OFPEC Forum

Missions Depot => Arma2 - Multiplayer Beta Testing => Topic started by: sharkattack on 13 Jul 2009, 20:56:51

Title: [Co12] =RTY= Eve of Destruction = please review
Post by: sharkattack on 13 Jul 2009, 20:56:51
(http://img94.imageshack.us/img94/7964/halogpsg.jpg)




hi  guys ...  think this i ready for some testing  
any  feedback as always is greatly appreciated   :)
best wishes

mission author
--------------
shark attack

mission type
--------------
CO-OP (teamwork - voice comms recomended)

max no of players 12
min recommended 4  

mission requirements
---------------------
ArmA 2
104
situation report
-----------------

The purpose of todays mission is three fold.

To strike a major blow against the Soviets through the destruction of its ability to manufacture vital equipment and supplys

To cripple the Soviets ability to transport Equipment and supplys to the battlegrounds
 
And to strike fear into the Russian civilian population by bringing the violence of war to their home ground.

==============================================================
updated to v3_b
Eve of destruction V3 Changes

* Added Norrins revive
 
Multiple respawn locations
Chief medic can create mobile respawn point

* Fixed tasks after spawn
* added a few Random UPS patrols
* Reworked all non UPS enemy patrols (lowerd skill levels and reworked patrol routes)
* New player loadout
* Added limited weapons selection
* Enemy react to unsuppressed gunfire ( M9SD comes in usefull)
* Added High command to Officer in charge
* Added the triggers i had forgoton in first version  (:-0)
* reworked Halo insertion
* Added GPS to all units
* reworked all scripts to SQF  format
* Added midday options to mission start time (for those who dont like night time settings)
* Added lots of eye candy
(working searchlights .. new enemy defences .. flares on detection ... etc)

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

changelog v3_c

* Locked insertion aircraft
* Halo insertion available for the first 5 mins of mission only
allowing jips to select nearest spawn point to current objective ..
*added ammo caches to RV points
*re worked ai reinforcements
*fine tuned  enemy ai unit  placement
*hopefully fixed  power cut for jips
*reworked revive options
no longer require med packs
all units can revive
2 x self heals  after that medic/ mash tent required
respawn with kit you died with

lots of other little bugs  ironed out
however still awaiting a new version of revive  for mash tent issues ...

changelog v3_d
fixed bugs introduced by patch 103   = fail

changelog v4a
fixed bugs introduced by patch 1.03
added revive v02o
tweaked AI patrol routes
tweaked vehicle  behaviour with units in cargo

changelog v4b
*added weapons/ammo box to mobile respawn (cheers Norrin)
*tweaked available supplys at RV points

changlog v5
updated revive to v_03b
disabled 2 revives for jip setting
various tweaks ..


================
changlog v6

updated revive
reworked UPS
removed reinforcments option
added a few  enemy armoured units
tweaked team set up
reworked briefing

changlog v8
============
*re worked Halo set up
*updated revive
*reduced  to 12 players max
*reworked teams set up
*reworked enemy reinforcements/reactions
*added no grass option
*synched time of day for jips

final version

fixed alarm bug  few minor  tweaks

  
Title: Re: [Co 4-20] Eve of Destruction = beta 1
Post by: MAXHO on 14 Jul 2009, 08:21:43
Quote from: sharkattack
to strike fear into the Russian civilian population by bringing the violence of war to their home ground
Sounds like you really hate russians, sharkattack.
Title: Re: [Co 4-20] Eve of Destruction = beta 1
Post by: Planck on 14 Jul 2009, 12:56:46
How does the quoted text imply that sharkattack hates russians?

The text is part of the missions information or briefing text, I doubt it has any bearing on the mission authors personal feelings towards russians.

Your post is completely off-topic.


Planck
Title: Re: [Co 4-20] Eve of Destruction = beta 1
Post by: hoz on 24 Jul 2009, 16:54:22
Played this a few nights ago... We didn't get far into it all. In fact never saw an enemy. :)  But here are a few things we noticed..

