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thobson

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  1. thobson

    Cannot create 3D device

    Thank you all for this. I have spent a bit over a day working on this and finally have a solution. My machine is a MacPro 5 (the one that had 4 hard drive bays anyone of which can be booted from) One bay has an OSX drive another has Windows 7 64 bit. OFP will not run on this drive because it thinks I have 0 memory. I installed Windows XP in another bay but could find no drivers for it. So I then installed Windows 7 32 bit in the fourth bay and eventually found some drivers that worked, and now it is running okay. Very many thanks for pointing me to the issue being related to the drivers.
  2. thobson

    Cannot create 3D device

    During the installation I am told I have DirectX 9 installed and am given the option to install DirectX 8.1 (I think) which I decline.
  3. thobson

    Cannot create 3D device

    I am trying to install the original OFP disks on a newish computer. When I try to run the game I get the message 'Cannot create 3D device' . This happens for both Windows 7 32 bit and Windows XP. Is there a fix for this? Many thanks
  4. thobson

    Old Old Depbo Program

    Thank you for the appreciation and your accurate assessment of my playing skills (now). No object id's? That would make the mission completely impossible to build. How do you turn off specific street lights, empty specific fuel stations, destroy vast numbers of houses, fences and trees, not to mention locating units and waypoints in relation to objects on the island. The mission makes so much use of object id's that it had to be played on the original OFP map, a slight edit would throw everything out which was irritating since one of the road signs at La trinity was incorrect and I wanted to change it but that would mean the mission could only be played on my map. Apologies for maligning your depbo utilities, as I said, operator error. I must have been using someone else's program that I had previously down loaded. I'll send you an email.
  5. thobson

    Old Old Depbo Program

    @zulu1 I am indeed wanting to depbo original CWC files. Thank you for the links I will check them all out. Much appreciated,
  6. thobson

    Old Old Depbo Program

    @mikero Thank you mate. I didn't realise you were still around here. I hope you are well. I am struggling with time at the moment so it may be 'operator error' on my part :rolleyes: . I will be in touch via email. It was really weird recently getting an email from someone who as an infant watched a relative play the mission and now 11 years later is playing it himself. It brought back a lot of memories. He would have been a good beta tester. He did something neither I nor any of the other testers managed to do, he got the second set of civis killed and got a message to say they were okay! Anyway the immediate problem has gone away. I searched deep into my backups and found the pre-pbo files so all is well there, though I still want to de-pbo the stock OFP music. This renewed interest has made me want to play the mission again but when I try I can't even get to the first cutscene. Age I guess. This is a great disappointment to my 10 yr old grandson who wants to hear is mum and dad in the mission. All the best. TH
  7. thobson

