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Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: Gielovic on 05 Jul 2007, 16:04:16

Title: (Review Completed) [SP] Preparing the invasion
Post by: Gielovic on 05 Jul 2007, 16:04:16
Hi there,
This is the first mission I submit here. I always start a lot but don't finish them. This one I made a while ago, but finished it today. It's still missing an overview-pic. (psp trashed it:(), and voices (might need three sounds). I tried it myself a lot of times, but I would like to here some critical comments. Please also check out the mission-style (not only bugs) as it might be a bit unrealistic (which i'm no fan off actually).

The Mission:
You and your special Forces team are going to do some damage to the coastal defence in south sharani. Also you must try to kill the officer in town.

Requirements:
I made the mission with version 1.05 and extended it with 1.08, so, i think it's fair to say 1.08 required.
- Addon: Sandbagfix (included in zip)


When I'm finished my exams I'll surely beta-test more myself :D
New version 1.0

DOWNLOAD (http://gielovic.nl/beta/prepareforinvasion.zip)
Title: Re: [SP] Preparing the invasion
Post by: Rellikki on 05 Jul 2007, 16:59:46
Overview
The overview is fine, but it could use a picture.

Intro
A fine intro. Nothing special but it'll do. :)

Briefing
One spelling mistake in the notes:
heared -> heard
Other than that, it's fine, but you could give an explainment for some of the markers, like the green
round area in the south.

Mission
I headed towards the town and then the paratroopers came. They came too early the player said. Would
such a great army really do that kind of mistake? :confused: My team mates shot the officer while he
was trying to run to the tents. Then we joined the attack in the town with the paratroopers from the
west. Some enemies tried to flank us from behind and some of my team mates died because of it. After
some fighting, we proceeded in the town and then I headed for the coastal guns and placed satchel
charges on them. Then I detonated them and mission got completed.

Debriefing
No spelling mistakes or anything here. Completed the mission with 12 infantry kills, an UAZ and the
coastal guns. Duration 12 minutes.

Summary
The mission still could use some work. Didn't really like the idea of the paratroopers coming too early.
:confused: You could give it one additional objective where you need to excract from the place. Also,
here's some ideas: you could also give it an objective where you'd need to destroy some AA guns too
to clear a way for the paratroopers, which you could call in with radio to join the attack to the town.
Also, does the officer really try to escape? Because it would be cool if he did. Give him a waypoint
to some car and then another one out of the town. If he gets out, the objective fails.
Just ideas, not necessary to make, but would make the mission better in my opinion.
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 05 Jul 2007, 17:27:26
Summary
Didn't really like the idea of the paratroopers coming too early.
:confused: you could also give it an objective where you'd need to destroy some AA guns too
to clear a way for the paratroopers, which you could call in with radio to join the attack to the town.
That's a good idea, do you think it's best to place them out of town in the hills so you first run towards the south into the hills? I know the early thing sucks but it was the only way to get the paratroopers usefull, else they were much too late:P.

Quote
Also, does the officer really try to escape? Because it would be cool if he did. Give him a waypoint
to some car and then another one out of the town. If he gets out, the objective fails.

The officer indeed tries to escape, but because you're so close to the village, and he's kind off slow you almost always have the change to kill him. He tries to get to the UAZ which is parked in the west of town (from where you approach) and drive of in east direction. But the idea is he tries to escape as soon as Blufor is discovered around the town.

Thanks for the test mate, and so fast  :good: I will start to work on the improvements and will upload a new beta as soon as possible.

Title: Re: [SP] Preparing the invasion
Post by: Rellikki on 05 Jul 2007, 17:46:40
Glad to hear you agreed with my suggestions. Yes, it would be good if they're on the hills to the south. :)
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 05 Jul 2007, 19:06:25
I uploaded the new version.
Title: Re: [SP] Preparing the invasion
Post by: Rellikki on 06 Jul 2007, 01:46:29
Overview
No changes here. It still could use a picture though.