Briefing was well detailed. I noticed some missing . in the notes section. Nothing else major was found. How about a pic or two? :)

2 or more people... only 1 person jumped from the plane, the rest of the people were at the respawn point on startup.

Jumping from the plane was ok but the first couple tries I was confused as to which direction to head, you might want to add some markers on some safe landing positions(areas). or maybe add an initial WP to the units so they know which way to head. On the first jump I headed towards the halo marker and ended up way north of that marker (first try) So the walk south was too much, I gave up and jumped again. Got a bit closer to the halo marker,  but still a long walk. You might want to add some ambient civi vehicles so that people don't have to do that long walk if they mess up the halo landing. 

I think this mission would benefit from having revive, and a long walk respawn point.

We haven't really got into battle yet so I'll add more once we move along.


Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: sharkattack on 25 Jul 2009, 19:38:17
updated to v3_b   see top post for  download


Firstly many appologies to all who downloaded the first beta version of the mission ...
Had lots of bugs and drunken errors ... far to many ... my appologies ...

i hope beta 1  hasnt detered you all, i should never of posted it ..

However thanks to the new =RTY= ARMA 2 dedicated server ive been able to spend the last couple of weeks conducting some beta testing of my own and with with the usual expert advice from the lads at OFPEC and my old mate from down under (ill chuck another prawn on the barbie in his honour), i have what i think is a much better version of the mission ...

(Special thanks to Tomcat from Reality friends for use of the server and the resulting countless hours of testing )

==============================================================
Eve of destruction V3 Changes

* Added Norrins revive
 
Multiple respawn locations
Chief medic can create mobile respawn point

* Fixed tasks after spawn
* added a few Random UPS patrols
* Reworked all non UPS enemy patrols (lowerd skill levels and reworked patrol routes)
* New player loadout
* Added limited weapons selection
* Enemy react to unsuppressed gunfire ( M9SD comes in usefull)
* Added High command to Officer in charge
* Added the triggers i had forgoton in first version  (:-0)
* reworked Halo insertion
* Added GPS to all units
* reworked all scripts to SQF  format
* Added midday options to mission start time (for those who dont like night time settings)
* Added lots of eye candy
(working searchlights .. new enemy defences .. flares on detection ... etc)

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

hopefully most of the bugs are ironed out ... however any feedback as always will be more than welcome



 

Best wishes  Shark-Attack











Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: loki72 on 26 Jul 2009, 21:26:42

glad to see ya still at it shark.

downloaded and put on the sealz servers.. i'll be back with thoughts and feedback.

Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: hoz on 27 Jul 2009, 14:58:37
Gave it another go... The halo seems to work a lot better.  Except 2 out of 3 died on landing, and the third person was stuck in the chute and had to manually respawn. (couldn't escape the chute)

The heals always said you have 0 left even though you could heal anytime you wanted to.

I didn't see any launcher ammo, would be nice to have some, although I could of missed it completely.

Might want to consider enabling the closest task automatically for the area the player is in.


So far this is a pretty good mission even for just a few  players. I love the song while your jumping thats great!

Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: sharkattack on 27 Jul 2009, 16:54:48
hi lads

@ hoz
i too have encountered getting stuck in the chute ... only seems to happen if you land on a slope at speed  not sure how to fix it ...other than adding a note to warn player ...

i have m136 rockets in the description.ext ill double check in  game that they are available ...thanks for heads up  :good:

was gonna have the tasks set in order  but i thought it was forcing the players hand to much and limiting any freedom of choice... was hoping the commander would highlight the task of choice or split them according to player numbers from the c130 before the jump and select a suitable lz ...
ill  take another look ...
also ill notify norrin when he returns about the heals showing zero...

pleased your enjoying it mate  thanks a million for the feedback

@loki  
got your pm  mate ill be sure to catch up with you on skype  


best wishes lads  
shark-attack  :)


Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: hoz on 27 Jul 2009, 19:49:51
Quote
i too have encountered getting stuck in the chute ... only seems to happen if you land on a slope at speed  not sure how to fix it ...other than adding a note to warn player ...

