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Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: The-Architect on 01 Jul 2007, 19:50:59

Title: (Review Completed) [SP] Snatched
Post by: The-Architect on 01 Jul 2007, 19:50:59
My first ArmA mission is ready for further testing.

Here's the lowdown.
Your mission is to rescue an American POW. He is being held on the island of Rahmadi. You will have yourself and seven other guys on the mission.

Features:
Comprehensive weapon selection.
Full script of voice acting.
Random weather.
Scripted enemy reaction.
Intro and outro.
Cliffhanger (If you played Deep Water for Flashpoint).

Addons:
EditorUpdate_v102.pbo (inlcuded).

Get the file (Final 1.3 23/04/08) here.
http://www.megaupload.com/?d=0CY6FN9N

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Things you should know.

Due to the funny way that men behave in ArmA I have scripted a feature into the mission which will organise your team on the beach after you have left your boat. An action will appear saying "hide Boats". This will remove all your team from their boats and sort them out. If you don't select "Hide Boats", then you are free to spend 20 minutes trying to get your guys safely out of their boats, with their weapons and then try to get them into your team again.

There is an ERV option if your chopper has problems. Go back to the boats and simpy drive back to the main ship.

ArmA is not allowing all links to be highlighted in green in the briefing. Use your loaf and click on what looks like it should be clicked upon.

Enjoy.

Change log.
Changed all "Say" commands to "Playsound" so as to let the player hear all voices at full volume.
Added Pistols to main character and enough in the armoury for all other team members. (I didn't give all members pistols because of the AI's tendancy to walk around armed with them instead of main weapons).
Helicopter evac reworked.
Added DM Smoke effects for more immersion.
Fixed missing sound and radio files.
Reworked briefing with extra sections.
Removed disappearing AI scripts.
Removed some barriers in town so AI can navigate. (Still may have problems due to ArmA AI pathfinding).
Title: Re: [SP] Snatched
Post by: LCD on 02 Jul 2007, 00:34:50
tomorow is beta day... 2day im 2 tired 2 do anything

LCD OUT
Title: Re: [SP] Snatched
Post by: Rellikki on 02 Jul 2007, 10:56:00
Overview
The overview was good. The picture had a border and all.

Intro
Very good. I liked the music and it was very interesting overall. The soldier doing the karate movements
on the beach could have been without equipment though, in my opinion. (Use a captive model for him.)
But not necessarily!

Briefing
The briefing was good. It had enough information about the mission. The player could have had at least
one satchel charge at the begin of the mission in case he forgets to take one from the gear selection.
Also, why was the map covered in black? :(

Mission
We landed on the beach and I hid the boats. We first headed for the chopper, because I was excepting
the enemy to use that if they were going to move the POW somewhere else. I positioned my team in the
bushes west of the airfield, in case if I was spotted. I crawled to the chopper and placed the bomb
unnoticed. Then I regrouped with my team and we circled around from the south to the village.
It's good that you didn't place enemies crawling all over the island. I think it's more realistic
and more comfortable, unlike in some missions where there are...
I positioned my team south-east from the village and headed there alone. I didn't saw the soldiers
under the shed and got shot. Damn, I got scared. :o
On the second try, I crawled to the village by the road. I shot the MG guy and then another guy
behind him and the alarm triggered off. I quickly shot all the guys around and in the shed and found
the POW from there. I ordered him to take a PKM and then we took the UAZ and drived away from there.
At this point, I messed up a bit. The detonation range for the bomb that I placed on the chopper wasn't
long enough, so I had to drive there with the UAZ as fast as I could. It was funny how it was just about
to take off and then I detonated it. Phew, it was close to fail the objective.
We headed for the excraction point and holded it for a few minutes from some enemies. After a few minutes
I noticed the radio command in the radio. Calling the evacuation should happen automatically in my
opinion. We called for the evac and the chopper said it'll be there in two minutes. We didn't even wait
that long until we had to head for the boats. :dry: I prepared the boats and boarded the team in both of
them and we headed back to the ship. Mission completed.

Debriefing
Nothing wrong here. Completed the mission with 10 infantry kills, Mi-17 and a fuel truck.
Duration 48 minutes.

Outro
A good outro. I enjoyed the explosives. :P

Summary
I've always enjoyed your work in OFP. This was also a very good mission. It had a good music track
and was a very nice mission anyway. Well done.
The editor update wasn't used enough in my opinion though. I didn't see any objectives from editor
update in the map.
Title: Re: [SP] Snatched
Post by: The-Architect on 02 Jul 2007, 16:09:00
Cheers man.

