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Author Topic: (Review Completed) [SP] Operation LoJack 2  (Read 15876 times)

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Offline toadlife

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(Review Completed) [SP] Operation LoJack 2
« on: 18 Feb 2003, 10:27:20 »
I've been updating LoJack to work with resistance, and when the BAS Ranger/Delta Pack came out, I decided to incorporate the rangers into the mission. They were a perfect fit.

Anyhow here it is (4.6MB!):

LINK REMOVED...SEE BELOW FOR LATEST LINK.

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

Edit: Also available in a Standard version which needs no addons.


There should be no bugs, and it's been tested pretty thoroughly by moi.

Things changed from the first version:

* Three more hostage camps
* Completely random weather
* Optimized grouplink script
* Hostage are camps remade so the hostage does'nt get stuck anymore
* BAS Ranger units used instead of blackops
* Cutscenes in intro/outro tweaked a bit to work better with Resistance


I still have some polishing/tweaking to do, but this is for the most part, what the final version is going to be.
« Last Edit: 23 Dec 2009, 21:41:33 by Walter_E_Kurtz »
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Offline macguba

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #1 on: 18 Feb 2003, 13:58:33 »
I haven't had the pleasure of playing Lojack before so this was a treat.    toadlifesprincess was superb as Mama Bear but I won't bang on any futher about all the good stuff..... you know.


Minor things first.

I don't know what a .cab file is but I downloaded without difficulty and my winzip coped ok.

The Ranger/Delta pack is 16.5meg.   The Rangers do work though.

In Intel in the Briefing the reference to the old russian base is confusing - I though there was a second, unmarked base until I worked out it was the one already referred to.

The Briefing should have one line saying that you should radio when you have him and you'll be given an exfil point.

Gear selection you always seem to have 11 items, which looks odd when there is only 5 of you.     Lose the AA launcher if there are no enemy choppers, its merely tedious looking after your AA loon.

When I got to him the titletexts flashed on and off almost instantaneously - they need a ~6.

The ground on which the exfil chopper lands isn't flat, so after it lands it does a pirouette ... actually its quite graceful, maybe you should just leave that  :)

Don't get your reference in your post to "3 more hostage camps" I only found the one.   Or is it in a different place every time you play?

Some of the vehicles at the Militants camp are low on fuel.   That's fine, but make them even lower so that the driver (if he's AI) announces it as soon as he gets in.     As things stand you could be an annoying distance from the camp - you can't tell if a UAZ is low on fuel when you get in.

Taking the camp where your man is held hostage is too easy.  

Have the escort chopper hover next to the woods, not over them - it'll look cooler as you fly past, and its more realistic.


The Biggie is that on my first attempt the mission didn't end.  :(     Fortunately I had a convenient savegame (I save a lot when beta testing) and the second time everything worked perfectly.       The first time I heard the helicopter as I approached the exfil point .... and then grenades.  Taking that to be a bad sign I rushed straight it to find dead pilots scattered across the countryside (they had obviously abandoned the chopper and then been shot), along with one or two militants and a live militant who I slotted.      The chopper appeared damaged:    the armour bar was green and at about 70% when I got in, but the engines wouldn't start and my loons wouldn't get in.        Ran about a bit trying to find the other chopper which I could hear, and discovered it to be a gunship escort which just hovered over the woods.   For a while I thought this might be some kind of cunning ending but since there was no sign of a radio message or anything I gave up.

On the second go there was no sign of the militant squad which had done the damage.    The chopper was fine and we all flew off into the sunrise.      

I would say the chopper arrives slightly too early - the second time I ran more or less straight there (since I knew there was nobody in the way) and I still didn't get there in time to see it land.

That's it, except I'll give you a quick run down of what I did.    My weather was fairly thick fog.   Landed and made my way to the militant base without encountering the militant squad which appeared in the intro and which presumably was supposed to impede my progress .... however since they were in the woods I wasn't  he he he ;D.