What about doing an eject when at 0 meters from the chute? Not sure if its possible, or while in the chute once you reach 0 meters you could add an eject action.

Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: fleepee on 29 Jul 2009, 10:37:25
hi!
I tried it this morning, but alone!!
4 players is really a minimum for that mission...

Great briefing (but two times "who" in a notes text), and as I was alone (dusk time), I headed to the observation point (landing point after halo between Pusta and that point), hoping taking control of it will send me some AI reinforcements as it was mentionned in the briefing notes, but nothing hapenned after i took control of that point... So I imagined it was because of the shilka I saw on the road to elektrozavodsk, I destroyed it, but still no radio message as I moved again to the observation point...
Is it because I was alone and medic, and not a group leader? ???

I encountered a lot of skilled infantery around the road bridge, but I could get rid of most of them before I blew the bridge...

After quitting and restarting the mission where I stopped, I had the ability of high commander (perhaps I was having it before, but I was waiting for a radio message I never had), but no one moved as i ordered to move to the reinforcements LZ, but the C130 which desappeared after a while, perhaps destroyed by AAD...

I took a boat and went to the reinforcements at 3500m, their engines were stopped: out of fuel? ???

remarks:
- perhaps add a little delay before objectives succeed hints
- can reinforcements be revived?
great mission anyway, lot of tension!! :good:
Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: hoz on 29 Jul 2009, 17:08:31
We had another go and had some problems. First we joined back to the same game we had left the night before. When I rejoined, I was leader, and #1 was constantly telling me they were out of fuel. Likely the reinforcements sitting in the boat. Even though we selected unlimited revives, when we joined back up, once we died we had no more revives left.

On JIP we received the hint, I can't remember which one, but i think it was the one about the reinforcements.
On JIP we were forced to redo the halo. no biggie here actually quite enjoying that part of the mission.

The weaponspool contains g36 ammo but no g36 and it would be nice to include the smaw along with the m136 as you can take more rockets or a combination of rockets and satchels.

So far really liking the mission.
Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: fleepee on 29 Jul 2009, 17:27:44
Quote
The weaponspool contains g36 ammo but no g36

the G36 mags fit the XM8 gun...

I played as a medic, and after re-joining the game where I left it, i'm unable to stow the mash  (mobile respawn point), is it a prob with the norrin's revive script?

Lighthouses lights still operationnal after the destruction of the power station...
vehicles on wagons are not locked...
OPFOR AIs are very skilled!!!
Personnaly, I prefer when you respawn with the weapons and ammo you had before you die... Here, you respawn with full ammunition and your starting weapons...
Title: Re: [Co 4-20] Eve of Destruction = beta 2
Post by: sharkattack on 30 Jul 2009, 15:15:37
hi fellas  

been playing  around  with this some more  in editor

problems with the reinforcements were caused by moveincargo command in units init field each time the game is  started or  a saved game loaded  the units  moved back to the vehicle.. managed to fix it  and  reworked the  whole reinfocement set up, a lot clearer on what needs to be done but the group leader is still required

I have the same issue with halo insertion ... unit is moved into cargo hold each time game starts or one reloaded .. i actually quite like it that way .. any jip  should have to halo .. all objectives are within range of the drop zone   ...  however a loaded game shouldnt require a new insertion ill  try and fix it

Will  fix other bugs listed and will change it so you spawn with the gear you were carrying when killed
im sure norrin knows about problems with mash tents on  reload but ill pm him when he returns
will  make changes to the notes  informing  about high command module  and add a back up generator  to the lighthouse  :D

anyway thanks a million  for the feedback  guys   ... ill post an update  once ive checked everything

best wishes  
Title: Re: [Co 4-20] Eve of Destruction = beta 3
Post by: sharkattack on 05 Aug 2009, 21:31:14
Eve of Destruction  updated  v 3_c
---------------------------------
changelog v3_c

