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Author Topic: [Coop 1-10] Autumn Sabotage (Chernarus)  (Read 4634 times)

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Offline Norsu

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[Coop 1-10] Autumn Sabotage (Chernarus)
« on: 07 Sep 2009, 15:19:46 »
This is my first ARMA2 mission so be gentle :D. Mission information:

Author: Norsu
Version: beta 1.4
Required addons: none
Mission Description:

-You play as insurgents against CDF
-Three simple goals
-Revive script by Norrin
-No respawn

Features: uses setAperture to disable HDR
Known Bugs: -

Mission shouldn't be too hard if you play carefully. The value I used with setAperture shouldn't look out of place unless you play the mission for hours.

Changes in beta 1.4

-Fixed the revive system (hopefully)
-CDF Mi24 should arrive now a bit later after you are spotted

Changes in beta 1.3

-Added Norrin's revive script
-BRDM2 at the beginning takes now longer to reach the starting point

Changes in beta 1.1

-Added spectating script
-Removed group respawn
-Added field hospital next to objective (note that this will likely be destroyed too when you destroy your targets)
-AT specialist has tandem warheads now
-Grenadier has RPG18 now
-Moved BMP-2 crew to infantry group (they will still start inside BMP-2)
-Added patrolling BRDM-2 to area between objectives and hideout
-Changed the enemy BMP-2 at beginning to BRDM2 (it might move too fast though)
-Added RPG and GP25 ammo to BMP-2
-Improved briefing
-Added one BMP-2 to enemy reinforcements (to make it clear you should avoid them)
-Added Terran Detail selector with "Low" as default
« Last Edit: 18 Sep 2009, 23:41:46 by Norsu »

Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #1 on: 08 Sep 2009, 21:31:25 »
Haven't tried this fully yet. But I pulled it up to check out the briefing and such. I noticed the description isn't in english.  You should also include a promo type image in the zip file so when it is ready it can be used for promotional purposes  :D  You should include a simple readme in the package even if it describes any changes yo make between versions, and credits you wish to add and a short description of the mission.

So I went to load the mission up and I'm getting a bad/static link error and the mission won't load. Looks like you built this before version 1.03 and in 1.03 some of the objectIDS (building positions) have changed slightly. So you'll need to load it up in 1.03 and then save/export again.

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Offline Norsu

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #2 on: 08 Sep 2009, 22:34:21 »
Hmm, I certainly made the mission with 1.03 so I wonder what's with the link errors. What do you mean the description isn't in English? It should say "Destroy the objectives and disappear". I'll include a readme when it's fully finished :).

I've exported the mission again, see attached file in first post.

Also in my opinion more mission makers should give setAperture command a shot. Once set correctly it really makes the game look magnificent and greatly increases athmosphere.
« Last Edit: 08 Sep 2009, 23:05:19 by Norsu »

Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #3 on: 08 Sep 2009, 22:45:06 »
I'm running the latest 1.03 beta with a dedicated server. See sharkattacks mission thread, he had a similar error with the bad static link error.

Please update the first post with the new file thats were people tend to look for the most recent file. ALso I hope your using versioning in your file names  :whistle:

edit... sorry I was selecting the wrong mission  :shhh:
« Last Edit: 08 Sep 2009, 22:48:20 by hoz »
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Offline Norsu

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #4 on: 08 Sep 2009, 23:08:46 »
:D

I've updated the first post now with a new attachment. Version number will change for next release as I haven't really changed anything so far.

Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #5 on: 09 Sep 2009, 00:27:15 »
Ok I went in and just looked at the briefing. Layed out pretty good. No spelling errors that I could see. You could jazz it up with a picture of the objective or something. There is no weapons pool and no way to choose a new weapon to start. Call me old fashion but I like to choose my own weapon.

Theres no details about what kind of respawn you've included if any. You should do this in both the readme and in the briefing.  I haven't played the mission out yet, but expect a complaint about leaving the player as a crow. :)

I just started the mission to see how it started, I'm always looking for an intro and weapons cache. Unfortunately didn't find either. These are things that can really spice up the mission.  WHen I started in the bmp I was a bit surprised so I jumped out, and wasn't able to get back in easily. doh!  You might want to start with everyone out side the bmp and then when the leader jumps in the other guys get in as well. Same with that squad that's just standing around. You should really make this squad the primary units and either start them all in the bmp or make the 'player' the leader by default. You can indicate this in the unit description by something like  *Leader Required* kind of like wiper and shark attack do in thier missions.

well thats it so far, hope to give it a real good test this evening or tomorrow.


edit.. well we played... and the briefing really doesn't explain who you're fighting so at first we thought we were east fighting insurgents, but it seems like the t72s and bmps don't seem to fire back. or atleast 1 did and the others just kinda lingered around without shooting at us.

