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Author Topic: (Review Completed) [SP] The Raid  (Read 19031 times)

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Offline LCD

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Re: [SP] The Raid
« Reply #15 on: 07 Jul 2007, 21:49:32 »
i didnt play it all..... as ArmA crushed wen i tried 2 reload a savegame (after gettin shot in da leg nd my medic died) but heres couple of (14) comments

start w/ intro

1) u use a white out 2 cut between scenes and have a white text shown in da white background

2) da camera work is iritating made me feel like dat  :blink: ;) instead of
Code: [Select]
camcommit 10 2 move between cameras use
Code: [Select]
camcommit 0 play w/ dat also go here if u dont know da camera.sqs script

briefing

1) da briefing feels 2 much as MP brief... as were playin SP remove da brieifng of da unplayable squad

2) also in da notes makes someting else instead of hints... mebe a diary or situation report

mision

1) playin on veteran nd bein 2 lazy 2 use compass on start of mision i run long way 2 da oposide side of da map (away from my objective) so mebe have da player start headin towards da objective

2) also it cud b nice 2 start closer 2 somato... maybe halfway dere already... it will save da player alot of x4 runnin around (ny part w/ x4 is not really good 4 da mision

3) decorate da ammo dumps a little... add a shed around dem or someting...  dey look strange bein just thrown around da town

4) also if da russians r tryin 2 free da officer... u shud put him somewere in da town...

5) also have more dan 1 soldier as LAW soldier in da default loadout... 4 da lazy ppl who dont like choosin weapons 4 da whole squad

6) in da end of objective 1 u have text sayin its over... change dat 2 radio msg (use sidechat command)

7)in da msg at da end of 1st objective u say we stopped da reinforcments... while da city is still under attack... say we have more important mision or somin like dat

8) in da second base i think da soldiers shud try 2 engage me more... at da enterance i sniper da whole 2 squads (dey were 2 or 3 m not sure) while dey were far away.... dey come closer but just a lil bit... have em tryin 2 engage us... after dat i went 2 da arty place nd did da same... after getin bored of snipin (also it seems dey tried 2 flank me nd i thought dey run away so came closer) i got shot in da legs after i lost my medic

9) at dis stage ArmA crashed a loadin... (last savegame was just b4 engagin arty base).... so ill play da rest wen i have time (mebe on next ver :P or somin)

LCD OUT
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Offline firecontrol

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Re: [SP] The Raid
« Reply #16 on: 08 Jul 2007, 03:21:33 »
Thank you all for the replies! Much appreciated, all of you.
I'm working on version 1.02 now, and hope to have it uploaded tomorrow (Sunday.)

I hope that the new and improved intro will be to everyone's liking.... I agree the last one was horrible.
Thanks LCD for those tidbits! I'll look into changing some of those things you've mentioned.

I'm also tweaking certain things, that I've found whilst tooling around near the end of the mission as well.
I don't plan to change the outro, I like its simplicity. :)

Thanks again guys, you've been a GREAT help.

...stay tuned!
-Fire

Offline MOABner

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Re: [SP] The Raid
« Reply #17 on: 08 Jul 2007, 15:12:58 »
Greets firecontrol, just wanted to let you know you've got one more tester as soon as you upload v1.02, which is probably pretty soon, haha.

Offline firecontrol

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Re: [SP] The Raid
« Reply #18 on: 09 Jul 2007, 02:04:41 »
Hey there MOAbner, thanks! Looking forward to your report. :)

On a side note: UPDATED! v1.02 is up, check initial post for download.

I completely redid the intro, and a few other little things based on the past few posts.

I need some feedback on the very end of the mission though. Johnnyboy was the closest to completing it, but I'd like some good info on how the end plays out. :) I'm certain there are plenty of bugs/annoyances there... you guys caught quite a few that I missed in the beginning of the mission.

What I need to do yet is add/modify the radio message (if anyone knows of a couple good voice actors please do tell!) I can't stand my "voice acting."  :P

Thanks guys, love the community here!
(P.S. I will be doing much more beta testing for others as well, I've only done a couple so far. :( Been tied up with this damn mission.)

Hopefully 1.03 will be a review candidate!

