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Author Topic: [Co12] =RTY= Eve of Destruction = please review  (Read 11298 times)

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Offline sharkattack

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[Co12] =RTY= Eve of Destruction = please review
« on: 13 Jul 2009, 20:56:51 »





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

  
« Last Edit: 28 May 2010, 13:46:47 by sharkattack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline MAXHO

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Re: [Co 4-20] Eve of Destruction = beta 1
« Reply #1 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.

Offline Planck

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Re: [Co 4-20] Eve of Destruction = beta 1
« Reply #2 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
I know a little about a lot, and a lot about a little.

Offline hoz

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Re: [Co 4-20] Eve of Destruction = beta 1
« Reply #3 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.


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Offline sharkattack

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #4 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











« Last Edit: 25 Jul 2009, 20:06:29 by sharkattack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline loki72

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #5 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.


Offline hoz

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #6 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!

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Offline sharkattack

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #7 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  :)


« Last Edit: 27 Jul 2009, 16:57:52 by sharkattack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline hoz

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #8 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.

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Offline fleepee

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #9 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:
« Last Edit: 29 Jul 2009, 13:00:55 by fleepee »

Offline hoz

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #10 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.
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Offline fleepee

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #11 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...
« Last Edit: 29 Jul 2009, 20:44:20 by fleepee »

Offline sharkattack

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Re: [Co 4-20] Eve of Destruction = beta 2
« Reply #12 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  
« Last Edit: 30 Jul 2009, 15:17:24 by sharkattack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline sharkattack

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Re: [Co 4-20] Eve of Destruction = beta 3
« Reply #13 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   :)
« Last Edit: 05 Aug 2009, 22:26:32 by sharkattack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline hoz

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Re: [Co 4-20] Eve of Destruction = beta 3
« Reply #14 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. 
« Last Edit: 08 Aug 2009, 06:01:41 by hoz »
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