Locked insertion aircraft
Halo insertion available for the first 5 mins of mission only
allowing jips to select nearest spawn point to current objective ..
added ammo caches to RV points ..
re worked ai reinforcements ..
fine tuned  enemy ai unit  placement ..
hopefully fixed  power cut for jips ..
reworked revive options ..
no longer require med packs ..
all units can revive ..
2 x self heals  after that medic/ mash tent required ..
respawn with kit you died with ..

lots of other little bugs  ironed out  however still awaiting a new version of revive  for mash tent
issues ...  

see top post for download   :)
Title: Re: [Co 4-20] Eve of Destruction = beta 3
Post by: hoz on 08 Aug 2009, 04:23:57
In version 1.03  I get an error about a static link object... and doesn't load which sucks :)

edit: ok we cracked it open and resaved it to by pass the error.


I had this error in the rpt file in the hundreds and at some points it was very sluggish.
Code: [Select]
Performance warning: Very large search for 962180 (>300 m)
Performance warning: Search for 962180: railsn_curve_l25_5.p3d was very large (1620 m)

* quadruple repeating  tasks.


Some more errors...

Code: [Select]
Error in expression <this execVM "poweroff.sqf" }] } forEach nearestObjects [this, ["Land_trafostanic>
  Error position: <nearestObjects [this, ["Land_trafostanic>
  Error 0 elements provided, 3 expected
Error in expression < _this execVM "cranes.sqf" }] } forEach nearestObjects [this, ["Land_A_Crane_02b>
  Error position: <nearestObjects [this, ["Land_A_Crane_02b>
  Error 0 elements provided, 3 expected
Error in expression <_this execVM "cranes2.sqf" }] } forEach nearestObjects [this, ["Land_A_Crane_02b>
  Error position: <nearestObjects [this, ["Land_A_Crane_02b>
  Error 0 elements provided, 3 expected


Code: [Select]
File mpmissions\__CUR_MP.Chernarus\description.ext, line 3: '.onloadmission': Missing ';' at the end of line
Overall the mission is great. We did have some problems packing up the tent, and it would be good to include an ammo box with satchels at the tent as you seem to go through alot of them. 
Title: Re: [Co 4-20] Eve of Destruction = beta 3
Post by: sharkattack on 08 Aug 2009, 11:49:13
hi mate  im also getting faults by the dozen and the new patch seems to affect the revive script

ill  get stuck in and check over a few things ...   thanks  mate for the feedback ...


edit
====

seems a lot of the odject id s have changed with patch 103  none of the objectives are working
Title: Re: [Co 4-20] Eve of Destruction = beta 3
Post by: foxcom on 09 Aug 2009, 04:25:55
hi, maybe you can help?

i`m having a problem with the


* Fixed tasks after spawn,

everytime i respawn, the briefing list is double, double notes, task and objectives, do you know an answer to this problem. it`s also in the REVIVE TEST_02m.utes from Norrin.




thanks
Title: Re: [Co 4-20] Eve of Destruction = beta 3
Post by: sharkattack on 09 Aug 2009, 17:27:04
mmmm  ... since 103  the same is happening to me
not sure whats going on to be honest ... 

ill ask around  mate ...  thanks a lot for the heads up

just spent  most of the day changing and checking  the id no s ... run it first time on server 
and this happens  :P
Title: Re: [Co 4-20] Eve of Destruction = beta 3
Post by: hoz on 09 Aug 2009, 18:13:36
Rather then using the objectID you could use the type option in nearestobjects. Its quite possible that the objectID's will change each time the island is updated.

And for the tasks list, I'm sure I saw a scripting error which might cause the duplicates. Funny thing is they weren't reported client side and I never checked the server rpt file. We will likely give the mission ago tonite so if you can upload the update. :)

Is it possible to include a halo option on respawn? one of the guys asked about this...