Briefing
Same feedback as in the last test. It's good that you fixed the spelling mistake.

Mission
Well, this time I completed the mission kinda easily. I moved to the small village where I found the
first shilka. I shot the crew and the guards around it and then boarded it. I cleared the whole village
alone with it, shot the other shilka, eliminated the enemy officer and destroyed the AT guns. Then I
just excracted and mission got completed. You should lock those shilkas or the mission will get too
easy, but i'll try it without using the shilka now.

I headed towards the first shilka again, shot the guards around it and placed a satchel charge.
We then engaged the motorized patrol behind us. I left my team mates in the village to engage some
enemies from the town itself, which I spotted for them with my binoculars. Meanwhile I headed for the
second shilka and placed a charge next to it. Then we took a position in the hill between those
shilkas and attacked the town from there. I detonated the bombs at this point and called in the para-
troopers. I see you left the old radio messages where they say they jumped too early. You should change
it. We then attacked the town and killed the enemy officer. After it was clear, I had to "borrow" some
charges from my team mates, which I then used to destroy the AT guns. Then we headed for the excraction
point and mission got completed. The last objective didn't get completed status though, but mission got still
completed. You should fix it anyway.

Debriefing
No spelling mistakes. Completed the mission with 16 infantry kills, the shilkas, the AT guns and an UAZ.
Duration 16 minutes.

Summary
Now the mission is much better. I'm glad you used my suggestions. Thanks for it. :) All you need to do
is to fix those issues I reported above and then it will be a good mission. Also, some more difficulty
wouldn't be bad either. Maybe add one enemy tank in the town? Should be hard enough when you do that.
Title: Re: [SP] Preparing the invasion
Post by: firecontrol on 06 Jul 2007, 08:32:54
Gonna use Rellikki's template here. :) I like the way you guys give feedback!

Overview
Could really use a pic! At least it's there tho.

Briefing
Good briefing, some minor grammar/spelling issues. Does a good job with the markers and hyperlinks. I knew what to expect from it.

Intro
Nice little intro! Some good camera work there.

Mission
I moved off to the southeast and killed the crewmen/infantry near the first Shilka. I promptly stole the shilka and then used it to lay waste to the rest of the mission. Maybe it should be locked? Took out the second shilka with my own shilka. Killed off all the infantry and the officer in the camp, satcheled the guns, and headed back. Didn't see the need to call in the paratroops, but perhaps they'd be useful if I didn't have that shilka. Mission ended correctly, but did not check off the last objective.

Debriefing
Does the job. Would've liked to see an outro though! Maybe something like the invasion we cleared the way for? :)

Summary
A fun little mission. Next time I'll have to resist the urge to hop into the shilka. I do feel they should be locked, or at least add a few RPG soldiers about to discourage it. I do like the way the enemy infantry respond when attacked. That alarm that sounds goes off forever, maybe it's just me, but I like it when alarms end at some point.
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 06 Jul 2007, 14:48:36
Mission
I moved off to the southeast and killed the crewmen/infantry near the first Shilka. I promptly stole the shilka and then used it to lay waste to the rest of the mission. Maybe it should be locked?
You should lock those shilkas or the mission will get too
easy, but i'll try it without using the shilka now.
You guys are right, i have to admit that i 'forgot' to do it.



I see you left the old radio messages where they say they jumped too early.

The last objective didn't get completed status though, but mission got still completed. You should fix it anyway.

Also, some more difficulty
wouldn't be bad either. Maybe add one enemy tank in the town? Should be hard enough when you do that.

The radio message I forgot too, will fix it. The last objective only needs the command "5" objStatus "DONE", so that will be easy to fix :D.
I'm not a very good player (love to edit though) so I will try to add some more resistance. Maybe a sniper

Debriefing
Would've liked to see an outro though! Maybe something like the invasion we cleared the way for? :)
That alarm that sounds goes off forever, maybe it's just me, but I like it when alarms end at some point.
Maybe a small one will be added when the rest of the mission works.
I will try to make the alarm less annoying, but I guess in real life they won't turn it off until the reason for it is killed
?