Took the base no trouble.     Collected the two UAZs that were together on the west side and set off down the road.   No trouble till I got to about Fd63 where there was an ambush.   In the fog at vehicle speed there was no way of seeing it before you got there.    Had a couple of attempts, and it all got a bit confused with the string of loons across the road disappearing and then a truckful - presumably the same lot - driving right up to me and jumping out.      Another truck had come up from behind us, but one of my LAW loons took them out.

Wandered around the countryside following the beeps (though I KNEW I bloody KNEW where he was even before I took the first cross bearing  ;) ) slotted the loons in the camp, admired the blood all over his face and the rest you know.

 8) :)


« Last Edit: 18 Feb 2003, 14:02:57 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline toadlife

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #2 on: 18 Feb 2003, 21:43:17 »
First of all thanks for the enourmously helpfull feedback!!!  ;D ;D ;D ;D

You kick ass!


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...toadlifesprincess was superb as Mama Bear..
That's my wife :)


Quote
I don't know what a .cab file is but I downloaded without difficulty and my winzip coped ok.

CAB is Microsoft's compression engine. In almost all cases it give the best compression. I won't use it again though, as my browsers interperented it wrong and tried to load it as a page.

Quote
The Ranger/Delta pack is 16.5meg.  The Rangers do work though.

There will be a version using the Rangers units and a version that requires NO addons.

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In Intel in the Briefing the reference to the old russian base is confusing - I though there was a second, unmarked base until I worked out it was the one already referred to.
The Briefing should have one line saying that you should radio when you have him and you'll be given an exfil point.
Gear selection you always seem to have 11 items, which looks odd when there is only 5 of you.    Lose the AA launcher if there are no enemy choppers, its merely tedious looking after your AA loon

I migrated the briefing and description.ext over from the coop version. Those are specific things that I was referring to when I said it still needs "polishing" :) The choice of weapons will be changed and the brefing will be adjusted accordingly.

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When I got to him the titletexts flashed on and off almost instantaneously - they need a ~6.

See the bit above about "polishing" :)

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The ground on which the exfil chopper lands isn't flat, so after it lands it does a pirouette ... actually its quite graceful, maybe you should just leave that

I hate choppers in OFP.

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Don't get your reference in your post to "3 more hostage camps" I only found the one.  Or is it in a different place every time you play?

There are six different camps on the map and the hostage is placed in a random one at the start of the mission. *Replayability*. I've thought about give the player a choice as to which camp, or leaving it random. I'm open to suggestions as to how best to do it.

Quote
Some of the vehicles at the Militants camp are low on fuel.  That's fine, but make them even lower so that the driver (if he's AI) announces it as soon as he gets in.    As things stand you could be an annoying distance from the camp - you can't tell if a UAZ is low on fuel when you get in.

Nahhh. That makes things more interesting :)


Quote
Taking the camp where your man is held hostage is too easy.

Some are easier than others. I'll take a look at all the camps and perhaps make some harder.

Quote
Have the escort chopper hover next to the woods, not over them - it'll look cooler as you fly past, and its more realistic.

I'll write a script that makes the excort chopper fly around the evac chopper until it takes off. This would make it look cooler.


Quote
The Biggie is that on my first attempt the mission didn't end.      Fortunately I had a convenient savegame (I save a lot when beta testing) and the second time everything worked perfectly.      The first time I heard the helicopter as I approached the exfil point .... and then grenades.  Taking that to be a bad sign I rushed straight it to find dead pilots scattered across the countryside (they had obviously abandoned the chopper and then been shot), along with one or two militants and a live militant who I slotted.      The chopper appeared damaged:    the armour bar was green and at about 70% when I got in, but the engines wouldn't start and my loons wouldn't get in.        Ran about a bit trying to find the other chopper which I could hear, and discovered it to be a gunship escort which just hovered over the woods.  For a while I thought this might be some kind of cunning ending but since there was no sign of a radio message or anything I gave up.

I added a script that fails the mission if your evac chopper gets blown up, but i guess the script needs to be tweaked. The reason the mission didn't end in your case is that the chopper wasn't totally destroyed. I'll make the appropriate changes to the script.  

