wontialo 10 Posted April 12, 2014 (edited) Picnic in Kavala by Wontial Description: 10 NATO soldiers were given a leave and were headed to the city of Kavala for a respite. By the time they realized something was wrong, it was too late. Objective: Escape and survive. You will get to know the details during the opening sequence. Features: Intro and ending sequence Brutal difficulty with deviously planned ambush BTC Revive (No respawn) VAS Important Note: This mission is linear in nature. There are barricades and road blocks forcing you to move on pre-determined route. The reason for this is for you to feel the sense of being trapped and being ambushed. Enemies hide in the corners, windows and every nooks and crannies. If you venture forth carelessly, you will die in an instant. Minimum number of AT LEAST 6 players are recommended. Even with full 10 players it will be EXTREMELY difficult to see the ending. There is no respawn, only revive. If you die, you will be incapacitated until someone revives you. Unless someone revives you, there is nothing you can do. Even the ESCAPE button will be disabled. Medikits do NOT function, only First Aids will revive a fallen player, so make sure you take as much First Aids as you can. STICK TOGETHER. It will be easier to spot where the enemies are and to revive you when you die if you stay close together. If you wonder off on your own and die, you may have to wait a LONG time until the area is clear and is safe to revive you again. DO NOT WANDER OFF BEYOND THE BARRICADES. Sometimes the walls would just fall down and open a way up which was previously blocked. Or, you might have found a way to bypass the barricades. Either way, try to stay away from the red marked zones, and inside the barricades. You will not be able to come back in if you follow that path as all the exits are effectively blocked. And should you die outside these areas, it would be difficult to revive you. Confirmed, will not work on dedicated server Addons: None required Known Issues: The short opening sequence consists of a truck following a Hunter into the city of Kavala. On rare occasions the abysmal AI crashes the truck into buildings and the opening becomes a joke. I will try to find a way to improve this. Not tested on dedicated servers. It probably won't function as it was intended. I strongly recommend hosting a private server for this mission. On some very rare occasion, the REVIVE action menu might not pop up on fallen players. I have only experienced this twice during many testing sessions, but it proved to be quite frustrating. There is a work-around for this. First, press ESC repeatedly. For a fraction of a second, the button RESPAWN will pop up. Click this button. You may need to try multiple times. There will be a new drop down menu, choose BASE, and respawn. You will start at the starting location. Links: Steam Workshop Armaholic Download -- Thanks to Big for uploading on Armaholic! Edited April 18, 2014 by wontialo Share this post Link to post Share on other sites
Keegan 11 Posted April 14, 2014 Does Task Force Radio work on this? Seems like a cool mission. Share this post Link to post Share on other sites
wontialo 10 Posted April 14, 2014 Hello Keegan. I'm not familiar with the Task Force Radio...I'm assuming that its an addon like ACRE? If that is the case, I see no reason why it shouldn't work. .... Except perhaps the various radio equipment may be missing in the Virtual Ammobox? If this addon replaces the default radio with Task Force Radio radio, it should work. Otherwise...I'm not too sure... Sorry I couldn't give you a more direct answer. Share this post Link to post Share on other sites
Variable 322 Posted April 14, 2014 If you want to have it TFAR compatible just make sure the leader doesn't spawn with any necessary equipment in a backpack, because it will be replaced with an LR radio by TFAR. Did you test the mission on a dedicated server? Share this post Link to post Share on other sites
Keegan 11 Posted April 14, 2014 On a LAN server it wouldn't work but after I ran it on my units server the mission worked perfectly. Pretty fun mission man, nice work! Share this post Link to post Share on other sites
NeoArmageddon 958 Posted April 16, 2014 No direct download link -> No download. (It's a huge hassle to put workshop missions on a dedicated) Share this post Link to post Share on other sites
wontialo 10 Posted April 16, 2014 Didn't know about that. Direct download link added. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted April 17, 2014 Very much appreciated. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted April 17, 2014 (edited) Mission idea is good but your mission has a lot of bugs. Some of them are very annoying and make the mission nearly unplayable (and that is sad because the idea and afford you put into it are great). The revive is sometimes bugged and places the player in water/spawn/unknown position. Also some players don't get the revive actions (no... not a missing FAK... they even don't have Drag and Carry-action aswell). The biggest problem: Join in progress totally breaks the mission. The amount of enemys is doubled and most enemys become invisible (but can still shoot you). Also the intro is called for every player if one player joins. I filmed the whole session. When I have time I will upload it. I used the debug console to counteract those issues. Oh, and you can't leave the game or exit the mission for 10 minutes when you are unconscious. That is a absolute no-go. Edit: That happens if you move west from the broken truck: Edited April 17, 2014 by NeoArmageddon Share this post Link to post Share on other sites