Title: Re: [Co 4-20] Eve of Destruction = beta 3d
Post by: sharkattack on 11 Aug 2009, 20:55:07
updated to v 3d
fixed bugs introduced by patch 103

========

@ Hoz
it is possible to spawn in c130 with revive set up ...  never tried it though .. ill give it a bash mate

@ foxcom
check your revive_init.sqf and make sure NORRNCustomExec1 = ""; and NORRNCustomExec3 = ""; as norrin put some code in there in the test mission sometime before the latest patch so that the briefing was re-added when a player respawned.

best wishes guys


edit
still broken  :weeping:   
just uploaded to RTY  server  and was presented with the static link object error ...
and a hatfull of error messgaes  ...  thought id sussed it ... remind me never to test with me as host !
anyone any ideas on what im doing wrong ? the bad link to static object  has me beaten

many appologies  to all   

Title: Re: [Co 4-20] Eve of Destruction = beta 3d
Post by: hoz on 11 Aug 2009, 21:32:39
in order to get rid of the static link error. All I had to do was go in preview the mission and then save/ export. If its continuing to happen I would question the server version of the island.
Title: Re: [Co 4-20] Eve of Destruction = beta 3d
Post by: sharkattack on 11 Aug 2009, 21:47:09
hi hoz

RTY server is patched up to date ...
and like you say it works as soon as the mission is opened and saved  again  ...

however its a bit of cuffuffle for any casual downloader to have to open up the mission and  re save it ... is it possible  to find the dodgy object ?  or should i  rebuild the mission ...

many thanks mate  for your  time .. appreciate it  :good:

ps
cheeky i know  ... but ...
anychance you could try to load v 3d  to check error repeats ... and to see if its  a prob with RTY  server

again  many thanks  ...  best wishes
Title: Re: [Co 4-20] Eve of Destruction = beta 3d
Post by: hoz on 11 Aug 2009, 22:21:18
It worked fine/loaded up for me.
Title: Re: [Co 4-20] Eve of Destruction = beta 3d
Post by: sharkattack on 11 Aug 2009, 22:55:22
managed to trace the culprit (s) ( thanks xeno) ... a waypoint  to a building position  ...  

gonna  recheck everything  there must be more than one ...  error is still occuring on RTY server  ...
seems to be fine once saved  ... however im still getting errors with objective scripts  (cranes  and powercuts)  gonna try and figure what im doing wrong with them  ...

bare with me  guys  ... ill get there eventually  


edit
====
finally got it working again  ...

changelog v4a

fixed bugs introduced by patch 1.03
added revive v02o
tweaked AI patrol routes
tweaked vehicle  behaviour with units in cargo
cranes and powercut error  fixed  ( i hope)









Title: Re: [Co 4-20] Eve of Destruction = beta 4a
Post by: hoz on 14 Aug 2009, 05:27:06
Gave the newest a try tonight...

The helo in zone doesn't seem match up with the green mesh marker. THe plane heads far west for a long time now. I think you should trigger the song after your into the helo.  Another thing i found in 1.03 is that the halo insertions, you almost always get killed now from ground fire. so you need to make sure you halo in a safe location.

The terrorist HQ doesn't have a task, and since we rode the plane out for a while we started there at the HQ.

Playing with just two players we really suffered with no ammo respawning at the mobile tent. Might want to consider a radio call for ammo in some how or have it at the mash tent. Ammo really made it tough for just two of us.

overall pretty good, we really felt like ammo was a problem, we didn't even finish 1 task tonite but still had fun.
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: sharkattack on 17 Aug 2009, 20:56:39
@ Hoz    thanks mate  for  you comments

updated to v4b

*added weapon / ammo box to mobile respawn ( thanks Norrin)
*tweaked available supplys at RV points ..
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: hoz on 17 Aug 2009, 21:09:28
Excellent. Did you fix the landing zone area? are you now limited to the east end of the map for halo insert?
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: sharkattack on 17 Aug 2009, 21:31:41
Hi mate ....