EDIT: I'm aware of a small bug in version 1.02... I forgot to remove a hint displaying the _numUnits variable when you're near the arty position.  :-[    Will be removed for 1.03!  Also I believe I executed some auto savegames incorrectly... as such things may be slightly different than they were supposed to be if you load auto in certain parts. (i.e. the dynamic changes to the enemy in the arty position.) This will be addressed for v1.03 as well.

EDIT Again: Meant to ask.... I know for OFP missions there was an expectation to have an overview pic w/ a frame around it, since that's the way BIS did it... in ArmA, BIS has left the pics w/o borders, and I think it looks better that way as well. Are missions still rated lower if they don't have a border around the pics? What about contact info? I read the post with the excerpt of the reviewer's guide... but it was written with OFP in mind methinks. Please advise! :) Thanks.
« Last Edit: 09 Jul 2007, 23:04:06 by firecontrol »

Offline MrN

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Re: [SP] The Raid
« Reply #19 on: 10 Jul 2007, 09:21:43 »
Regular, V1.08 FDFSounds, Truview Mod

Overview:
Perfect

Intro:
Nicely done, although there’s one slow-mo shot of a bloke running left background to right foreground that seemed to drag on a bit.

Briefing:
Seems ok

Mission:
Headed West and entered the town near the northern tip. Get an autosave  and leg it to the ammo location at Eg60 and stock up on AT.

Spot a bmp, take him out, didn’t spot a t72 who takes me out.

And repeat…

I’m not doing too well at this. I seem to have a savegame where all the AI are dead apart from my group and there’s a T72 who’s on a mission to second guess my every move.

Finally get the bmp and t72, autosave, a volley of shells hits and I’m told to go get the artillery.

Headed west then south, took out the dudes on the gate

Got another autosave and a hint _num units 6

Spotted a bmp in the base, fired a rocket at him then moved in. Brief gun battle while my dudes were overlooking the base, After A LOT tm of retries I manage to get the artillery. This section of the mission feels a bit stagnant, there's dudes in the base which aren't going anywhere so I have to go right around the outside of the fence to snipe them before I can deal with the artillery.

I then get another objective. Seems a bit harsh when I only have 4 troops left now and have had to start scavenging for ammo.

It kind of went a bit weird at this point, number 8 was crawling and refused to get into any vehicles and number 5 insisted on climbing up and down a ladder on a building. So I left them to it.

Went to the rally point and started the m1’s a bit early so by the time I got to there they’d cleared the area. Went down to the scud, did that ;), on the way back I got sniped by a sneaky sob sniper.

Same as before but this time make sure he’s a goner nice and early, ran back to the exfil point, did that ;). Not sure what was going on in the next part to be honest, I just stood by where the boat was for a while watching the planes flying about.

Mission ended.

Outro:
Fine

I liked this, all the triggers seemed to go off ok, no error messages etc. The only thing I have issues with is the very end, it leaves the player a bit deflated after going through all that he has to just stand there wondering what’s going on and doesn’t get a proper exfil. I would suggest either leaving the a10’s out or let the boat do what the briefing says.

All in all though, good job.

Cheers
In the 60's, people took acid to make the world weird. Now the world is weird and people take Prozac to make it normal.

Offline firecontrol

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Re: [SP] The Raid
« Reply #20 on: 10 Jul 2007, 20:27:03 »
Thanks for the feedback MrN! (Btw, still trying to finish your Dynamic War mission, it's a long one. hehe)

Quote
so I have to go right around the outside of the fence to snipe them before I can deal with the artillery.
By the way, to disable the artillery, you don't need to destroy the cannons. :) They don't operate themselves! Hint, hint. Hehe.

Seems like you got a bad string of luck w/ the AI. :( Sometimes they perform beautifully, the next they're blithering idiots... grr. About the end, yeah.. I'm still trying to tweak it, will give the player much more interaction in finishing the mission. I've got some tricks up my sleeve yet that I just thought of to throw in.. without making the mission any longer, that is. As it is now, you can just stay there and the A-10s will basically finish the mission... but it is really fun to get back up there and get dirty.

