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Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: sharkattack on 23 Sep 2007, 21:35:58

Title: (Review Completed) [SP] SAVIOUR -1.11
Post by: sharkattack on 23 Sep 2007, 21:35:58
final version   :blink:
===============


(http://www.ofpec.com/missions_depot/missions/images/saviour.jpg)


[SP] SAVIOUR  
=====================
by shark-attack  
--------------
situation report
------------------
During the early hours of this morning an American A 10 thunderbolt was lost over the insurgent stronghold of Ortega. It appears the pilot has survived the ejection as intel has a picked up a signal from his personal location beacon.
We must act swiftly, a chopper will HALO insert your four man Airforce PJ team into the outskirts of the city.Home in on the pilots signal and lead him to saftey, once he is away from danger select a suitable extraction point and return him to our base.

mission requirements
---------------------
ArmA V 1.11
Queens gambit expansion
      
addons
---------
AFRICAN INSURGENTS  
included in zip (17kb)

RAE sandbag fix
included in zip (3 kb)

zu23 AA TRUCK
http://rapidshare.com/files/52300867/AAtruck_fix.zip.html

zu23 AA cannon
http://rapidshare.com/files/52119272/zu23_113.zip.html

QUEENS GAMBIT

=====================

As always any feedback or suggestions welcome


Edit: This mission has been reviewed and is available, with links to addons, from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=129).
Title: Re: [SP] SAVIOUR
Post by: Rellikki on 23 Sep 2007, 23:49:44
Package
The package is good. Has everything it needs except some promotial screenshots. You should include some in the
final version. It's also good that you included those little addons in the pack too.

Overview
The overview is good. Fine, short description of the mission and also a fine picture on the top. I would have
prefered an in-game screenshot of some part of the mission though, but that'll do fine - just my opinion.

Intro
The intro was pretty interesting. Voice acting and everything... The only thing you could add is a fading to
black at the end.

Briefing
Spotted one typo:
saftey -> safety (Situation report)
Otherwise it seemed fine. Good and detailed information about the background and some notes about the scripts
in the notes section. Also, good list of weapons to select from. The briefing isn't really in my favorite format
though.

Mission
Armed myself with an MP5SD6. I kept the default weapon for the other guy.
We landed close to the crossroads, south of the city. We enaged one two-man patrol following the road. They were
on combat mode so it was hard to notice if they spotted us or not. Once the truck had passed us, we ran across
the road to south-east corner of the city. I left my AI team mate there to cover me as I had problems to make
him hold his fire - he was always "threatned" and wouldn't follow my command.
As I moved in deeper to the city, I noticed an insurgent who had fell over a fence and died at sector GD67. Next
to him there was a guy with a white t-shirt, if it helps you locating him.
House by house I moved in deeper to the city. Got killed several times - the AI was kinda sharp from what I've
set its default skill and precision... Finally I found the pilot. He was on top of a building which was unaccesable.
I couldn't get him to join me, where ever I moved in the accesable part of the building. I couldn't go on.

Summary
So far, it seemed like a nice mission. Reminded me a lot (a bit in a negative way) of your last mission - same
kind of insertion, same daytime, same place. I think there were a bit too many enemies for such a small group,
and also they were set too skillful.
Some script made the loading, every time I died, 4 x slower than normally, and every ~5 minutes I got 20 seconds
halt in the mission. It was kinda annoyning...
Title: Re: [SP] SAVIOUR
Post by: LCD on 23 Sep 2007, 23:58:22
soonish... u know how it goes :D

LCD OUT
Title: Re: [SP] SAVIOUR
Post by: Denz on 24 Sep 2007, 17:46:54
Will take a look soon mate  :yes:
Is this a revamp of Insurgent War (http://www.ofpec.com/forum/index.php?topic=30083.0) or a whole new mission?
Title: Re: [SP] SAVIOUR
Post by: sharkattack on 24 Sep 2007, 18:34:23
ahh.
guys i meant to remove insurgent war  sorry
is this allowed ?

Rellikki

i  cant believe the pilot was unaccesable. i will ivestigate ..
there is only one possible house location for the pilot all the others are at ground level . Was  sure there are stairs leading to his location
EDIT
====
youre right mate his positioning is off he should off been  on the stairs of the building  not the roof  :-[
i have removed that option  will update mission


Many thanx for the heads up !!

also the rebels are alert because of the crash not youre presence that is until they spot you
and the script causing the delay is the group link as soon as AI  requests back up from other ai units there is a pause  it only happens one time when im playing and thats the first time the script is called  i tried everything without luck .. the delay on loading is due to a bug with insurgents  ive had to give them each a set face wich is activated on loading .

this is however beta 1  i will work somemore with it
maybe remove the group link  and use an alternative ?

thanks very much for feedback  ... 
always appreciated      :good:
Title: Re: [SP] SAVIOUR
Post by: Rellikki on 24 Sep 2007, 19:30:42
Quote
also the rebels are alert because of the crash not youre presence that is until they spot you
Ah, ok, I should have been aware of that. I guess that explains it.

