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-DirTyDeeDs--Ziggy-

BlackOp HALO III

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as posted on OFPEC...

Honor his wish and give him some constructive feedback, thanks

Following mission submitted by {USI} Studios for testing and review. Constructive critiques welcomed and if you like it, distribute widely!

Credits given where due, check the briefing notes section. Enjoy smile_o.gif

http://rapidshare.com/files....bo.html

In this mission, you are assigned to HALO in to check the status of a malfunctioning radio transmitter and determine the fate of 2 civilian technicians that have failed to return. You will execute the halo, (using the updated real_halo.xsqs by toadlife), near the radio station. In what should be a simple drop and extract, you will discover the intel is woefully inaccurate.....

Any more information will be spoilers. Map uses the concept of hidden objectives, an intro that is selectable as full or short, and thanks to kronzky's urban patrol script, and the seemingly random wind directions in ArmA, it is a different mission each time. As for a readme, if simply forgot....but it has undergone so many changes during development I have lost track, but the version in the link is the 1st one I considered "releaseable" that we can call it v1.0 for now. As for contact...www.usi-team.net for any {USI} member and me at seazombie@cox.net.

*edit*

Here is a working one(link):

BlackOp HALO III Co-12 (@Armaholic.com)

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the original halo was one of the best co op missions i ever played.

funny i was just thinking last week how nice it would be to play it on sahrani and here it is.

pls could i ask if its same mission just ported to sahrani ?

i tried another halo 2 and 3 in ofp wasnt the same.

altho good missions in there own right i just missed storming the castle and moving down to hmm st.pierre ?

anyway ill check it out , cheers for the link.

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As good as the original mission was/is, it is not an exact copy. It started out as an attempt to port the HALO script into ArmA and developed into what it is now. wink_o.gif

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agreed good mission.

i really shouldnt remeniss , i gfuess sometimes we want what we had vvut the first time never can be the same :0.

well done nice conversion and placements.

ps one nit pick the logo stays on the screen a little too long , no biggy

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..aah finaly i can write here. thumbs-up.gif

Hey, we had some problems with this mission at dedi SES-server.

If you play alone it works fine. But if you had more then one human player it got weird. Without AI or with AI. Intro short or full. Like you just die at mid air after opening the parachute... or sometimes when you start the mission screen is black and then suddenly you are already almost at the ground.

Doesn't happen if you play alone. Server is German-version 1.02.

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SWEET MISSION! Love it!

Can I ask if this missions was made with the v1.02 editor or the v1.04?

We had some issues on our dedi that when a new player joins and runs the short or long intro; we all drop from the sky again with no parachutes. SpLaT! So it is an issues with JIP and the intro perhaps.

Ill keep an eye out after v1.05 is out .. this mission will be in the top 5 rotation for sure! thanks!

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appreciate the compliments!  The map was made using 1.02, and one time, we noticed the behavior mentioned when someone joined in progress as well, but then it was never reproduced after that.  I think it is a JIP issue, and I am waiting to get 1.05 as well so I can make the final tweaks.  We at {USI} do not have a dedicated server as yet, so we usually playtest while hosting it.  We have noticed there seems to be some differences between dedi and hosted.  We also are waiting for a North American company to offer ArmA dedi's, as we don't want to pay big $ for a server with bad lag, since many of us are in North America a server based in Europe is laggy.

 Thanks for the compliments again, and if any other issues are found, please let me know...and I am also working on a sequal to the mission....expect beta release sometime after 1.05 becomes available.

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After further testing, I think It just a bug in the 1.02 editor. I unpacked the pbo and ran it through the 1.04 editor and all seems to be ok now.

Bugs I found:

1. Helo near the communications tower just sits there .... I think it is supposed to fly away or drop troops off?

2. AI shoot at "friendly" controlled enemy vehicles. (Game code bug)

Update Recommendations:

- Rescue the technicians .. escort to extraction point.

- It is too easy to clear the downed Helo area ... perhaps move some armor in or more troops need to be added. (Maybe place the pilots in the nearby shed and create a "rescue" sub mission.)