On a few occasions I've been fighting the T-72s from behind one of the sandbag fortifications, and a couple of them had me pinned good... all of the sudden here comes an A-10 screaming in from behind me, lighting them up with it's gun! Big satisfying explosions as the A-10 goes overhead... It was awesome... that's the kind of feeling I want to add to the end of the mission, I'll have to do some tricky scripting, but I know it can be done.

Thanks again for the feedback. :)
« Last Edit: 11 Jul 2007, 01:16:24 by firecontrol »

Offline LeeHunt

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Re: [SP] The Raid - Don't test just yet
« Reply #21 on: 14 Jul 2007, 17:48:11 »
hey Firecontrol,

Just finished 1.02 this morning!!   :good:

Overview:
Good

Intro:

I loved the new intro cutscene!  Well done.  I agree with MrN that the slowmo of the US soldier and Stryker could be a few seconds shorter, but its a good scene and gets the player motivated for the mission.

Briefing:
Solid

Mission:

As usual half my squad got wiped out at Sumato, but I managed to duck in and out of the alleys and finish off the enemy armor.  I used Fraps.com software to get some video captures.  Very entertaining shots of me getting blown away several times by T-72's right after i shoot them or their surviving crew. 

The machine gun crews at the Arty base all left and came around the fence to hunt me down (i again flanked the arty base from the south with my 3 surviving squaddies.)  Eventually myself and my squad wiped out the infantry and then i cleaned up the arty-- see the youtube link i will post for some entertaining footage of me getting shot point blank by some of the arty pieces!  :whistle:  http://www.youtube.com/watch?v=_9Es4DHjZD4

First few times charging with the M-1's i got killed on teh Scud attack, then i backed off and drew the infantry to me first.  That worked better and then i managed to get into the Scud hut.  Three M-1's survived, then i took off for the boat. With getting killed about 15 times etc took me 2 hours.  Great fun though this is really a fantastic mission.  Only bug was when i got to the arty base south fence a hint came up that said 3 squadmembers left. 


Outro:
I think once the A-10's come in you could do a cutscene of that instead of having the player by the boat or in harm's way. That would also be more satisfying.  But this is a fantastic mission and I really enjoyed it!!! 

PS i liked your credits but the voiceover acting was fine and the cutscenes are much better now!  http://www.youtube.com/watch?v=_9Es4DHjZD4
« Last Edit: 14 Jul 2007, 19:08:58 by Lee »

Offline firecontrol

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Re: [SP] The Raid - Don't test just yet
« Reply #22 on: 14 Jul 2007, 20:44:47 »
Wow, thanks Lee! Always love to see video. Hehehe. I think you've inspired me to make one too!

Here's a list of the changes sofar for 1.03:

== 1.03    - Removed a debugging 'hint' from view.
     - Adjusted timings on the intro.
     - Added a 'reinforcement squad' which brings the player's squad numbers up to 10 after defeating the arty.
     - Updated the 'endgame.' Made it a little more involved, exciting (hopefully.)
     - Added more radio sounds.
     - General clean-up of the mission folder, removed unused scripts, deleted unused global variables, etc.
     - Slight dynamic clean-up, i.e. in-game removal of triggers/global variables after becoming defunct.

Hopefully all these little things are addressed to everyone's liking, and I hope to release a review candidate this weekend barring any major show stoppers.


EDIT: I uploaded v1.03. I decided to take your advice, Lee, and make the end-part a cutscene. :) Hope all is well!
« Last Edit: 16 Jul 2007, 04:57:51 by firecontrol »

Offline LCD

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Re: [SP] The Raid
« Reply #23 on: 17 Jul 2007, 02:33:25 »
heya :D

finally got 2 it... ive played nd wrote on paper any thing dat i thought needed changin/editin/improvin/commentin/sayin :P

start from da intro

1)it sayz on my paper top-top  :D  :cool2: i like

briefing

1) da notes section is good now... but i still think u need 2 remove da spec ops briefing :P its not MP no1 is playin da specops

mission :

1) still have problem w/ initial player placement (alwayz been lazy nd not love runnin long) also have da player start facing da objective and not da oder way around :P