Quote
the delay on loading is due to a bug with insurgents  ive had to give them each a set face wich is activated on loading .
If you tried to give them all black faces (I suppose so because majority of them were black), there were some white people in north-east corner of the town.
Title: Re: [SP] SAVIOUR
Post by: sharkattack on 24 Sep 2007, 20:07:29


not all faces were supposed to be black it was to be split at 50 50
with bad guys from other neighbourhoods joining the fight ...
i  used  the african addon  because  enemy AI are revealed as insurgents.
a nice touch by addon maker,  however if you load a saved game  the set face is lost


also please dont think im neglecting to mention the stars of the mission ( voices )
that will be adressed in the outro  once the beta phase is  almost complete







Title: Re: [SP] SAVIOUR - bug fixing
Post by: mathias_eichinger on 03 Oct 2007, 23:28:38
Hi Shark,

Err, where is the mission? There is none attached and no link to the mission, just to the addons...

Cheers

Mathias
Title: Re: [SP] SAVIOUR -108 beta 2
Post by: sharkattack on 08 Oct 2007, 19:32:13
beta 2
-------
change log
-------------
now a 4 man pj team
not as difficult
tweaked and updated scripts
more voices
removed group link II
remove AA trucks
included some vehicles from Queens Gambit


still a WIP ... so please any feedback or suggestions will be  greatly appreciated    :)
Title: Re: [SP] SAVIOUR -108 beta 2
Post by: Cheetah on 09 Oct 2007, 21:58:37
missing deleted addon 'zu23m'.

Could be because I don't own Queens Gambit yet. Will try it this weekend, or once I receive QG.

So far:

Overview
Missing dot at the end.

Title: Re: [SP] SAVIOUR -108 beta 2
Post by: sharkattack on 10 Oct 2007, 18:50:55
will investigate  .. zu23 is an addon i deleted  ...

edit
no sign of zu23  in mission sqs ... i deleted it
yet
if i remove zu23 from addon folder and i get same error message
any one else had similar probs   ???
Title: Re: [SP] SAVIOUR -108 - more bug fixing
Post by: Cheetah on 10 Oct 2007, 23:19:51
Code: [Select]
class Intro
{
addOns[]=
{
"sara",
"CAAir",
"zu23m",
"cacharacters",
"caa10",
"AFRICAN_insurgents",
"cawheeled"
};
from mission.sqm

 :whistle:

Oh and Denz PMed me that I need the ZU23m fix to play the mission. Don't know if it is in the addOns list.
Title: Re: [SP] SAVIOUR -108 - BETA 4
Post by: sharkattack on 13 Oct 2007, 12:27:57
updated beta version 4
===============

staying with the zu23 ... makes the extaction a bit more entertaining


@ cheetah
AA truck fix and static zu23 cannons  now listed in top post    :)



Title: Re: [SP] SAVIOUR -108 - BETA 4
Post by: mathias_eichinger on 28 Oct 2007, 15:23:17
Hi, here's my opinion on that mission:

Overview

Unusual style, featuring a unit patch with a thick border, not quite spectacular, but nonetheless original.

Intro

Well shot and good voiceovers, exactly the intro that one expects for such a mission. But you used a Harrier in the first part and a A10 in the second one, the aircraft should be consistent.  :D

Briefing

Good and extensive, nothing bad here.

Mission

The HALO insertion proved to be quite difficult as I wanted to reach the shore but not overfly Ortego. Had to try 3 times to avoid the ocean. Then I began to like the tracker script as I made my way towards the city. I ran around for about a hour, losing my squadmates in the first 10 minutes because they are not able to navigate in close spaces (not your fault though).

Gradually the mission became to be less and less interesting because I was unable to make out a general direction of the beep. It seemed to increase randomly in no different direction. I suspected it to be moving and shot a Technical jeep but that was not the solution. After about the hour I could not stand it anymore because I was running around aimlessly with constant spawning of insurgents near me. It was just a run around - get hit - reload - all over again.
Don`t know if it's my fault, but the tracker only seemed to track advancing insurgents...