    Old Old Depbo Program

    Thanks. Eliteness creates files that contain gibberish so I assume it is not backwards compatible. ExtractPBO I can't get to work. I will contact mikero, I know him well. Many thanks once again.
  8. I am trying to depbo an OFP mission from over 10 years ago. The depbo programs I can find now seem to work with ArmA but are not compatible with the original OFP. Does anyone have in an old backup somewhere a depbo program from 10+ years ago. I know they worked then. Many thanks
  9. Many thanks. I feel happy that the document will now be preserved fro the historical record. I know of one person who has just tarted to play the mission but I doubt there will be (m)any others.
  10. Please refer to posts 1 & 11 if you are puzzled by these recent posts. All the best
  11. Appendix 2 – Statistics Number of units (a) Number of Groups North (East) 290 to 320 (b) 36 South (West) 290 to 320 (b) 44 © Resistance 30 8 Civilians 25 9 Notes: (a) This is the number of living two legged units. The crew of a vehicle are all counted individually but the vehicle itself is not counted. Dead units are not included. (b) The number of soldiers in most of the infantry groups is random and so the total number of enemy can be different each time the mission is played. The range shown is the range I experienced during testing, theoretically it is possible that .the numbers will be outside this range. © The larger number of groups in the Southern army is as a result having several individuals and small groups of soldier for Tatyana’s scene at Vigny, and the roadblock and garrison at Le Port and the towns south of Chapoi. The average size of the northern groups has been increased to compensate for this.. Vehicle count North South Empty Hind 1 1 0 Cobra 1 1 0 Abrams 2 3 1 T80 3 3 1 T72 4 3 0 Bradley 2 1 2 BMP2 1 2 0 Vulcan 5 5 2 M2 Jeep 4 4 4 Jeep/UAZ 0 0 5 Police Jeep 0 0 1 5t and Ural Repair truck 1 1 5 5t and Ural Fuel truck 1 1 4 5t and Ural Ammo truck 2 2 2 5t and Ural truck 2 2 5 Cars and motorcycles 0 0 5 M2 Static machine gun 9 8 4 Civilian Truck 0 0 1 Boat 0 0 1 The above includes the damaged Repair truck at La Trinite, but excludes Police Jeep at Sainte Marie that starts the mission destroyed. Music capability is provided in all vehicles except for: - Police Jeep - Motorcycle - Boat - M2 Static machine guns (Flashpoint treats these as vehicles) ‘Out of fuel’ and ‘Too damaged to move’ messages available for all vehicles except for: - M2 Static machine guns - Boat So – yes – if you manage to capture a chopper you can play onboard music!!
  12. Appendix 1 – Instructions for Testing the Mission For a mission of this size it is obviously necessary to be able to test parts of it independently without having to play through to the point that is to be tested. The following are a set of instructions that can be used to test individual parts of the mission. Unless you particularly want to be shot at you should change Resistance to be friendly with everyone in the mission editor. Unless you particularly want it to be dark, rainy and foggy you should set _setEnvironment = false in Init.sqs Some of the instructions below require a radio trigger to be used. Only use Radio Charlie to Radio Golf. All the other radio slots are used by the mission. For many of the cut scenes you may wish to place a dead soldier near the player so you can pick up a weapon before triggering the scene. Cadet Mode: Just start the mission (not a saved game) when in Cadet mode. Anything in Vigny at the start of the mission: Move the player into Vigny in the mission editor and wait 30 seconds after the start of the mission before doing anything. Try shooting Tatyana and also inspecting the three dead bodies for example. First Mountain Lodge cutscene: Put the player outside the trigger area (Ed38). Put a trigger on the map that does the following a few seconds after the start of the mission: Vigny_CutScene = true Wait 30 seconds after the start of the mission before entering the cutscene trigger area. You might want to put an empty vehicle nearby to test arriving in a vehicle. Note that because Tatyana will still be alive a couple of the shots in the scene will seem odd. You will know them when you see them. This is a good location to have a dead soldier nearby so you can pick up a rifle before starting the cutscene. First civilian cutscene: Put the player outside the trigger area (Dd46). Put a trigger on the map that does the following a few seconds after the start of the mission: Civil_radio_message = true Wait 30 seconds after the start of the mission before entering the cutscene trigger area. You may wish to place a jeep and a truck nearby to see what happens if you get in a large and a small vehicle before and after the scene. Second Mountain Lodge cutscene: Put the player outside the trigger area of the first Civilian hut (Dd46). Put a trigger on the map that does the following a few seconds after the start of the mission: Civil_radio_message = true; Mountain_CutScene = true; {[_x] join Alexi;_x setPos getPos Alexi} forEach [Ruslan,Karl,Erik,Irena] Put an empty truck on the map about 200m from the mountain lodge and call it TestTruck. In Scene_Civi1.sqs remove the semicolons shown below in red from the code in the following