Satchel charge on soldier point noted and I agree.

The map is black so as not to destroy your night vision so much when you look at the map.

Captive soldier idea is a good one. I'm working on a civilians dressed as soldiers addon, I would like to use that.

The extraction radio message does say go to the extraction point and call. Also, if it's automatic, you may have a moment where the evac chopper gets there the same time as the group of enemies and choppers act strange in those circumstances.

Your two minutes must have been waited before you got told to go back to the boats. There is a 300 second timer that waits for the chopper to come. You actually tested that the emergency evac worked. The chopper is a bitch sometimes and doesn't turn up. I like to think, mechanical problems and an abort but really it's ArmA or me being a tool.

Cheers for the testRelikki. I'm glad you enjoyed the mission and found no real deal breaking bugs.
Title: Re: [SP] Snatched
Post by: Zipper5 on 02 Jul 2007, 17:28:42
Let me start off by saying this was a well made and enjoyable mission. I recommend it to anyone who is bored. :D

Overview
Plain and simple; picture with text describing the mission's plot.

Intro
Good camera angles, cool, fitting music and good voice acting. Introduces the mission very well. Good job. :good:

Briefing
Not congested, gave enough information, laid out the objectives and was detailed enough to follow through. Nothing more to add here really. The gear selection was good, the limited supply was what I'd expect to see for a SF mission.

Mission

**WARNING! - Possible spoiler**
My map having completed the mission (http://img248.imageshack.us/img248/2299/maphl4.jpg)

I landed with my team and hid the boats (didn't want to fuss around with the damn AI). Immediately I started moving north. 150 meters or so away from the boats, I spotted a patrol (marked on map as "Patrol moving along road"). Once I saw them I decided to go around them to the West, keeping an eye on them as they continued to move east.

I ended up arriving at spot-height 33 where I told #2, #3 and #4 to hold position (marked on map as "Covering fireteam"). From here I spotted what looked like a radio tower South East of the village (marked on map as "Radio tower w/ guards").

From spot-height 33 I surveyed the village. I spotted a Dshkm and a UAZ on the Southern end of the village (marked on map as "Machine guns") and an AGS-30 on top of a building with an extra guard on the West side of the village (marked on map as "Sentries"). Having spotted these significant locations, I ordered #2, #3 and #4 to cover specific targets in those areas.

I decided to move North around the right side of the village and approach with my assault team from the South (marked on map as the green dots). Along the way I spotted a BMP on the Northern end of the village. Immediately I ordered #7 to stop and cover it (marked on map as "#7 - Covering BMP"). With this, the rest of my assault team continued to the Northern end of the village. Once at the dock area, I noticed a patrol was getting rather close. Here I saved game by 0~0~0, and then ordered #2, #3, #4 and #7 to engage their targets, and for the rest of my assault team to engage at will.

The BMP was taken down first, next was the AGS-30 and then the machine gun nest. My assault team moved in and cleared out the village, finally picking up the POW in the shed. However, I heard the Mi17 at the airfield taking off, so I ordered my men to fire on it while I hopped in one of the empty Dshkms. Not long after, the Mi17 was taken down.

I ordered the POW to pick up a weapon, and then my squad to move to the extraction point. I went on my own and cleared out the airfield and radio tower, blowing up a fuel truck, Ural and the radio tower itself. Then I continued to the extraction point with the rest of my squad.

Finally, reaching the extraction point, I called for the evac. However, when the chopper got close it came under fire. Turns out a patrol had followed us. So my men and I moved quickly and eliminated them. I ordered them into the Uh-60 and we took off. Mission Completed.

Debriefing
Clear and to the point. Nothing to change here.

Outro
Again, good camera angles and voice acting. The B52 bombing was great to watch, good scripting. And finally, the cliffhanger has made me want to play your next mission. :o

Summary
Good mission, enjoyable. The voice acting and clever scripting adds a lot to the mission, making it even more enjoyable. Completed in 41 minutes. Looking forward to the next one! :good:
Title: Re: [SP] Snatched
Post by: The-Architect on 02 Jul 2007, 17:44:08
Cheers man, glad you liked it.
Could you add just a link to that picture as it's a spoiler.
Put something next to it like, reference pic, warning spoliers.

You completed the mission how I usually like to test it. By setting up fireteams on prominent locations so that I can cover all eventualities. My tip is to kill the chopper first though.

