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81
Arma3 - Reviewed Missions / Re: [SP/CAMP] Underdogs (UNDER REVIEW)
« Last post by Gruntage on 09 Dec 2023, 14:36:37 »
I think I might have come across a showstopper during my playthrough. During the 'Indications' mission, I tried to sneak into the police building but realised that stealth wasn't going to work. I got told to get out of there because a police car was on its way, and since I didn't want to fight outnumbered and outgunned I retreated to the 'car' task location.  When I got there though, there was no car and I waited 10 minutes to see if one would appear, but nothing happened. Elias was there but he looked as confused as I was  :D . Maybe someone took his car  :D . Either way the mission doesn't seem to end here.

Maybe I've missed something with this mission but with how the campaign has played so far I was expecting the mission to continue in some way regardless of whether I found anything at the police station or not. The campaign seems to have an answer for anything the player does, which is fantastic, but that doesn't seem to be the case here. With how observant the AI are, how they're placed and how the police station was designed layout-wise, it didn't come across as if entering by stealth was possible. When I decided to brute force my way in and shoot everything I saw, there weren't any indications as to what to search for exactly; there weren't any prompts or any obvious documents to pick up. Unless the option to pick something up is only present if the player is undetected?  :dunno: . But I'd have thought the option to pick up information would be there regardless of whether you were spotted or not.

So anyway, I'm not sure at the moment how this mission is supposed to play out currently and I'm seemingly met with no conclusion if I do what Elias is telling me to do. Right now the objective comes across if it's not doable by design, like it's intended to not be doable for story purposes and the player has to retreat to find answers elsewhere. This would actually make a lot of sense narratively since Nikas may not be thinking rationally and therefore would attempt to break into a police station out of desperation not realising that it's a crazy idea and possibly doomed from the start. I'm digressing though.

So having an objective that isn't achievable by design isn't a bad idea and this isn't criticism by any means; it's been been done many times by mission makers and it's a good storytelling tool. But I don't know if that's what you were going for here, because if you were then there ought to be a car at the task location and the mission would proceed. Unless it's just a bug and that is what you were going for.

Maybe there's some trick to this mission I'm not seeing. There could be an argument that maybe some more information is needed for the player on what to do and how to do it. At any rate, I'm at something of a standstill at the moment. I think I'm just a little confused and I'm trying to make sense of it  :D
82
This mission has been reviewed and is now available from the Missions Depot
83
Arma3 - Reviewed Missions / Re: [SP/A3] BOBCAT v1.3 Final
« Last post by Gruntage on 26 Nov 2023, 23:17:10 »
Alright, no worries man. Thanks for the update!
84
I'm guessing he decided to call it quits?
85
Arma3 - Reviewed Missions / Re: [SP/A3] BOBCAT v1.3 Final
« Last post by savedbygrace on 26 Nov 2023, 23:14:16 »
The review is complete, but I'm having problems getting the file uploaded to the site at the moment. I can't save the review without a file to attach to it. Will update when its published.
86
Arma3 - Reviewed Missions / Re: [SP/A3] BOBCAT v1.3 Final
« Last post by Gruntage on 26 Nov 2023, 08:07:54 »
Hi SBG,

Thanks very much your comments. I will have a quick tinker with the mission again as they shouldn't be difficult to fix. I'll let you know when the new version is uploaded.

EDIT: I'm not sure why, but all of the animations in the FOB and the airfield have been disabled. They were put in using the very handy addon Eden Enhanced but that doesn't require people to have it installed in order to play. In any case, I'll put the animations back in and hopefully that will work. I think they got removed because I recently saved the mission without eden enhanced accidentally. At least now you'll get to see the units as they should be.

EDIT2: All changes implemented and everything should be fine now!

- Generator shutoff action should no longer appear during the shutoff animation (was just a simple case of moving a line of code)
- AI animations restored (they were accidentally removed when I saved the mission without 3DEN Enhanced)
- Minor adjustments to FOB buildings to ensure all are locked

Thanks,
Gruntage
87
Arma3 - Reviewed Missions / Re: [SP/A3] BOBCAT v1.3 Final
« Last post by savedbygrace on 26 Nov 2023, 03:20:04 »
I do have a couple more mentions that are fine if left alone but you may choose to make changes. They are very minor.
At the FOB, an angry commander is pointing his pistol out across at the gates from atop the roof of a mobile barrack. It was quite comical actually.

You have locked every structure in the FOB with the exception of the one next to the ammo crates and the one next to the union jack flag. Also, no big deal.