lines: ;================== Testing ====================== ;{unassignVehicle _x} forEach units group Alexi ;{_x setPos [(getPos testTruck select 0)-10,getPos testTruck select 1,0]} forEach (units group Yuri) + (units group Alexi) ;=================End Testing =============== Wait 30 seconds after the start of the mission, then activate the First civilian cutscene. At the end of that scene you will be transported to near the TestTruck,. Get in and drive it to the mountain lodge. Second civilian cutscene: Put the player outside the trigger area (Fd35). Put a trigger on the map that does the following a few seconds after the start of the mission: YuriJoined = true Wait 30 seconds after the start of the mission before entering the cutscene trigger area. Note that the dialogue will be different if you have also set Truce = false Houdan (Sergei) cutscene: Put a trigger on the map that does the following a few seconds after the start of the mission (just copy and paste the whole lot into the activation field of the trigger): YuriJoined = true; Sergei setDir 273; Sergei setPos [7147.74,6052.06,0]; Sergei doWatch [(getPos Sergei select 0) + sin(getDir Sergei),(getPos Sergei select 1) + cos(getDir Sergei),0]; whx = 7146;why = 6050.5;whz = 0.1; wH1 = "weaponHolder" createVehicle [whx,why,whz]; wH1 addMagazineCargo ["M16", 2]; wH1 addWeaponCargo ["M16", 1]; wH1 setPos [whx,why,whz]; wH1 setDir 240; wH2 = "weaponHolder" createVehicle [whx,why,whz]; wH2 addMagazineCargo ["HandGrenade", 2]; wH2 setPos [whx+1.7,why+1.4,whz]; wH2 setDir 45 Wait 30 seconds after the start of the mission before entering the trigger area. Note that the dialogue will be different if you have also set: Truce = false and/or LaTvisited = true Dourdan Woman Scene 1: Wait 30 seconds after the start of the mission before entering the building. Dourdan Woman Scene 2: Put a trigger on the map that does the following a few seconds after the start of the mission: DoneFirstMsg set [7,true] Note that the dialogue will be different if you have also set: Sergei setDammage 0.6 or Sergei setDammage 1.or left him undamaged Wait 30 seconds after the start of the mission before entering the building. Dourdan Woman Scene 3: Do scene 2 and then re-enter the loft. Dourdan Woman Scene 4: Put a trigger on the map that does the following a few seconds after the start of the mission: LarcheDone = true Wait 30 seconds after the start of the mission before entering the building. Also try re-entering the loft after seeing scene 4 Le Port Concentration camp Scene 1: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true Wait 30 seconds after the start of the mission before entering the cutscene trigger area. Le Port Concentration camp Scene 2: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true; PavelJoined = true Wait 30 seconds after the start of the mission before entering the cutscene trigger area. Le Port Concentration camp Scene 3: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true; PavelJoined = true; Pavel setDammage 1 Wait 30 seconds after the start of the mission before entering the cutscene trigger area. Le Port Concentration camp Scene 4: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true; PavelJoined = true; Put in a radio trigger (Charlie to Golf only) that sets: Pavel setDammage 1 Wait 30 seconds after the start of the mission before entering the cutscene trigger area. When scene 2 is finished leave the trigger area, activate a radio trigger that kills Pavel and then re-enter the cutscene trigger area. End scene: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true; YuriJoined = true; MarekJoined = true; PavelJoined = true; SergeiJoined = true; ViktorJoined = true; {[_x] join Alexi;_x setPos getPos Alexi} forEach [Ruslan,Karl,Erik,Irena,Yuri,Marek,Pavel,Sergei,Viktor] Put in the following radio triggers (Charlie to Golf only): Trigger C kill Stamenov: Stamenov setDammage 1 Trigger D kill south army: {_x setDammage 1} forEach west_loons – [stamenov] Trigger E kill Andropov: Andropov setDammage 1 Trigger F kill north army: {_x setDammage 1} forEach east_loons – [Andropov] Trigger G kill some of the team: {_x setDammage 1} forEach [Ruslan,Sergei,or whoever you want] Wait 30 seconds after the start of the mission before activating any of the triggers. Note that because Tatyana will still be alive one part of the scene will seem a bit odd. You will know it when you see it. Also Stamenov may seem to be in a strange place – not to worry, in the real final cutscene he will be where you killed him. The killing of Stamenov: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true Wait 30 seconds after the start of the mission before entering Stamenov’s HQ. Changing a flag: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true; {[_x] join Alexi;_x setPos getPos Alexi} forEach [Ruslan,Karl,Erik,Irena,Yuri,Marek,Pavel,Sergei,Viktor] Put Alexi in one of the border towns and place a trigger near him with radius 500 that does the following 30 seconds after the start of the mission: {_x setDammage 1} forEach thislist Note that for the southern towns the condition of the trigger should be West Present, for the northern towns it should be East Present. Then either wait a few minutes or use a radio trigger to run the following: [] exec “CheckFlag.sqs†You