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Author Topic: (Review Completed) [SP] Operation Hungry-Birds  (Read 8967 times)

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Offline OFP_f3d3

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(Review Completed) [SP] Operation Hungry-Birds
« on: 12 May 2010, 02:36:39 »
Author: OFP_f3d3
Version: 2.3.5
Required Addonssavedbygrace and GW said the factory looked empty and not protected, now added more units and tents and some special vehicles.
                       -special objective was added: if all your troops get killed you can finish the mission or go to the second evac zone.

Changelog from 1.1 to 1.2:
                       -intelligent patrols: enemy soldiers didnt react at our attacks in the factory or in the airbase, now they do.
                        - added the second evac point, the one you can use in case of being the last man.
changelog from 1.2 to 1.3:
                        - added an ammo depot in the factory with some sniper ammo because the ammo was't enough to end the mission.
                      - added a new surveillance system, using eventhandlers
                      - the documents acctiondisapears after you used it.
                      - added an ammo depot in the desert. so if youare low of ammo or you are injured just go there (of course you'll find resistance).
                      - fixed some spelling errors in the briefing.
                      - new overview photo
                      - added more medic tents. as savedbygraceTakeOffTimThis mission has been reviewed and is available from the Missions Depot.
« Last Edit: 23 Apr 2011, 13:34:03 by Walter_E_Kurtz »
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Offline GW

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Re: [SP] Operation Hungry-Birds
« Reply #1 on: 12 May 2010, 06:54:32 »
Mission story is very good but execution i did't like in first objective i just use 6 satchel to blow convoy,5 soldiers died killed by my squad.
In 2nd objective i get rid of all soldiers there.i count 27 them.
In airport i get stuck.


Suggestion-
put some soldiers at ambush point in stealth position.
At base put some m2guns and a T72.
provide some more weapon.
Be happy.
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Offline OFP_f3d3

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Re: [SP] Operation Hungry-Birds
« Reply #2 on: 12 May 2010, 18:02:04 »
Ok thank you for your suggestions, i will make the changes for the v1.1.
sorry but i couldn't undertand what you told me about the convoy and the are many tanks and m2 that you didnt see in the airbase.
ass soon as i upload the new versio please tell me what you think.
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Offline GW

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Re: [SP] Operation Hungry-Birds
« Reply #3 on: 12 May 2010, 18:42:53 »
i mean at ambush point there should be some soldiers
in factory there should be a armor on guard duty
mission is not ending,PBR not picking soldiers,
mortrar kill almost 80 % soldiers in base.
2bmp come to base at last,both are easy target,before they upload squad.
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Offline savedbygrace

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Re: [SP] Operation Hungry-Birds
« Reply #4 on: 13 May 2010, 05:52:35 »
Overview
The image is not enticing at all and the cinema border is not flattering for the image either. However, the text does enough to sum the mission up well but could use a few grammar and spelling fixes.

Intro
none

Briefing
The front page may be better reserved for objectives but aside from that, the text that precedes the objectives seems to say the same as the objectives themselves anyways. You may consider trimming the fat here to refit the objectives to the main(front) page and move additional intel to separate pages.

I was fine with no gear selection. Links functioned properly.

Mission
I am also fine with the weaponry you start the player and his team out with except that you failed to provide additional HK ammo to rearm my team.

First objective ticked off properly. It was a nice warm up to the tasks ahead.
Second objective ticked off as well. It too was a step up and the patrols around the area provided plenty of awareness exercise and prevented boredom.

I have to agree that the factory seemed empty. Give them something to guard, protect, defend. Populate the place and give it some life.

The Airfield seemed at first to be nicely populated and well defended but when I began engaging forces, I noticed that none were overly concerned about the sounds of bullet cracks, muzzle blasts, explosions or screams of the dying filling the desert winds. The only tie in fact was one trigger which activated when the player(or west) was detected. The player will not be detected if he is never spotted. I could take out groups separately while their buddies patrolled in safe mode only meters away.

Machine gunners were placed appropriately but they need more units in their own group and surrounding them, both for protection and for enemy identification.

Snipers were placed well but react poorly. They should go prone when the player is detected. This makes it more difficult to target them and also prevents them from being so easily spotted if the player has not spotted them already.

