shark-attack 2 Posted May 18, 2007 -------------- mission type SINGLE PLAYER -------------- mission requirements ArmA V 1.08 NO ADDONS REQUIRED ========================================== many thanx to all listed for there reports , suggestions and assistance with scripting ========================================== mathias_eichinger ... BensTooCool ... mandoble ... Cheetah  ... rhysduk ... jow  ... BLANCO ... LCD  ... LEE  ... johnyboy ... charvel ... liongreek  ... Matt  ... ================================= situation report ================= We suspect that our Operational Command structure has been successfully infiltrated by enemy intelligence agents.. It would seem that we have lost the element of suprise, someone is tipping off the enemy in advance of our actions. Recently several top secret special forces missions have met with fierce resistance from enemy forces resulting in the deaths of many of our finest soldiers. You are to infiltrate the enemys  Intel HQ,  locate the onsite cpu system,  steal the data stored here and see if our mole is revealed. In an act of retribution for the deaths of many of our finest you are also instructed to assasinate the head of Army intel the notorious General Silva ====================== 40+ custom scripts fully voiced  includes custom actions hidden objectives ============ tips =========== search the dead check out the jailhouse shoot a sapper ... see him jump when you have data  airstrike becomes available it should be safe to remain next to cpu and use it to pave a way to escape .. guards work in pairs ! ==================== hopefully  all issues  have  been adressed download from armaholic Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted May 18, 2007 you got my curiosity! Ill take a look later today. Share this post Link to post Share on other sites
shark-attack 2 Posted May 18, 2007 thanx ziggy please post feedback  or any suggestions cheers  mate .... Share this post Link to post Share on other sites
Blanco 0 Posted May 18, 2007 I tried it for short period: All I can say for now: - Nice intro - proper briefing - good atmosphere - simple but very nice loose outro (I had the same idea actually in one of my own missions) My comments : - I won't use the "ding" sound when a hint shows , we finally got rid of that enoying sound in Arma - I saw 3 soldiers next to the shed by the radiotower, but they were all standing at the same place. First I thought it was only one guy. http://img.photobucket.com/albums/v228/blanco2/clip.jpg Testing a little more now, bye I like special ops missions Share this post Link to post Share on other sites
shark-attack 2 Posted May 19, 2007 thanx blanco for feedback let me know how it goes cheers Share this post Link to post Share on other sites
-HAC-_Liongreek 0 Posted May 19, 2007 Good one, as always...being kinda of a fan of your coop missions, i'd say it was really a good one-man show... my only glitch was that at some point I was discovered and the base was alerted. When the chopper came, and I assume it came to pick up the VIP, it just hang in midair short of the base, and it kinda gave me a line of fire on the General when the smoke died out... Other than that, I enjoyed it, especially the thing with the flares, it was frightening! Any chance to convert it to coop somehow? You know, kinda like specops lite version...We still play your specops on our server, and the one on Rahmadi is still kicking our butts off on training nights... Share this post Link to post Share on other sites
shark-attack 2 Posted May 19, 2007 hi liongreek ive just been playing it myself and the same thing happened with chopper (bloody things)... i re tried and it worked fine .. i will go back to editor  and see if i can fix it ... as for converting to multi player i will try ... thanx for feedback  ... nice one ... *EDIT ======= thanx again liongreek for heads up ... fixed  silvas  extraction chopper download  v2  from top post ! Share this post Link to post Share on other sites
shark-attack 2 Posted May 27, 2007 updated to new version slight bug  with download action  fixed ..  Share this post Link to post Share on other sites
zwobot 22 Posted May 27, 2007 --------------mission requirements ArmA V 1.5 NO ADDONS REQUIRED -------------- Where did you get V 1.5 from? Share this post Link to post Share on other sites
shark-attack 2 Posted May 27, 2007 also works in beta v 107 Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted May 28, 2007 I havent replied as I have a new computer now and just now getting back to where I was. I have to get the mission again . Share this post Link to post Share on other sites
Blanco 0 Posted May 28, 2007 I finished the mission (the old version). There were some bugs like the action wasn't removed when I retrieve the data but I guess this is fixed in the final version. Maybe a savegame problem?? I liked the atmosphere, many patrols are chasing you and the flares and searchlights are a nice addition to the atmosphere. Do the patrols and the guys in searchight (and the snipers) communicate? It felt like they did, you can place a DshKM (behind a sandbag) on a roof and sync him with the searchlight(s). I think that would be scary effect, especially at night. Can I kill a miner without explosion? I tried to kill them via a headshot to make sure I don't hit the mine but it didn't work that way. Reaction of the AI could be better, especially the guards at the jeeps were very static and didn't shoot me at all, are they grouped? They didn't react even when a firefight was nearby. I shouldn't place guards next to the jeeps but hidden and watching the jeeps from a distance. I didn't found the hidden objectives nor the info about the exact computer location. I did it by trial and error, I had to kill 62 units, 21300 points and 1h 13min of gameplay. Not really stealthy, but it was fun to play. Good mission, but I should work on the AI. The patrols were great, the static guards were easy to kill and an immersion killer. I don't know how you can improve this, maybe it's a arma bug. It's a pity units still walk through buildings, but that's not your fault. One suggestion : give the player a GPS, he's an expert special ops so he should have one imo. Share this post Link to post Share on other sites