may wish to put some east soldiers in a southern town (after the occupiers are dead of course) or west soldiers in a northern town, and just watch them change the flag. Any voiceover at an atrocity or in Chapoi: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true (note the above trigger is only needed for testing within Chapoi) Wait 2 minutes after the start of the mission before going near the location of the voiceover. Voiceover at the house in Larche: Put a trigger on the map that does the following a few seconds after the start of the mission: Dourdan_CutScene = true Wait 30 seconds after the start of the mission before entering the trigger area. Listen to the sound of the electricity generators: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true Wait 2 minutes after the start of the mission. Note the building used for the generators are: 14287 and 35903 Vehicles: Play music/out of fuel message/damaged message: Wait 30 seconds after the start of the mission before getting into the vehicle. Try it with a vehicle that has no fuel or is badly damaged. Also try a vehicle that is fine but keep driving it into a wall until it is too damaged to move, then repair it again Reorganising the team: Put a trigger on the map that does the following a few seconds after the start of the mission: Mountain_CutScene = true; YuriJoined = true; MarekJoined = true; PavelJoined = true; SergeiJoined = true; ViktorJoined = true; {[_x] join Alexi;_x setPos getPos Alexi} forEach [Ruslan,Karl,Erik,Irena,Yuri,Marek,Pavel,Sergei,Viktor]; 1 setRadioMsg "Reorganise team" Wait 30 seconds after the start of the mission before activating radio 1. Note that the messages you get will depend on whether: Truce = true or false allDeadW = true or false allDeadE = true or false endGameW = true or false endGameE = true or false YuriJoined = true or false MarekJoined = true or false SergeiJoined = true or false Stamenov is alive or dead Andropov is alive or dead Ruslan is alive or dead Erik is alive or dead Irena is alive or dead Any of your team has an AT rocket, or the team in total has > 3 LAW or RPGs when you reorganise for the first time. Sergei has told you about the woman in Dourdan in a previous reorganisation- not the current one. Taking Ruslan to Vigny: Put a radio trigger on the map (Charlie to Golf only) that does the following: [Ruslan] join Alexi Ruslan setPos getPos Alexi Move the player into Vigny and wait 30 seconds after the start of the mission then enter the house and trigger the Tatyana cutscene. Once Tatyana has been killed move about 300m out of Vigny and use the radio trigger to get Ruslan to join you and move to your location. Make sure more than 2 minutes have passed since the start of the mission, then take Ruslan into Vigny. Note you must have been through the cutscene with Tatyana and she must be dead for this to work. Vehicles being captured by the soldiers at La Trinite: Place a empty vehicle near La Trinite. Put a radio trigger on the map (Charlie to Golf only) that does the following: [west] exec "CaptureVehicles.sqs" or alternatively: [east] exec "CaptureVehicles.sqs" Put the player outside the town where he would be if hiding from soldiers – but put him somewhere where you can see one of the wire barricades on the main road at the exit to the town. Wait 30 seconds after the start of the mission and then activate the radio trigger. Or just wait until a convoy arrives. This will work for any vehicle – even some that are not on the mission. For some reason an M113 ambulance and a V80 chopper proved more difficult than other vehicles. Try it with a chopper or a truck for example, make sure you are not in the vehicle when you activate the trigger but then get in the back of the vehicle as the crew are getting in just to see where the vehicles go. If the vehicle is placed in the town near the huts then it is not always possible for the ai driver to get out of town successfully. To help with this the script checks to see if the vehicle is there and if the player is far enough away that they will not be able to see then the script will setPos the vehicle on to the main road in the town facing in the correct direction (facing north for capture by east and facing south for capture by west). Note that the distance from La Trinite that empty vehicles will be captured depends on the levels of Rain and Fog. This is to simulate the effect of reduced visibility these cause. Peeping Civilians: Probably the best way to test this is to be one of the civilians. Find the group of women civilians located at Hg53 and make one of them the player. Then run the mission and just wait. There will be a longer wait at the start as other things in the mission initialise, then it will get into a pattern. Alternatively give the player a sniper rifle and put him on the hills overlooking Larche. Then just watch and wait – but it could take a long time.