2) i once had da tanks stuck in da ambush position (i retried dat part about 10 times  ::)) it didnt explode... but i just waited and waited (i think it took 5 mins) till a sniper got me  :no:

3) i still think u need 2 remove da text saying what objective i completed 2 a radio text w/ player reportin on objective complete or HQ sayin dat objective is somplete :P

4) da ammo boxes do look nicer now :D

5) i still didnt see da officer hidden inside da city... didnt search 2 much tho  :dunno:

6) da soldiers guardin da enterance of da arty base r dumb dumies... i think dey shud engage me or atleast try 2 do somethin.... its 2 easy 2 get close while prone till u can see deir heads  and just pop em

7) also mebe have a squad comin 2 rienforce da entrance gate soldiers... its only 3 ppl now and da arty base itself is kinda easy if u clear it from above

8) da BMP inside da arty base is also static..... i shot it and missed and shot it again and it didnt move (I did get a direct hit from da arty tho  ::)

9) dere are couple of soldiers just laying around da artilery... not moving and behind sandbags... da AI cant shot from behind da sandbags... also it seems da crew of 1 arty got out and tried 2 engage while da oders were just sitting inside it and tryin 2 take me down (it worked only when i was far away tho... twice)

10) maybe have a ammo box inside da arty base itself ?... im 2 lazy 2 go n search 4 RPGs 2 take da arty out

11) again use radio instead of text 2 inform of objective complete

12) also have a link pointin 2 da M1A1 marker...

13) was dere suposed 2 b any chase from da scuds location 2 da rhib ??? it seemed dat only da choper cared about me... and i got it usin a sterla from one of da ammo boxes :P

14) nice cutscene 2 finsh da mision... but i didnt understand da part of da airplane trying 2 shot a tank... maybe have some serious explosions or somin

outro

1) not alot in it.... just tellin us da end of da story... maybe have some firefight or somin ?

nice mision ;)

LCD OUT
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Help Perfecting Da Next Best Thing - O-Team Beta

Offline firecontrol

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Re: [SP] The Raid
« Reply #24 on: 17 Jul 2007, 18:22:37 »
Thanks again for the time and effort, LCD!
Appreciate it much.


Quote
1) da notes section is good now... but i still think u need 2 remove da spec ops briefing :P its not MP no1 is playin da specops

I just wanted to let people know that someone else is out there actively trying to get the tanks.


Quote
1) still have problem w/ initial player placement (alwayz been lazy nd not love runnin long) also have da player start facing da objective and not da oder way around :P

But that's the way you were facing on your patrol... setting up a little checkpoint. Markers on the map are very clear that the fighting is SW, in Somato. I can add a waypoint... but I don't like playing w/ waypoints, as it takes away the feel of "I can do this any way I see fit."
Did you miss the two brand new HMMWVs sitting there right next to you? :) You shouldn't have to run anywhere in this mission, there are more unlocked vehicles than you can shake a large stick at. As a matter of fact, the only thing in this mission that I locked are the D30's. All tanks, cars, trucks, etc. are unlocked. Now you're not trained how to use certain things, being strictly infantry and all..... but you do know how to drive cars/trucks. :)

Quote
2) i once had da tanks stuck in da ambush position (i retried dat part about 10 times  ::)) it didnt explode... but i just waited and waited (i think it took 5 mins) till a sniper got me


Crazy, it's almost like you and I have incompatible versions or something. In your mission the AI was really buggy, and that officer was nowhere to be found. In my mission the AI is really buggy for you.... In any case, all tanks that count toward completing an objective or flipping a trigger are set to (not alive, or not able to move, or not able to fire)  so you don't need to destroy those disabled tanks. If I understand #2 above correctly, that is.



Quote
3) i still think u need 2 remove da text saying what objective i completed 2 a radio text w/ player reportin on objective complete or HQ sayin dat objective is somplete :P

I'll agree with you here.... looks like I'll be adding more voices/radio. Man this mission's gonna be 20 meg by the time we're done with it. Lol.



Quote
4) da ammo boxes do look nicer now :D
:good: Thanks for the idea.

