b00tsy 28 Posted July 15, 2010 (edited) Yay my first full OA mission! :) This mission does not contain an intro nore a mission briefing. Here below is a brief description of this mission. You start at a temporary US base that immediately gets attacked by both opfor and guerilla forces. You need to protect the base and especially the armored vehicles and choppers (you will need them in the mission). When you succesfully have defended the base you can move on to the main and secondary objectives. Main objective: Opfor has taken control over multiple towns in our sector. Your job is to sweep the towns marked on thew map and eliminate all hostiles you encounter. Secondary objective: Reports have come in about a high level of guerilla activity around the marked towns. They most likely have set up a small base in one of the small villages and coordinate assaults and ambushes from there. Intelligence has suggested to investigate the area near the large mountain pass. Satelite images has shown possible static defence and small bunkers in that area. Be on the look out for road ambushes! *available radio support: UAV, Artillery, supply drop, transport. You can only choose 1 of the support options. After activating one of the options you can no longer use radio support. You have a lot of freedom in this mission. I do have set up waypoints you can follow, but you can choose to do the mission in a different order. All of the men in your team are playable so you can re-arm them all to your own liking (all weapons are available). Now I am not much of a scripter (understatement), but still this mission offer a lot of combat fun with for example nice suprise ambushes. The mission is playable (SP & coop) as normal infantry where you can use a helicoptor or a truck for transport or you can choose to play it as an armored platoon (the easy way). Mission duration approximately 3 to 5 hours. Let me know what you think! The big sweep Ok in response to the feedback I have edited the mission and made it more efficient and low lag (most of the way points and modules are removed). I have also changed the team formation. The most important parts and the objectives are still the same. I experience some lag the first 10 to 15 seconds because everything needs to load, but after that and especially after killing the hostiles that attack the base at the start of the mission it is running smoothly for me. Have a go at this updated version: The big sweep V3 And don't dissect the mission, just play it. You have more fun that way :) Edited July 15, 2010 by B00tsy updated mission Share this post Link to post Share on other sites
kylania 568 Posted July 15, 2010 Random thoughts: Ambient Civilian and Vehicle modules only need one module to be on the map to work. You had dozens. The game is near unplayable with lag at the beginning, probably since you've filled the entire map with AI. :) C-130 fly-bys are cool -- C-130s circling for no apparent reason are lag. You have the player synchronized to random AI OPFOR all across the map, how come? Spaces in file names are%20very%20annoying. The player's squad was huge, with no apparent design, and very difficult to keep track of. Player was an AT solder instead of Team Leader. There was a UAV, but no functional UAV terminal/module? On the way to the first mission was a huge amount of open terrain but no binocs available. I'd suggest removing about 900% of the waypoints and use something like the Urban Patrol Script to make AI patrol your cities. I'd probably also use the "Cached Units" script so that the entire map isn't populated when you're only fighting in one area. Ditch the circling planes, they aren't needed. Maybe even hide the next city till the first is clear. If you're going for large scale groups, consider just using the High Command module system. Personally I enjoy smaller scale engagements than one man whole island craziness. :) Add in a briefing and tasks, they are much better than large scale map markers to explain things. Label the radio something better than Alpha Command. This was for sure a heroic attempt at a first mission. I'd just suggest starting muuuuuch smaller. Large scale engagements like this rarely are as enjoyable as you first imagine they'll be. :) Share this post Link to post Share on other sites
b00tsy 28 Posted July 15, 2010 Hi thanks for the reply and tips. Were you really lagging that much? I personally lag just as much in the official missions. The problem I found with ambient civs and vehicles is that when you place one module there are not enough walking around (visible). Takistan feels like a deserted land with empty ghost towns, so I added a bunch more modules and even some civs groups with waypoints. That was also the point of placing the planes with waypoints. It is just cool to look at when you drive around in your tank and and a big c-130 flies over, makes the environment more dynamic I think. I did not gave the team mates I used much thought lol (will change that) so I ended up using some gunners, medics, AT's and snipers (my fav units). I used more then average amount of team mates so that you can form a armored platoon with enough men to drive and use the guns. I had no idea there is an "urban patrol and "cached units" scripts. Like I said in my opening post, my scripting skills are more or less zero. I know how to script radio support and thats it :) Would love to know how you hide cities. I will test with the high command module a bit and see if the AI still behaves and moves how I want them. I used all the waypoints to make sure the AI is where I want them and doing what I had in my mind. But I guess it is not very efficient :P I personally had quite some fun with the mission, Ill make some adjustments so that it is more playable for everyone. Thanks for the feedback :) Share this post Link to post Share on other sites