  13. 35. Driving over soldiers: There is a feature of OFP that allows the player sometimes to get away with killing soldiers by driving over them without the soldiers reacting to the player and killing him. There are several factors that seem to impact on this – civilian vehicles are a particular problem, as is low visibility say because it is night time. I have addressed this problem by having a script running the whole time the player is in a vehicle. This script will continually check for the presence of nearby soldiers and will reveal the player to them. It doesn’t always result in the player being shot at, but it does often enough to discourage players from doing it. 36. Avoiding conflicting messages: The player has a lot of freedom to do things in a sequence that they decide, as a result I cannot predict when each of the possible cutscenes will be triggered. In addition there are many voice messages in the mission that will occur under certain circumstances. I also cannot predict when these will occur either. As a result it could be possible for some voice messages to overlap, or to occur during a cutscene. This would produce a clumsy result. To avoid this I have a global variable called okForMsg that is set to true in init.sqs and the code for most cutscenes and voice messages start with: @okForMsg okForMsg = false and end with: okForMsg = true There are some messages that must happen irrespective of what else is going on, the voice of the woman pleading not to be shot by Stamenov is one of these. In these cases I do not check the value of okForMsg. 37. De-Bugging and Testing: The mission starts in the early dawn, it is dark, raining and it is foggy, 4x speed is not allowed and certain cutscenes etc are not available until certain other things have happened. So how did I test a mission in this state? Well the answer is I didn’t. If you look in the mission editor you will see the weather set to sunny, there is no fog and the time is midday. If you look in init.sqs the first lines of code are: DeBug = false _setEnvironment = true These are important variables governing the state of the mission. If _ setEnvironment is set to false then the weather, fog level and time of day will be left at the setting given in the mission editor giving excellent visibility. If DeBug is set to true then many things happen. Hint and sideChat diagnostic messages are turned on, 4x is allowed, certain scripts are disabled and a unit position monitoring script is turned on. This unit position monitoring script will display the location of all key units on the map and update the position every couple of seconds. In the release version of the mission this script will still run if DeBug = true but the location of the units will not be displayed because I have deleted the relevant markers to help avoid the large savegame bug. To turn this feature back on you will need to create some markers in the mission editor. Look in showPos.sqs to see the names of the markers required. I used red for ‘e’ markers and green for ‘w’ markers. Convoy vehicle are denoted by ‘c’ and patrol jeeps by ‘p’. If you wish to test any of the things described in this document in the mission editor then please be aware that: - the mission takes a bit of time to initialise. There are a lot of scripts running that initialise things in the first few seconds of the mission, for example the content of ammo crates and the state of health of some armour units. I delay some of these initialisation scripts to spread out the demand on the computer at the start pf the mission. I also delay the start of the main loop in ‘Housekeeping.sqs’ by nearly 2 minutes at the start of the mission. As it is Housekeeping.sqs that moves the triggers to give the player most of the voiceovers you would need to wait at least this long before you could get the voiceovers in a reliable way. - certain things can only happen in a particular sequence and so what you wish to test may not be possible without making other changes. An example of this is meeting Sergei. If the player goes to Houdan before the second mountain lodge cutscene when the player is told about the need to search Houdan then Sergei and his weapons will not be there (this is fine from a plot point of view – he has just gone for a walk or to visit the woman in Dourdan). See the Appendix 1 for detailed instructions on how to test most things in the mission. 38. Other stuff: Other stuff that might have been missed: - One of the guards in the house in Vigny is sitting down on the red recliner chair with his rifle on the floor beside him. If he is killed in that position he will die realistically. If one of his mates spot the enemy (you), or is killed then he will stand up, bend down and pick up his rifle then go to COMBAT. Only the most observant player will notice this. - At the end of the cutscene with Tatyana the location of the mountain lodge appears on the map. This should not be a surprise. Alexi is a family member and if you look at the photograph of Nikolai in the briefing you will see that it was taken at the lodge. Alexi is family, knows about the place. - When reorganising the team Ruslan tells you that he does not want to go to Vigny until the island is clear of soldiers and he can bring Tatyana home in peace. If you take Ruslan too close to Vigny he will object (you will get a voiceover) and will then move off away from the town. - If a player gets into a vehicle that is too damaged to move, or has no fuel, or if he is in the vehicle when it is damaged sufficiently that it cannot move or it runs out of fuel while the player is in it there will be an appropriate