The action to disable power remains in the players menu until the animation plays through. Again, no big deal but if the player decides to toy with it, they can activate it three additional times before it is removed. Which also, is quite comical when you get the same message about them restoring power three times in a row.
I see in the script where you removed it before even the animation begins, so since its not breaking anything, its likely okay to just leave it alone.

You are a scoundrel for taking away my light plinking. Nah just kidding. It certainly feels more secured now. Before, I had the entire area in the dark with no one reacting and that was immersion breaking, especially when they reacted to an open door in the dark.  :D

Having the Anti personal mines made the mission that much better. Thanks for adding those to the script. It was a freaking blast setting those behind me as I moved about.

I did notice the fields much more difficult. I'm just glad no one heard me cursing and smashing the table after thinking that a night blind AI who was aiming at unseen planes above could suddenly head shot me with only a twitch reaction. I was furious until, after the 5th reload, I was able to take him out and discovered that he had NVG. Another good and logical addition.

I played through the truck insertion again and having more units busy in the village was certainly an improvement. I did not find it more difficult, just more engaging and thus immersive.

Let me know if you plan to make any of these changes. If not, I should have the review posted later this morning.
88
Arma3 - Reviewed Missions / Re: [SP/A3] BOBCAT v1.3 Final
« Last post by Gruntage on 23 Nov 2023, 23:52:13 »
Hey everyone,

So the mission has had a few changes made to it to get it ready for reviewing. I hope that in making said changes I haven't broken anything  ::) . I've given the mission a few tests and checked a few new features and they seem to be working properly. The changes are outlined below and in the changelog:

- Generator shutoff mechanic simplified and fixed...shouldn't trigger the alarm when used. I never found out why the alarm was triggering and likely will never know. This change to the mechanic has not resulted in any alarm being triggered as a result, so it should be fine. If not........well, we'll cross that bridge if we come to it  :whistle:

- There are now consequences for shooting out lights in the base. If enemies are close to any lamps being shot at, they will respond and the alarm be raised. This was a better alternative than simply making lights indestructible.

-The briefing detail concerning enemy night vision equipment has been clarified

-Detonation range corrected from 600m to 300m

- Claymore, AT Mines, APERS Mines, APERS Bounding Mines, Tripwire Mines and SLAM Mines added to 'FIRED' exception
  list; allowing the player to place these without the alarm being triggered upon placement. Should make for some
  interesting gameplay choices.

- Nearly all empty vehicles have been locked for player use

- Enemy MARID waypoints synced to prevent queuing

- Minor adjustments made to briefing concerning friendly attacks on the airfield

- Updates to BETA testers

-Minor adjustments to intro cinematic for better timings and fadeouts

- Task location for the 'Destroy AA' task has been fixed (by using modules rather than scripting commands)

- Adjustment to one enemy patrol group location. The group was previously patrolling along a dirt path and
 occcasionally would get run over by an APC; triggering the body detection and subsequently the alarm. The group has
 been moved away from the road to prevent this from happening.

- Slight increase to patrol count outside the airfield

- Leaders of enemy patrol groups outside the airfield have been given night vision goggles to increase threat and
 difficulty. Testing by myself has not resulted in a huge surge in difficulty, but this can be amended if others find it too
 punishing
- Addition of tower sentry in Al Mahbes village
- Addition of additional patrol group between Al Mahbes village and airfield.

Those last two changes have increased the difficulty of the civilian insertion quite considerably; the player now has to think about their movement and position more than before. This change wasn't arbitrary though; it would make sense for there to be an enemy presence in the village and the tower to be utilised as a vantage point. I am willing to revert those last two changes though if people think the result is too punishing.

So that should be it; ready for review. That is, of course, unless something comes up. I don't want to release an unfinished product so if anything breaks or doesn't work as it should, then please let me know so I can attempt a fix. SBG you may now proceed :D

This hasn't been an easy mission to make despite it being a relatively simple mission in structure. I'm glad that I've managed to get it into a state that I'm happy with. When making missions I always want to create something for others to enjoy, and from what I've seen already, people do seem to like this one. That means I've achieved what I wanted to achieve.

Hopefully now I can take a break from editing and get on with having fun testing other people's projects; I see myself as a far better beta tester than editor  :D .

Thank you very much everyone for your time testing. This mission is in a much better state now because of the time you have invested.
89
Arma3 - Single Player Beta Testing / Re: Evil's Last Will (Arma 3)
« Last post by savedbygrace on 22 Nov 2023, 23:49:28 »
I'm reviewing Bobcat at the moment. I'll get yours next.
90
Arma3 - Reviewed Missions / Re: [SP/CAMP] Underdogs
« Last post by Undeceived on 22 Nov 2023, 08:17:22 »
Ok, thanks and good luck.
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