The Arty was very effective, almost too effective. It would take a little more effort but adding the ability for the player to call in arty would perhaps be a better more useful and believable tool. You could also limit the ammo to say...10 or 20 shells and conjure some story which denotes ammo running low until logistics arrives to the arty battery. This way, the player decides when and where to call the strike...he must use the single click to set it up and deliver the shell. You should also consider a different shell type. The current one sounds like vehicles exploding. (I assume the pipe bomb)

The armor does not respond until the player is detected. This can also be solved by better detection methods.

I had cleared the airfield, and was heading for evac when the mission ended. It stated that I had failed. The convoy objective became incomplete again and the final objective did not complete.

The addaction to the table returned an error and was not completable.

Outro
None

Overall
Adjust the detection triggers, correct the spelling and grammar, get the objectives ticking properly and add a bit more life, then you'll be moving in the right direction.

Offline OFP_f3d3

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Re: [SP] Operation Hungry-Birds
« Reply #5 on: 13 May 2010, 22:27:31 »
thanks i'll upload the v1.1 mission with this changes you told me and i hope this time, i can finnish this in a better way. :good: :)
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Offline Krieg

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Re: [SP]Operation Hungry-Birds 1.1
« Reply #6 on: 14 May 2010, 08:15:36 »
Player version 1.1 on OFP Resistance 1.96

Package

Add a readme to the package. I know that writing readmes is not exactly the most popular activity, but you can simply copy/paste the first post of the the thread.

Overview

Title

Standard-issue title. Does it's job well. :)

Picture

Not too good. Too blurry and the cinema boarder does not add to it. I suggest that you use FRAPS 1.9 to take the screenshot. Then use Paint.NET to edit it and remove the boarder.

Text

Text summarizes the mission well without revealing too much to the player. Though, it could use grammar-check. I suggest something like this:
Quote
Commandeer an elite Special Forces squad and attack important targets throughout Socialist-occupied Nogova.

Intro

Could use improvement. I think you used standard-issue scripting. I suggest that you use a very powerful script-tool that BIS included in OFP. Camera.sqs.

Briefing

Plan

I personally disliked it. It showed just the objectives, and not the purpose of the mission.
Numerous spelling errors, like:
Mondrava - Modrava
comvoy - convoy
I suggest you double-check the spelling, though I could understand almost all of the objectives except:
Quote
Eliminate enemy presence in the old factory to prevent getting reinforcements.
That almost sounds as I am suppose to attack and old factory so I could not get any reinforcements. If you meant the enemy, please specify so. Also on the optional objective there was an odd space between "Optional:" and the objective text itself.

Notes

Elaborates on some details. No complaints here.

Gear

I noticed that there was not enough ammo for all pistols, after giving them to me and my teammates. Please recheck the ammo for the pistols. ;)

Mission

After loading the mission I got following error:
Code: [Select]
Cannot load mission, missing addons: bis_weaponpackThough mission itself played well.

After I destroyed the convoy, the objective would not tick off.

Overall


This is as much as I can test the mission at the time. It looks like a nice mission. I could see Soviets dispatching squads to sector where I operated, and similar intelligent behaviour. I can't wait to test this mission further!
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline GW

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Re: [SP]Operation Hungry-Birds 1.1
« Reply #7 on: 15 May 2010, 03:47:19 »
ok,i will give a trey to this one today again.
Ok here is review.
This time you provide extr ammo.
I find a soldier in ambush way,easy target.correct his facing side from ambush point to blackop side .
5 soldiers and a M2 GUN is there.all easy target for me with m21.
Than i  find 3 soldiers and a bmp.thats become victum of my squad.in factory all become victum of my m21.
All i do from ruin behind factory.

one t72 and bmp come to factory,i easliy kill them with v80


I capture V80 and get rid of all enemies,

MARKPBR did't take me and get away,mission never end,

« Last Edit: 16 May 2010, 11:04:14 by GW »
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Offline savedbygrace

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Re: [SP] Operation Hungry-Birds 1.2
« Reply #8 on: 28 May 2010, 13:07:02 »
I thoroughly tested version 1.2 last night.
OVERVIEW
The image is blurry and the cinema borders ruin it. The image is also crooked(the edges are slanted). It just looks weird.
Why do you have 001: before your mission name? It's not in the overview but in the Mission name and description found in the editor menu, where you change the weather and such.