C130 seems to be sticking within the zone now .. and i never got shot at once during testing when in parachute .. repositioned the ups markers  think that  fixed it ... were previously covering suitable landing zones  ... thanks a million mate for your time and your comments  ... cheers hoz   :good:
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: hoz on 18 Aug 2009, 19:44:26
The time of day option isn't working for me. I choose midday and get night.   ???
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: sharkattack on 18 Aug 2009, 21:01:49
ill take a look mate ... never tried  to select daytime  since 103  ... :whistle:

thanks a million mate for heads up !
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: hoz on 19 Aug 2009, 03:43:24
Disregard about that last daytime bug. my mistake :)
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: sharkattack on 19 Aug 2009, 18:22:54
lol ...you swine ...  :D

i was puliing my hair out last night  trying to find the error ...

best wishes mate


edit

the c130 sticking to the zone  ok ?  seems to be ok  on RTY  server



Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: hoz on 19 Aug 2009, 18:40:50
Yep the c130 was sticking the right area. WE did have some problems with the revive. seemed like jip players were only getting 2 lives even tho it was set to unlimited. I spoke to norrin about it and I think he suggested to update to the latest revive.
Title: Re: [Co 4-20] Eve of Destruction = beta 4b
Post by: sharkattack on 19 Aug 2009, 19:29:00
will do mate
i just noticed the update with revive ...

thanks mate   :good:

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

updated to v 5
changlog v5
updated revive to v_03b
disabled 2 revives for jip setting
removed launcher boxes from rv points
various other  tweaks ..


see top post for link
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: hoz on 25 Aug 2009, 19:05:56
Have you played this with the newer beta patches? for some reason things like the daytime and revive settings don't seem to work.  I'm running my dedicated server with arma2.exe -server option

Edit: Even with the new arma2 beta I still get night even though I'm choosing daytime. Also I choose unlimited revives but only receive 2.
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: sharkattack on 26 Aug 2009, 17:59:41
hi mate ..  im not into beta patches ..  :no:
do the problems occur with 103 patch ? ...
best wishes mate
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: hoz on 26 Aug 2009, 18:40:55
The problems aren't apparent in the regular 1.03 patch. But are within the 1.03 betas.  :(
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: sharkattack on 26 Aug 2009, 22:47:28
hi hoz 

i was getting an error reported regarding param1 and param2  settings in description.ext
in earlier versions of the mission ...cant remeber the  fault report.. settings always worked though ..

patch 103  seemed to fix it no more error reports after installing it
ill check out the mission with beta patch installed  see if i can fix it

thanks again mate for your input ...  nice one  mate  :good:


Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: hoz on 27 Aug 2009, 16:59:43
Don't fret too much over it. Its been fixed in the newest build today. See this post  (http://www.ofpec.com/forum/index.php?topic=34033.msg234270#new)about changes in the beta for multiple options.
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: hoz on 28 Aug 2009, 04:00:19
Ok had a real good run at it tonite and here are the details.

Casvac revive doesn't seem to be working now did you shut it off?

Cranes... they are a real difficult objective and satchels on the ground level don't seem to hurt it that much. However a rocket takes them out quite easily.

The reinforcements task. I would get rid of this one, I always have problems with it.

Overall its a great mission, not quite as hard as your arma ones, but the sheer distance you travel to complete all the objectives really fills it out.

We never took the terrorist camp this time there is no tasks for it.

Felt the extraction point was pretty far away especially for the ol fishin boat which travels at like 3 knots.
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: tcp on 28 Aug 2009, 06:04:44
I think the briefing says to use grenades and take out the cabins. Worked nicely for me. Also where there are the rooftop bunkers, there's ammo crates, and the static defenses up there can also take out a majority of the cranes.
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: hoz on 13 Sep 2009, 06:15:29
Is this ready for review or are you planning some updates?
Title: Re: [Co 4-20] = Eve of Destruction = v5
Post by: sharkattack on 13 Sep 2009, 10:50:56
hi mate

i am planning some updates with multiple parameter settings
just waiting on next patch ...