We found ammo a real issue and it would be nice to add some to the weapons pool. for instance just a few rockets in the squad and there were several armour targets. We seemed hopeless in the bmp so we only ever got one shot off and then had to abandoned it.

Think about adding a medic tent at the ammo cache.

The tasks disappear after respawn. There's some work around I saw someone asking in the ED about it the other day.  So once the tasks disappear we didn't know where to go.

I really enjoyed the simplistic nature of the mission. The group respawn is ok but I really hate the crow so maybe think about adding some spectating script.

It was quite enjoyable overall I like that its not too tough.

Also I didn't notice any performance boost with the set apeture
« Last Edit: 09 Sep 2009, 04:26:55 by hoz »
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Offline Norsu

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #6 on: 09 Sep 2009, 08:36:17 »
Thanks for the feedback. I will do some changes today and release a new version. I'm thinking of the following:

-More details to mission briefing
-Spectating script
-Objective respawn fix
-Give RPG soldier those powerful tandem warheads
-Add some ammo cargo in BMP-2, especially RPG rounds
-Make enemy tanks more aggressive
-Picture of the objectives area
-Respawn info to description and notes in briefing

Things I'm not sure of:

-Second medic maybe?
-Maybe remove the enemy BMP-2 at the beginning?
-Maybe make the playable officer leader for both infantry and BMP-2?


Some feedback response:

I prefer weapons pool in more complex missions but since this is a rather simple mission players have to make out with the given weaponary. Also it helps to keep player roles more important, I don't really like it when you have a full squad of players with SMAWs and DMRs. My idea with the simple start with no cache or camp nearby is that you are already deployed and near the mission objectives.

Also you shouldn't really remain in the objectives area anymore when you have blowed them up. Enemies will come in larger force and you will have a hard time surviving, head for the hideout instead (I will have to emphase this in briefing). If you need additional transport you will find Ural truck in the checkpoint I've marked on map (I have to mention this in briefing too).

The BMP-2 you are given should be quite effective, just use it so that the gunner's view is never blocked too much. Also it's important to let infantry detect any armor before rolling in with the BMP-2.

setAperture won't affect performance but the lighting will look much better and also won't change all the time like with default HDR.

Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #7 on: 09 Sep 2009, 19:06:23 »
I thought you could maybe group all the playable units into the same group, or add a few more units to the bmp crew's group. WIth group respawn, the guys in the one bmp only have two lives where as the other group  has 7 or 8 if i recall.

One guy gave up cuz the medic was dead and he had a long way to crawl. So I'd suggest adding a medic tent to the weapons cache area.

You could add the set aperture as an option the MP lobby options, along with the ability to disable grass.

anyways have a great start  to a decent mission.
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Offline Norsu

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #8 on: 09 Sep 2009, 23:31:20 »
First post updated with new version and information.

Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #9 on: 10 Sep 2009, 00:41:26 »
Quote
Known Bugs: spectating script complains about missing values but this seems to have no effect on anything

What missing values? I haven't tried the mission and probably won't till tomorrow night?
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Offline Norsu

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #10 on: 10 Sep 2009, 01:07:41 »
Added screenshot of the error to first post.

Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #11 on: 10 Sep 2009, 04:20:09 »
Your missing a definition for the scroll bar. The screen shot doesn't give too much detail of what and where if you check the rpt file you should find what your missing and probably some other definition errors.
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Offline Norsu

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #12 on: 10 Sep 2009, 23:47:33 »
Allright, I added enhanced spectator script from F2 mission kit but I have some problems with it. If I use it and start the mission with AI I can't spectate them when I die. Instead the mission ends right at the moment I die. The same thing happens in F2 sample mission.

Is it really supposed to work like that or am I missing something obvious here? Or does it simply need more human players to work?

Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #13 on: 10 Sep 2009, 23:58:58 »
Yep.. its liekly because your just playing with 1 player and the mission ends when all players/playable units are dead. If you had other players still alive you would be able to spectate those players.
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Offline hoz

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Re: [Coop 1-10] Autumn Sabotage (Chernarus)
« Reply #14 on: 14 Sep 2009, 16:29:27 »
Played this missiona  couple of times since my last report. I think that you have the ranking or grouping set incorrectly. As leader I can order the units into the bmp but they won't get out. Its like the ranking changes. After that they just don't listen to me. Could it be that you have several units with the same rank like colonel ?
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