for OFP I've limited it to the team leaders.

Quote
OK, you need more voices for sure :) .... I'd be willing to record one for ya, if you'd like.  Just PM me if interested.
 Thanks for the offer! I'll PM you with the details in a little while. I've also got one other person lined up (my bro, who did some of the voices already for me.) I'd still like one more set of voices, so if anyone would like to volunteer, I'd be much obliged :)
Title: Re:The most realistic OFP experience EVER!
Post by: deaddog on 17 Feb 2004, 23:15:49
Ok, Let me pick up where I left off.

I took my squad and headed south (I got myself an M14, I'm partial to the civilian version M1A) and headed south.  I was trying to stay up high so I can scan the lower areas with my binocs but you can only do so much of that.

Spotted a couple of VC around ch56 and took them out.  Another one showed and got shot and then we got a short mortar barrage on us.  Nobody killed.  It was here that I found out the fire team 1 was 800 meters away, back near the base.  I must have screwed up something there :)  I guess I'll have to go back and get 'em.  The music that played during the action was a little too loud for me, so I turned down the volume.  Personally, I don't like music during a mission so maybe you could put an option in somewhere to turn it off.


When I started to move out, my guys started shooting at someone and the next thing I knew, two were dead.  It would be good to hear some guys shouting "medic" or "man down" or something.  Also, when I order the squad to "halt", several guys keep crawling around.  I want all of them to stop right where they are.  If they are crawling, then they won't be shooting, which is a bad thing.  

Got into another engagement with a couple of VC.  This time, the resulting mortare fire took out one of my guys.  I also noticed that the M14 was the HD type.  This is a very accurate weapon, much more so than the HD version in this game.  Maybe you can put the nonHD version in the ammo crate in the firebase.  I have a hard enough time hitting anything with the normal weapons :)

I think a useful feature would be a "report in" function.  Each fire team leader could report how many men he's got left.  That would probably have to be in "yell" mode.

Wait a sec, I got my squad to rally and got a status update there.  Damn it, I lost my RTO. :P

This is interesting, I'm back up near the firebase (to get team 1) and I hear some shooting towards the south.  I shouldn't have anyone down there.  Afterall, I'm not supposed to be able to heal with the rally command unless the whole squad is here, right?  So who could be shooting?  

Headed that way and I can see several VC off in the distance.  There is no way for me to inform my guys about them and without an RTO I guess we'll just have to attack normally.  I noticed there is one VC away from the main group that is in the surrender pose with a dead GI near him.  That doesn't make too much sense.  If there is no one around to take him prisoner then he should flee.

Ok, finally got the first objective.  I'm down to six men left.  Hmmm, that radio would have come in handy. :)  

I went up to one VC who had surrendered, hit "take captive" and he fell over dead. !!  What's up with that?  I also noticed that none of the dead VC had radios.  How did they call mortar fire on us then?  I mean, really, fair is fair :)

At the beginning of the mission, on first contact with enemy, I heard the music and someone shout out "contact left", or something similar.  I never heard it again in the mission.

I crossed over the hill above the village and there are just far too many VC to take on without support.  I'll have to start over.
Title: Re:The most realistic OFP experience EVER!
Post by: fragsta on 17 Feb 2004, 23:39:22
I'm downloading the Nam Pack 2 from ofp.info because OFPEC doesnt support download express. Will it have the CoC mines in it or should I get them seperately?
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 18 Feb 2004, 00:16:06
Quote
The music that played during the action was a little too loud for me, so I turned down the volume.  Personally, I don't like music during a mission so maybe you could put an option in somewhere to turn it off.
 I'll turn it down. Can't you turn music off under the options menu??? I suppose I'll add the option in this dialoge I'm going to put at the start of the mission, along with some other options.
Quote
This is a very accurate weapon, much more so than the HD version in this game.  Maybe you can put the nonHD version in the ammo crate in the firebase.
 Good idea--gives more of a distinction between that and the m16. I'll do that. How accurate are the AI with non-HD m14's? If they are too accurate, I'm going to keep them with HD, but I'll put standard in the ammo crates either way.
Quote
If there is no one around to take him prisoner then he should flee.
 Another good idea :)
Quote
I went up to one VC who had surrendered, hit "take captive" and he fell over dead. !!  What's up with that?
  Hmm.. I thought I fixed that bug  >:( Guess I'll have to look at it again....
Quote
I heard the music and someone shout out "contact left", or something similar.  I never heard it again in the mission.
 In theory, you are supposed to hear that after every contact with the enemy, as long as a couple minutes have passed since your last contact (so you don't get that a bunch of times while attacking a base). Obviously it isn't working in practice  :-\ Another thing for me to work on.
Quote
I also noticed that none of the dead VC had radios.  How did they call mortar fire on us then?  
  Actually, only VC with radios can call for mortars, just like your squad. When the VC rto gets killed, his radio is destroyed, also like your squad. If you were closer to him when he died, you would see/hear the same effect that occurs when your RTO dies. The idea being I don't want you seeing all these VC radios around and thinking "gee, why can't I just pick one of those up and use it?"
Quote
This is interesting, I'm back up near the firebase (to get team 1) and I hear some shooting towards the south.  I shouldn't have anyone down there.  Afterall, I'm not supposed to be able to heal with the rally command unless the whole squad is here, right?  So who could be shooting?  
 Hmm... interesting. Could you provide a little more info on this please? So you went to the firebase, got team one, then rallied? And then you heard shooting? What kind of weapon? Did you call for air support prior to this? If so, it could have been the VC shooting at the helo, or vice-versa. Please look out for this again in the future, and let me know if it happens again. :)
Quote
There is no way for me to inform my guys about them and without an RTO I guess we'll just have to attack normally.
 Oops... I guess I should have put this in the player's guide, but here goes: you can inform your guys about enemies by right-clicking on them, just like when you normally have a squad. There is a script that makes your whole squad share info on enemies with each other (its a script by me that is in the pending section of the ed depot right now). So you could just right click on the enemy, and in a few seconds your squad will know about him (assuming you could reveal the guy to a "regular" ofp squad, if you had one. Sometimes you can see a guy, but the game won't let you reveal him).
Quote
d**n it, I lost my RTO.... I crossed over the hill above the village and there are just far too many VC to take on without support.  I'll have to start over.
  Like I said: the radio is your squads most powerful weapon. You should protect your RTO's life just as closely as you protect your own :P Just watch out for civvies in the village ;)
Title: Re:The most realistic OFP experience EVER!
Post by: deaddog on 18 Feb 2004, 01:23:23
Started over and decided to take out the village first.  The artillery support comes in handy, especially for taking out those mortars.  Couple of notes here:

1.  Called in air support.  When chopper is done, it should leave the area.  As it is now, it just hovers a few hundred meters away.

2.  Ordered ammo expecting a chopper or plane to parachute one in, which would be really cool.  There is a script for that in the ed depot.  Ordered the ammo, radio guy said ammo sent to bh61 (were the blue target marker was) but the ammo appeared where the RTO was standing, several hundred meters away.

I've also seen one of my guys ending up 200-300 meters away from the main group.  I've seen that about three times now.  I haven't ordered anyone to advance or anything.  I wonder whats going on with that.  They usually end up dead in short order.  I'm convinced that was the shooting I talked about earlier.  It's like they are not part of the group anymore.

More to come....
Title: Re:The most realistic OFP experience EVER!
Post by: deaddog on 18 Feb 2004, 02:59:48
Well, I would finish it but every time I try to load a saved game, OFP crashes.  I'm not going to use ECP anymore.  It's not worth it until a stable version comes out.
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 18 Feb 2004, 03:55:59
#1: The helo should leave when there are no more enemies around, but I guess that's another one of those things to work on :)

#2: The ammo comes down via parachute, but it takes around 5 minutes before it is dropped. The parachute will drift while it is falling, just like when you are in a parachute normally, so the ammo won't always land right where you tell it to go (especially if it is windy, which it is in the mission). Unless I include AC-130 gunship support, I'm not going to actually have a plane fly overhead and drop the ammo crates. Besides, in rain/fog you can't see it flying above about 300 m anyway.
   I'll add in an "ETA - X mins" thing for the ammo drop, like with the air support (Which is accurate and changes depending on where the helo is, btw)

About the last thing:
  Do you know about enemies nearby when your guys go away from the group? If so, that may be OFP's AI making them go after the enemies. Though that wouldn't explain the whole rally business you ran into, since they would still be part of your group...
  I've been thinking about disabling that part of the AI ("target"), or giving the player that option. Without it, your guys wouldn't do anything on their own like that, but that may make things more of a hassle in the midst of combat. Keep me posted on your thoughts/observations on this subject :)

Thanks for all the help so far!  I really appreciate it  8)
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 18 Feb 2004, 08:12:05
I've finished the remaining hand/arm signals, and included a readme. The link in the first post has been updated. Feel free to use/distribute the hand signals addon with your own missions if you want; just be sure to always include the readme with the addon :)
Title: Re:The most realistic OFP experience EVER!
Post by: deaddog on 18 Feb 2004, 13:53:57
Excellent.  I was going to ask you about that.  These will go great with Earl and Sucheys Marine Assault Pack.

I'm playing again right now.  The "ammo found by enemy" comes up with my POWs.  That shouldn't happen.

The "village cleared" objective doesn't check off if I have POWs, until I get them back to base.

Final stats:  5 killed, 5 civies killed, 1 POW (although I actually had two)
1 hr 43 min, score 2800, 11 personal kills.