Quote
5) i still didnt see da officer hidden inside da city... didnt search 2 much tho  :dunno:

Well, in the MP version, a player (pilot) is supposed to pick him and his guards up from Somato. As I turned the mission into what it is now, the officer became more back story than anything. I figured if the officer was captured by SpecOps (See new intro) then they would have him somewhere covert, i.e. indoors., locked up, for "interrogation".


Quote
6) da soldiers guardin da enterance of da arty base r dumb dumies... i think dey shud engage me or atleast try 2 do somethin.... its 2 easy 2 get close while prone till u can see deir heads  and just pop em

Those guys are the gate guards. They don't fall for diversions. They stay at their post like good soldiers. If you sneak up on them, they should be easy prey. Try driving a vehicle through that gate.

Quote
7) also mebe have a squad comin 2 rienforce da entrance gate soldiers... its only 3 ppl now and da arty base itself is kinda easy if u clear it from above

There is a fireteam just inside the first gate, they should respond (they do to me anyhow?)


Quote
9) dere are couple of soldiers just laying around da artilery... not moving and behind sandbags... da AI cant shot from behind da sandbags... also it seems da crew of 1 arty got out and tried 2 engage while da oders were just sitting inside it and tryin 2 take me down (it worked only when i was far away tho... twice)

There is a roving fireteam which patrols the perimeter of the arty position. They will usually flank you while you're concentrating on the arty. The soldiers in the 'pit' are ordered not to abandon the arty team.. they're the defensive fireteam.


Quote
10) maybe have a ammo box inside da arty base itself ?... im 2 lazy 2 go n search 4 RPGs 2 take da arty out

There is! Right by all the Urals.  ;)


Quote
13) was dere suposed 2 b any chase from da scuds location 2 da rhib ??? it seemed dat only da choper cared about me... and i got it usin a sterla from one of da ammo boxes :P

Hahaha, there's only one Anti-Air missile on the whole island... nice find! Yes, there are tanks and a helo that will chase you.



Quote
14) nice cutscene 2 finsh da mision... but i didnt understand da part of da airplane trying 2 shot a tank... maybe have some serious explosions or somin


There are explosions. The A-10s take out the tank that the camera is attached to every time. I've watched it many many times, anyone else able to duplicate? Sounds like another problem with your Arma vs my Arma... :( It seems people w/ the Atari version have some problems with your mission, and maybe vice versa? Very odd indeed.

Quote
outro

1) not alot in it.... just tellin us da end of da story

Ah, but I like its simplicity. Anyone else think it's boring? I figured if it were all action packed, no one would read the story... and then come back with "I didn't understand why such and such happened..." ;)



Thanks again LCD.  :clap:

Offline LCD

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Re: [SP] The Raid
« Reply #25 on: 17 Jul 2007, 23:11:30 »
Quote
just wanted to let people know that someone else is out there actively trying to get the tanks.

its a good idea.. but u shud make it more pretty... u cud explain 2 da player how da defence works... or tell him 2 support da black-ops and say what dey r (num of soldiers... deir orders... whatever) but u dont need 2 brief da spec ops on da players briefing :P

Quote
But that's the way you were facing on your patrol... setting up a little checkpoint. Markers on the map are very clear that the fighting is SW, in Somato. I can add a waypoint... but I don't like playing w/ waypoints, as it takes away the feel of "I can do this any way I see fit."
Did you miss the two brand new HMMWVs sitting there right next to you?  You shouldn't have to run anywhere in this mission, there are more unlocked vehicles than you can shake a large stick at. As a matter of fact, the only thing in this mission that I locked are the D30's. All tanks, cars, trucks, etc. are unlocked. Now you're not trained how to use certain things, being strictly infantry and all..... but you do know how to drive cars/trucks.

its not WP tingy... i dont use em :P its just dat i as reflex just start running foprward when da mision starts :P countin on da mision maker 2 point me on da right direction  ::)  :D not very wise... but it seems 2 make sense dat if u want som1 2 move in a direction u put him facing dat direction :D... as 4 da cars... i dont like movin in cars were it may b possible dat enemies r present :P