Well thank you guys for the test, appreciate you took the time:D
Title: Re: [SP] Preparing the invasion
Post by: LCD on 07 Jul 2007, 23:31:05
played... i like dat style of misions (i actually hate playin misions just makin em  ::) but if i gotta play somtin it shud b shot and w/ alot of explosions  :D  ;)) <--- LCD a bad gamer  :cool2:

heres some comments on ur mision

overview : needs a pic

briefing

1) explain what alpha are (how meny soldiers what kind of etc.)
2) in da notes part it reads like dairy entry... have a dat above it :P
3) i think dat as a spcial force team we can expect a little more weapons 2 chose from in da loadout screen
4) also from a strange mision u have a choper used as playable ???
5) also maybe explain were da shilkas are (bain not exactly in da town... have a marker 2 em or somin else)

mision

1) have some patrols movin around (2 shud do it) not only static troops... also it seems i found a not movin UAZ in dere  ::)
2) remove da hint when shilkas die
3) reove da call alpha from radio selection untill its possible 2 call em
4) i shot da 2nd shilka w/ PKM and it died  :blink:  :o  :cool2:
5) remove da jump 2 dast from alpha
6) have alpha as SF or somin like dat... not regualr soldiers... keep dem 4 da invasion ;)
7) have more radio chatter between player and HQ (make HQ respond 4 player calls on completin objectives, have da player radio after each objective, have da player radio 2 call alpha)
8) tick da last objective b4 da mision is done

dats all

 :good:

LCD OUT
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 09 Jul 2007, 01:20:16
Hi LCD, thanks for the notes man, some problems i already get rid of as there is a new version right now. But before i will release it i will take your comments in mind.

1) explain what alpha are (how meny soldiers what kind of etc.)
I got that, good idea
2) in da notes part it reads like dairy entry... have a dat above it :P
see point 1 ;)
3) i think dat as a spcial force team we can expect a little more weapons 2 chose from in da loadout screen
i agree, but i guess putting G36 to everyone will ease the mission:P
4) also from a strange mision u have a choper used as playable ???
i'm still considering if you can play a paratrooper after the jump (switch)...i think I'm going to leave it out, because then the player freezes (strange AI)
5) also maybe explain were da shilkas are (bain not exactly in da town... have a marker 2 em or somin else)
mmm...don't agree with that, the shilka's are 'hiddin' in around the town (they aren't too difficult to spot though)

1) have some patrols movin around (2 shud do it) not only static troops... also it seems i found a not movin UAZ in dere  ::)
they should be moving, i used the Urban Patrol Script for it :(... I will test some more and might add some more moving man (cycling;))
2) remove da hint when shilkas die
done that, was for testing
3) reove da call alpha from radio selection untill its possible 2 call em
anyone knows how? I will take a look at the BIKI, but i agree with you
4) i shot da 2nd shilka w/ PKM and it died  :blink:  :o  :cool2:
for the first shilka it's enough to kill the crew, might be that
5) remove da jump 2 dast from alpha
i'm sorry, i don't know what you mean exactly, do you mean the chopper has to land?
6) have alpha as SF or somin like dat... not regualr soldiers... keep dem 4 da invasion ;)
mmm...but then why not extract them in the first place, perhaps i have to add some more resistance and some more paratroopers so you have to call for "The Airborne" like the paratroopers that landed before D-Day :D
7) have more radio chatter between player and HQ (make HQ respond 4 player calls on completin objectives, have da player radio after each objective, have da player radio 2 call alpha)
i would love too, but radio without voices sucks in my opinion...but it's a good idead;)
8) tick da last objective b4 da mision is done
done, my fault

