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rejenorst

Rejenorst's Missions [SP/MP/COOP]

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i just realize all of my feed back were totally rubbish totally not necesscary, since every thing u need to control the AI pilot is already in the comm thingy.

I suppose its true for the mission itself but maybe future helicopter missions will require some of your other suggestions, I am currently working on 2 other missions, 1 is the next mission from hunted (will make about 1-3 more missions for a mini campaign).

And the other I am working on is a mission called Insertion but it's complicated and I have had to start from scratch to try stepping stones to achieve what I want hehe.

sorry for leaving comment with out any thinking the current system is excellent plz just forget every thing i ever said.... XD

Feel free to jot your thoughts down as I find it rewarding and appreciative that people take the time to check out my missions. Thanks :)

well i love ur comm thingy very much just wonder if its hard to implement, i m thinking of editing a few old chopper mission (convoy escort and CAS stuff) and adding the comm system into it,,, it would not be possible to be gunner with out it...

It's not hard if you've coded dialogs before but your welcome to copy paste code from Hellfire mission and use the sounds for your own mission if you like. Just extract the pbo into a folder.

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Coding for MP is another can of beans for me as many commands have to be rewritten so that all clients are in sync with the server.

I need more time to work with MP code. So far I have only tested one of my missions in MP with one other player but I still have a bit of learning to do in that area.

If I get more time to focus on MP missions I will try and release something with air/infantry combinations.

OK I understand. But isn't your (btw really cool) companel the most complicated code-script-thing in your mission? Because that wouldn't be needed in a MP mission, where one plays the pilot and the other the gunner. That's what I meant originally. But maybe I don't know enough about it. Anyway good mission I enjoyed playing it and recommended it to all my friends, thank you.

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The comm panel dialogue is no problem as that is handled client side and I've managed to get a client side dialogue done before and tested. However, sounds, mission objective markers and scripted variables may need to be converted to MP.

I will need to spend some time in analyzing what needs to be converted. Testing is also difficult for me as my connection isn't that good.

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Really, really nice SP mission. I also downloaded the "Hunted" mission and think that one is also quite good. As far as the "Hellfire" mission is concerned, the only issue I only ran into was that (as gunner) the pilot would sometimes ignore stop commands and continue on to previously defined destinations. I haven't tried using the commpanel to set the waypoint location to current location...the next time I encounter that issue, I'll give that a try.

One question that I have is whether or not you somehow disabled the ability to use the usual movement and speed keys (W, A, S, D, etc.). When I first played the mission, I expected to be able to use the usual commands to bring the chopper in closer for targeting. Being forced to manually set destinations, heights and speeds was a little frustrating....particularly when under fire since it required a few extra seconds when time was already a precious commodity. Not a big deal, though.

An earlier comment mentioned allowing flight altitudes over 200 meters. If you plan to support this, you may want to consider *not* hardcoding additional heights. Instead, if you add buttons for "+50 meters" and "-50 meters", then players can use those options to increase/decrease the helo's flying height as appropriate. Obviously the 50 meter increments are just a suggestion. Whatever you think is best, really. It just seems to me that incremental height changes are an easier and more comprehensive solution rather than adding hardcoded values. I still like the current presets, though.

Anyhow, great job on the missions. They're definitely among the best single-player missions I've ever played!

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Really, really nice SP mission. I also downloaded the "Hunted" mission and think that one is also quite good. As far as the "Hellfire" mission is concerned, the only issue I only ran into was that (as gunner) the pilot would sometimes ignore stop commands and continue on to previously defined destinations. I haven't tried using the commpanel to set the waypoint location to current location...the next time I encounter that issue, I'll give that a try. One question that I have is whether or not you somehow disabled the ability to use the usual movement and speed keys (W, A, S, D, etc.).

Cheers man! Thanks for the feedback :)

Outside of the flight path button I haven't made any changes nor have I removed any speed key (wasn't actually aware helicopters had the same control system as tanks, I've never noticed it anyway, but one explanation for any inconsistencies is that your the group leader riding as gunner rather than the gunner himself (possibly)).

When I first played the mission, I expected to be able to use the usual commands to bring the chopper in closer for targeting. Being forced to manually set destinations, heights and speeds was a little frustrating....particularly when under fire since it required a few extra seconds when time was already a precious commodity. Not a big deal, though.

Yeah it's sadly a non comprehensive/makeshift way of dealing with the limitations of the helicopter control system as gunner and is only there to enable the player to be able to have some form of general control mechanism as gunner as generally I have none in ARMA2 when flying gunner.

An earlier comment mentioned allowing flight altitudes over 200 meters. If you plan to support this, you may want to consider *not* hardcoding additional heights. Instead, if you add buttons for "+50 meters" and "-50 meters", then players can use those options to increase/decrease the helo's flying height as appropriate. Obviously the 50 meter increments are just a suggestion. Whatever you think is best, really. It just seems to me that incremental height changes are an easier and more comprehensive solution rather than adding hardcoded values. I still like the current presets, though.

That's probably the best way of doing it I reckon +/- 50 and +/- 10 and +/- 5. If I make another heli mission I will update this one with some of the listed suggestions.