Quote
Crazy, it's almost like you and I have incompatible versions or something. In your mission the AI was really buggy, and that officer was nowhere to be found. In my mission the AI is really buggy for you.... In any case, all tanks that count toward completing an objective or flipping a trigger are set to (not alive, or not able to move, or not able to fire)  so you don't need to destroy those disabled tanks. If I understand #2 above correctly, that is.

yeah dats what i meant... BIS is alwayz wierd  :blink:

Quote
Well, in the MP version, a player (pilot) is supposed to pick him and his guards up from Somato. As I turned the mission into what it is now, the officer became more back story than anything. I figured if the officer was captured by SpecOps (See new intro) then they would have him somewhere covert, i.e. indoors., locked up, for "interrogation".

makes sense :D mebe metion sometin bout dat in da briefing (say dat da officer is just being interogated or somin)

Quote
There is a fireteam just inside the first gate, they should respond (they do to me anyhow?)

dey probably moved... cuz dey just wernt dere 4 me (they did on da 1st version i played)

Quote
There is! Right by all the Urals.

i told u im lazy... searchin is so much work  :D  ;)

Quote
there are tanks and a helo that will chase you.

mebe make da tanks move faster... or use a chase script... cuz dey just went 2 da scud pos and seemed 2 loose interest...

Quote
here are explosions. The A-10s take out the tank that the camera is attached to every time. I've watched it many many times, anyone else able to duplicate

it didnt explode just had alot of smoke around it on my comp... strange


LCD OUT
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Help Perfecting Da Next Best Thing - O-Team Beta

Offline Cheetah

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Re: [SP] The Raid
« Reply #26 on: 19 Jul 2007, 17:07:33 »
The Raid - ArmA v1.08 Veteran Mode

Package

A great example to others! Includes a picture, readme and the mission. May I suggest that you rename the image to "TheRaid.jpg" or something like that.

Overview

Good picture, don't like the title ALL CAPS. Text and modest advertising are fine.

Intro

Starts with good music and sets the right atmosphere. However, the scene with the civilian on the ground (please try to let him stand, looks better) is the final. Won't continue from there on.

Briefing

Like the notes section, enough information present in the plan section. Map is well layed out and has enough information for the player, while not being too crowded. Weapon selection is quite extensive, maybe a bit too much weapons present for the setting (we're on a patrol).

The objective is clear. One thing, I don't understand why you want me to defend the city and help the Spec. Ops at the same time?

Mission

I find it strange that the HMMWVs are parked off the road, why not let us start inside the hummers? That would look a lot more realistic to me. There is quite a lot of lag on my PC once I enter the city, please look into it. Maybe you could do something to reduce it, like deleting some objects or spawning them when needed.

As I arrive it's all quite hectic, a big chaos. I like that, but would prefer it if you could make the defending forces more like a perimeter set up by them. So that the player has a bit more time to set up his men. Another thing, maybe you could add more default AT soldiers? Right now I've only got one and with three tanks coming up that is not too much. Gave myself an M136 Launcher and badly needed it.

Had a lot of fun fighting the tanks, haven't seen too much infantry, most were killed while fighting friendlies. Lost a few guys in squad during the defence of Somato. Had to do with tanks coming up really fast before being able to reload my AT :).
As I disabled the last tank, there was a titleText coming up. Could you change this to a radio message? That looks more realistic, maybe a message of the Team leader contacting HQ?

I like it that you have a 2nd objective for me. Noticed that the MG near the entrance was unmanned. Liked the patrols on my way there. Moved on foot from there and eliminated half a squad of SLA troops in the base before the artillery field. Then the pain started, disabling those field guns. It took me quite a few loads in order to eliminate the guns. Like the artillery script you are using, but noticed that the guns stopped firing after a while.

Hmm another objective. Good that you bring me some reinforcements, had only two men remaining thanks to the artillery shells being fired at my position. May I suggest that you put in a savepoint on the way towards the 3rd objective? That could save a lot of time for some people who manage to get themselves killed upon arriving at the 3rd objective.

Like tackling the defensive positions of the SLA here along with the M1A1s. Lost five of my men in the fight, enjoyed the long range fighting however. It was good and took me a few loads in order to complete.

