lrishjake 13 Posted July 2, 2016 I made a new mission, its part 1 of another mini-campaign (I like making them). The other parts will be released on a monthly basis.. or bi-weekly. *edit: I released part 2 in less than a week, thank you to everyone who played! Feel free to check it out if you like SP missions. Uses Apex DLC but besides that there are very few dependencies. Just ACE and CBA, I recommend using bloodlust though as it makes things more realistic looking. I would love some feedback from the community, so please leave comments on the workshop page and rate it if you play it! Thank you, Irishjake http://steamcommunity.com/sharedfiles/filedetails/?id=715861717 You can also find my other mini-campaign, The ISIS Trail (based in Afghanistan - USMC fighting ISIS) here: http://steamcommunity.com/id/lrishjake/myworkshopfiles/?appid=107410 Share this post Link to post Share on other sites
lrishjake 13 Posted July 4, 2016 If anyone can offer any feedback on the mission it would be very appreciated. :) Share this post Link to post Share on other sites
lrishjake 13 Posted July 5, 2016 Still hoping for some feedback.. :) Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 5, 2016 Hi Jake, I didn't get to far, but will report anyway as I know it sucks to wait for feedback. :) I like the initial cutscene and the voice acting is very good. I only got as far as clearing Alpha, will try again later. Here's some initial feedback: No Load Screen displayed while mission loading. After loaded, when at map and before starting mission, get error: "....hotelhell.jpg" not found. Three times (click ok 3 times) No briefiing Tasks appear not to be in any logical order. Infil is 2nd task for example. Clever first cutscene gives feel of being on bridge of big ship. Excellent acting. All tasks appear at mission start, but most of those tasks should be not be known to player until story changes (after you get out of assault boat). After player killed, you can switch to another unit (respawn to group...my favorite option). But after team switching, player can no longer see tasks. Tasks need to be synched to all switchable units. I see alot of potential here, and will try to get further later. Thanks, Johnnyboy 1 Share this post Link to post Share on other sites
lrishjake 13 Posted July 7, 2016 Hi Jake, -snip- Thanks, Johnnyboy Thank you very much for that! ..I missed a few things it looks like. Ill have to go in and fix it over the next day or 2. I really appreciate you taking the time to let me know of the issues :) In the meantime for anyone interested.. I've finished Part 2. http://steamcommunity.com/sharedfiles/filedetails/?id=719742425 1 Share this post Link to post Share on other sites
lrishjake 13 Posted July 7, 2016 Also, thanks again Johnnyboy.. I just updated part 1. Fixed the briefing, and Tasks not showing for all players. Also tried to fix the image not showing problem, and having to click 3 times. Let me know please if those issues persist.. *I cant figure out how to hide the tasks until they are assigned? :/ 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 7, 2016 Glad to help. I'll try to dig up an example of hiding tasks until assigned for you. Two questions for you regarding Ace addon (which I've never used before). 1. Does Ace affect AI squad control? I no longer see the icons per AI in lower left of screen, and i seem only able to order entire team to move to location. Can't change formation, or other commands. 2. When wounded, how do I heal myself? I don't see a Heal option in the Action menu, but I appear to have Ace medical supplies in my inventory. 1 Share this post Link to post Share on other sites
lrishjake 13 Posted July 7, 2016 Glad to help. I'll try to dig up an example of hiding tasks until assigned for you. Two questions for you regarding Ace addon (which I've never used before). 1. Does Ace affect AI squad control? I no longer see the icons per AI in lower left of screen, and i seem only able to order entire team to move to location. Can't change formation, or other commands. 2. When wounded, how do I heal myself? I don't see a Heal option in the Action menu, but I appear to have Ace medical supplies in my inventory. Ace shouldnt affect squad control.. (I think?) Once you are on the Island, you should be able to switch team members, and control them individually, by using F2, F3, F4. The icons are not showing because I wanted it to be as HUD free as possible without losing too much info. In ACE to heal another person.. use the window key. For yourself, window key+ctrl.. (i may have rebinded keys for this?) - then scroll to the wounded part (will be yellow or red) and bandage/morphine. Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 7, 2016 Ok, will try it again now that I understand missing hud info and keys for Ace healing. Regarding revealing new tasks, I'm guessing you placed all the tasks in editor using task module. You can probably make that work by not linking the tasks to playable units in the editor (so don't show up at mission start, and then use trigger conditions for creating those links later in-game. But i'm not sure how to do that. Alternatively, you can script creation of new tasks, so they are only created when conditions are met. Here's examples of task creation: task01 = ["Task01", west, ["Kill Admiral Mabunga.", "Kill Admiral Mabunga.","Kill Admiral"], objnull, "CREATED", 1, false, true] call BIS_fnc_setTask; sleep 2; task02 = ["Task02", west, ["Destroy fuel truck.", "Destroy pirate fuel truck.","Destroy fuel"], objnull, "CREATED", 1, false, true] call BIS_fnc_setTask; The above commands create 2 tasks for the playable west units. This code can be called directly by a trigger, or put in a script called by a trigger, to conditionally create new tasks. Check