PaveQ 0 Posted May 28, 2007 In all your missions theres no starting position marked to the map. Why is that? Share this post Link to post Share on other sites
mattxr 9 Posted May 28, 2007 In all your missions theres no starting position marked to the map. Why is that? Its Random thats why And Yes i very muched like this mission Share this post Link to post Share on other sites
shark-attack 2 Posted May 28, 2007 @blanco... snipers are  syncd  with searchlight ... engineers  i  added explosion  for effect  .. bad idea .. i have  noticed  a few  things  when saving  game .. ie  locked doors  become open ... maybe remove save game option ? . @ paveq  i havnt  marked the start  on this map  because  there a several possibile locations ... try ing to simulate a paradrop into ocean ... start point  is random  ... @matt .. pleased you enjoyed ... ========================== as  always  thanx  for  feedback  ...  will fine  tune  and fix the issues raised .. most of which have been in new version ! any feedback on airsrike which becomes available  after data recovery...? cheers  all ... edit ==== spotted fault with static gaurds around tents at southern start point .... will fix and update ... Share this post Link to post Share on other sites
Blanco 0 Posted May 28, 2007 Quote[/b] ]engineers i added explosion for effect .. bad idea .. Not at all, I like the effect! But the mine should only explode when the miner got hit in the torso and the enemy should be alarmed by the explosion. (I had the feeling they weren't) You can do this by giving the miners an eventhandler "dammaged" that checks what selection (bodypart) is hit. When you hit his torso the mine explodes. Quote[/b] ]i have noticed a few things when saving game .. ie locked doors become open ... maybe remove save game option You can detect the savestatus with the time command. When a saved game is loaded the time variable resets. read the Hardrocks comment on the wiki : http://community.bistudio.com/wiki/time Quote[/b] ]Note that the value of time is not saved when the mission is saved and so will be reset to zero when a mission is restarted from a saved position. Share this post Link to post Share on other sites
shark-attack 2 Posted May 28, 2007 thanx  blanco  will  give it a shot ... any tips  on how to use  _time more than welcome ... and  thanx  for the tip  about the event handler  for  sappers** edit ... got it working  nice touch also blast now alerts others thanx again for heads up ... have  also  fixed a slight bug with generals  bodyguards will include  everything  in next update ... again many thanx   nice one  Share this post Link to post Share on other sites
CharveL 0 Posted May 29, 2007 I love these kind of missions and I have to say great job on it. I got the feeling that it is a little too easy to set off the alarm when killing a patrolling guard in a secluded spot so not sure if that's hard set that anytime you kill someone it goes off or whether I missed something. Also, I didn't have the option of burying any bodies. Great fun though. Share this post Link to post Share on other sites
Blanco 0 Posted May 30, 2007 Two man patrols include a soldier and a teamleader with grenadelauncher. When you kill the soldier (or alert one of them), the teamleader will fire a flare and alert other groups. So pick your target carefully and kill the teamleader first. Also, watch out for sappers... Quote[/b] ]Also, I didn't have the option of burying any bodies. I miss that option too. Share this post Link to post Share on other sites
shark-attack 2 Posted May 30, 2007 great point guys hide the dead will include in update .. again many thanx for feedback! Share this post Link to post Share on other sites
Blanco 0 Posted May 30, 2007 There are some manned artilleryguns in the camp, but when you approach them from behind the gunners turn around and aim at you. However they can't fire because you are too close and they become a silly sitting duck. They should disembark the artillerygun when you're too close. You can fix this by placing or creating a trigger (something like 20*20) over each artillerygun, activated by West, present Let's say the artillery piece is named Agun1 In the onactivaton field : (gunner Agun1) leavevehicle Agun1; (gunner Agun1) dotarget player Not tested but I think you got my point Or you can use distance command instead, it's probably easier... Share this post Link to post Share on other sites
shark-attack 2 Posted May 31, 2007 another good point raised thanx again blanco will hopefully have all points adressed by the weekend and will release an updated version .. again many thanx to all for feedback Share this post Link to post Share on other sites
shark-attack 2 Posted June 2, 2007 UPDATED  version 5 ================= added  option to hide  dead  bodys map is easier to find enginners  only  explode  if  hit  in torso fixed issues  with  silvas position  after savegame more response  from arty teams fixed  issues  with  silvas extraction perimeter  guards (tents)  smartened  up ... ================= thanx  blanco  liongreek  charvel and matt  for  feedback if ever i can return the favour just let me know... nice one lads! Share this post Link to post Share on other sites
PaveQ 0 Posted June 3, 2007 I don't think exploding engineers make sense at all. Most explosives afaik don't just explode from random hit. How about system if enemy spots you, there would be 30s-2min time to kill him, before he can ring alarm? Doesn't make sense if someone spots you, he would instantly call help with radio. Share this post Link to post Share on other sites
shark-attack 2 Posted June 3, 2007 hi  paveq have been toying  with  exploding  sapper  but  i feel  a  shot  to the torso  could  possibly  detonate  a mine  strapped  to  sappers  back .. not in real life ...  but  in game ... encourages  player  to  go  for  head shot ... there  are  only  3  sappers  in  the  mission trying to keep player on  his  toes try  the new version  reaction  times  of  perimter  guards  have  been  lowered thanx  a lot  for  input !  Share this post Link to post Share on other sites