Has anyone found any bugs yet?
Title: Re: [SP] Snatched
Post by: LCD on 03 Jul 2007, 06:15:43
Quote
Has anyone found any bugs yet?

LOL i think i made it brake  ::)  :D

i didnt play da mision like ud regulary do... as i dont have time (i do need 2 sleep after all... but when i promise 2 do somting i do it :D) so b4 goin 2 my 5 hr sleep heres what i did... ill leade da way i played it 2 da comment part and start from da intro

Intro : da injured soldier should surrender once da specas is aiming at him... for me he kept running away till he went off screen (if i was da capturer i wud have shot him again just 2 make a point  :P :D

Breifing : just fine

Mision : i didnt have time 2 sneak around so i went streit ahead 2 da pow place... on my way i noticed da patrol from somting like 200 m (good comp = long view distance) tried 2 shot em but i cant aim da regular rifle dat much so i took my binocs nd ordered my soldiers on em... patrol is down, 2 seconds later i noticed da radio tower again used da binocs nd da tower is down only after da tower went down... alarm is sound i saw BMP nd 4 soldiers moving around... nd da chopper started takin off... i gave up about da chopper nd used my binocs 2 take out all da soldiers and da UAZs... while i was looking around da BMP disapeared... and my squad killed a visible squad or 2... so da chopper took off and den i get mision completed 4 da chopper (u probably delete it or something like dat ???) nywayz not seeing anyone around i took myself lil closer 2 da pow place and found some soldiers layin on da floor lil 2 da west (dey didnt come 2 me @ 1st) and usin da binocs again i took em out and took da MGs out also... now da area seemed clear so i went into town and found 4 hiding soldiers (2 between a wall and a building staring at da building, 1 in da middle of town, 1 near da pow) i da 1st 3 and cant find da pow... while i search 4 it i find da BMP upside down in da middle of town  :D :cool2: lookin around some more i found da pow nd got it... used x4 nd went 2 extraction waiting... i notice a squad leader... lay down on da ground nd my soldier took him and his 3/4 man squad... and den i extract...

statistics
5 kills
2 casualties
all objectives finished
around 20 mins of play

now comments about mision

1) u didnt set da radio name 2 savegame ;)  :D
2) when da chopper runs away i get mision completed instead of mision fails
3) dere were a couple of soldiers just standin in town
4) da BMP just flipped... suggest not allowin it 2 move in town
5) da defence doesnt respond right wen da player attack from long way off... dey actually didnt come close enough to shot at us... and 1 squad didnt even come in our direction
6) mision is 2 easy if u just get in gunz blazin

Outro
1) da text sayz da civilian is talkin 2 me but i can only see an officer

dats all

LCD OUT
Title: Re: [SP] Snatched
Post by: The-Architect on 04 Jul 2007, 18:36:20
Updated. See post 1.  ::)
Title: Re: [SP] Snatched
Post by: johnnyboy on 05 Jul 2007, 10:33:44
Good action mission Architect!

Intro:  Good voice acting.  Good use of music (fades in and out at right times).  Very cinematic.

Briefing:  Very clear and to the point.  Once spelling error in notes: "cumpound" should be "compound".

Mission:  Mission starts with same music which is nice for continuity.  I was surprised when the AI all disembarked boats properly (I'm used to total chaos in the water).  Let first 4 man patrol go by.  Ordered team with silenced weapon take out dudes at tower.  Moved straight to village.  Took out all 4 guys at first wall and kept going.  Lost most of my team before I realized the pow was in the first open warehouse.  The Rescue script seemed slow to kick in.   

Good gritty dialog throughout mission. 

Its hard to order the POW to pick up a weapon nearby.  The ones in his action menu always seem to be far off, so he runs away from you when ordered to pick the weapon.  This might all work more naturally if he showed a little initiative and grabbed the weapon from the dead guard at his feet.

I took too long, and the chopper got away.

Got in the closest UAZ with MG and put my men in it.  Problem:  Enemy AI would not shoot us while in the UAZ.

Haven't beat it yet, so will try again later.