out command: BIS_fnc_setTask 2 Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 8, 2016 Hey Irish, got a bit further (cleared charlie). Here's some more feedback. Of course, this is YOUR mission, so you can take or leave my suggestions... Still no loading picture. Order of tasks looks good now. Enemies in first 3 Clear Tasks seem very static: just dudes waiting for me to find and kill. And always in same place on replay. Consider mixing it up. Give some waypoints for a few units to patrol the task area with placement radiuses and min/max timeouts so units not in exact same spot every playthrough. Put a few in buildings (randomly, so player can't memorize which building). Consider giving the AI a "reason" for being in a particular clear zone (fixing a truck, shooting prisoners, chasing a civvie, waiting for a vehicle that drives up when player near, etc.) One of the top complaints on the sneak preview apex coop campaign thread is "static unit placement" (so its not just me that feels this way). When entering a room, the "Room clear. No hostages. Move on". is very cool...the first few times. But it gets repetitive and starts to remind that you are playing a game. Consider making variations of this, and randomly playing from the list: Add "Clear", "Room clear", "Clear, no hostages", "Building clear", etc. And you don't have to play it on every single building. Also, the "Room clear" message occurs sometimes when you haven't entered building yet, so you may want to adjust your sensor accordingly. Maybe use BoundingBoxReal for tighter building footprint calculation, or reduce size of your trigger area. That's all for now. Keep up the good work. I really like the custom dialogue that punctuates each task completion. 1 Share this post Link to post Share on other sites
lrishjake 13 Posted July 8, 2016 Hey Irish, got a bit further (cleared charlie). Here's some more feedback. Of course, this is YOUR mission, so you can take or leave my suggestions... Still no loading picture. Order of tasks looks good now. Enemies in first 3 Clear Tasks seem very static: just dudes waiting for me to find and kill. And always in same place on replay. Consider mixing it up. Give some waypoints for a few units to patrol the task area with placement radiuses and min/max timeouts so units not in exact same spot every playthrough. Put a few in buildings (randomly, so player can't memorize which building). Consider giving the AI a "reason" for being in a particular clear zone (fixing a truck, shooting prisoners, chasing a civvie, waiting for a vehicle that drives up when player near, etc.) One of the top complaints on the sneak preview apex coop campaign thread is "static unit placement" (so its not just me that feels this way). When entering a room, the "Room clear. No hostages. Move on". is very cool...the first few times. But it gets repetitive and starts to remind that you are playing a game. Consider making variations of this, and randomly playing from the list: Add "Clear", "Room clear", "Clear, no hostages", "Building clear", etc. And you don't have to play it on every single building. Also, the "Room clear" message occurs sometimes when you haven't entered building yet, so you may want to adjust your sensor accordingly. Maybe use BoundingBoxReal for tighter building footprint calculation, or reduce size of your trigger area. That's all for now. Keep up the good work. I really like the custom dialogue that punctuates each task completion. Thanks Johnnyboy.. all great points. Should be easy stuff to fix too. The enemies are supposed to be on random patrols.. so Ill check that out. Not sure whats going on there Thanks again for all the help.. really, really appreciate it. Share this post Link to post Share on other sites
lrishjake 13 Posted July 8, 2016 Still no loading picture. Order of tasks looks good now. Enemies in first 3 Clear Tasks seem very static: When entering a room, the "Room clear. No hostages. Move on". is very cool...the first few times. But it gets repetitive and starts to remind that you are playing a game. Consider making variations of this, and randomly playing from the list: Add "Clear", "Room clear", "Clear, no hostages", "Building clear", etc. And you don't have to play it on every single building. Also, the "Room clear" message occurs sometimes when you haven't entered building yet, so you may want to adjust your sensor accordingly. Maybe use BoundingBoxReal for tighter building footprint calculation, or reduce size of your trigger area. Alright, got another update out for part 1.. cant quite figure out whats going on with you not seeing loading image, works fine on my end even through the workshop? I should have all of the static enemies fixed, and made several new custom sound files for the "room clear" (even added some humor on a few).. removed a few buildings custom sounds so it only happens on a few buildings. *As a side note, I made a slight nod to you in the mission.. you'll see. Look for the chem-lights, and approach them ;) Thanks so much for the help in getting things polished up.. its been a huge asset having you give feedback. :D 1 Share this post Link to post Share on other sites
lrishjake 13 Posted July 9, 2016 FYI.. I just tested it. If you have a save file already through the mission, the updates Ive done will not show. Apparently you have to start over? If its just me let me know.. but I had a save file at Charlie, and nothing was new on my next playthrough. Started over, and all the new updates were in place. Share this post Link to post Share on other sites
lrishjake 13 Posted July 12, 2016 Any requests on what should be in the next parts 3-5? I'd love to hear some ideas on what you all would like to see. Post your ideas below! :D Share this post Link to post Share on other sites