I love the mission though. Good Times.

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I had a chance to play this mission last night. I'm sure it would be a loads of fun when working however the server I was on never actually got past the initial drop despite numberous attempts.

Some of the time players would be stuck in the intro until they hit the ground, other times the chutes would open on their own meaning players falling forever!

My first suggestion would be to remove the intro altogether from the next release and just start players in the air, I think intros should only be included for story based missions.

Im not moaning by the way, I really appreciate the hard work. I'll give it another go on my own server tonight maybe it will go a bit better this time smile_o.gif

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I appreciate your comments and suggestions, We have noticed a difference in the mission from hosting it versus it being played on a dedicated server. This mission is currently beta, and Zombie has been working on improvements to the missions mechanisms and story. Look forward to an update after patch 1.05 is released. For now, I would suggest to run the mission locally from your host computer.

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I was on that game with Ninjia^, we restarted the mission a few times but were never able to play it.

As Ninjia^ says, for a better multiplayer experience ditch the intro. Also, a note as to how to open the chute for first time players would be nice (funny as it was just hitting the ground smile_o.gif ).

The only other problem we saw (mainly because we didn't get to play it!wink_o.gif has already been mentioned - dying on your chute in mid-air.

I also saw the helo just sitting there at the base when flying round as a gull.

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I am sure it will work better when I can upgrade it to 1.05

Try playing from a host instead of a server for now, we playtest as hosted with less trouble for now

As for the chopper just sitting on the ground in seagull mode....do you mean the chopper on the island where the cutscene starts? That is just a cutscene "actor" and has no real place in the game other than the cutscene.

I did add the option for a short intro...will consider changing it to no intro

I have also made some storyline improvements and added another objective...but I am reluctant to release the updated mission until I can convert it to 1.05 and playtest it...expect a release version less than a week from the release of 1.05

Thanks for all the feedback, I really do consider all suggestions, and have incorporated many, pchaxor will find the downed chopper is not so easy anymore!

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No, it was the chopper by the transmitter.

Ok, I think that is a dedi 1.02 issue, because when played locally the chopper follows his waypoints.  I think 1.05 will fix that, I hope!

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Since I am a "victim" of the 1.05 issue, the update and release of the mission will be delayed until I am operational again huh.gifconfused_o.gifmad_o.gif

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here is the link for the 1.05 updated version.  I hope to test it on a dedi server soon

HALO_BLACKOP_III_(CoOp1-12)

changelog:

Quote[/b] ]v1.01

Added triggers to detect when opfor and independent both dead at radio tower

updated to latest version of Kronzky's ups.sqf

made downed chopper objective more difficult

added kegetys spectator script

modified onplayerconnect to skip the intro

enhanced storyline and game flow

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playtested on dedicated server revealed bugs.

DL and play on host for best results in the meantime.

-radio is enabled on intro

-AI not pulling chute at all or to late

-random player not getting the option to pull chute at all

to be continued wink_o.gif

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confirmed, also some other issues with animations...

I am totally at a loss here. The mission works great when hosted from a personal computer. I have had 6 or 7 people join me, but when it is on a dedi all these problems pop up!

If anyone knows why, please tell me. This mission is a lot of fun but if it won't work on a dedi it won't get the play it deserves help.gif

For now, I encourage everyone to d/l the mission and then play it from their computers, but don't try it from a dedi. It escapes me why dedis work differently

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did you get round to fix this map then? looks like a very good mission from the little i could play...

none of the ai pulled the parachute..but i don't like ai in mp anyway...

also when i found the tower..there were all us units shooting at me?

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I haven't revisited this yet, but with some of the new HALO scripts out there, I may give it another go.

The ai are needed because that's your respawn. I am not a fan of unlimited respawns for a coop, because eventually you will win, wher with group respawn, you have to be careful or you will lose.

There shouldn't have been any US shooting at you at the radio tower, but plenty of RACS and SLA

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