operation madman 0 Posted April 22, 2007 I am not new to the editor but this is my first realese and it is a [WIP] stage still.Since this is my first realese so please post any idea that would make the mission better. It has a breffing but you need to dowload that sepratly and the inf. Now download everything in this http://hosted.filefront.com/operationrabbit Share this post Link to post Share on other sites
operation madman 0 Posted April 24, 2007 will someone please try my mission. The breefing you need to rename just take the "_beta" out of the name Share this post Link to post Share on other sites
Denz 0 Posted April 24, 2007 I'll give it a run through later mate. Their Servers are all busy at present. Instead of 3 seperate files though it would be easier if they were all in the one folder. I'll let you know how it goes. Share this post Link to post Share on other sites
Denz 0 Posted April 26, 2007 Hi madman, Firstly, it needs to be renamed to co_11_oprabbit so it ties in with the mission naming convention. I hadn't realised it was a coop mission so I've only tested it as a single player, but I'll play it over a lan tomorrow night to test it properly. But here are my initial thoughts; Its preferable to have pilots fly the blackhawk. Either as a seperate unit or have them as part of your squad. A bit of "life" at the airbase would also be good - some off-duty soldiers walking around or a truck going past. Ambergris - The humanitarian aspect (nice touch btw) of the mission has me stumped to be honest, but if it were me I'd go with either an extra medic as part of the squad or having your squad escort a couple of medics in rather than having the whole squad waiting around while one medic heals all the civilians. On a seperate note, man do we need some other civilian models - I felt as though I was going to tend the wounded after a riot at a soccer match. Add some "life" to this location too. Clearing Ortega - firstly, the skill level of the enemy troops needs to be raised and have some on patrol through the city. Have some with triggers synchronised to the players squad waypoints so, for example, Â when you rescue the civilians an enemy reaction force arrives also a few guards around that compound would be good. A couple of snipers dotted around the city area would enhance the difficulty and the tension. Play around with the "probability of presence" and the "placement radius" options to create some randomness and replayability. After rescuing the civilians, it's not clear what you have to do and I left it there. In the editor it looks like the player has to head back to the airport before flying across the whole island to Antigua. Yes? If so, there are a couple of waypoints missing e.g. calling the blackhawk to your position or telling you to go back to the lz to reboard the helo. In my opinion, it would be better to have the end trigger at the airbase you started at. Other than that, a few radio messages wouldn't go amiss. But the final polishing can wait a while. The briefing has some typos and could do with fleshing out a bit to give it more of a background story but as this was clearly stated a wip it's not that important just yet. The other thing would be when you save the mission in the editor instead of "save as" - "user missions" scroll down in that box to "export to mp missions" to make it a pbo file, again at this stage it didn't matter and was handy to be able to have it in the editor I'll have some more suggestions after this weekend mate once I've tested the multi-player aspect. Share this post Link to post Share on other sites
operation madman 0 Posted May 3, 2007 how do i make i pack it in one folder? oh i alwas forget about increasing AI skills.lol What would you recomend to make it more life like? and you were suppose to bring the blawk hawk with you to the civlian area and then after healing them all go to the next way point.. I now the city needs more life like feeling and i wiil put that in. The extraction point was in the breefing. And how do i shrinlize (or what ever that thing is called). I never used it in my life. I dont now how to make it so a reaction force comes. I dont want to drift to far from realism. That is the reason why a quick base was made and to help the civlians. If i made it more life like then it will lokk as if it was there before the attack. Share this post Link to post Share on other sites
Denz 0 Posted May 3, 2007 The files should already be in one folder in your mission directory, it will be called something like oprabbit.sara just right click and copy that folder to another location - when it comes to the final release I'd make it a pbo file. To do that save your mission in the editor and where it says "save as" there is a box that says "User Missions" click that box and a drop down menu will appear with more options, select "Export to MP Missions". In the editor, use F5 or click the synchronize option in the menu (like the unit/group option) then holding the left mouse button drag a line over from that waypoint to the waypoint you want to synchronize it with. Same for the reaction force, have an East squad linked to a trigger with the following Activation: West   -   Present I'd set it to repeatedly just to make sure. Or even just have them with for example, a "seek and destroy" waypoint synchronized to the west waypoint - I think that would work as well. Hope that helps. Check this page for reference. And of course OFPEC is there to help with ArmA or Op. Flashpoint editing questions. Share this post Link to post Share on other sites
operation madman 0 Posted May 4, 2007 i tested that thing out and they dont wait! i have schrignizle russian tanks to enemys way point and they move to their wavepoint. and it is thesame if i do or do not schrignizle it. And howto i use the radio? Share this post Link to post Share on other sites
Denz 0 Posted May 4, 2007 I wasn't sure if you could synchronize waypoints like that. It'll have to be done with a trigger then mate. Radio messages are handled by triggers also. I think a good place for one in your mission would be just after you have healed the civilians at Ambergris, you receive a message ordering you to Ortega. Do you want the message to appear as text? Use unitname groupChat "Your message" Have a look in the effects menu in the trigger settings and see whats under the voice settings. There may be a command you can use already there. If you want a custom spoken message then that's a bit more complicated to set up. See these tutorials from OFPEC Music, Sound & Radio   Description Ext Share this post Link to post Share on other sites
operation madman 0 Posted May 8, 2007 i cant get the sychrinize to work.. They just go to thier waypoint and ignore their trigger. Share this post Link to post Share on other sites
operation madman 0 Posted May 13, 2007 were are you guys at? Share this post Link to post Share on other sites