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I would say the chopper arrives slightly too early - the second time I ran more or less straight there (since I knew there was nobody in the way) and I still didn't get there in time to see it land.

Some camps are closer to the their respective extract point than others. I can change the script, so that the chopper waits until the player is closer to the EZ to head in.

Quote
That's it, except I'll give you a quick run down of what I did.    My weather was fairly thick fog.  Landed and made my way to the militant base without encountering the militant squad which appeared in the intro and which presumably was supposed to impede my progress .... however since they were in the woods I wasn't  he he he .

The militant squad in the cutscene runs towards the blown up helicopter. Sometimes the helicopter lands on them and kills them all. I guess they got lucky when you played it. ;)

Quote
Took the base no trouble.    Collected the two UAZs that were together on the west side and set off down the road.  No trouble till I got to about Fd63 where there was an ambush.  In the fog at vehicle speed there was no way of seeing it before you got there.    Had a couple of attempts, and it all got a bit confused with the string of loons across the road disappearing and then a truckful - presumably the same lot - driving right up to me and jumping out.      Another truck had come up from behind us, but one of my LAW loons took them out.

That ambush was probably the result of this script. It makes the AI quite nasty.

"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

Offline macguba

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #3 on: 18 Feb 2003, 23:28:58 »
My camp was on top of the mountain ... took out the loons round the fire before anybody knew I was there.    The one hiding in the tent was a nice touch, I only just spotted him in time.

I like the idea of having him at one of 6 camps ... I would mention that somewhere so that the player will know he can replay the mission and it will be different.    Keep it random though.

I haven't used your AI reaction script yet, though I think I'm going to.      The confusion arose largely because visibility was less than 100m, on a clear day it would have been easier.

We all hate choppers in OFP.   And tank drivers.   But hey, without them, what would we moan about?

Happy to be of help.    My compliments to Mrs toadlife on her acting.   :)
« Last Edit: 18 Feb 2003, 23:30:29 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline toadlife

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #4 on: 19 Feb 2003, 02:08:09 »
One note about the random selection of camps at the beginning.

I think I will  incorporate some kind of subtle indicator (like a number flashing at the bottom corner of the screen) at the very start of the mission that shows which camp the hostage is at. The number wouldn't do anything to tip off the player on where the camp is...just let the player know the next time around to restart if that number comes up again.

The reason being, that when the player replays the mission, it has no way of knowing that the player has already done a certain camp, and it would be frustrating to hike 3km only to realize the same camp had been chosen.

Another possibility that popped into my head today, is packaging the mission in Campaign form. The campaign would only have one mission, but after the player beats the mission the first time, some sort of campaign variable could be saved at the end of the mission that removes that camp from contention, during subsequent go-rounds.
« Last Edit: 19 Feb 2003, 02:24:35 by toadlife »
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Offline Arctic

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #5 on: 19 Feb 2003, 02:11:30 »
I'm having trouble getting the cab file to download correctly.

However, I've played the original version of OpLojack and the Coop version.

I like leaving it random because then the player can have the chance of hitting a tough camp or an easy one. Otherwise, the replayability is sort of screwy.

I love this mission. Hopefully, I can d/l this resistance versoin soon!

EDIT: It just took a few minutes for the Save As prompt to come up. I'll take a look at OpLojack 2 tomorrow
« Last Edit: 19 Feb 2003, 02:44:29 by Arctic »

Offline toadlife

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #6 on: 19 Feb 2003, 02:29:56 »
I repackaged it into ZIP form. Enjoy.


LINK REMOVED! See further down!
« Last Edit: 28 Feb 2003, 09:49:53 by toadlife »
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Orion8th

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #7 on: 19 Feb 2003, 09:13:07 »
S! Toadlife

question,

Is this most recent file mp compatible? (Coop)

Thanks for any response!

Orion8th

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #8 on: 19 Feb 2003, 11:15:08 »
The coop version is here. :)

http://toadlife.net/ofp/operation_lojack_coop.php

The coop version is not BETA. I released it awhile back. It's got the same features as this single player version I'm working on, except it requires no addons.
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Offline macguba

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #9 on: 19 Feb 2003, 13:43:26 »
Like the subtle number play.     If you hit Retry at the start of the mission then the camp will reset (though of course sometimes it will still pick the same one again.)

