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Author Topic: (Review Completed) [Campaign] The Magnificent Eight  (Read 15186 times)

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Offline hamis

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Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
« Reply #15 on: 19 Feb 2009, 12:33:50 »
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@hamis:  Sorry for being late. Maybe i had to change something for testing... I'll have a look into it
Well,have you found anything?

Offline gambla

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Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
« Reply #16 on: 22 Feb 2009, 12:36:06 »
@hamis:

Sorry,
i'm missing the email notification...

I've checked it now and it works as it should. The mission (should) end when you are back on the island and  with the condition that obj. 2 is met (free the hostages). The message you heard:

Sorry,i have to be even more clear.I mean mission is ending before i get to boat.About 10 sec from start i hear something like "2,3 follow 1" etc and mission ends.


means, that the trigger is instantly hit by you /"West" ?

What is your Arma-Setup like, version, addons etc. ?
Which date is the mission-file ?

______________________________________________________________________

@savebygrace:

Thanks for your test so far, hope you had some fun. Some things are always a matter of personal taste, editor-skills of the author and so on - i'll consider all of it anyway. But now let me just comment some issues:

This however proved time consuming because the AI refused to use the southern slope of the island.

-ok, changed in the next version

PLEASE make that dang alarm to where we can deactivate it by addaction in that command tower or by approaching a section of the building where it is coming from?

- How can i do this please ?

Returning to the start point was a good idea BUT......the second missions start point nullified any immersion created by the first because why return to the southern island when the actual camp is on the mainland? why even start from that island? I would move the start and finish point to the mainland where mission 2 picks up OR in the water half way between the two.

my thoughts were:
1) The player starts at this island because he monitors the guard's numbers, behaviour etc.. He also believes that the POWs are in very poor condition and need some first aid and rest at his camp.
2) He doesn't move directly to the mainland as this would be the most assumed escape route by the enemy. 

Intro
I already do not like the cutscene at the beginning of each mission. It is not needed.

-This Intro is needed to give Arma some milliseconds to delete your dead AI ("deletevehicle"), otherwise you first see their dead bodys and then see them disappearing. And this way, the dead AIs are not displayed in the roster (what is it called) on the screen bottom.

Briefing
All links work, text is good but the plan does not specify that the player must grab the correct truck. 

Ok, need to change this. What can go wrong, goes wrong... :)

Taking eponia was easy enough except that there were no ammo crates by which to grab a satchel or mine to combat that BMP-2 that shows up when your kicking butt. There are a couple of rpg units but if you don't get em, then you are stuck tossing grenades.

Take a look at my introduction ("About the campaign") - you need to care for weapons and ammos, and, one main feature is to transfer them to the next mission (weaponpool). You may find some satchels in Hunapu...

Problem #1 Do you have to be exactly where the marker is to end the mission or can I pull the truck into that church and end the mission.

Always be on the marker, this could be important.

#2 It did not give me the ammo truck in the next mission that I worked so hard to attain. It gave me the ural back. I was upset.

Ok, need to think about it. Maybe i change it all and let the Player keep some more vehicles.
« Last Edit: 22 Feb 2009, 16:38:23 by gambla »

