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killagee

About time i got some missions out there...

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All I do in my spare time is make SP missions for Operation Flashpoint. But since I just make them for me, I dont use much cutscenes etc. Also, I tend to use far too many different addons (all my favourites!) so they would be difficult for people to play.

I specialise in:

Single squads ambushing armour...

Airfield Denial...

Combined Ops...

and Now... UA Artillary Forward Observation missions...

What kind of "standards" to I need to adhere to to make them playable?

Where is the best place to learn about cutsnenes and music etc...

Cheers.

P.S. Any addon makers who want an SP mission written for their addon, just email me the file, and what kind mission you want!

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Learning about cutscenes best is at ofpec or opflash.org Hangfyres got a nice music/sound tute there.

Standards are:

1.Mission must be playable , not too much LAG take in to consideration ppl with lesser mahcines then you.

2.Preferrably popular addons used if lots of them are used rather then stuffing with unknown GB's of addons.

3.Mission must have a nice realistic gameplay and no unreal stuff or big battles like trying to save 2 POW's and getting 30+ ppl and tanks killd in the way crazy_o.gif

4.Music/sound a must for engrossing atmosphere otherwise missions tend to be just 'another' one of those SP missions.

5.Cutscenes should be nicely made otherwise simply NOT , i hate ineditor cutscenes..... blues.gif

Thats about it from me. smile_o.gif

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Okay, let's assume you have your mission, it's good enough for you (so we won't talk about core design), and you want to release it to the big world.

It needs to be complete. That means a minimum of:

A) Briefing and Overview.htmls

B) an actual end to the mission

C) description.ext with options.

---

To this, you _should_ have

D) intro/outro, either real (SP only) or at the beginning/ending of the mission.

E) some cool twists.

---

Stuff that makes it cool:

F) well done cutscenes.

G) Sounds and music.

H) fancy titles

Shooting cutscenes takes a little time and practice. Having learned the hard way, I strongly urge you consult the camera.sqs tutorials. It's much easier that way.

For cutscenes, here are some tips:

1) Choose your shots carefully.

a) Remember with camera.sqs you can adjust not only camera location, but also zoom setting. Telephoto and Wide-Angle shots have very different effects on the depiction of space.

b) When possible, shoot at dawn or dusk, when the sun produces bold lighting effects and bathes everything in "sweet light"

c) for action shots, remember you can use setacctime to freeze time at the right moment while you position the camera. Get the position, then at full speed you'll have the most amazing shots.

2) respect the camera effects.

a) With OFP, it's very easy to have a "flying camera". Resist the temptation. Use it sparingly. A "fixed camera" is less jarring and less noticeable.

b) unless you're shooting a hawaii-50 mission or a kung fu one, lay off the zooms.

c) note how every directory since Eisenstein uses the montage. Figure out what's best for you. Establish a pace between the cuts, and vary the pace for emphasis.

3) try to avoid cutscenes in the middle of missions, and if you have one at the start, be sure to include a savegame afterwards. Even the coolest cutscene gets tedious after the 10th time.

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