Title: Re:The most realistic OFP experience EVER!
Post by: dmakatra on 18 Feb 2004, 16:40:30
OVERVIEW:
The text is good but it needs more info on the mission itself. Also, the pic is too small for covering such a big area.
INTRO
Uh... OK... Quite strange... First of all, remove the CWC models and replace them with real Res models. They look horrible. Also, I got my Dad Character shot while he was in that flashback or whatever. Loose some of the blood and make it heavier so it'll drop faster and not blow away so far, just looks like some hollywood massmurder movie. Also, why the hell is he lying down and then right up again?
BRIEFING
Oh... I know this area, been playing around here quite much in Lost in Nam by deaddog, VERY nice mission. :)
The briefing is perfect. Yummy.
MISSION:
Remove those binocs, as the mission starts with you looking into them.
Remove those beds in that bunker, that bunker is an outpost, not a place where you sleep.
The squad moves EXTREMLY slow, could you fix this?
Hahahahahaha! OMFG!!! I ran into a VC squad, and I mean really run into! I was 10 centimeters from a VC!!! Lol, too bad I had no bayonnet 'cause then I would've accidently killed him. ;D :D

Can't play more right now. The system seems nice but it seems quite a pain in the bottom to use in the heat of battle. You might also want to change some of the animations since some of them were, well, bad.

:beat: *Gets Shot* :beat:
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 18 Feb 2004, 20:43:30
Quote
The squad moves EXTREMLY slow, could you fix this?
  Yeah, I'm not really happy about the speed they move either; and I'll definately look into improving that. However, due to limitations from scripting, I will never be able to make formations that are as perfectly tight as the in-game ones. I wouldn't want to even if I could though, because that is too unrealistic. First off, RL patrols don't run around the countryside; they walk (I know running helps speed up gameplay, but it is a little overboard methinks). Secondly, do you think that you could keep track of where you should be to keep formation, if you were running through the thick jungles of 'nam? I know I wouldn't, especially if I were in front of the squad leader.

   Anyway, for now, be sure to walk around, using the "F" key. It will greatly help you keep formation. In the future I you will likely still have to walk, but your men will keep up with you better.
Quote
Remove those beds in that bunker, that bunker is an outpost, not a place where you sleep.
  Actually, the men in that outpost (firebase) have to sleep somewhere, and I only assumed that most men would rather sleep in a nice safe bunker than in the open where they can get shot/mortared. ;)
Quote
Lol, too bad I had no bayonnet 'cause then I would've accidently killed him.
  Lol, I was even thinking of working in some kind of bayonet/buttstroke attack, but ditched the idea, thinking it would never really be used :)
Quote
These will go great with Earl and Sucheys Marine Assault Pack.
  They should go with most other units, too. I'm pretty sure these signals are the same or very similar to the ones used by the US army. And I just got an email from a guy in the Swedish army, who says that use the same hand signals too! So I think they are pretty universal :)
Quote
You might also want to change some of the animations since some of them were, well, bad.
 I don't pretend to be an expert-animation maker :D I just learned OFP anim some three weeks ago. You think you could give me some specifics on what part of what animations need to be fixed/improved? :)

  All your other comments have been read and taken into consideration (both Armsty and deaddog), I just don't want to take up too much space here (lol, like I haven't already :) ) Thanks! :wave:
Title: Re:The most realistic OFP experience EVER!
Post by: Kaliyuga on 20 Feb 2004, 23:11:00
 I gave it a whirl the other day after downloading it...

 and I can't really expand too much on what the other guys have said without finishing it ..

 I'm not sure how I feel about the new command system, but I have been using the old for almost some 2 years or something now, so by the time I finish I'll probably be a little more used to it  ;D
Title: Re:The most realistic OFP experience EVER!
Post by: Dinger on 20 Feb 2004, 23:53:56
The "Savegame bug" is a well documented problem with OFP.  We think it's related to arrays being saved in certain slots, so the more arrays you use, the higher probability you'll get the savegame bug.  It's not an ECP problem, except inasmuch as ECP uses arrays.
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 27 Feb 2004, 20:04:39
Sounds like a damn good mission and im about to download it.

Quick Question: What Marines were you in???

Royal, US or other???

sim
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 27 Feb 2004, 22:31:04
I'm currently in the USMC reserve :)

BTW, I'm making pretty good progress on a new version, so if anyone was wondering, yeah its coming along.
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 28 Feb 2004, 21:01:01
I've downloaded most of the stuff but is there anywhere else I can download the Patrol.zip from instead of FilePlanet because I really dont want to have to become a member to download things

cheers

sim
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 29 Feb 2004, 03:51:06
Yeah, there is an OFPEC mirror (its listed on the first post, but here it is again):

www.ofpec.com/editors/ecfg/GB/GENB_patrol.zip
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 02 Mar 2004, 19:14:09
sos m8

need to learn to read things properly, lol
i'll test the mission in a bit.

Oh yeah, I tried out your hand signal anims and they are brilliant, I intend to use them in my upcoming NAM campaign (don't worry you'll get full cred for them)  ;D

cheers

sim
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 06 Mar 2004, 14:38:13
Finally!!!

I've played your amazing mission, and I have to say it's one of the best damn missions ever!!!  ;D

I watched your brilliant flashback cutscene and it was a very good idea, then read the briefing, nice and detailed, read the notes about commanding the squad all links worked fine.

Started playin the mission and enjoyed the ingame cutscene, very nice the way the camera goes around the bunker and the custom voices are good.

Choose my weapon, good ol' M16a1 never lets me down.