Good action packed fast mission. 
Title: Re: [SP] Snatched
Post by: The-Architect on 06 Jul 2007, 15:11:36
You guys reckon this is ready to be released as final?
Title: Re: [SP] Snatched
Post by: LCD on 06 Jul 2007, 15:46:46
ill give it anoder try later 2day... :D

LCD OUT
Title: Re: [SP] Snatched
Post by: Cheetah on 06 Jul 2007, 19:05:05
I'll give it a try, probably tomorrow.
Title: Re: [SP] Snatched
Post by: LCD on 06 Jul 2007, 19:15:56
i played it da same way i played b4 just 2 check how it behaves now i took my num. 2s sniper rifle nd left him w m4

heres da report

intro :

i still think dat da POW shud surrender and not just continue crawlin of screen

briefing :  :good:

suggest adding sniper rifles and laws 2 weapon selection

mision :

1) it seems dat wereever i use da hide boats command i hide da boats at da same positon... i think u can make dat more flexible (so play can start wereever he wants) use da modeltoworld (http://community.bistudio.com/wiki/modelToWorld) and da surfaceIsWater (http://community.bistudio.com/wiki/surfaceIsWater) to make someting like dat work

2) i had one pilot attackin me (or at least movin towards me) instead of goin 2 da choper (even tho dey did fly da choper ater a while)

3) da choper objective doesnt fail when it goes away

4) i think u shud make it easier 4 da enemy 2 attack us.. (get a sniper rifle and go sit on da hill south of da road pos Be 90) nd check how much time it takes da enemy 2 reach you (if dey do)

everything else is just fine

LCD OUT
Title: Re: [SP] Snatched
Post by: MOABner on 08 Jul 2007, 13:28:58
Greets Architect!  Let me just get out of the way first, that I've enjoyed your missions since Flashpoint, especially the British mission with the Puma on Everon, the name escapes me.  Your missions are pretty tight and well thought out.  So without further ado, here's my beta testing after action report, if it's not too late to submit one.

Overview
Everything good here, nothing amiss, good picture.

Intro
Good voice acting throughout.  The Mike Loud Tai-Chi scene really brought back some 80's movie memories, as it reminded me of Ty Cobb's "Sailor" character in Uncommon Valor, haha!  Nice touch.  Groovy action music.

Briefing
Clear, concise, not too much, not too little.  All the marker links a-okay.  It was pointed out earlier, the only grammatical error was the word "compound" in the notes section.  Good choice of loadouts.  I loaded every team member with silenced weapons, a few with M136's, and I felt cheeky and actually assigned the Stinger to one guy.

Mission
Good moody Special Ops beginning.  Made it to the beach, hid the boats, stopped and studied the map, and you're right, the map being black does help with brightness issue with NVG's on.  I decided to work my way around the island towards the western coast to come up behind the small hill near the chopper.  I parked my Stinger guy about 150 away from it in the bushes and ordered him to target it and wait for my signal. The rest of the guys I brought with me around the northwest tip and ordered another dude to cover the bad guys near the pilots tents.  The rest came with me and I spread them out around the north and east of the village, taking some time for silly AI pathfinding issues, and pesky patrols, heh! The village looked pretty sleepy but as I crawled my way closer I noticed guys running out to take up new positions.  Good work to not make the AI static, it scared the bejesus out of me when I heard a guy run not 10 yards away from me, luckily I was in a bush, whew.  I figured the barn was where the prisoner was being kept so I got as close to the compound as possible to launch my assault, and hit save.

I ordered everyone to attack, they engaged pretty good.  Had to reload a couple times due to the AI's ability to walk through walls.  But I worked out the kinks eventually and rescued the prisoner.  Then, for some strange reason, in all the chaos, I realized that my Stinger guy had completely failed to hit that dang MI-17, when it was in plain sight and well within his range, with a missile locked and loaded, hrmm.  Probably just a fluky AI thing.  Unfortunately I lost about 3 guys in the firefight, which was a shame, because since you went through the trouble of not just making them nobodies, I tried like hell to make sure each one survived. Got to the chopper extraction point, noticed dudes approaching us from the north, engaged and eliminated them, then got the ride home.

Debriefing  
1hr. 15mins.  12000 points
24 Assorted Soldiers
2 Ural's
2 UAZ's
1 BMP
3 Teammates dead

Outro
Interesting.  I definitely look forward to seeing Mike Loud's continuing adventures, whether it's with Langley, or Bragg.

Overall
It was good, can't be any plainer. The only gripe I might have is I wish it were longer.  Other than that, keep up the excellent work Architect.
Title: Re: [SP] Snatched (Review Me)
Post by: The-Architect on 09 Jul 2007, 14:51:35
Final adjustments made. It's ready to be reviewed.
Title: Re: [SP] Snatched (Review Me)
Post by: Cheetah on 14 Jul 2007, 13:34:48
I'll review this one.

