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(Review Completed) [SP] Village De-Pacification v4.3

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RKurtzDmitriyev:
Village De-Pacification

Version 4.3

by R. Kurtz Dmitriyev

Mission Description: Command 12-man resistance squad against Soviet occupiers in town of Larche. Option of retreating or fighting against significant reinforcements.



Required Addons

Made for OFP:Resistance version 1.96 with the WGL 5.12 mod. Get the latter at

http://www.ciahome.net/node/265

The official download site of WGL mod was at http://ofpc.de/wargames/ , but as of 6/21/10, that URL seems to lead to nothing.

AN IMPORTANT NOTE ABOUT VOICES:

By default, the WGL mod disables AI radio voices. Tastes differ on whether this is a good decision. If it isn't to your liking, open up the file \@wgl5\bin\config_base.hpp with a text editor. Find the line

//#define ENABLE_AI_VOICES

and delete the two slashes in front of it. Save, and radio voices are re-enabled.

Features: I aimed for a short mission with lots of classic OFP infantry carnage. Several waves of enemy counterattacks need to be fought off to get the "happy" ending. Includes custom sounds.

File size: 1632 KB

Known Bugs: Freezing? (see pages 3ff)

Edit: This mission has been reviewed and is available from the Missions Depot.


CHANGELOG

***WARNING: POTENTIAL SPOILERS!***

1.0--12/7/09
[original]

2.0--12/12/09

Whole mission was rebuilt from ground up to be more "elegant." (I know much more about OFP editing than when I started building 1.0).

--significant changes to enemy forces. Enemy forces in the town have been beefed up, and there's another wave of counterattack, but the counterattacks are staggered out more.
--added more chatter to sideChat.
--ammo crates moved & enemy-occupied town redecorated.
--radio messages re-labelled
--scoring added
--briefing modified to accomodate above changes

2.7--12/18/09

Lots of changes!

--fixed bug that would have prevented the "happy ending" of the mission from triggering (if anyone had actually gotten to it! ;)
--typo that screwed up radio transmissions fixed
--randomness added by adding placement radii for enemy units & their waypoints.
--enemy AI boosted
--new overview picture
--gear selection added & default squad weapons loadout improved
--AI level of some Abel Squad loons boosted.
--briefing touched up for clarity
--ambient bird sounds are deleted after the shooting starts
--player can deactivate alarm by moving near the tents in S part of town.
--sandbags surround southern tents
--skiptime for "bad ending" cutscene reduced (some people found it hard to see)
--beast chatters and reacts if they're detected before attack order is given (not sure if this will ever happen)
--dozens of other, mostly cosmetic tweaks that I can't really remember ;)

2.8--12/22/09

Mostly minor changes.

--Retry update added.
--Player's squad had people with masks in it (wrong WGL unit type).
--Script typo that allowed mission-critical targets to flee was fixed.
--Synchronization of final Soviet attack modified. They should all come barreling into the town at roughly the same time.
--Ending trigger fixed to minimize "hunt the last loon" effect.
--MaxScore in description.ext lowered.
--In final cutscene, player is setpos moved before the dead chopper is (otherwise, it might get moved on top of the player).
--Border added to mission overview.
--More RPG-7VLs added to weapons crates.
--Beast Squad is now on "contact possible" until they get to the outskirts of town. Otherwise, they just move too slow.
--Radio chatter edited slightly.

2.9--12/30/09

Another large batch of changes (I can't control myself sometimes).

--omg omg CUSTOM VOICES!!!!1!!1one! At least in one edition, 2.9cs. For those who prefer a smaller file size, or dislike the sound of my voice, there's also version 2.9sf, identical except without the sound files.
--Enemy AI has more scripts to follow, including:
--If a crafty player attacks the airfield, enemy units there will move in on his group.
--Enemy MGs will be re-occupied if the first gunner is killed.
--Spetsnaz set up an ambush for the player in the forest N of Larche.
--Infantry reinforcements dismount from BMPs via an unassignvehicle command, rather than transport unload. Otherwise, T-72s will stop moving if the BMPs are killed before unloading.
--Helicopters forbidden from fleeing, and they have a cycle waypoint now.
--Markers for machine guns added to briefing.
--Retreat option should no longer be available if Beast goes down.
--Radio dialogue edited to make a little more sense.
--The people chatting in the final cutscene have special animations.
--Once the good ending is begun, all enemy units on the mainland of Malden are killed.
--There's a chance that Beast will be detected if the player waits too long.
--Beast squad AI given a boost.
--More RPK mags in gear selection.
--More ambient sounds added further from the town.
--"Massacre" cutscene now triggered simply by the Abel group leader (i.e., you) leaving the area, if he's alive.
--Lots more little details that I neglected to write down. Fortunately, the only bug seems to be the savegame issue, which is admittedly pretty serious. If anyone has tips, feel free to contact. :(