INTRO

The text "Roger that sir" remains on screen for far too long. Try repeating the command line that you used to print it but with empty qoutes after about 8-10 seconds. example: titletext ["","plaindown"]

Scene transitions seemed way too long.

The camera was too low to the ground when the PV3S was viewed approaching the specops.

Much of your dialogue needs correcting. (I have no time right now but I'll check all of your English this weekend perhaps.)

The whole intro was confusing. First there was a beach scene and then there was a scene in the start town and then it goes back to the beach scene. I think, after playing through your mission, it makes more sense but it fails to deliver as it should before playing.

The Intro never ends. You have to end cinematics in the same way that you end missions. There must be an end1 trigger with a condition which prevents it from ending until you choose it to.

BRIEFING
As mentioned before, I'll get you as corrected version this weekend perhaps.

MISSION

Holy cow man! Where did all those troops come from? After getting riddled with bullets on my way to the intersection that I approached last time for the ambush, I decided to set my ambush further north near a bend in the roadway and downhill from a hilltop church. I circled north around the forest north of the start town and avoided your own ambush party.

The briefing mentioned something about troops being in the trucks but it only had 1 repair and 2 refuel trucks.(Not much room for additional troops enough to threaten the player.)

Once all convoy vehicles were destroyed, the objective never completed.

After I blew the convoy I decided to recon the intersection. At first, I thought you mixed western night op soldiers with eastern units but later discovered them to be eastern crew units. (They were out of place)
Your soldiers were scattered across the valley and hills with no sense of organization. The intersection was great and the hidden sniper was perfect but the spetznaz, 4 crew and regular infantry scattered around made things look sloppy. I decided to bypass that entire valley as they looked so peaceful. (They did not respond to the explosions that occurred less than a mile up the road. I crossed the hills solo and sent my guys East in the truck toward the larger city. When I got to the hill overlooking the factory, I was pleasantly surprised to look upon a challenging objective. You did good beefing up the defenses around the factory. With my sniper rifle, I took out the machine gunners and a few other still standing troops before the BMP at the base of the hill responded alone. I allowed it to crest the hill and then put a rocket in hits belly before relocating and taking out many of the responding infantry that were trying to flank the hilltop commotion.

Down 1 rocket and low on magazines, I decided to head East and meet my men in the truck. I happened upon a small force in the large city (which I assumed was a responding force to other areas). After reconnoitering the area with my sniper, I decided to tank out that tank from a distance with the AT weapon. I missed it the first time but got it with a follow up, swapped to my law in the truck and wiped out the responding BMP. I then sniped all the infantry I could see before entering the city and finishing off the last BMP and remaining forces.

After rearming, I make my way solo toward the factory and recon it from the southern hills. I like the addition of armor in the hangars because it makes the player wonder what is occupied and what is empty. The Kamov too is a dangerous foe. SO, I order my guys to bring me the truck around to the south and after re-equiping myself, I fire off a few AT rockets into the hangars and and at the helo. Once I was satisfied with the destruction, I approached on foot...solo. The alarm sounded once I got within a certain distance which was completely silly because it was not a detection alarm but a presence alarm...silly because I had just demolished half the compound arsenal and no one even blinked but now it suddenly goes off. You may want to consider changing that to detection and increasing the radius to cover atleast to the hilltops around the factory. That way if the player fires a loud weapon or is actually spotted, the whole compound reacts.

Anyways, so I make quick work of the squad(s) within the compound(I sniped a few before) and the objective does not tick off. I suppose a response team would have arrived had I not taken them out before. I take an opportunity to snipe patrols in the desert and then regroup my men to the small three tent base camp near the road in the desert. I travel back to the intersection to kill some spetznatz I spotted before, and take their Bizon (which I love for the amount of ammo each barrel mag holds). I make even quicker work of the troops scattered across the valley, (I have the truck with me so I grab the extra SVD mags from the sniper I downed, snatch the Bizon mags and weapons and then discover that once I clear that area, the first objective finally completes. (That's bad) That objective needs to be connected with the vehicles, not the intersection. For example.....
Condition: ?(! alive vehicle1) AND (! alive vehicle2) AND (! alive vehicle3) AND (! alive vehicle4)
OnActivation: "0" objstatus "done"

I make it back to the factory and THAT objective completes. Hmmm, I think. Was that objective dependent on the first being completed? That's a no no as well.