EDIT: sent PM to author about bug.
EDIT1: removed (review me) as the bug is still present (enemy randomly disappearing when getting shot at). Author PMed about it.
Title: Re: [SP] Snatched
Post by: The-Architect on 23 Apr 2008, 02:48:57
New version uploaded. See top of page 1.
Title: Re: [SP] Snatched
Post by: schuler on 23 Apr 2008, 03:09:20
Quote
New version uploaded. See top of page 1.
nice package in New Version. checking it out  :yes:
cheers schuler
edit  though now i am getting a dmsmokeefect prob.?
Title: Re: [SP] Snatched
Post by: Denz on 23 Apr 2008, 06:32:50
@ schuler, the DMSmokeeffect addon is provided bud ;)

Tested on ArmA 1.12b, Durg's Vegetation Fix + required addons. Veteran Difficulty.
Overview
Good description and great picture.
It could do with a version number though

Intro
Some good camera work and voice acting.
How about using one of the captured soldier models for the exercising Mike Loud instead of him being fully kitted out.
I do have one question;
How did those Especas plant the bomb there?

Briefing
Well written and comprehensive.
In the Exfil section, instead of
"ready to get extracted" it should be
ready to be extracted.
Also, there are no silenced mags for the M4 - whether this would alter the mission dynamics too much I don't know

Mission
I decided to go for the helicopter first. I put everyone on hold fire and in to a staggered column formation and took a wide Westerly detour to the airfield. Left my squad on overwatch while I crawled over to plant the bomb.
Then, using the foliage and terrain as much as I could to hide from roving patrols, I took another wide sweep to the South and then to the East.
Made my way towards the POW's location and left the sniper, machine gunner, a rifleman and the two AT guys on overwatch, in an all round defence on hilltop 35 in grid Bf88 (I think, hard to read what I've written down  :whistle: ).
With enemy patrols materialising from the surrounding countryside and some chaotic fighting in town, I finally find the POW.
Damn, I was too far away to detonate the bomb under the Mi17, so I took a few pot shots at the cockpit as he went by in the vain hope of bringing him down.
After the POW joins the group and after a very tense moment with a BMP, I recall my overwatch team and head towards the radio mast and it's handily placed ural. Stop the truck to eliminate a passing patrol and radio for evac. We board - job done!
One failed objective, 15 kills and one BMP to my credit.

Outro
Simple enough wrap up to the story. The scene that begins "Mike, I know you are going to retire soon" could do with being preloaded.

Summary
A great little story-based mission with a good atmosphere  :good:
To be honest, I can't think of a single suggestion/improvement.
Really enjoyed playing it.
Title: Re: [SP] Snatched
Post by: schuler on 23 Apr 2008, 08:01:49
Quote
@ schuler, the DMSmokeeffect addon is provided bud
yes, i like the way he has the package, but iam working on what i am doing wrong, have to sort out other addons that might be conflicting  :dunno:
1.09b

fixed addons clash,, all mod folders from not on,,,,,
cheers
Title: Re: [SP] Snatched
Post by: The-Architect on 23 Apr 2008, 15:51:28
The scene that begins "Mike, I know you are going to retire soon" could do with being preloaded.

Yes that always annoys me. How could I preload it?
Title: Re: [SP] Snatched
Post by: schuler on 24 Apr 2008, 02:01:49
Arma1.09b cad.
25min
All objectives ticked including heli
9 kills
No friendly loses
Score 3800 with a red X

One thing. Trigging an alarm with the first engagement kept me thinking about how to get around them. But I couldn't help taken them out.
Had a man with the stinger, came in handy, that MI got about 4sec of flight time to add to the end of his career!
Noticed Denz had a different approach. Looks replayable!!!
No armor kills I forgot to finish off a BMP. I was thinking of using it, but I was worryed about what might happen next after I got the pilot, so I just ran with the UAZ. Had pilot and 2 men in a UAZmg. Went to evac, everything went well. All timed well with encounters and voice acting. Very smooth fun exciting  mission that keeps your on your toes.   :good:
Cheers Schuler
Title: Re: (Review Completed) [SP] Snatched
Post by: Cheetah on 27 Apr 2008, 13:54:51
Review Completed (http://www.ofpec.com/missions_depot/index.php?action=details&id=155)

Feel free to share your opinion with us on this mission!