Shot the chopper with an RPG on the way towards the beach. Liked the cutscene that followed and the course of events taking place. Noticed something in this mission outro: "qualed to fly" -> "qualified to fly"?

Outro

Fine, nice way of ending the story / mission.

Overall

Enjoyable. Only a few things can be improved.
Like missions? Help with Beta Testing! or take a look at the OFPEC Missions Depot for reviewed missions!

Offline firecontrol

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Re: [SP] The Raid
« Reply #27 on: 19 Jul 2007, 18:57:47 »
Thanks Cheetah! This feedback is mostly in line with what I'm doing now for 1.04, along w/ LCD's feedback.

Intro

Starts with good music and sets the right atmosphere. However, the scene with the civilian on the ground (please try to let him stand, looks better) is the final. Won't continue from there on.

The intro wouldn't complete you mean? I'll have to see why.  :scratch:  The Civilian can stand instead, I was debating this myself. Thought it looked kinda neat if they had him pulled out of the car lying on the ground.


Quote
Briefing

The objective is clear. One thing, I don't understand why you want me to defend the city and help the Spec. Ops at the same time?

Aaah yes, I've changed that already, made a new briefing to make things a little clearer here. One of LCD's sticking points too! hehehe.


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Mission

There is quite a lot of lag on my PC once I enter the city, please look into it. Maybe you could do something to reduce it, like deleting some objects or spawning them when needed.


Sure, I can try to optimize a bit more. If you check out the mission in the editor, there's not really all that many things in there. I create a lot of things on the fly already. That's one of the reasons I start the squad somewhat "far" from Somato, to allow the mission to initialize a bit. I'll see what I can do to ease the demands on older PCs.


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As I disabled the last tank, there was a titleText coming up. Could you change this to a radio message? That looks more realistic, maybe a message of the Team leader contacting HQ?

Yes. :) In the works! I'm gonna get a sore throat from all this voice recording, lol! I am never satisfied with the way they sound, so I end up recording each one like 20 times to get a half way decent one.


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It took me quite a few loads in order to eliminate the guns. Like the artillery script you are using, but noticed that the guns stopped firing after a while.

Yeah, they can be tricky. I have them set up so that if one is disabled or otherwise not firing at Somato, then they are free to defend themselves. Seemed a little better than having them ignore the incoming fire and keep shelling. An easy way for me to kill them is to have one of my guys take an SPR from the briefing, and I'll swing him all the way around the North side of the arty to the West side. There's a hole in the fence back there... he can lay down in the shrubs and pop the arty crews while I peek out around the buildings to the East to draw their fire.

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May I suggest that you put in a savepoint on the way towards the 3rd objective? That could save a lot of time for some people who manage to get themselves killed upon arriving at the 3rd objective.

Absolutely. If one isn't in there then it's a mistake, I thought I did.  :-[


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Shot the chopper with an RPG on the way towards the beach. Liked the cutscene that followed and the course of events taking place. Noticed something in this mission outro: "qualed to fly" -> "qualified to fly"?

"Qualed" or "Qualled" is a shorthand term we use to refer to "Qualified" yes. Since it was radio chatter I figured I'd make it semi 'realistic' without being incomprehensible...  military speak can sound like a foreign language sometimes. :) I've avoided a lot of military jargon in this mission tho. Maybe I'll make the text "standard" and the voices "milspeak"???


Thanks again Cheetah, much appreciated.  :good: Good advice here.

Offline Cheetah

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Re: [SP] The Raid
« Reply #28 on: 20 Jul 2007, 14:04:50 »
@Tackling the artillery

Flanked them from the.. north I think. Had a satchel so used it to destroy a section of the fence after which I used M203 grenades to finish of the gunners I couldn't see (shielded by the gun's plating). And with my M4 ACOG I got all the others I could see. Once in position it was pretty easy, but getting into position and getting myself to use the 'good' tactics took a while. Sometimes an direct attack is a lot more fun, couldn't complete it that way though.

@Qualed

I suggest that you do the radio text in non-military and the speech in army slang.
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Offline DarkAngel

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Re: [SP] The Raid
« Reply #29 on: 20 Jul 2007, 19:54:22 »
Downloading now...looking forward to it!
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