Greetings

Mathias
Title: Re: [SP] SAVIOUR -108 - BETA 4
Post by: sharkattack on 29 Oct 2007, 19:13:59
@ mat

the dodgy location of pilot was still active in beta 4 that i posted to ofpec  ... during your test he must of started on the rooftop which has no access ... a 1 in 5 chance
which explains how the tracker wasnt functioning correctly ... many appologies ...
i have removed from final version  ....

also there is no spawning of enemy  all units start on the map in the city
as for the two types of aircraft  ...
i cant believe i done that  lol   i will fix  for next version   :-[

many thanx mat  for feedback  :good:

UPDATED TO FINAL ( I HOPE)
===================
Title: Re: [SP] SAVIOUR -108 - BETA 5
Post by: LCD on 01 Nov 2007, 02:44:18
finaly got 2 have a run of dis... nd i found  critical bug :P

cudnt call choper 2 my position 4 extraction.... :P

nywayz heres da list

overview

 :good:

Intro

interesting... cudnt find nything wrong w/ it :P

Brief

1) an intel page cud b nice... so we know wat wre up against...

Mision

1) u cud add a minimap resource 2 da jumpin part (like in black sword) cud help getin da landin position right
2) u shud make a small script datll help da player (nd soldiers) keep deir weapons even if dey fall in da water... as its not alwayz nice 2 HALO couple of timez b4 landin w/ ur weapons... (actualy heres a function attached down here...)
3) da teammates parachutes r created 2 late... it seems dey open parachute after i land... it shud happen some time b4....
4) y/ is dere a marker followin a car ? (it says East 1-4-m)
5) We shot da patrolin car (da 1 w/ da marker attached...) nd it didnt react 2 us... we werent in da open but still... it shud engage or somin...
6) actualy dis car seems 2 b very unusefull... it doesnt support da enemies while we attack em....
7) itll look beter 2 have only 1 save game option dat changes count instead of 2 seperate 1s
8) in da west part of ortega (were da pilot can b found...) deres a group of three ppl dat is not synced w/ da rest nd stays patrolin on safe untill i shot at it
9) deres a bug w/ da callin airlift... i accidently clicked da action twice nd it started some wierd behaviur... i got infinite radio msgs sayin "Airlift 1 is takin side vector" and stuff like dat... u shud probably remove da action dat calls airlift after airlift is called or somin like dat... nywayz da choper never came ( i waited between 5-10 mins....)
10) deres a pickup truck on da west of da town (just on da western road going out...) dat also doesnt realy react w/ da rest of da soldiers....


dats all i cud get now

nywayz its fun 2 have some decent CQB... mebe u cud unpbo last tango in bbngango 4 improvment ideas on how 2 make da fightin inside da town more intense.... but it works out as it is also :D

LCD OUT
Title: Re: [SP] SAVIOUR -108 - BETA 5
Post by: sharkattack on 01 Nov 2007, 19:00:41
to call chopper to your location  click  immediate pick up in action menu
takes a min or two for confirmation ...
a mini map  would be cool  but it beats me  how to incorparate one

back to the drawing board ....

thanks to all for feedback !!
Title: Re: [SP] SAVIOUR -108 - BETA 5
Post by: mathias_eichinger on 15 Nov 2007, 18:00:17
Hi Shark, here`s my opinion on Beta 5:

Overview

Has not changed and is good.

Intro

You changed the aircraft, and a change of view is also possible now. Good.

Briefing

Quite extensive, but the "destination LZ" of the Extraction explanation puzzled me. More on that later.

Mission

HALO insertion worked as last time, also the enemies were quite alert and good shots, while my own squad had navigation problems in the city. I am still not convinced with the LoJack script, the frequency and beep seems to be arbitrary at times (I talk about following an increasing frequency and turning around to find the higher pitch - turning back only to have the frequence decrease in the last direction I was facing).

Contrary to my last beta test I actually found the pilot (I did not see him, he was behind a wall I suppose) and on my race towards the coast, I lost all my original team members. South of Geraldo I called the chopper. Some words about this chopper script: I would prefer "vectors" being arrows, as this is what you expect them to be. Also, I was quite confused with the "destination LZ" because no exfil LZ was given in the briefing. Therefore I landed on Rahmadi, where the mission did not end.

Conclusion

Interesting mission concept, but to me the audio clues are not so clear. And there need to be directions on where to land, or maybe there is a bug with the mission ending.

Cheers

Mathias
Title: Re: [SP] SAVIOUR -108 - Please review
Post by: sharkattack on 26 Feb 2008, 11:34:11
ready for review  ...
Title: Re: [SP] SAVIOUR -108 - Please review
Post by: Cheetah on 08 Mar 2008, 21:10:18
I'll review this one.
Title: Re: [SP] SAVIOUR -1.11 - (under review)
Post by: Cheetah on 03 Apr 2008, 13:11:04
Review Completed (http://www.ofpec.com/missions_depot/index.php?action=details&id=129).

Feel free to open the after-review discussion.