Found my squad an headed off to kill some VC.
At first I was using shouting commands to order my squad around and when i entered VC territory switched to hand signals (as I've said before, very nice!  :D ). Came across a bit of an annoyin thing when usin ur commands, when i order my guys to do things they seem to run about 20 metres in front of me an then bk to me, whih was a bit annoyin when orderin them to rally.

Anyway, so far so good.
Every so often I would stop, look at the map, and then continue.
I was running down a hill an saw a nice open space surrounded by trees and thought "ah, i'll rally my guys over there and have a look at the map"

So i got over there, ordered them to rally and started to look at the map, when all of a sudden AK47s went off and one of my guys got a bullet straight through the head.  :o

Oh balls! I had lead my guys into the middle of a VC group and was now surrounded with no where to go. It was madness, i couldnt see who i was firing at which just lead to blind firing into bushes. Then suddenely mortars go off taking out everyone but myself and an MG guy.
We made our last stand and a few minutes later we were both gonners.  :'(

WOW! What a mission, very realistic and quite scary to think thats how it was half the time in NAM.

Good work m8  :) , can't wait for more off your work. I'm off to play again.    ;D

sim
Title: Re:The most realistic OFP experience EVER!
Post by: Bohemia boy on 06 Mar 2004, 17:19:01
I've played your amazing mission, and I have to say it's one of the best d**n missions ever!!!  


darn right.

Title: Re:The most realistic OFP experience EVER!
Post by: sim on 06 Mar 2004, 22:43:05
It is one of the best missions but I still aint completed it!  ;D

sim
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 07 Mar 2004, 06:43:29
Thanks for the feedback guys! But please note:

There is a very annoying bug on the last objective. If you have POWs near the village, or if guys in the village surrender, the objective WON"T complete, until you move the captives out of the area (or kill the guys who surrendered). Also, sometimes when you take a captive, he will fall to the ground, seemingly dead. He IS NOT dead, so if a captive does that near the village, just shoot him to make sure the objective finishes.

I've got a newer version that is almost finished, but I've just been so busy the last couple weeks, I haven't had time to finish it and upload it. In the next version, I'll have more voices, your squad will follow you faster, you will have a place to drop off POWs at your base, POWs will run away if noone is near, and the above bug will be fixed, along with more. Then I just have to make the rest of the missions, and I should have a great campaign :D
Title: Re:The most realistic OFP experience EVER!
Post by: Bohemia boy on 07 Mar 2004, 12:54:11
It is one of the best missions but I still aint completed it!  ;D

sim

That is a point it did take me a hell of a lot of retys to finish it. It toke me a week of playing it to finish it and even then i was the last one alive at the end.

I am not a crap player I have completed all the campaigns.


11 dead 0 POW's (I had one and shoot him (thought i would still get the points?))

[Edit] put pints instead of points  ::)
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 07 Mar 2004, 22:04:09
It is bloody hard! i havnt really had much of a chance to play today, but I did get a couple of goes in this morning and still didnt complete it  :) shows how good it is though if i keep going bk  ;D

Can't wait for nxt version and especialy cant wait for your campaign!

keep up the gr8 work!  ;D

sim
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 08 Mar 2004, 02:57:17
Lol, yeah, I realize its way too hard :). I kinda wanted to test a lot of things, like taking POWs, enemy arty, etc... That's fixed in the newer version (not finished yet). There are less enemies, and less enemy RTOs to call mortars on you.

@Bohemia Boy

You only get credit for living POWs who you bring back to the base at the end of the mission (within a hundred meters or so of the base).
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 08 Mar 2004, 20:26:08
I kind of like the hardness, it gives it a more realistic Vietnam feeling then again it wuld be nice to be able to complete it, not that im crap but i did spend a gud deal of time not going on it in the summer.

cant wait for new version,  ;D

sim
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 18 Mar 2004, 09:50:57
NEW VERSION UPLOADED!

There is a NEW ADDON required. Also, you will need to update your version of the handsignals addon. Check the first post for more details.

This mission is now considered "finished", so I'm going to start working on the campaign now. Any comments are still welcome. I'll be on vacation for the next week and a half though, so I won't be able to reply.
Title: Re:The most realistic OFP experience EVER!
Post by: kueter on 19 Mar 2004, 00:13:44
Great, new version -- downloading now!  :D
Title: Re:The most realistic OFP experience EVER!
Post by: Bohemia boy on 01 Apr 2004, 13:09:10
56%

Men killed = 0
POW's      = 0

Best mission I have ever played.
I never lost a man this time  :D all art and air this time throught.
I saw a few POW's for a second but my men shot them. This maybe because I was falling back and they tryed to make run for it  :) I think you said you were going to do something about that.

Questions about the campaign

How many missions will there be?
Will all the missions be tested here?

Will there be a heli mission in the next one like securing a LZ and holding it while more troops and ammo are dropped ('we were soldiers' type thing)

Will there be a medi-evac radio command? (like securing a LZ on the map and calling in a heli )



BUGS

I did get error text at the top of the screen every time the heli shot.
A lot of my men didn't finish the heal animation on the rally command. It made them look like they were dead.


