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-Snafu-

SP UKF Patrol

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Hello all

 

I'm about halfway through my latest SP mission.

 

With a desire to make something using the PUKF addons and simulate a low intensity COIN mission I set to work with UKF Patrol - not the most creative name I know.

 

Drawing a little inspiration from the NI conflict, the player commands a squad tasked with thwarting the enemy's plans to escalate the conflict and limit the UK's operations in the region.

 

I hope to have something ready in the next 1-2 weeks. I've also got a few more ideas, including a winter mission, so I hope I can get something else out by the end of this year.

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Very nice, short and sweet mission. A more elaborate review below (possible SPOILERS AHEAD!).

 

What I liked:

Spoiler
  • presence of civilian life
  • briefing and attention to language (lorry - yeah, these guys sure are Brits!)

 

What I didn't liked:

Spoiler
  • chopper was flying way to low to the LZ - especially with possible MANPAD threat in the area
  • when Chinook pilot announces that we're flying to the LZ (or was it SqL?), he says "ETA flight time" :wink:
  • LZ (both infil and exfil) were chosen rather badly (on top of pointy mountains)
  • final village - IMHO when it dawns on our heroes that they can't safely destroy the truck, they should wait for the engineer team to show up, and protect them during their work, instead of happily going back to extraction point (otherwise what would prevent some Novajevian chap from stealing the lorry?)
  • truck itself haven't had any Strelas in the back (not really a problem, but a little anticlimatic)
  • also when I was at extraction point, the Chinook never showed (that's an actual bug)
  • on the other hand the same Chinook buzzes wildly over the AO during whole mission - it draws fire from enemy patrols (compromising their position), and it is again a little anticlimatic (probably you wanted to achieve the feeling of being part of some bigger operation, but from briefing it's clear that player leads the only squad in the AO)
  • and since Afrographx's Chinook have that cool "lower/raise ramp" feature, you could make it automatically move when reaching/leaving the LZ

 

What else could be added:

Spoiler
  • some more sophisticated beginning sequence, for example a short drive to player's squad position instead of simply appearing there just like that
  • also teammates could have some kind of camp/observation post around them - I guess since they are placed near a church on a hill which overlooks a road, this place could be a small FOB/checkpoint with more than one squad around
  • and when waiting for Chinook to arrive (both in the beginning and at the end of a mission), instead of chopper simply landing and waiting for squad to embark, player could be forced to throw a smoke grenade to point to the pilot a safe place to land (I've seen something like that in one BAS Tonal mission IIRC)

 

Even though lists above are rather long, I really had fun with this mission! It is good, though a little basic in terms of additional stuff like world building and such. But level design is good, enemy may surprise player, objectives are clear and realistic, and it's got a good pacing. So good job! I'm waiting for more!

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Thanks for the feedback Krzychuzokecia! I'll try to implement some of these features in the next version.

 

Originally, I was using nikiller's AI in building script and Kenoxite's civ populate but for some reason, either OFP craziness or issues with the CWA Mac port, I was getting script errors. I didn't know how to fix them, so opted for UPS instead which isn't an ideal solution for simulating civ life and can't place AI in buildings. I might try and implement them again along with your suggestions.

 

Cheers!

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On 22.11.2017 at 9:23 PM, -Snafu- said:

Originally, I was using nikiller's AI in building script and Kenoxite's civ populate but (...) I was getting script errors. I didn't know how to fix them, so opted for UPS instead which isn't an ideal solution for simulating civ life and can't place AI in buildings.

 

I've never used CivPopulate and Nikiller's scripts together, so I can't comment on any problems with them. However, in my opinion, just giving the civilians their own groups and waypoints (as in, every civ. with his own waypoints, as opposed to them being in group), and creative work with synchronisation and animations (for example let's sync two civ's waypoints and add some anims so we could pretend that they are talking on the street), could do wonders. Though it's a little tedious to make, as opposed to automated solutions.

 

However, as for civilian presence in Patrol I have no problems really. Well, maybe one thing:

 

Spoiler

In last village there was clearly no civilian presence, and because of that I was simply blasting at everything that was moving. Even though I had no clear line of sight at most targets (they were concealed by vegetation or fences). Adding civilians also there would make for more interesting firefight were Brits would be forced to cautiously use their trigger fingers.

 

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Version 2 available, and this took longer than I expected. For some reason this mission did not want to make things easy for me editing wise :)

 

Download

 

https://drive.google.com/open?id=1l2aDuIonyznMrBwuwsjm4R_9s9fX2LMA

 

Required Addons

 

 

 

Changelog

Spoiler

 

Changes to 2.0 release

- Added OP structures, vehicles and soldiers
- Added L96 to gear selection
- Added Browning HP to gear selection
- Added more troops and changed position of existing ones
- Modified civilian behaviour slightly
- Added civilian hostages
- Minor changes to dialogue
- Added condition where the mission fails if too many civs are killed (2)
- Added condition where if your Signaller dies the mission fails
- Fixed mission not ending bug
- Modified scoring

 

 

Readme

Spoiler

 

UKF Patrol SP Mission by -Snafu-


--About--

This mission has the player command a British Army section during a low level insurgency to destroy an enemy Listening Post (LP) and locate an enemy weapons cache. The mission takes place on Novajev.

 

Version 2.0

 

--Changelog--

 

1.0 initial release

Changes to 2.0 release

- Added OP structures, vehicles and soldiers
- Added L96 to gear selection
- Added Browning HP to gear selection
- Added more troops and changed position of existing ones
- Modified civilian behaviour slightly
- Added civilian hostages
- Minor changes to dialogue
- Added condition where the mission fails if too many civs are killed (2)
- Added condition where if your Signaller dies the mission fails
- Fixed mission not ending bug
- Modified scoring

 

--Notes--

 

- Rarely one my AI squad members got stuck in an unmarked village but I managed to get him free after physically pushing and ordering him to move
- The AI helicopter pickup can be problematic at times but does work. Patience is key.
- If you take the L96 then drop it so one of your squad can carry it, the SA80 bayonet will also drop and an error message will appear in the top left

 

--Addons Required--

 

UKF DPM Troop Pack

http://ofp.gamepark.cz/index.php?showthis=7304

AFR RAF Chinook

http://ofp.gamepark.cz/index.php?showthis=9976

JAM 3

http://ofp.gamepark.cz/index.php?showthis=9369

Novajev

http://ofp.gamepark.cz/index.php?showthis=9800

DMA Resistance

http://ofp.gamepark.cz/index.php?showthis=9265

Mikero's Editor 103

http://www.ofpec.com/editors-depot/index.php?action=details&id=158&game=OFP

PUKF Sidearms

http://ofp.gamepark.cz/index.php?showthis=10172

PUKF Warrior

http://ofp.gamepark.cz/index.php?showthis=8713

PUKF Landrovers

http://ofp.gamepark.cz/index.php?showthis=8583

PUKF Landrovers Patch

http://ofp.gamepark.cz/index.php?showthis=10172

PUKF L96A1

http://ofp.gamepark.cz/index.php?showthis=9344

 

--Credits--

 

- Krzychuzokecia for the detailed feedback and ideas
- Kronzky for UPS
- Chris for Arma Edit
- h- for his invaluable assistance on helping me fix the mission not ending problem


--License--

 

Feel free to edit this mission and release to the public as long as credit is given.

 

 

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