Thanks a lot for the test, great input mate, will help the mission to be somewhat more realistic;).
However i'm not going to do the "big airborn" thing i think...will be a too big change for a third version of the beta. Other things like the radio, briefing comments, etc. i'm definitely going to implement...thanks a lot;)

new version will be posted soon
Title: Re: [SP] Preparing the invasion
Post by: LCD on 09 Jul 2007, 01:31:32
lol... sry 4 da typos (not all of em ;) :D)

Quote
I would love too, but radio without voices sucks in my opinion...but it's a good idead;)

then record some voices :P

Quote
anyone knows how? I will take a look at the BIKI, but i agree with you

setradiomsg (http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=s#setRadioMsg) command ;) :D

Quote
remove da jump 2 dast from alpha

ya know... da part were alpha jump 2 early... change dat :P

LCD OUT

p.s when ur exams r finished ? :P u owe me 1 ;) :D
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 09 Jul 2007, 11:23:43
hi mate, tnx again...I downloaded the newer version of Guardian Angel...gonna test it As soon As possible  :D
Title: Re: [SP] Preparing the invasion
Post by: mathias_eichinger on 18 Jul 2007, 00:26:29
Hi Gielovic!

I encountered an error message: "unbable to play the mission because it is based on erased contents: "kind of a sandbag fix" (not the original error message). Please update your addons requirements for the mission.

Cheers

Mathias
Title: Re: [SP] Preparing the invasion
Post by: firecontrol on 18 Jul 2007, 03:39:22
Quote
anyone knows how? I will take a look at the BIKI, but i agree with you

setradiomsg command 

I don't think you'd need it on this mission, as it's not that large, but (for the future) to reduce the amount of triggers running at any one time, you can create the trigger when it's needed. As in... instead of having 2 triggers, one for an objective (or however you are choosing when to let people call alpha) and one for the radio command the whole time. Add something like this to the objective trigger's OnActiv field, or better, run it from a script called from the OnActiv field:

Code: [Select]
paraDrop = createTrigger ["EmptyDetector", [0,0,0]]; 
paraDrop setTriggerArea [0,0,0,false]; 
paraDrop setTriggerActivation ["ALPHA","PRESENT", false];
paraDrop setTriggerStatements ["this", "[] exec ""paradrop.sqs"";", ""];
paraDrop setTriggerText "Call Alpha";
paraDrop setTriggerType "SWITCH";
showRadio true;

The above makes a trigger at coords [0,0,0] with no size. Set to "Radio alpha", non repeating. It executes "paradrop.sqs" when called from radio 0-0-1, and displays "Call Alpha" on the radio and in the 0-0 list. It then shows the radio on the map screen, in case it wasn't there to begin with. It's nice because the radio command is not available until it's supposed to be called, and you didn't have that trigger's conditions being checked over and over again the whole mission, taking up CPU.

In paradrop.sqs you can add a line like: deleteVehicle paraDrop;  to delete the trigger and make things even nicer.

If you're running everything from the editor, and not really doing any scripting, this gets a little trickier to implement. Something like calling the helo with a synchronized waypoint/trigger combo. This would be a bit different. In the chopper's initialization field, put "OkGO = false". Change the chopper's first WP (or make one real close) "condition" field to be something like "OkGO == true" and the above trigger's statements would be ["this", "OkGO = true", ""];
I still think it's better to have a boolean global varaible (which should not take up much memory at all) than extra triggers.


Like I said, this is no real concern for this mission, and LCD's solution is much easier for you to use here. But in the future, if you make a mission with say 30, 40+ triggers and a whole bunch of units on the map... things can get a bit laggy. I find it's best to get into the habit of having as few triggers as possible running every 0.5 seconds from the get go.

Sorry if I confused you at all! :)
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 11 Aug 2007, 14:07:28
hi guys, I'm back from holiday and have to thank you for the tips...
I overlooked the fact that i used the sandbag-fix, but at the moment i don't and have no problem with the mission. I'll take a look though.