On a side not do you have any other missions that you have released?
if THERE DONE TO THIS STANDARD THEY MUST ROCK (dam caps lock)

 :) :) :) :) :) :) :)

Hope you had a good holiday

 
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 02 Apr 2004, 01:42:57
@Bohemia Boy

Thanks for the comments :). But how did you manage to keep all of your men alive, but only get a 56% for the mission? Lol, you must have killed all the civvies in the town with your arty :P

Now I don't expect to make a very long campaign really. I haven't planned out all the missions, but I'd say it should be roughly 5-6 missions when completed. I'm definately planning on making a mission where you have to defend an LZ, though actually you'll probably help cover a retreat from the LZ, not an insertion. You'll also get a chance to fight the VC from the cover of your nifty firebase.

A medivac is a really good idea, and I have been seriously considering doing it. The idea would be that if you can get your "dead" men onto a medivac, then you will only lose half the points you otherwise would have lost for them. The only problem with it though, is that you have to be able to transport your "dead" men to the LZ if they get shot in the jungle. It would be possible to give the player a method of personally carrying a single wounded guy (with help of some custom animations), but it would be more difficult to make the AI do it; especially with your more limited control over your squad. So I'm still debating the idea. Any suggestions would be helpful :)

--------

I tend to take lots of time to finish projects, and I start more than I finish. I only have one other finished mission released. I made it over a year ago, so I wasn't as good at editing and especially scripting back then. However, it still is a pretty darn good mission (if I do say so myself :P ). One of these days I'll get around to making an updated version. Grab it here:

http://www.ofpec.com/missions_depot/index.php?ID=587


Title: Re:The most realistic OFP experience EVER!
Post by: Bohemia boy on 02 Apr 2004, 11:27:47
Yep all the civs and a chicken. I would rather kill a million chickens then lose one of my American boys.









About the medi vac

I found a script that makes two ai units carry bodies from the field into a truck.
There are no custom animations for this but it works for me. Do you want me to email it?
They carry the body as if there was a stretcher between them.

It's called ‘support at a combat point'






About the injured thing

I can see the problem. You don't want to be calling a med vac every time a man gets injured when it can just be healed by the medic. So why not make a critically wounded option that would be a small chance of taking place so you wouldn't have to call for medi vac every few minutes.

Could you create a change that unit will not die and instead become critically wounded. Say a %20 or less chance that on receiving damage 1 he becomes critically wounded instead of dying..

 Being critically injured would involve the unit losing the ability to fight, move and the ability to be healed by a medic (beyond the ability of a field medics skill) To make the unit look more dead you could make him run the heal animation with some screaming or moaning sound so he is sort of rolling around on the ground (might look crap I haven't tried it yet)  or get the heal animation to stop half way thought like the bug in the rally command. With a little blood it would look great for a badly wounded trooper.

Then you could make an action appear when you come close to the unit saying ‘move critically wounded trooper' that runs the ‘support at combat point' based script. Add some blood drip for effect (I think that can be done with the blood add-on in the mission)

Use your radio operator to make an emergency LZ.

Once at the LZ you drop the body, the heli lands two medics come out aircraft and pick up the body carry it to the aircraft and fly away.

   (http://hometown.aol.com/old16inf/91stEvacDOrt50.JPG)

as above





One more thing is it ok if I use your Radio operator script and hand signals script in my mission. It is unlikely that it will be released but just in case I do finish it.

Thanks for the link, i know what you mean about finishing projects I still go back and touch up my first missions.



You better not be on the net on your holiday, go get a beer and try not to think about opf (I know its hard)


Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 02 Apr 2004, 21:31:32
Yeah, I've seen the script you are talking about, and I thought about using that one too. Only problem with that is it requires two people to carry one guy, and I already mentioned the control difficulties with the AI. I have been thinking about adding a command for your teams to "pick up wounded", and I may look into that further.

By all means, go ahead and use my support scripts for your own mission. There are a LOT of scripts in the mission, but the ones you want are in a folder called "RTO". Start off by looking at "rto1.sqs" and "rto2.sqs"; then it should be clear how the other scripts work. It should be easy enough to change the artillery/ammo scripts for your own use.

In my mission, the radio is disabled. To see the radio messages when calling support, the radio is reenabled for a brief period, then disabled again. So instead of using:

bob sidechat "I am talking now"
bob sideradio "radio1"

I use:

[bob, "I am talking now"] exec "sidechat.sqs"
[bob, "radio1"] exec "sideradio.sqs"

Where you see those script calls, you can simply replace them with a regular sidechat.
Title: Re:The most realistic OFP experience EVER!
Post by: Arctic on 03 Apr 2004, 00:03:05
What about making an animation for the guys where the wounded could be slung over the soldier? Could you then just setpos-getpos the wounded to be in a position that would look as though he were slung over the shoulder of a soldier?
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 04 Apr 2004, 04:01:07
Quote
What about making an animation for the guys where the wounded could be slung over the soldier? Could you then just setpos-getpos the wounded to be in a position that would look as though he were slung over the shoulder of a soldier?