wontialo 10 Posted April 18, 2014 (edited) Yes...I'm afraid problems will arise in a dedicated server environment. As I mentioned in the original post, it wasn't tested on dedicated server and probably won't function as intended. Most of the problems you have listed does not appear on private hosted server. The intro being called every time, amount of enemy doubled, reviving in bugged position, the weird falling bug you have uploaded on youtube.... these problems were not encountered in any of the private hosted games that I played either as JIP player or host player. I am sad that you had to go through all those problems. But all I can say is that you will have to host a private server to play this mission properly. However, not being able to press the ESC during unconsciousness really does seem like a bad feature. Its a feature that comes with BTC revive when you turn respawn off. I will have it fixed one way or another Edited April 18, 2014 by wontialo Share this post Link to post Share on other sites
NeoArmageddon 958 Posted April 18, 2014 (edited) I am sad that you had to go through all those problems. But all I can say is that you will have to host a private server to play this mission properly. I am 100 percent sure, that most of those bugs also occure in self hosted environments. I don't want to be a smartass but I looked in your missions scripts and you made some serious design issues there. Your whole intro and mission setup is bootstraped in your init.sqf or global triggers/inits and get called EVERYTIME a new player joins. Those problems can be easly fixed! For example your init should look more like this to harden it against JIP problems: waitUntil{!(isNil "BIS_fnc_init")}; enableSaving [false, false]; 0 = [] execVM "player_markers.sqf"; call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; if (!isDedicated) then { initClientSaveLoadout = compile preprocessfilelinenumbers "Loadout.sqf"; [5] spawn initClientSaveLoadout; }; //Only spawn intro if the mission is at the beginning if(time<5) then { [] spawn { hint "Loading \nPlease wait"; titleCut ["", "BLACK FADED",30]; {if (side _x == east) then {_x enablesimulation false};} foreach allunits; {if (side _x == east) then {_x hideobject true};} foreach allunits; sleep 16; titleCut ["", "BLACK IN", 1]; hint "Loading Complete \nBeginning Mission"; }; }; //Next code is server only (at start) if(isserver) then { //You should definitly handle AI spawning serverside only... no need for pubvar ambush_activated1 = FALSE; publicVariable "ambush_activated1"; ambush_activated2 = FALSE; publicVariable "ambush_activated2"; ambush_activated3 = FALSE; publicVariable "ambush_activated3"; ambush_activated4 = FALSE; publicVariable "ambush_activated4"; ambush_activated5 = FALSE; publicVariable "ambush_activated5"; ambush_activated6 = FALSE; publicVariable "ambush_activated6"; sleep 60; barri1 setpos [3727.7268, 13505.061, -3.4332275e-005]; barri2 setpos [3731.0046, 13498.541, 0.35078156]; bgun1 setpos [3552.8237, 13316.432, 3.4214156]; bgun2 setpos [3548.8594, 13309.418, -0.12358686]; barri3 setpos [3544.1882, 13312.786, 0.32741612]; barri4 setpos [3546.1274, 13312.387, 0.28944099]; barri5 setpos [3547.8372, 13310.779, 0.60343742]; barri6 setpos [3548.2178, 13308.878, 0.3905161]; ba1 setpos [3343.6948, 13096.425, 0.00013399124]; ba2 setpos [3342.3452, 13100.769, -1.9550323e-005]; ba3 setpos [3341.9875, 13106.229, 0.00016307831]; bar1 setpos [3448.9519, 13213.038, 4.7683716e-005]; bar2 setpos [3445.0823, 13218.28, 1.335144e-005]; sleep 60; ambush_activated1 = TRUE; publicVariable "ambush_activated1"; }; Also here are some links for you that could be handy: https://community.bistudio.com/wiki/hideObjectGlobal https://community.bistudio.com/wiki/enableSimulationGlobal And if you want: I have a more stable revive script lying around. If you wan't more direct help or have questions, feel free to add me in Skype, ICQ or Steam. EDIT: I am fixing your mission right now. Shall I post the fixed version here? Edited April 18, 2014 by NeoArmageddon Share this post Link to post Share on other sites
wontialo 10 Posted April 18, 2014 (edited) This is not being smartass at all, this is being a life saver Until few days ago, the hideObjectGlobal could only hide objects, not unhide them...so I had to ask around and fiddle with public variable that I could barely understand. But now it would seem they have true/false value.. Do you think that it would be better to use these hideObjectGlobal and enableSimulationGlobal codes rather than using public variable? Maybe this could better fix the invisible AI?? Anyway, I would like to thank you for committing your time and energy on cleaning up this mission and giving advice. I am grateful to be not only receiving a feedback, but also an invaluable advice and solution! So of course, if you have a better version please feel free to post them. I would love to see the changes and learn from them. And yes, if it isn't too much of a problem, I would like to add you and ask you questions about mission scripting if that's alright with you. I don't have Skype or ICQ... we don't really use them in my country, so could I ask for your steam ID? My steam ID is pryan59, for the record. --- EDIT : Nevermind, I can see your ID in your profile. Sent friend request! Edited April 19, 2014 by wontialo Share this post Link to post Share on other sites