I have uploaded a new version...beta3 :D
Title: Re: [SP] Preparing the invasion
Post by: firecontrol on 12 Aug 2007, 01:43:02
Tested the new version:

ArmA v1.08 (No hotfix), Original: 1.06 Atari Download, Using ModWar Sound Mod, Veteran Mode.
The mission refused to work until I downloaded the sandbag fix addon, which I had downloaded for one of Cheetah's missions, btw. :)

Overview

Now there is no overview? It looks like you made it into a single mission campaign, too. Placeholder?


Intro

Good. I think this is the same intro from the old version. The RHIB took a little while to start moving though... maybe have it start moving before the camera switches?


Briefing

moral -> morale in a couple places.
We have a team of 1 Lieutenant, and 5 Sergeants... Some here may say that that is 'unrealistic' but most US Army SF are E-5 (Sgt.) and above, so I can live with it. It's ArmA's fault that there is no true rank structure. :) (They're missing quite a few "in between" ranks... E-6 to E-9 in this case.)
I like the weapons selection, but maybe add some more silenced ones? In case the player wants to go for the totally stealth approach.


Mission

I see you've locked the shilka! :) I won't get a free pass to finishing the mission this time. No problem.

Start:
I think that the opening music may go on too long... gets a little tough to concentrate. ;)

I left all but my sniper (#2) at the insertion point and we went off up the hill to get a good overlook. Saw the first Shilka with all its crew and three additional infantry hanging out near some buildings. I can see the second Shilka from here as well, but that comes later.

I positioned my sniper up on the hill with a good view of all the infantry & crewmen, and moved myself down towards them under the cover of the buildings. See video. :) They were pushovers, and I placed a satchel next to the Shilka. I don't want to detonate just yet so as to stay hidden. I call my #3 man (who has an M136) to join us, and we make our way in a wide arc to the second shilka. That was easily taken care of (see video again.)

Problem here: When I killed the second Shilka, the radio option to call Alpha and the ensuing radio chatter showed up, even though I hadn't killed the first shilka. I suppose since there was no crew for it, that it was OK... but I'm not sure if you meant for that to be the case. (See video.)

Anyhow, I detonated my satchel, and the other Shilka goes up.  I decide to go ahead and call in the reinforcements, but there is no confirmation... so I'm not too sure that it worked until I hear the helo a while later. Maybe add some radio chatter here?

We fight off some infantry that are moving in on us, and I order the other 3 men in my squad into better strategic positions. When the helo drops off the reinforcements, they are quickly wiped out. I could see them getting killed one after the other through my binos as they got out of the Blackhawk. They had no chance. :( The helo pilot could've picked a better insertion point methinks.

Poor bastards. Anyway... soldier on. Lots of infantry and a couple armed UAZs give us some trouble, but we've still got plenty of AT rounds for that BRDM that makes an appearance. Eventually make our way to the guns, and satchel them all. The officer has been killed somewhere in the fray, so that's a bonus. We make our way back along the coast to the exfil point, cleaning up some stray infantry on the way.

Exfil, ending fires OK.


Debriefing

Works.


Outro

None. :(


Summary

I like the changes you've made. A rather challenging mission on Veteran mode. Kept me busy for a bit! It was rather fun.
I would love to see some custom voices and music, though. Putting voices on all the radio chatter would be a big plus. I didn't notice any bugs or showstoppers. Only thing that got me was the whole Alpha squad getting mowed down when they landed in the middle of a group of SLA infantry. If there were an RPG nearby I think the chopper would've been smoked, as well.

VIDEO: Download here! (http://www.mediafire.com/?4kgohtmmgyw) Taking out the shilkas. Notice at the end that I get the option to call Alpha after killing only the second Shilka.

Project Beta Approved
Title: Re: [SP] Preparing the invasion
Post by: Cheetah on 12 Aug 2007, 13:36:25
Preparing the invasion

Package

Readme is alright, could use a more unique name, like "invasion_readme.txt". We have enough readme.txts already :).
Also, please including some images for advertising purposes. A screenshot and the overview image for example.