Basically that is half of what I was talking about earlier. Only problem with your idea is that it would look really funny sprinting around, both hands on your rifle, with a guy just magically hovering over your shoulder. Then go prone, and it will look even weirder..... That is why I am thinking about making two custom animations: one for the guy being carried, and one for the guy carrying him. :)
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 18 Apr 2004, 13:35:18
hey

WOW  :o, what a mission.

I've just downloaded the final version (been on my hols 2 wks) and have to say it is the best damn vietnam mission i have ever played for flash!!!

It is amazing, especially now it has all the voices which just add so much to it!!!

I can't wait for your campaign!!!  ;D

sim
Title: Re:The most realistic OFP experience EVER!
Post by: Bohemia boy on 18 Apr 2004, 15:38:42
another barron fan  ;D
I think we need to start a club


any up dates on the campaign
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 18 Apr 2004, 16:00:34
lol  ;D

Title: Re:The most realistic OFP experience EVER!
Post by: sim on 29 Apr 2004, 19:10:22
hey,

any campaign updates???

sim
Title: Re:The most realistic OFP experience EVER!
Post by: Bohemia boy on 02 May 2004, 11:40:16
General Barron

Would you consider making a simple user mission with your signals script and rto script. Its just to complex for a noob like me to separate the scripts from the other scripts in the mission. Just a sort of user mission template with the two scripts working.   I would really appreciate it. Thanks

Hope the campaign is going well  :)
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 02 May 2004, 22:12:27
hey

I had a go at seperating the scripts a while ago now and I seemed to be doing pretty well untill i deleted something and it kind of sent it all to hell!
It's a really good idea and I'd certainly like to make a hand signals mission but I don't want to drag you away from your campaign, so whenever you find the time, I would be grateful,  ;D

sim
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 02 May 2004, 22:33:15
Sorry, but I haven't been working on the campaign much. I've been busy with the ECP, mainly. Anywho, I originally was going to finish the campaign, then release a 'template' mission so others could make their own hand signals missions. That way, any improvements I make on the hand signals engine while I'm working on the campaign, would be released to the public. I don't know, I may release a template sooner though. Thanks for the interest :D
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 18 May 2004, 19:30:24
kool

can't wait for the campaign and that template.    ;D

sim

Title: Re:The most realistic OFP experience EVER!
Post by: sim on 03 Jun 2004, 16:04:45
hey

Any updates General?    ;D
sim
Title: Re:The most realistic OFP experience EVER!
Post by: .pablo. on 31 Aug 2004, 02:29:38
good mission, i noticed a couple problems though:

 -- if you're going to recommend the player uses the ECP mod, tell him what settings he can use while still being able to save.  i had to restart the mission 3-4 times because of corrupt saves.

 -- i was at Cf54 calling arty on VC i saw at Cg58, and noticed that VC will surrender even if there are no enemy troops around (i was more than 500m away)

 -- the VC call in mortar support unrealistically fast (it seems as though they call as soon as they see you); if you run into the smallest VC group you are sure to have mortars falling on you within 60 seconds.  consider extending the amount of time before the vc call in mortar support, because at this point i always order my troops to charge the VC just to avoid the mortar fire, which brings me to my next point,

 -- when i order my whole squad to do something, my RTO doesn't follow the orders.  i couldn't find my RTO several times because after rallying and ordering my squad to follow me, the RTO just stayed there.  when telling my squad to charge vc squads, my RTO would stay back and die from the mortar fire.

 -- it takes a really long time to order the whole squad to change status; example: i generally have my squad either prone, halted, and holding fire, or standing, following me, and firing at will; switching between these two modes takes at least a minute if not more, and although a minute may seem like a short amount of time, its a long time when in-game, especially if you'd rather be scanning for vc with ur binocs; plz consider making the animations faster

 -- idk how realistic this would be, but being able to have the gunship attack a specific point with rockets would be very helpful

 -- the vc that can be seen patrolling are constantly running, and as you said yourself running all over the place is unrealistic.  patrols in "safe" mode look better than patrols in "aware," and are easier to call arty on too :P

even though it may seem like i hated the mission from all the negative points i brought up, i really am enjoying it (haven't gotten to the village yet)
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 03 Sep 2004, 12:28:42
Thanks for the comments .pablo! Actually I'm glad you brought up lots of negative points. It helps me improve things much more than people saying what they liked. :)

Quote
-- if you're going to recommend the player uses the ECP mod, tell him what settings he can use while still being able to save.  i had to restart the mission 3-4 times because of corrupt saves.
I'm not too sure what combination of settings would work. If you need to save, I'd say to turn everything off except for a few features, like blood and bullet whiz. But the savegame bug should be corrected in the next ECP release, so it shouldn't be a problem in the future (knock on wood).
Quote
-- i was at Cf54 calling arty on VC i saw at Cg58, and noticed that VC will surrender even if there are no enemy troops around (i was more than 500m away)
Aren't we observant? :P Man, you put some features in that everyone wants, but noone uses, and what do you get... *grumble* :D J/k. Thanks for noticing, actually. It'll be fixed in later versions. Oh but note that the enemies still run away if no one is around, so those guys would have run away in a minute or so.
Quote
-- the VC call in mortar support unrealistically fast (it seems as though they call as soon as they see you);