voiceover. There are two possible voiceovers for ‘too damaged to move’ and two for ‘out of fuel’. The voiceover used is selected at random, because there are only two voiceovers each there may be some repetition, but it is unpredictable. - You will get only one message for each vehicle for each time it is too damaged to move or it runs out of fuel. If you repair or refuel it and then later damage it again or run out of fuel again you will again get an appropriate message. This can go on indefinitely. In other words repeatedly getting into a vehicle that is damaged or out fuel will not result in irritation from messages being repeated, but if it is subsequently fixed then the messages will come back when relevant. - The mission is intended to be played in Veteran mode. If the player starts the mission in Cadet mode they will receive a message recommending them to change their settings. - For all the cutscenes except two Alexi has his NV Goggles removed if he has them. The two exceptions are the scene with the woman in the attic in Dourdan and the scene at the concentration camp at Le Port. There is no source of light for either of these so if it is dark enough for Alexi to wear NVGs when he gets there he will certainly need them on to see the cut scene. - Some cutscenes involve the death of one or more units (three soldiers being shot in the intro and Tatyana being killed at Vigny). Rather that use setDammage 1 I have camcreated a bullet within their body to make the whole thing look more realistic. - In the end scene looking down on the mountain lodge – the civilians that were rescued in the early part of the game run from the lodge ready to start their new life. - There are several mixed armour/infantry groups. These groups comprise a main battle tank (Abrams or T80) and APC (BMP or Bradley) and a squad of six infantry. The infantry start off in the APC, but will automatically dismount when close to the enemy, and then remount again if the group sets off on a long journey. This technique I obtained from Macguba’s Un-Impossible mission. - The first message you get from each of your team when you reorganise them is predetermined. After that the messages are selected randomly from a list of available messages. These available messages change throughout the mission and can depend on certain events having happened – or not happened. - The radio message you get while at the mountain lodge can only be got by going into the ruin and activating the Turn on radio action. However if before listening to the radio the player goes too far from the lodge then one of his team will alert him to the message on the radio. - All the streetlights on the island have been turned off - When the Southern convoy is completely disabled a road block will be erected just north of Dourdan using the wire and fencing that is lying at the side of the road. - All the fuel stations other than those guarded by soldiers, have had their fuel removed. - In the final scene there is some background music while you are shown your fallen comrades. There are several suitable tracks. The track used is selected on the basis of how long the music is and how long it needs to play for. So the track chosen can be different depending on how many casualties you have had in your team. - Getting enough illumination on the graves of Uncle Nikolai and his friends in the mountain cut scene was a problem. To solve it I have an unlit fire nearby, the fire is lit just before that part of the scene and then it is deleted as soon as that part is finished. - Did you visit Sainte Marie? Did you hear the music drifting from a music system left on by one of the inhabitants when they were hauled away by Stamenov’s soldiers? This is turned off if Reduced Features is selected by the player at the star of the mission. Even when not turned off it sometimes is not there. - Were you curious about the road block on the road leading to Le Port? If you visit Le Port you will find a concentration camp and a cutscene - Did you visit the woman in Dourdan? Getting a cutscene to trigger only when the player is on the top floor of a building is not a trivial task. Player getPos select 2 gives the distance the player is above the floor he is currently on! I spent ages getting this so the cutscene would trigger when the player got to the top of the ladder – only to find that due to a bug in FlashPoint after saving and restoring the mission the action to climb the ladder is not available to the player! As a result of this I now start the cutscene when the player reaches the bottom of the ladder, and at the end of the scene he is deposited back on the same floor. - You may have noticed some bottles on the table in Tatyana’s house in Vigny. If the table is destroyed the bottles would normally stay where they are suspended in space. I have attached a killed Event Handler to the table to move the bottles onto the floor to give a more realistic effect. I have done something similar to the medical cabinet that can be found in the northern hut at La Trinite. - I presume you found the AV and AP tripwires and detonators at La Trinite, the map of Larche from the woman in Dourdan, and that you experienced the dialog for reorganising your team. If not then you must have missed half of the mission. THobson trevor_hobson@hotmail.com