3.3--1/21/10

Okay, I made a multiplayer coop conversion based on 2.9 which went through several reincarnations of its own. This singleplayer version was derived from version 3.2MP. There are just too many changes to list conveniently, but I'll try to detail the biggest ones here:

--Order of enemy reinforcements changed
--Player's squad has more heavy weapons to start with
--Alarm deactivated with an addAction command, rather than trigger
--Number and skill level of enemy units in Larche significantly reduced
--Number of bird sounds reduced
--Spetsnaz squads blocking the retreat routes removed
--Many global variables cut (I'm not sure if that's what was causing the bug earlier. It seems to have gone away now, though).
--This version only comes with custom sounds. No one should mind the file size if they're up for a singleplayer mission.

3.35--1/24/10

D'oh!

--Overview was AWOL
--Typo in briefing
--Ending trigger conditions fixed (probably would not have mattered anyway, I didn't notice it until just now)

3.36--1/26/10

Gah!

--Savegame after initial cutscene added (why did I not think of this before?)
--A few civilian vehicles added for decoration
--eliminated @ command that checked whether crew was inside BMP before letting them engage at will, function replaced with extra waypoint.

4.0--6/20/10

Took a long break away from this mission. I've eased the difficulty in most respects. It can't be too difficult anymore (I know this, because I've actually completed my mission ;) ).

Changes:

--Spetsnaz squad that dismounts from Ural removed (way too much difficulty)
--Two out of three Mi24 choppers removed, remaining chopper made stupider
--Time between waves increased (to give plenty of time for retreat)
--Player now has sniper rifle in gear selection
--PG7VLs in gear selection replaced with plain PG7s
--So that the lone Mi24 can pose any threat at all, strelas in weapons cache reduced to one
--RPO anti-infantry weapons added to cache
--Mines added to cache
--Ending conditions: all members of the second armored wave and the heli-dropped VDV squad must be dead or fleeing (and player alive). Chopper does not need to be destroyed, it will fly away of its own accord when the land forces are dead or fleeing.
--Ending cutscene only shows chopper if it was disabled before mission end
--Voice files edited to reflect changes
--Briefing updated with more credits
--Other, hopefully minor edits that I can't remember or be bothered to write down ;)

4.1--7/4/10

Put on some finishing touches and fixed/improved some things I noticed...actually, more things than I would care to admit. :P

--Ammo crates re-organized, separated, and ruck mags removed (nobody has the patience to struggle with those ruck things in this mission anyway).
--Radio save added (can only be used once).
--Beast retreat radio changed from 2 channel to 4 channel to reduce the possibility of accidentally pressing it.
--Beast death trigger reworked (changed from a looping subsection of one script to a trigger that can take account of more possibilities).
--Now beast automatically attacks if and when they are spotted by the "spoiler" patrol.
--Removed confusing radio options that can be picked up from a dead Soviet radio operator.
--Fixed: Sound of dead bodies (used as props) falling was just barely audible at the beginning of the "happy" ending.
--Ending conditions: less than 3 enemies must be alive in Larche. Modified so that players can't "win" by somehow killing off the second wave without ever dealing with the enemies in the town. Unlikely this would happen in any case.
--Sometimes the recon post never reports the chopper. Should be fixed.
--Fixed: Big enemy patrol was stuck and never actually went on its loop.
--Fixed: Chopper didn't want to retreat like it was supposed to.

I've kinda given up saying "these are the finishing touches" by now. ;)

Version 4.2 9/18/10

--"good" ending reworked with new voice over, should make it less confusing
--added automatic AI ruck mag script
--added custom squad names
--added team joining
--gear selection modified to take account of ruck mag script
--bandages added to gear
--briefing re-organized with new "gear notes" section
--chopper eventually gives up pursuit when retreating if you're still alive
--patrol marker has the word "patrol" on it
--setcaptive after retreat completed, just in case
--eliminated chatter during cutscenes with enableRadio. durr, I never knew about that one

4.3--11/24/10
Gotta have the mags, man.
--Forgot to include regular and ruck mags for AKS-74U
--Modified ruck script to use AKS-74U (confusing class names, grrr)

Krieg:
Will test it ;)!
Downloading WGL mod right now.
And also, :welcome: to OFPEC!