I'll fix it in the next version. There are also other issues with the AI artillery that I want to address.
Quote
-- when i order my whole squad to do something, my RTO doesn't follow the orders.  i couldn't find my RTO several times because after rallying and ordering my squad to follow me, the RTO just stayed there.  when telling my squad to charge vc squads, my RTO would stay back and die from the mortar fire.
Hmm... you sure you didn't order your squad to do something, then use the radio? The rto stops after you use the radio, if I remember correctly.... Or are you out of range? Can you give any more specific details?
Quote
-- idk how realistic this would be, but being able to have the gunship attack a specific point with rockets would be very helpful
I'm not very happy with the gunship support either.... unfortunately helo support in OFP just doesn't work well against non-tanks. As hard as I've tried, I haven't yet been able to script it to be more effective. I haven't given up yet though.... Now, as far as designating targets goes: it would be realistic if you were talking to the helo via your squad's radio. However, I can't think of any way to let you designate targets for it that way. Smoke marker grenades would be a workable solution though (harder for the player to use though). But I'm not sure if that is actually done IRL... I doubt it.
Quote
patrols in "safe" mode look better than patrols in "aware,"

But only the stupidest armies in the world would patrol with their weapons slung over their shoulders. That's for carrying your weapon around in a safe area (like inside a base); NOT for patrolling a potentially dangerous area... That is actually one of my pet peeves in OFP missions. :P Though it would be nice if I could get them to walk around with their rifles unslung, instead of running.

Thanks again for the comments :)
Title: Re:The most realistic OFP experience EVER!
Post by: .pablo. on 03 Sep 2004, 20:48:27
Quote
Oh but note that the enemies still run away if no one is around, so those guys would have run away in a minute or so.

yeah i did notice that, i just thought that them surrendering in the first place was weird.

Quote
The rto stops after you use the radio, if I remember correctly....

yeah that must have been it; you might wanna consider putting that in the briefing, it could save players a lot of frustration.

edit: if it were up to me, i would have the RTO return to his previous status once the player drops the radio (in formation when it's safe, stopped when it's a battle, etc)

Quote
But only the stupidest armies in the world would patrol with their weapons slung over their shoulders. That's for carrying your weapon around in a safe area (like inside a base); NOT for patrolling a potentially dangerous area... That is actually one of my pet peeves in OFP missions.  Though it would be nice if I could get them to walk around with their rifles unslung, instead of running.

well my point was that if you were trying to capture the overall image of what a soldier would look like when on a patrol, the "safe" mode animations are closer to reality than the "aware" animations.  even the "aware" walking animations are less realistic than "safe" mode, because people don't walk around hunched over when on a patrol, they stand up straight and walk normally.

also, putting the ai in "safe" mode could act as a counter-balance to their unrealistically fast ability to take aim and fire at an opponent.  idk about you, but i have often seen ai running full speed perpendicular to my position stop on a dime, turn towards me and aim RIGHT AT ME, fire off a 3-round burst, and kill me from ~150-200 meters, all within a few seconds.  call me crazy, but i think having the ai react a little slower might be both more realistic (being ambushed causes a state of confusion in real people, causing them to react more slowly, but not with ai) and less aggravating.  just my 2 cents.



also, you may wanna check out the wire tower/castle tower bug (i'm too lazy too :P) that's plagued me and the other dude to post his thoughts on your mission.  i detailed it in the post, so check ur mission's review page
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 05 Sep 2004, 07:38:23
Thanks again for your thoughts. I'll take your thoughts on 'safe mode' into consideration, although I still don't like the idea of a "patrol" that acts like they are walking around the block. But I do understand your concerns.

Quote
also, you may wanna check out the wire tower/castle tower bug (i'm too lazy too ) that's plagued me and the other dude to post his thoughts on your mission.

I just tried it with both EUs, and I never had that problem. I dunno what is going on, but I guess you have some other addon that is conflicting with the tower classname. Do you have any other editor addons? Gunslingers? Objects1/2? Resistance object patch? There are also a couple other EUs floating around out there... What ones do you have?
Title: Re:The most realistic OFP experience EVER!
Post by: .pablo. on 05 Sep 2004, 08:31:44
these are any addons i found in my addons folders that looked like they could be eu's

OFP\Addons\
editorupdate102.pbo
EditorUpgrade1.pbo
EditorUpgrade102.pbo
objects1.pbo
objects2.pbo
objects4.pbo

OFP\Res\Add0ns\
editorupdate102.pbo
EditorUpdate175Noe.pbo
EditorUpgrade1.pbo
O.pbo

 - if u could provide the addon names for any other eu's i may be missing that would be helpful (what are the names of objects1/2?)