Anyhow, great job on the missions. They're definitely among the best single-player missions I've ever played!

Cheers man thanks again for the feedback. Hope to make another one soon.

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Planning on doing a KSK short mission voiced in German with English subs.

One of the scenes will involve jumping from a Cj130 at 11,000 meters (SF HALO jumping altitude between 7500 -11000 meters I think.)

Anyway wanted to do a scene where one of your squad member's parachute fails or something and you have to go and help him deploy his reserve shoot or risk looking a man for the mission.

I've coded the scene however I am not sure if it's worthwhile. Let me know what you think, I am considering coding in some clouds if possible:

wH7btzuDpNk

Edited by Rejenorst

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One, OK!

Well mate, it's a great idea, but think of how hard it would be for players playing on veteran or with those group diamonds disabled (like me) to spot the unfortunate falling guy. If you wanted to do it, you'd probably need to pull a fade out, then make the falling guy directly below and ahead of you (i.e. in visual range) so you can see him, and start maneuvering towards him... or have him as the penultimate member of the stick before you jump.

Definitely doable, however. Remember that there's always a reserve chute - it's when that streams that you are pretty much screwed (unless you start fiddling with your risers to hopefully fill a cell or two).

Edited by CameronMcDonald

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I've got you covered to some degree (Large ingame arrow attached above unit). I just need to make sure that you'll be able to follow the group to the waypoint. I'll do some tests in expert mode. So far I have all the scripts working, it is pretty difficult to get within ten meters of the poor sod. I have a script that gently regulates his velocity to match your position but what ends up happening is quite interesting and looks almost realistic. I'll post a vid of it in a bit.

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DER EINSATZ

de.jpg

Not a great mission or anything but just a play around with some ideas I had in my head. This is also the first time I have made a hostage rescue mission. The situation is that a member of the KSK has been taken hostage by insurgents. This presents a political PR nightmare. In addition U.S. forces are scheduled to attack the area within the next 24 hours meaning that the hostage could be moved or executed. Your part of a KSK team that is tasked with rescuing and extracting the hostage.

Mission voice acting in German, subtitles/text in English.

Spelling is in English as ARMA2 English versions are not umlaut compatible is seems.

Please note that this mission requires both ARMA2 and ARMA2:OA

Requires: Combined Ops

Mission type: Singleplayer

Addons: None

Custom Music: Yes

Voiceacting: yes

Mission length: Apprx 20 mins

Mission Version: 0.9

LINK Version 0.9: http://www.rejenorst.com/projects/Einsatz.rar

LINK Version 0.9: Der Einsatz (@)

Changelog: Special thanks to Flock for beta testing!

0.9

-Task waypoint now follows the unit in need at the start of the mission.

-Task waypoint is changed after explosives are planted.

-Added script to check if explosives are planted near the AA gun.

-Added additional extraction task.

-Altered end script that placed settask complete after endmission command.

-Minor changes like font in the mission image.

-Added a time limit for AI unit to plant explosives. If the unit does not the command will be given again to a random unit in squad (not the player or squad leader). Also script will check if any relevant squad members are alive to give the command to.

Known Issues

1) Sometimes after loading a save a script error pops up:

Error in expression <_this call bis_fnc_halo_keydown;>

Error position: <call bis_fnc_halo_keydown;>

Error Generic error in expression

This only shows if showscript errors is on. The bug does not interfere with gameplay/mission and is harmless. Its related to the HALO script and there's not much I can do about it when it does pop up. It will pop up when you press certain keys.

2) LOD's in the plane may be buggy on ocassion. This was not a problem in the previous patch and has now reappeared for me in 1.10. Have adjusted scripts to compensate as much as possible.

ADDITIONAL THANKS:

-Hengist

-Wellenbrecher

-Rule zum Rabensang

-Ritter Dummbatz

-lorsi

-------------------------------------------------------------------------------------------------

Edited by Rejenorst

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Have upload version 0.9. Mission is now ready to be mirrored.

Please report any bugs etc here.

Thank you.

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hey. just a quick thank you. I really enjoyed the mission as i am german too and love to hear some good german voice acting as well as german music in the background. very well done! You have any more of those missions?

-Jan

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Hi Jan!

Thanks for the feedback! :)

It's my first mission using the KSK, I tried to get some idea as to what the KSK do by watching some documentary's. I haven't made any other KSK missions yet but will hopefully make another one in the future.

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just another excellent mission from u... u make my day man. i finally got some time off to play ur mission DL ages ago but never got a chance to try it until to day. i just bloody love it.

(Quote Rejenorst : Not a great mission or anything but just a play around with some ideas I had in my head)

i say u r full of shit, this mission is by no means not a great mission nor simple or easy to make....

this mission is well thought, well plan, well balance, immersive, realistic, dam fun to play and eyes opening.... never seen an opening like it...

love the snatchal AA part,,, like in real life that i would imagine, u won't set off explosion until the hostage is save, but in stock arma it is impossible to do since u hav to be inrange to set off a snatchal... just well done there, u make it goes off after we grab the guy...

just hav to be sorry for number 8, even i m not playing at vat level i can c excatly where that poor guy is, but i just can't get close enough, around 5 meter was the best i could do, well since this mission is that fun to play and very replayable i m sure that poor number 8 will get lucky some day....

and its ACE compatible i think.... since i didn't hav any problem or run into any bug...