I setup in the desert, park my truck in a defensive manner against the tankstops, plant some satchels around the perimeter, and order my guys into the tents. I then make my way across the desert, take out the Mgunner and his spetznatz crew. I notice squads responding by crossing the desert toward me and so I fall back and wait for them to come to me. I did this for virtually every squad as they responded to the deaths of their comrades. I used the hill ridges to advantage and wiped them at squads at a time. One Shilka was stuck driving against a hangar at the airbase, while I took another out with two LAWS.

I literally setup at the desert camp and drew them out to me. I then ordered in foxtrot and went for the documents. The addaction works fine, the objective however did not complete and you also never removed the addaction since it stays with the player. Whatever script you use to execute the animation, you need to also remove the addaction...take = table1 addaction ["Take the Documents","take.sqs"]. Then inside the script....table1 removeaction take

The airbase suffers from the last loon bug. Where any given soldier can dig in somewhere and the player would have to search until he found him and killed him to complete the objective. You should send all remaining east units when the count drops below a certain number to the front of the documents building or out of the trigger area.

All the MI-17's and SU-25's are unlocked and accessible. Your intention?

I move to the evac with my buddies and the message goes off that the boat is on it's way. Cool. It get's there and it is locked. I and my guys can not get in. So I decide to commandeer a MI-17 to see if I can trigger the ending. I order my guys in and as soon as I get in, the mission ends.

The score only gave me one gold star even though I literally cleared all areas. You'll need to adjust that in the description.ext

OUTRO
I absolutely loved that flag scene! I'm going to have to use that one myself.

The Outro also needs to have an end trigger added since it fails to end as well.

OVERALL
I know that this was a rather long report but I always enjoy reading how people complete missions and think you probably would too, which will help you decide on what is important to change and how to prevent certain things from breaking the mission. Hopefully, this will help you improve it even more. You put a lot more work into this one and it is a tremendous difference than before.  I especially enjoy that you added cinema even though your camera work could use some smoother control (but that sort of stuff is perfected through experience). Even with all of the faults, I loved play testing this one again. It gave me hours of play time to contemplate on how I would approach certain areas. But be careful when you fix things, I already see that if you get the responders working correctly for that factory, it will become very difficult for the player to defend against the troops within the compound, the incoming armor and infantry AND that Kamov. If you make it so the alarm is not activated until the player is detected, you allow the player to use stealth.

Other ideas.....add savegames after each objective or provide a radio option to savegame or whatever. It's very difficult to complete with only one save. Fortunately for me, I was able to use hill crest as defensive positions and with long range weapons, it made things easier. I was only wounded twice.

Add more medic tents, perhaps one for each area to service all nearby troops. That will prevent the player from having to crawl forever to the heal himself.

Add some SVD magazines to one of the many crates that you have in the factory so the player can use the distance option longer if he desires.

Great improvements.
« Last Edit: 29 May 2010, 03:50:00 by savedbygrace »

Offline OFP_f3d3

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Re: [SP] Operation Hungry-Birds 1.2
« Reply #9 on: 03 Jun 2010, 01:55:16 »
Thanks fo trying my mission and for writing that great opinion.
I'll correct those errors to upload the 1.3 version.
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Offline GW

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Re: [SP] Operation Hungry-Birds 1.2
« Reply #10 on: 03 Jun 2010, 05:52:13 »
Don't forget to remove thand mission endless bug.i never find sniper,player 5 times new version.
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Offline haroon1992

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Re: [SP] Operation Hungry-Birds 1.3
« Reply #11 on: 13 Jun 2010, 17:45:34 »
I'll start testing this from your next version....
EDIT : I changed my mind,I've downloaded it and gonna test it tonight...  :good:
Regards,
haroon1992
« Last Edit: 13 Jun 2010, 17:47:26 by haroon1992 »
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline OFP_f3d3

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Re: [SP] Operation Hungry-Birds 1.3
« Reply #12 on: 30 Dec 2010, 20:13:06 »
NEW VERSION 1.4
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Offline Aldo15

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Re: [SP] Operation Hungry-Birds 1.4
« Reply #13 on: 30 Dec 2010, 20:48:07 »
NEW VERSION 1.4

The mission is still version 1.3. Upload the real version :good:
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Offline OFP_f3d3

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Re: [SP] Operation Hungry-Birds 1.4
« Reply #14 on: 30 Dec 2010, 21:26:31 »
Nothing in the world is as certain as death.