 - i didn't have the res obj patch, but the readme said i didn't need it to play missions with the objects it added, only when editing the mission

Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 05 Sep 2004, 09:25:37
Where did you get all those EU's, anyway? Jeeze, what a mess... anyway:

editorupdate102.pbo
That is the 'standard' EU (Kegetys).

EditorUpgrade102.pbo
I believe that is gunslinger's EU, which does not work with resistance. But I doubt this is the problem, because Kegety just added onto this EU; he didn't change any of the classnames.

objects1.pbo
objects2.pbo
These are what I was talking about ("what are the names of objects1/2?"). They are old Kegetys upgrades that pre-date gunslinger's EU, and shouldn't be used anymore. They should be the problem either, because I have them on my comp too (with the objects hidden though, so I don't clutter my editor).

objects4.pbo
I have no idea what this is, though I've seen it before... funny, I don't know of any "objects3.pbo". ??? This could possibly be the problem....

EditorUpgrade1.pbo
This is another one that I don't really know what it is, but sometimes missions use it. I think it could be the first version of gunslinger's EU, before v1.02. If thats the case, it shouldn't be a problem, unless some classnames got switched around.... so it just might be...

EditorUpdate175Noe.pbo
Another one I don't know what it is, though I've seen it on some non-english sites. I wonder if it has any objects that Keg's EU doesn't have. ??? I guess this could be the problem too.

O.pbo
This is just the objects that come with Resistance.

So try removing these addons and see if it works:

objects4.pbo
EditorUpdate175Noe.pbo
EditorUpgrade1.pbo

Also, let me know where you got these, so I can get them too, if you would please.
Title: Re:The most realistic OFP experience EVER!
Post by: macguba on 05 Sep 2004, 11:14:11
No, no, no.     Remove all these editor addons and put them in a dark cellar with cobwebs and damp stone walls.     Wht General Barron is too modest to mention is that the ONLY editor addon you need is the one by General Barron himself. (http://www.ofpec.com/editors/resource_view.php?id=612) :thumbsup:    

I had an EU mess nearly as bad as yours and that solved it in an instant.    If you're just playing missions, rather than creating them, then technically you don't need to upgrade from Kegetys to General Barron's, (which is why he didn't mention it) but IMHO it's still desirable as GB's makes the solution to all these conflicts obvious as it's the only EU you'll ever need.  *Winces at cliche.*





Title: Re:The most realistic OFP experience EVER!
Post by: sim on 05 Sep 2004, 11:29:28
Quote
Wht General Barron is too modest to mention is that the ONLY editor addon you need is the one by General Barron himself. :thumbsup:

Suck up  ::)

 :P

Nah it is the best Editor Update out, I use it for all my missions.

So are you continuing with the campaign?

sim
Title: Re:The most realistic OFP experience EVER!
Post by: .pablo. on 05 Sep 2004, 20:09:11
Quote
Where did you get all those EU's, anyway? Jeeze, what a mess...

picked them up over the years (been playin ofp since april/may 2001 demo)

Quote
Also, let me know where you got these, so I can get them too, if you would please.

i got them all too long ago to remember where, but if you want i'll email them to you

Quote
No, no, no.    Remove all these editor addons and put them in a dark cellar with cobwebs and damp stone walls.    Wht General Barron is too modest to mention is that the ONLY editor addon you need is the one by General Barron himself.


i wasn't aware of that addon, thanks for the info (gen barron, you should have a link to that in ur sig).  it looks like its gonna be a lot easier for me to sort through the "empty" side stuff from now on (i hate having 2 main lists with hundreds of things in them)
Title: Re:The most realistic OFP experience EVER!
Post by: General Barron on 05 Sep 2004, 20:48:15
Quote
but if you want i'll email them to you
Please do. :)

Quote
So are you continuing with the campaign?
It's been on hold since I released this mission, but I'm wanting to get working on it again. However, I decided I want to use a better island than the SEBnam one (or ones with the same objects as it). I looked at the screens of The Unsung's island, and I love it! That's what I want to set the campaign on, but unfortunately it isn't done yet. I've asked the team if I can get an early version of the map, but it isn't even ready to start editing on yet. So until then...  :-\ But I do still have to revise all the scripts and release a public template, which is what I plan to do in the next few weeks.
Title: Re:The most realistic OFP experience EVER!
Post by: sim on 05 Sep 2004, 20:54:39
Quote
I looked at the screens of The Unsung's island, and I love it!

Yer that does look pretty descent  :)

Quote
But I do still have to revise all the scripts and release a public template, which is what I plan to do in the next few weeks.

Oh yer, kool. I tried to take it apart but kinda messed it up pretty badly  ::) whoops  :P

sim
Title: Re:The most realistic OFP experience EVER!
Post by: BronzeEagle on 13 Sep 2004, 22:26:32
This mission sounds like the template for how every ofp mission should be.
Title: Re:The most realistic OFP experience EVER!
Post by: BronzeEagle on 15 Sep 2004, 20:38:59
hopefully a good tutorial for beginners can be written up on what the standards of a vietnam mission should be.  This mission sounds like a pretty good standard.