BIG BIG ty for ur time and hard work,,, respect~~~!!!

Edited by j rock

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Cheers man :) You've made my day :D I always enjoy reading your detailed feedback as it gives me some idea of whether I am on the right track.

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I kept restarting the mission to try and catch up with #8...I'd get close but could never synchronize our speeds and directions enough to make a difference. I finally decided to call him Private Pancake and just let the ****er fall. ;)

Good mission, Rejenorst, although I'm not a fan of the guns with holo sights. Still, it was a lot of fun and I will almost certainly play it again.

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Thanks Zonker :) You have to get within 5-10 meters of number 8 to make the difference hehe.

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Finally got around to finishing this one.

Good job - and I'm not sure if this has been fixed in a later version - but in my backpack, I have non-silenced G36 mags, which sadly do not work with the silenced variant. I kept running out of ammo the first couple of times I gave this a stab, then got chastised for using a non-silenced weapon.

Leading on this - you might want to make it OK for the player to use non-silenced weapons once the insurgents start to fire back after nightfall. Either that, or make the mission extremely tough and call it a failure if the insurgents fire a single round in your direction before securing the hostage... though I don't think this would be good for gameplay.

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Hi Cameron, Cheers for the feedbacl :D

I think I've made it so that the fail trigger for using non silenced weapons is turned off once you have the hostage secured (untied), it's not a perfect setup and I wasn't sure when exactly have it turned off as by the time you get near the hostage its pretty much near the end of the mission. Also for the backpack I think there are 2 types of clips (not 100% sure) SD and non SD (I managed to use 4 of the clips in the backpack but some of them I couldn't use as you mentioned.)

I didn't want to make the mission overly difficult for players because ARMA2 AI is often unpredictable and it was my first hostage based mission so I wasn't sure whether the AI would remain consistent on average.

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What I am currently working on:

-Small urban combat mission for Zargabad.

-Random enemy locations with a concentrated enemy sector.

-House Patrols with Units moving around various house positions and also changing houses on occasion.

-Smaller number of AI 10-12 friendlies (not including Reinforcements), and apprx 50 enemy ai + 15 civilians (Alice Module).

Am hoping to keep CPU requirements down while making the mission challenging enough.

Early progress:

11cdRjC_mZI

Am hoping the mission plays/pans out the way I am hoping for.

Edited by Rejenorst

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Hi Cameron, Cheers for the feedbacl :D

I think I've made it so that the fail trigger for using non silenced weapons is turned off once you have the hostage secured (untied), it's not a perfect setup and I wasn't sure when exactly have it turned off as by the time you get near the hostage its pretty much near the end of the mission. Also for the backpack I think there are 2 types of clips (not 100% sure) SD and non SD (I managed to use 4 of the clips in the backpack but some of them I couldn't use as you mentioned.)

I didn't want to make the mission overly difficult for players because ARMA2 AI is often unpredictable and it was my first hostage based mission so I wasn't sure whether the AI would remain consistent on average.

No worries. Perhaps another issue I've spotted is that your squad continues on from the ZSU-23-2 even if you don't place charges. Not much of a problem, but a couple of times I totally forgot to put the charges down.

Are the AI rigged to try and occupy the ZSU-23-2 to shoot down the extract chopper if you fail to blow it when ordered? That'd be quite humorous to be sitting in the back of the MH60 when it gets turned into swiss cheese.

EDIT - Hit me up with your next mission when you get it to beta stage. Are the AI augmented for CQB in any way?

Edited by CameronMcDonald

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No worries. Perhaps another issue I've spotted is that your squad continues on from the ZSU-23-2 even if you don't place charges. Not much of a problem, but a couple of times I totally forgot to put the charges down.

I have one of the AI members place a charge, once that charge is set it won't matter if you place one or not.

Are the AI rigged to try and occupy the ZSU-23-2 to shoot down the extract chopper if you fail to blow it when ordered? That'd be quite humorous to be sitting in the back of the MH60 when it gets turned into swiss cheese.

I must admit I got a bit sloppy here, I didn't program them to do so as I went under the assumption that the occupants of the ZU-23 have been killed and that the next truck load of guys won't have the experience with it to organize an attack with it in time. I should have implemented it to teach forgetful players a lesson :D but I think the code makes an AI place one each time as far as I remember.

EDIT - Hit me up with your next mission when you get it to beta stage. Are the AI augmented for CQB in any way?

Will do! Thanks :D

I have made some limited adjustments to AI for CQB. Early results have ranged from poor to downright lethal, but I am still trying to make sure that the suspense of disbelief is preserved as much as possible and that the AI is somewhat consistent in its ability to act like it knows what its doing :)

Since the mission area is random i have to test it a few more times to see what the best results are code wise.

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