  14. 31. Save Games: The player starts with 42 savegames and does not get any more. The reason for this is to remove the hint messages that would spoil the atmosphere of the mission if savegames were to be added during the mission. I selected 42 because that is the answer to Life the Universe and Everything. (See: http://en.wikipedia.org/wiki/The_Answer_to_Life_the_Universe_and_Everything#The_Ultimate_Answer ) All my calculations of the number of savegames came out close to 42 so I assumed the difference between 42 and the number I was calculating was due to my calculating error. 32. Visiting the locations out of sequence: There are two groups of civilians that the player is told about in the early stage of the mission. He then visits them to complete his objectives. It is important that the story flows that way, so if the player were to visit these locations before he has been told about them it would create a significant continuity problem in the cutscenes. I did not wish to write cutscenes for every unlikely eventuality so instead, if the player approaches either of these locations before being told about them environment sounds of M16 and AK74 firing will begin at several locations around him and few (random) seconds later the player will hear the sound of a bullet hitting a body (chosen at random) and he will then die. To make sure of his death I create bullet inside his body as well as doing a setDammage 1. The mission is large enough without adding cut scenes to deal with aberrant players. A similar thing happens if either of the enemy bases or the concentration camp at Le Port are visited before the player goes to the mountain lodge. This is most unlikely and so this solution is unlikely to impact any but the most unusual player. This was achieved using one set of triggers that are moved about depending on which of these no-go areas the player is closest to. These triggers are deleted when the first group of civilians arrives at the mountain lodge, from this point on there are no no-go areas. The woman at Dourdan can be visited at any time and the dialogue will be appropriate. If the player goes to Houdan before he has been told about the place he will not find Sergei or his weapon. That is logical Sergei will be out on one of his walks – or visiting the woman at Dourdan. Visiting the house in Larche will only generate a voiceover if the player has previously been told about the significance of the house by the woman at Dourdan. 33. Different dialogue in the cutscenes: In this mission the player has a great deal of freedom to decide what to do and when to do it. As a result it has been necessary to create alternative dialogue for several of the cutscenes to deal with the various possibilities that might arise, for example: -the player has or has not done certain things before the scene (for example visited La Trinite) -certain individuals might not be alive when the scene happens (for example the woman in Dourdan asks after Sergei. The response and the subsequent conversation is different depending on whether or not Sergei is alive badly injured or uninjured at that time.) -the war has started or not This is particularly evident in the cutscene at the La Port concentration camp. When the player gets there. Le Port Concentration Camp cutscene(s) There are several options for how this scene will go, and it is possible to have more than one scene if the player visits the camp more than once. If the player arrives at the camp before he has visited the second group of civilians and collected Pavel (the medic), then Alexi and Viktor (the medic in the camp) will have a conversation and Viktor will join the team. There will be no more scenes if the player revisits the camp. If Pavel has already joined Alexi and is still alive when the player first gets to the camp then after a conversation in which Viktor explains that he and Pavel both trained together, Viktor will remain in the camp. Providing Pavel is not subsequently killed any future visits to the camp by the player will not result in a cutscene, but if Pavel is killed and the player then returns to the camp there will be another cutscene and Viktor will join the team. If Pavel has already joined Alexi, but was killed before Alexi first visits the camp then the cutscene will involve a conversation between Alexi and Viktor and Viktor will then join the team. There will be no more scenes if the player revisits the camp. So in summary: The first time the player arrives at the Le Port concentration camp without a medic in his team Viktor will join him and so the team will acquire a medic. 34. State of bodies: There are several groups of dead bodies in the mission. A simple setDammage 1 will leave them all face down. I want some variety in the state of the bodies and so wanted to have several of them face up. There are several face up switchMove positions possible, I have chosen two of them. At the start of the mission I have a script that will randomly put some of these bodies into one of the face up positions. Approximately 40% of the bodies will be face down and 30% of them face up in each of the two possible face up positions. The code to do this is: _bodies = (units group Chapoi_Officers) + (units group Hut3_civ1) + (units group Dourdan_civ1) + (units group Arudy_civ1) + (units group LaP_civ1) + (units group Chapoi_civ1) {if (43 > random 100) then {_x switchmove "CombatDeadVer2";_x setDammage 1}} forEach _bodies {if (30 > random 100) then {_x switchmove "CombatDeadVer3";_x setDammage 1}} forEach _bodies Why the 43? That line will put 43% of the units into the Ver2 position, but the next line will change 30% to the Ver3 position. The end result is: 40% in the default face down position, 30% on the Ver2 position and 30% in the Ver3 position.