Offline savedbygrace

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Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
« Reply #17 on: 23 Feb 2009, 14:01:33 »
I'm usually heavily opinionated when it comes to mission suggestions but as you see they are just thoughts and ideas that you can choose to use or ignore, I don't mean to sound as though your mission is not good.
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How can i do this please ?
To make it so that the player can deactivate the alarm if he searches for it. Within the condition field of your trigger which detects the player or his group and sounds the alarm, add a variable such as "alarmon"to the already existing condition. Then...in the Init.sqs declare that variable true "alarmon = true". Now create a trigger in the location where you would like the switch to be, with a radius like 1 meter or so, activated by the player only, Condition: this and alarmon, Onactivation: player addaction ["Deactivate alarm","cutalarm.sqs"]. Create a script called cutalarm.sqs and within it write this..
Code: [Select]
alarmon = false
exit
That will make the action appear only when the player is standing in front of the throwswitch. And give the player the option to turn it off or leave it on. If you prefer to have it inside the raised tower you could do it in a couple of ways. #1 setposition an object of your choice in the tower and add the action to it. Although it is attached to the object it may still activate while the player is below it on the ground.
The other way is to add another condition to the trigger that detects the height of the player i.e.
Code: [Select]
(player modelToWorld (GetPos player)) select 2 >= (objectname modelToWorld (GetPos objectname)) select 2that will ensure that the player is within the radius of the activating trigger and at the same height as the objectname.
You could also have an object say the sound so if it is destroyed, it will also silence the alarm...i.e insert one of those lightpoles with a speaker and name it alarmspeaker and rather than play the sound file have alarmspeaker say the sound file.
And as another suggestion....you could add another trigger which sends another response squad if the trigger stays active for a certain amount of time. My first thought was to silence the alarm as soon as I heard it.
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my thoughts were:
1) The player starts at this island because he monitors the guard's numbers, behaviour etc.. He also believes that the POWs are in very poor condition and need some first aid and rest at his camp.
2) He doesn't move directly to the mainland as this would be the most assumed escape route by the enemy. 
Well, it's your mission. But I would recommend adding something within the notes to help explain it such as....We were able to evade the patrols and return to the southern island until the frenzy calmed. We departed from that location under cover of darkness and barely made it to the mainland before the boat run out of fuel
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-This Intro is needed to give Arma some milliseconds to delete your dead AI ("deletevehicle"), otherwise you first see their dead bodys and then see them disappearing. And this way, the dead AIs are not displayed in the roster (what is it called) on the screen bottom.
I understand. But perhaps you could make the camera productive by perhaps showing an objective or nearby patrol in relative position to the player?
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Take a look at my introduction ("About the campaign") - you need to care for weapons and ammos, and, one main feature is to transfer them to the next mission (weaponpool). You may find some satchels in Hunapu...
I considered this and though I appreciate the strictness of having to manage your weapons, it would be a better idea for you to insert some additional ammo somewhere for several reasons...perhaps my aim as a retired veteran is not what it used to be or worse yet, I drive my truck into a patrol which blows my surplus to smithereens. In any case, adding a weapons crate within the confines of the Eponia compound is realistic. Besides, you could always be creative in it's placement.
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I attempted the mission after Eponia. I left my guys at the start point because thats all they are good for really(Arma AI) and took the truck myself up the mountain until I encountered a patrol. I ran them over, pulled over and cleared the area and then moved on up the mountain on foot, leaving my truck at the edge of the woods off the road out of harms way. Half way up the hill I'm about to remove the BMP threat with my launcher when they start shooting at my empty truck. I didn't think much of it because it was empty due to the fact that I had loaded all my weapons and ammo into one of the other trucks in the third mission only to be given the ural that I took that was empty, and not having the ammo truck that I retrieved from mission four, I was left with no surplus so I didnt care if it was blown up. Anyways, they destroyed it and the mission ended. Then I could not restart because I'm guessing it saved that data and every time I retried it would end the mission because the truck was dead?

If keeping the truck alive is an objective for that mission, then I missed it.

Offline gambla

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Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
« Reply #18 on: 23 Feb 2009, 19:28:57 »
Thanks again for your review! Any thoughts and comments are always appreciated. Pleasebe aware that it's very important to let us mission-editors know what in the campaign is fun and which parts you don't like that much. So all testers shouldn't not forget to mention the good parts of the mission, too, what they really liked.

One issue is right, that i need to put some more background information in the briefings to make things more clear. On the other hand it will give the player a little more story too.

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I attempted the mission after Eponia. Anyways, they destroyed it and the mission ended. Then I could not restart because I'm guessing it saved that data and every time I retried it would end the mission because the truck was dead?

If keeping the truck alive is an objective for that mission, then I missed it.

This should be mission "Sitrep" ("Conquer a SLA Radio Base and make contact with the USMC Headquarter") ? Keeping the truck alive was indeed an object in all previous missions. Think i forgot to mention it in this missions briefing. Anyway, i asap check the reload issue, this shouldn't be a showstopper.

Hope you ended this mission with the "endmission" cheat and have fun with the last one ?
« Last Edit: 23 Feb 2009, 19:41:48 by gambla »

Offline savedbygrace

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Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
« Reply #19 on: 23 Feb 2009, 20:18:38 »
Well, I did not use the end mission thingie(didn't know it existed for arma) But I did revert back to the previous mission"The Map" and it seemed to hold onto the fact that the truck was still dead because it spawned the truck where it was suppose to be but it was a charred version and then the mission ended. So I reverted to the "Hanupu" mission before I actually acquired the truck, completed it again, and when "The Map" mission started..it ended for no reason but the truck was not charred. Got me. I'll try again when you update.

Offline hamis

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Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
« Reply #20 on: 24 Feb 2009, 07:53:23 »
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means, that the trigger is instantly hit by you /"West" ?

What is your Arma-Setup like, version, addons etc. ?
Which date is the mission-file ?
Arma 1.15.ECS-mod,gdtmodhdr,Six_tracers,others mostly replacement stuff.The mission date is 22.12-2008.