Package

Readme is there, and it does it's job. You might want to put a link to this thread in it.

Overview

Does the job correctly.

Intro

None.

Briefing

I liked it. Not too simple, not too sophisticated.

Mission

You did it pretty well for your first mission.
I ordered squad to follow me, and ordered Beast squad to roll in.
After short time of fighting (and getting wounded), I managed to sieze the village.
I was informed that T72's and BMP's are headed my way, and had very little time to prepare for their assault. I barely managed to scavenge a corpse of Soviet RPG soldier, and my men started reporting enemy tanks. I hid myself in a house and switched my new RPG. T72 rolled by the house, and I fired the RPG. I missed because scoped-HUD fooled me. I quickly took cover against the tank, and then BMP stopped next to house. I reloaded, shot my last RPG, and disabled it. I got most of my men KIA, so I decided that unless I retreat immediately I will get surrounded and killed very soon. I ordered my remaining men to retreat towards north route, since that one did not have armored vehicle in it. Then, just in case someone from Beast squad was alive, I switched to my map and just as I pressed Bravo, I got shot by the tank (I think).

Outro

Is there one? I did not reach it :).

Overall

Excellent job for your first mission. It is classic BIS-ish mission that are nor too hard nor too easy.
But there are few things I would like to get your attention to:

Enemy counter-attack

In order for player to have better chance of preparing himself for attack, you should delay enemy unit's arrival.
And it is a bit too hard to start with (at least as much as I counted) 1 T72 and 2 BMP's? Maybe you should start with few infantry squads, then go on light armor (BMP's only), and then start throwing in mixed armor/infantry units?

Enemy-occupied town

I think you should incorporate some enemy defenses, like sandbags and machineguns, ammo crates, maybe even a guard tower (for guard tower search for Editor Upgrade 103 by Mikero, an addon that allows you place more units and objects).

Patrols

It would be realistic if you included some two-soldier or even entire-squad patrols patrolling the perimeter around the town.

Radio

You should change Alpha to "Beast - Attack" (or similar), Bravo to "Beast - Retreat". You can do that using "Text" field in trigger editor. Also, Bravo radio message should not be available at very beginning. Create an "init.sqs" file and write in following:

--- Code: ---2 setRadioMsg "Null"
--- End code ---

and  in beastcomms.sqs add:

--- Code: ---2 setRadioMsg "Beast - Retreat"
--- End code ---

RKurtzDmitriyev:

--- Quote ---Will test it Wink!

Downloading WGL mod right now.
And also, Welcome to OFPEC!
--- End quote ---

Thank you for your time. It means a lot.  :)


--- Quote ---Package

Readme is there, and it does it's job. You might want to put a link to this thread in it.
--- End quote ---

Good idea! Of course, what happened is that I wrote it before I posted the thread.


--- Quote ---Overview

Does the job correctly.

Intro

None.

Briefing

I liked it. Not too simple, not too sophisticated.

Mission

You did it pretty well for your first mission.
I ordered squad to follow me, and ordered Beast squad to roll in.
After short time of fighting (and getting wounded), I managed to sieze the village.
I was informed that T72's and BMP's are headed my way, and had very little time to prepare for their assault. I barely managed to scavenge a corpse of Soviet RPG soldier, and my men started reporting enemy tanks. I hid myself in a house and switched my new RPG. T72 rolled by the house, and I fired the RPG. I missed because scoped-HUD fooled me. I quickly took cover against the tank, and then BMP stopped next to house. I reloaded, shot my last RPG, and disabled it. I got most of my men KIA, so I decided that unless I retreat immediately I will get surrounded and killed very soon. I ordered my remaining men to retreat towards north route, since that one did not have armored vehicle in it. Then, just in case someone from Beast squad was alive, I switched to my map and just as I pressed Bravo, I got shot by the tank (I think).
--- End quote ---

Cool. An Mi-24 helicopter full of infantry came in, too, didn't it? It should.

Also, those WGL RPG sights are very tricky. ;)


--- Quote ---Outro

Is there one? I did not reach it Smiley.
--- End quote ---

There is not what the OFP engine considers an "outro." But there are cutscenes that should occur between either possible ending and the briefing.