Title: Re: [Co 4-20] =RTY= Eve of Destruction = v6
Post by: sharkattack on 14 Oct 2009, 21:09:18
UPDATED V6
---------------


changlog v6

updated revive
reworked UPS
removed reinforcments option
added a few  enemy armoured units
tweaked team set up
reworked briefing


Title: Re: [Co 4-20] =RTY= Eve of Destruction = v6
Post by: hoz on 14 Oct 2009, 21:22:00
Good stuff look forward to playing.


edit:
Not sure we were playing the newest version. The version is gone from the mission title ;)

Anyways it played well. I didn't notice any big difference in the  mp lobby options.
Can you add the no grass option?
Can you add a picture to the zip or attach to the post?


Title: Re: [Co 4-20] =RTY= Eve of Destruction = v6
Post by: hoz on 24 Oct 2009, 17:44:04
Had another run through last night and when we halo in... we always seem to die. At first I thought we were getting shot but it seems like when we get to within 40 or 50 meters of landing we die... Is there a trick to land?

I think the bridge objective could do with an extra patrol or two after you have moved in close to the bridge. The mountain top makes it too attractive to just sit up there and have your way with a sniper rifle.  

There's a tank near there that usually plays dumb the whole time your in and around that objective.

Rather then have the editors note about the bridge not being usuable I wonder if a better message might be "Danger: Bridge un-useable"

The respawn timelimit is a killer and really is annoying playing with just a few people. Possible to add an option to the lobby to lower this abit or force the button up like after 60seconds but allow the timer to keep going?

Rockets are far and few between...You provide a smaw guy but there isn't any ammo for him. What about including 1 or two m136 rockets in the tent ammo? Or including 1 or 2 more rpg7 dudes in the enemy squads. Or at each of the east fortifications include a rpg7 in the ammo or something.  A repair truck would also be welcomed!

We really love this mission. Its a tad on the long side but the more players you add the easier it gets.
We almost always start with the electrical building... but what about changing up the halo so its more random. Perhaps the plane starts from like either the north or south or west or east randomly.?

Wiper has created a pretty dynamic mission, especially his difficulty settings are setup well and it scales up really well depending on # of players you might want to take a gander at it.

great job!
Title: Re: [Co 4-20] =RTY= Eve of Destruction = v6
Post by: sharkattack on 31 Oct 2009, 13:28:41
changelog v8
============
*re worked Halo set up
*updated revive
*reduced  to 12 players max
*reworked teams set up
*reworked enemy reinforcements/reactions
*added no grass option
*synched time of day for jips
*added a few suprises ( keep you on your toes)
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: hoz on 02 Nov 2009, 14:29:43
Blasted you for continually changing the mission name!

Gave the mission a short run last night with just 2 players.
The grass option didn't seem to work.
You removed the daylight option, not a big deal except I ditched the nv so I spent a lot of time looking for some.  :)

I love the random halo direction. Previous to this version we always started at rv pt3 so this time we went to rail bridge first. So thats a great feature. Also we landed in the chutes without dying first time in ages. :)

Overall the difficulty seemed like it was increased. One thing I like about the mission is you can do the objectives over and over again and the heat of the battle is always different. Sometimes we struggle with the silo's and other times we breeze through them. I think you've created a great balance.

You seem to change the way the song EOD is played, now it seems to play while we're in the plane, and its often hard to hear the song over the plane engines. I liked it when song played when you in the chute...  Perhaps its just a timing thing but I think it is presented better if your in the chute.

My buddy always plays the medic for the mobile respawn. However he asks if its possible to change the mobile respawn to an enginner so he can carry a rocket launcher. not a big deal here. Just a suggestion.

Overall this is a great mission and we have played the snot out of it, we find it that enjoyable.
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: Ebden on 02 Nov 2009, 16:02:14
I also gave v6 a run with one other player.  We landed SE of RV1 and worked the HQ at Balota.  It's a huge challenge with 2 people and no rockets available from either the RV1 box or the medic respawn box.  (I like though, I like!)  I tried briefly alone a week ago, and i think rockets of some form are available at RV3, but please keep the amount limited.  Nothing can ruin relative realism like a squad full of DMRs and SMAWs.