Overview

Title is there, an arrow is there seems to link to the second page, but doesn't.

Intro

Bug: sandbagfix required. Moved it into an addon folder and played the mission.

Pretty basic camera moves, you might want to add a few more spectacular moves. The intro starts with NVG on, and gets turned off later. Why?

The intro shows pretty much all of the base, well done. A bit like a video briefing. Weird to see the map of Sahrani out in the sun together with the officer, maybe you can put them in a tent?

Briefing

"therefor" -> "therefore"

I like the additional information with the pictures about the squads!

The objectives are easy to understand, you might want to use a few more paragraphs for the text in the plan and notes sections. The markers could use a few tiny texts, the insertion marker points at the wrong direction!

Weapon selection is somewhat limited, I miss weapons that I'd like to have on myself and on my teammates. (M4 Acog, hand grenades, more heavy stuff)

Mission

The skirmish at the farm is pretty enjoyable, I lose one teammate. The shilka gets blown and I take the UAZ MG to flank the enemy base while keeping my teammates at the farm to provide supporting fire. It seems like the enemy attacks the farm position as I lose my teammates one by one during the mission :(.

Back to the UAZ ride, I come across a shilka and after a few retry I manage to destroy it before he kills me. So far, there are two of my teammates down, the AI is pretty strong. You might want to turn their skill down, as they are superb shooters at the moment.

Now that I have destroy the 2nd shilka, there are a few good radio messages shown on the screen. I am surprised that I still have to use the radio to contact my support, why don't they move in automatically? Have to say that I say a chopper move in, but never saw a single friendly soldier from that squad lend a hand.

I continue my ride to the town, striking from the back - almost no enemy soldiers in that area so it's easy to establish myself in there. The officer was easy to get rid off, objective ticks of nicely. Good to see the BRDM patrolling the perimeter, I take care of it with my M136 as it's too risky not to take the shot. This means that I need additional weaponry to tackle the 2nd gun (took four rockets, -2 shilka, -1 brdm). Luckily I find a RPG which I use to take care of the 2nd gun.

Pretty enjoyable to see all of the soldiers coming back from the farm (all teammates down) while I was trying to get rid of the infantry guarding the guns.

Bug: [west,"HQ,[ #]],"....."     - could be a typo in one of the messages?

I would love to see a voiceover on those radio messages, would add a lot to the mission! Anyway, I take the jeep back to the boat and complete the mission there.

Outro

None. You might want to add one showing the invasion (or start of it)?

Overall

Enjoyable mission with superb enemy shooters. For me, this was one of the downsides of the mission - the difficulty was somewhat high - or appeared to be so :). Could be my rambo style - anyway, I enjoyed it. But it needs some polishing.

The mission starts to get easy once inside the enemy base.

PROJECT BETA APPROVED
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 13 Aug 2007, 23:26:15
hi guys...thanks for the tips

@firecontrol
it is meant that if the crew of shilka 1 is down...the shilka is down, so you don't need to blow it up any more (i think that's realistic)
i will extend the weapon selection and try to make some more new radio messages. Voices would indeed be a cool thing but I'll have to find some actors first.
I'll try to get the sandbagfix-addon out as it's is not necessary in my opinion. Overview image will come with the new package (tnx cheetah)
The insertion-arrow will be placed at the right spot.

uploaded a new version
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 18 Aug 2007, 14:33:06
I updated the mission and added some voices. However...if you are a talented voice actor, you're very welcome:D. Please contact me with a PM
Title: Re: [SP] Preparing the invasion
Post by: LCD on 21 Aug 2007, 03:50:08
betaed new ver...