--- Quote ---Overall

Excellent job for your first mission. It is classic BIS-ish mission that are nor too hard nor too easy.
But there are few things I would like to get your attention to:

Enemy counter-attack

In order for player to have better chance of preparing himself for attack, you should delay enemy unit's arrival.
And it is a bit too hard to start with (at least as much as I counted) 1 T72 and 2 BMP's? Maybe you should start with few infantry squads, then go on light armor (BMP's only), and then start throwing in mixed armor/infantry units?
--- End quote ---

Actually there are TWO T-72s in that little column. There should also be infantry inside of the BMPs. It was reasonably easy to kill them all for me, but I have complete foreknowledge of the mission.

Did you happen to notice that there are ammo crates in one of the tents?

I will consider a larger time delay. (There already is a roughly two-minute one).


--- Quote ---Enemy-occupied town

I think you should incorporate some enemy defenses, like sandbags and machineguns, ammo crates, maybe even a guard tower (for guard tower search for Editor Upgrade 103 by Mikero, an addon that allows you place more units and objects).
--- End quote ---

When I first made the mission, there were MGs, but I cut them because I thought it was making it too hard. I'll have another go at it, though. Sandbags are a good idea. At least a Soviet flag would hit the spot. ;)


--- Quote ---Patrols

It would be realistic if you included some two-soldier or even entire-squad patrols patrolling the perimeter around the town.
--- End quote ---

There already is an 8-man squad walking around the town, but maybe you didn't see it because it starts out on the other side, in view of Beast squad.

It sounds like I should basically beef up defenses in and around the town somewhat, and stagger out the counter-attacks a little more.


--- Quote ---Radio

You should change Alpha to "Beast - Attack" (or similar), Bravo to "Beast - Retreat". You can do that using "Text" field in trigger editor. Also, Bravo radio message should not be available at very beginning. Create an "init.sqs" file and write in following:
Code:

2 setRadioMsg "Null"


and  in beastcomms.sqs add:
Code:

2 setRadioMsg "Beast - Retreat"
--- End quote ---

Thank you, will be implemented when I find the time.

Krieg:

--- Quote ---Thank you for your time. It means a lot.   :)
--- End quote ---

Glad I could help!


--- Quote ---Cool. An Mi-24 helicopter full of infantry came in, too, didn't it? It should.

Also, those WGL RPG sights are very tricky.  ;)
--- End quote ---

Yep, it did. I probably forgot to mention it because I did not target it (except some small-arms fire). I did not want to waste RPG ammo which was precious at the time. I am already loving WGL mod!


--- Quote ---There is not what the OFP engine considers an "outro." But there are cutscenes that should occur between either possible ending and the briefing.
--- End quote ---

Ahh, I get it now :)!


--- Quote ---Actually there are TWO T-72s in that little column. There should also be infantry inside of the BMPs. It was reasonably easy to kill them all for me, but I have complete foreknowledge of the mission.

Did you happen to notice that there are ammo crates in one of the tents?

I will consider a larger time delay. (There already is a roughly two-minute one).
--- End quote ---

I guess I over-seed one of them. And I am now little noobish in infantry warfare, since I spent a lot of time in T80, when creating and editing my mission, "The Red Grinder". And, no I did not see that ammo crate. I guess I was in kind of hurry.

Is the 2-min delay triggered immediately after alarm is being rised, or after player seizes the town?


--- Quote ---There already is an 8-man squad walking around the town, but maybe you didn't see it because it starts out on the other side, in view of Beast squad.

It sounds like I should basically beef up defenses in and around the town somewhat, and stagger out the counter-attacks a little more.

--- End quote ---

I guess that's the case, since Beast reported seeing a patrol.
And yes, all you need to do is get the defenses a bit higher.

Nice mission and work here, RKurtzDmitriyev!

RKurtzDmitriyev:

--- Quote from: Krieg ---I am already loving WGL mod!
--- End quote ---

I'm glad to hear it. You should come play on the CiA co-op server (http://www.ciahome.net/). We play WGL missions every Sunday at 19:00 GMT. Actually, the last few weeks we've had people sign up for pre-planned missions, and had around 20 players show up each time. Great fun. You'll need to install team-speak and request a password, but it's worth it in my opinion.

Sorry, just proselytizing for my favorite server. But WGL is the favorite there.


--- Quote ---Is the 2-min delay triggered immediately after alarm is being rised, or after player seizes the town?
--- End quote ---

The tanks start driving from the airport about two or three minutes after the alarm is raised. Of course, it still takes them at least about three minutes to get to Larche. The idea is that the enemy isn't just going to wait for every last one of their soldiers to die before sending reinforcements. The chopper (which takes off a minute after the alert) is an immediate response, and the tanks are assembled for a big counter-attack. But it looks like a delay of more like about 5 or 7 minutes is more appropriate.

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