Campaign mode is probably not worth the trouble ..... a lot of people are only going to play it once anyway.
Plenty of reviewed ArmA missions for you to play

asmodeus

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #10 on: 19 Feb 2003, 14:01:07 »
Hey Toadlife!!

Just wanted to let you know that I plan on checking this mission out today or tomorrow.   ;)   (gotta get some sleep first for sure!)   ::)

I love the grouplink script!   :o  That's a very good idea!   ;D

I'll be back with feedback soon!   :D
 
Asmo

Offline toadlife

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #11 on: 20 Feb 2003, 02:06:48 »
LOL. I just relealized that the version I have posted has the grouplink script disabled. You can fix it yourself if you want. Just depbo it and uncomment line # 191 (second to last line in the script) in tne init.sqs. The grouplink script will be activated. I won't post a new version though, as I will probably finish the mission tonight or tommorow anyway.
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asmodeus

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #12 on: 20 Feb 2003, 04:39:18 »
Fun mission man!   ;D

I liked this mission a lot!  It includes everything needed for a great mission!   ;D

Overview:

Good!  I like the guys' smile... It'd be funny if he was next to the bush..   ;)

Intro:

I like it!   ;D  Good camera scripting and use of custom sounds.  Plus all the extras.

Briefing:

Great!  Does the job, has the details.. The only thing I'd suggest is some pictures.    

Mission:

To start with, it was a cool effect to put the "made by toadlife" stuff in the bottom-right corner of the screen.   ;)

I like the dynamic aspect of this mission, as well as your use of events.   ;D  (I don't want to spoil anything for everyone)  

I lucked out and had just slightly cloudy weather w/ a little fog.  No biggy.  

Oh yeah... I had a thought that it would be cool to be able to play Nirvana any time during the mission (and another option to stop it) so that I'd have something to listen to while running instead of my heartbeat...   ;)   ;)

I attacked the militant base (and killed everyone very easily) even though I didn't steal a ride...  I prefer the more subtle way of traversing enemy territory.   ;)  I suggest making this part a little more difficult.  (I did notice the guys that come to check the base out, but they are easily left in the dust)   ;)

I also lucked out in the position of the captive..  I couldn't have asked for a better one.  

Here's my stats:

56 Min

Officer
Medic
LAW
2 x Machine Gunner
9 x Soldier

Oh yeah, at the end, I told all my guys to get in the chopper, and 2 was lagging like he always did on this mission (does he have binocs by chance?)..  And the copter took off without me or 2 in it!   :o  

Then it landed again and did one of those "pirouette" manuevers as Macguba described it..   ;)  Bottom line: It worked fine in the end, we all got out alive and I got to see the great outro.  

:thumbsup:

An excellent mission and one that everyone should try!   ;D

Asmo
 
P.S.  I didn't activate the grouplink script this time... Mebbe next time!   8)

« Last Edit: 20 Feb 2003, 04:41:36 by Asmodeus »

Offline toadlife

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #13 on: 20 Feb 2003, 05:15:24 »
glad you liked it.

To all who have played this version once - Don't play it anymore! :)Wait for the final version. Then you can play the other camps, and also see the *slightly* improved intro/outro.
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Nazul

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Re:Operation LoJack 2 (with BAS Rangers!)
« Reply #14 on: 20 Feb 2003, 09:55:15 »
i played thru it and saved just before i found the dude. i killed the enemy then the hostage would not move at all. i couldnt do a thing to get him moving, i reloaded and he was fine then ... ?
i only encountered the 1st group of enemy straight after the heli went down, so it was very easy to complete.
dont know if it was a mission bug or what but one of my squad decided to run the whole distance with his pistol out. i couldnt get him to arm himself with his rifle again.
apart from the few niggles i really liked the idea and execution of the tracking device.
ill play it again on veteran and see if i can get killed this time :)