  15. 28. Visiting the offshore islands: The player starts on the shore next to a boat he has just arrived in. The boat is damaged, has no weapons and has very little fuel. As this is the boat he is supposed to have just got out of I did not want to lock it to prevent the player getting back in. If I did nothing further there would be nothing to stop the player sailing off to any of the offshore islands and finding a whole range of units, civilians etc. that will be brought onto the island later in the mission. I could have created a shell to destroy the boat if the player used it but that felt a little crude. Instead, the speed of the boat is checked every few minutes and if it is moving I have a script that will create a fully armed, crewed and flying chopper and set it to target the boat. Creating a crewed chopper in the air was not a trivial task, but I wanted to be able to create it over the sea. The chopper will either be a Hind or a Cobra, selected at random. I have also set the fuel level of the boat to be very low so as to discourage the player from using it. Apart from finding his uncle he would also need to find some fuel to return to his family. 29. Messages when re-organising the team: I have provided the facility for the player to reorganise his team so that for example he can choose his number 2, put the medic I the middle and the civis on the outside etc. When doing this team members will speak to the player. The messages are selected randomly from a list, but the list changes dynamically during the mission as progress is made and individuals are killed, or join the squad. Access to the woman at Dourdan is only available to the player by being told about her when reorganising the team. Sergei is the one with the information, but other members of the team will report to you what he told them about her during subsequent conversations. The background music chosen while all this is happening is different from the list used for driving to. 30. Skill levels: The skill levels of the team reflect the fact that, at the start, several of them are untrained civilians and others are trained fighters. However during the mission the skill levels of the team members increases as a result of certain events. Skill Levels are: < 0.25 Novice >= 0.25 and <= 0.45 Rookie > 0.45 and <= 0.65 Recruit > 0.65 and <= 0.85 Veteran > 0.85 Expert The initial levels are: Alexi 0.10(as the player this is automatically raised to 1.0) Karl 0.66 Ruslan 0.06 Erik 0.04 Irena 0.04 Yuri 0.66 Marek 0.40 Pavel 0.30 Sergei 0.50 Viktor 0.80 The skill level of all current team members increases when: - 1st civilians arrive at lodge 0.02 - 2nd civilians arrive at lodge 0.02 - north and south start fighting 0.03 - Sergei joins the team 0.02 - speak to the woman at Dourdan 0.02 - visit the house in Larche 0.03 - visit the camp at Le Port 0.10 - raise the first civilian flag 0.03 - a leader (Stamenov or Andropov) is killed 0.30 - one side is destroyed 0.30 - each atrocity visited 0.02 - observe the escape of prisoners from Chapoi 0.10 - every 45 minutes 0.015 (equivalent to 0.02 per hour) - team rating increases by 3000 0.10 (equivalent to killing 15 normal loons) Note that the above skill level increases are multiplied by: 0.5 for Ruslan 0.6 for Erik 1.5 for Irena 0.5 for Pavel 0.8 for Yuri 0.7 for Marek So not all the team members will progress at the same rate. Irena is a quick learner, and Ruslan is distracted by what happened to his wife. The team rating is calculated as the sum of the ratings of all members of the team. The mechanics are slightly complicated as I did not want the team to suffer significantly if a highly rated member was killed. For this reason I have used the increase in the average rating (total rating /number of team members) between checks to determine if skill levels should increase. It also seems there are some inconsistencies in rating kills. Kill a normal soldier and the rating of the killer increases by 200. Killing a West officer is worth 500 but killing an East officer is worth 1000. Killing vehicles will also give a rating increase to the killer over and above that resulting from killing the crew. Killing the enemy is one of the quickest ways to increase the skill level of the team, but be aware that kills made by driving over them or by use of the custom AV and AP mines do not count. There is a time element to the increase in skill level of each member of the team representing the effect of mutual learning from each other. Increased skill levels for raising the Malden flag and for visiting the atrocities are meant to represent the effect of improved morale (flag), or increased anger and determination (atrocities)
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