Overview

 :good:

Intro

1) da cam cut 2 da boats a lil 2 quickly... so i get 2 see da boats b4 da cam actualy cuts
2) have da officer walkin 2 da shore not runing... (set his behaviour 2 careless... speedmode 2 "limited")

Brief

1) "Shilka's" shud b "Shilkas" (uve got dat twice)
2) "a ,boat" shud b "a boat"
3) mark da insertion point (i know u got a link 2 da boat... but have a link say u insterted here... or somin like dat)
4) u dont need da extra arrow on da insertion point... 1 is enough
5) explain y alpha squad can b called just after da shilkas (u dont mention dem comin w/ choper)
6) mebe add date @ notes section
7) u didnt give grenades 4 da grenade launcher we got on da rifles... u shud add em 2 weapon selection
8) mebe u cud split da shilkas objective into 2....

Mision

1) u shud have a callsign 4 da players group (use setgroupID command)
2) da 1st shilkas crew (1 on da farm house) runs away instead of tryin 2 go into da shilka (i killed 1 of em about 200 Ms away from da farm)
3) in da same farm... try 2 make da place look more alive... right nmow all soldiers r static near da fire... have couple of em circeling around others sitting etc... also do da same 4 all da places in dere
4) i think dere shud b radio msg after destroyin da 1st shilka too... (im not talnted voice actor... but im willing 2 help....)
5) mebe u cud add a medkit script 2 da playrs group.... 1 for each....
6) da players unit is not named jones... u cud use da setidentity command 2 change dat...
7) dere was 1 soldier holding just a handgun... i think he went 4 a swim nd lost his weapons... if u want ill send u a lil script i made dat returns da soldiers weapons wen he gets out of water
8) i think da officer runs away 2 late... have him run away sooner 2 make dis lil harder on da player
9) dere is also a radoi line w/o voice (when i call group alpha)

outro

none

summary

im stil havin fun playin dis  :good: nd it aint got nothin major... but polish never hurt ny1 :D

LCD OUT

Project Beta Approved
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 21 Aug 2007, 13:35:31
Many thanks for this review..The swimmer uses the Urban Patrol Script, so perhaps that's the reason he swims. I would like to try your script though.
I agree on almost all points, only i don't understand the following:

1) u shud have a callsign 4 da players group (use setgroupID command)

can you please explain this to me.

I'll polish the rest of the mission and upload it for review i guess...still thinking about a small outro though  ;)
Title: Re: [SP] Preparing the invasion
Post by: LCD on 21 Aug 2007, 21:52:24
Quote
1) u shud have a callsign 4 da players group (use setgroupID command)

dis will help u name da players group (so when player says a radio thingy... it will show as dis name nd not only 1-1-somin)

and do add an intro... itwill count 4 ur review score :P

LCD OUT
Title: Re: [SP] Preparing the invasion
Post by: Gielovic on 22 Aug 2007, 10:41:33
aha now i see...thanks again
Title: Re: [SP] Preparing the invasion (Review Please)
Post by: Gielovic on 22 Aug 2007, 21:11:29
review please
Title: Re: [SP] Preparing the invasion (under review)
Post by: Gielovic on 23 Aug 2007, 14:01:27
thank you :D I hope it will be better than the only OFP-mission I released which got a 2  >:(
Title: Re: [SP] Preparing the invasion (review on hold missing addon)
Post by: sharkattack on 29 Aug 2007, 18:56:35
REVIEW ON HOLD
===========

missing addon RAE sanbag fix
-----------------------------------

Its only a small file  3.54 kb  why not include it in zip or at least a link
Title: Re: [SP] Preparing the invasion (review on hold missing addon)
Post by: Gielovic on 29 Aug 2007, 20:12:17
ow sh*t...i removed the addon but i guess it's back in the new build, i will include it in the zip as soon as i get home...sorry >:(

EDIT: i included the sanbagfix
Title: Re: [SP] Preparing the invasion ( under review )
Post by: Cheetah on 07 Sep 2007, 23:19:54
Shark attack reviewed the mission, published here (http://www.ofpec.com/missions_depot/index.php?action=details&id=116).

Let the post-review discussion commence!