We quit playing after clearing the camp, but we have plans to keep at it with more people.  A few quirks from v6, apologies if you've caught the errors already.

-The medic tent, when removed, leaves its ammo box.  When placed, it creates another one.  It's a handy mistake, but not very realistic.

-The alarm at the enemy airfield.  It's a static, invisible location nearish the middle of the runway, right?  Tying it to a small tower as another destroyable target would be great, esp. if it prevented the opfor from responding to support requests elsewhere on the map.  Might be good to move it closer to their barracks and camp, too.  An alarm off in the middle of a runway is odd, especially when we can't turn it off.

-I would like to see ammo available in the C130.  We were dissapointed with our original loadouts, and wanted to swap out our M16s for silenced M4s and a few smoke grenades.

It's otherwise a treat to play so far.  I disagree with hoz about adding rockets to the rv points, except for his point about a listed rocket soldier w/o any rockets (if a rocket soldier is listed, he needs his gear!)  Keeping the diversity of friendly equipment selectable to a minimum, as someome might expect from an ad hoc weapons drop, adds to the enjoyment of scavenging from enemies and finding those choice enemy ammo boxes.
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: hoz on 02 Nov 2009, 16:14:36
What about adding more rpg7 guys. It seems like its the elite squad that has them. The east guys only seem to have the rpg18(?) rockets.
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: sharkattack on 02 Nov 2009, 17:57:54
hi  lads

im sure there are now limited smaw rockets at each rv point
have also added 3 russian weapons/ammo caches to the map  up to the player to fined em  :)

the song is played after a 3 min delay  will try and suss it so plays on ejection from c130

thanks ever so much for all the feedback and suggestions ... pleased you guys are still interested in the mission ... will double check the no grass settings  been having a few  problems  with new param set up ..  will get it fixed

ebden im not sure what you mean about an alarm  at the airfield ??  wasnt aware i had one   :D
counter terrorist team respond  to gunfire  or  any reported  contact ..

any feedback on how the choppers handle  deploying the ct teams  would be sweet ... worked a treat for us  but as you know  choppers tend to have a mind of their own ..

thanks again  fellas

best wishes   shark-attack
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: Ebden on 06 Nov 2009, 19:12:18
Quote
ebden im not sure what you mean about an alarm  at the airfield ??  wasnt aware i had one   
counter terrorist team respond  to gunfire  or  any reported  contact

I'll have to play it again to check, but it was definitely there the last time I tried.  I think it was reactive to our attack, and it would stay on for about 5 minutes.  That's why I thought it was tied to some other AI-combat-active command or some such thing.
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: hoz on 06 Nov 2009, 19:37:06
I also had the alarm and I ment to post about it... if I recall it was near one of the ports.
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: sharkattack on 06 Nov 2009, 23:08:45
ill double check   lads  ...

an alarm sound is played ? ..   must of been added  after a night at the pub   :blink:


edit
===


shit im getting old ...  i forgot all about  adding it ...  ill   take a look at it  lads   see what i can do  .. thanks  for the headsup  lads

Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: Ironman on 21 Jan 2010, 19:34:47
any changes been made to this?
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: sharkattack on 21 Jan 2010, 21:14:39
not since i last posted ... intending to  make it ACE2  friendly and fix a few  bugs ...  the backpacks for one would be a great addition 
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: Ironman on 22 Jan 2010, 00:57:55
bah hum baug.... no soldiers in the field carry rucks anymore... don't you watch Military channel? lol Turn off that stupid History channel, Lockness monster is not real, end of story.
Title: Re: [Co12] =RTY= Eve of Destruction = v8.1
Post by: sharkattack on 25 May 2010, 11:30:21
fixed a few bugs  made a few changes


Please review   :)