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#1 Posted at 2012-08-16 10:46        
     
Hi everyone,

I have just created my first SP level, but I need people willing to test it for me so I can improve it. It's been about 3 weeks since I started to seriously look at the editor and I have been busy trying to familiarise myself with it. This is my first attempt, so I would like some comments and suggestions.
I have used the following addons/mods with this mission. There are certain things that don't work such as when a task is completed etc. but I hope to correct that in the next build.

ace
acex
acex_ru
acex_sm
acex_usnavy
cba
cba_a2
cba_oa
ffaa_terroristas
tpw_ai_los
tpwc_ai_sup
ASR_ai

and I have also used the "Random house patrol script" by Tophe.
## UPDATE ##

I have just updated my SP mission, I have changed a few things and added some extra bits,I am looking for people to BETA test it for me, if your interested please download from this link http://www.mediafire.com/download.php?t4i5tb4ndsppuh5
Please let me know what you think, I am getting a few error messages but the mission is playable.
If anyone can help me with the error message it would be greatly appreciated.

This post was edited by Ninja_Prime (2012-08-21 07:02, ago)


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#2 Posted at 2012-08-16 14:12        
     
That is a lot of mods. =-O 7 different unit mods? Are the players really playing as Israeli Mercenary Special Forces Marines and fighting the Iraqi Army and terrorists on both Chernarus and Takistan during the mission? Were there a lot of crocodiles and sharks in the Gulf War? That's like nearly a gig of mods or something.

I'd suggest scaling back. While it's neat to have 1 thing from every mod under the sun, it's never needed and often distracting. Unless the players will be actively fighting a shark for example, how much does seeing one in the water add to the mission? Why do you need both bb_mercs and oa mercs? Why SF and USMC and Gulf War USMC if you already have Mercs on the ground along side Israelis?

For your objectives check out this demo. It shows the briefing, in game tasks and completion triggers.


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Posts: 111
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Country: uk
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#3 Posted at 2012-08-16 14:21        
     
sorry about all the mods, it was something I was working on when I realised I still had those mods. I will remove most of them and only have the ACE, lobogulfwarmod and ffaa_terroristas in the final build. My mistake I should have really checked before posting it. I will check the demo in your comment. Many thanks

Added 1 hour 40 minutes later:

OK I have finished checking the demo, looks OK but I don't understand why there are coordinates? are they necessary as I have seen other scripts without them. I only have one primary objective in this mission, and that's to destroy stuff, once it's completed the player has to make their way to the exfil site and then go to the debriefing area.
BTW how can I select the weapon load out I want? I tried putting some script in the description.ext as instructed, but I can't change any weapons.

This post was edited by Ninja_Prime (2012-08-16 16:01, ago)


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#4 Posted at 2012-08-16 18:02        
     
The weapon stuff that goes into description.ext is only for picking weapons via the Units menu BEFORE you start the game, from the briefing map. It works now too, so I always enjoy that extra choice before a mission.

There's a bunch of ways to change loadouts, I really prefer the "assignLoadout.sqf" method, where you can setup in a script and assign it to a unit with a simple command. That's an example I posted to a thread the other week, at home I have an ACE version which includes things like earplugs and med supplies. I'll try to find that tonight.

Which coordinates are you talking about exactly? In the destroy tasks demo? If you mean the setSimpleTaskDestination, then no, that's not needed at all. :) It's often more fun to have to find exactly where a target is while under fire!


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#5 Posted at 2012-08-16 18:18        
     
Thanks for your help, it certainly has pointed me in the right direction.


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#6 Posted at 2012-08-16 18:27        
     
Happy to help, let us know if you have more questions about getting anything working. Looking forward to trying this out. :)


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#7 Posted at 2012-08-16 18:36        
     
LOL, I am still a noob using the ARMA 2 editor, it has a lot of potential, I am not really a programmer and I prefer the click and paste type of editor with minimal scripting, but it looks like I won't be able to get away with it with this editor. I have been using the Crysis editor for a while now, but I have got disillusioned with it since it's upgrade. Anyway I prefer this type of game to syfy type games. I used to love playing "Hidden & Dangerous" and all the tactical shooters I could find. It looks like I will be devoting a lot of time here :)


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#8 Posted at 2012-08-16 18:41        
     
Oh, man... H&D! That bridge mission! I really miss that. heh


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#9 Posted at 2012-08-16 20:17        
     
H&D so much reminds me of ARMA, it's one of the reasons I bought OPF and ARMA. Yes I remember the bridge mission in H&D 2 when you had to place charges under the bridge.... I had to do that level so many times to get it right...you know something I might do something similar with ARMA, just need to find a map with a bridge on it.


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#10 Posted at 2012-08-16 21:33        
     
There's a great new map with a few bridges, Zernovo island. Basically farms and villages cut down the middle with a river and two bridges. Fun map.


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#11 Posted at 2012-08-16 22:01        
     
Ok now downloading, I will check it out tomorrow.


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#12 Posted at 2012-08-19 09:58        
     
This is something that's puzzled me for a while since playing the ARMA series, the mods that I currently have for this mission, the one I am working on, I would like to cut down in size, would I need all the ACE mods and ASR mods to get the best out of them? I have also managed to sort the config error message I was getting, I needed to up date my version of ASR_ai.


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Posts: 111
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#13 Posted at 2012-08-20 18:11        
     
I have now completed my first mission, many thanks to all those who responded to my questions. The mission is up for final testing from the following site; http://www.mediafire.com/download.php?t4i5tb4ndsppuh5
I have included both the .pbo file and the folder for the editor if you wanted to check how I did it, or in my case how not to do it, only kidding. Please comment on the mission and feel free to make any suggestions. If I get a positive response I will release it to the community.This is my first level using the ARMA II editor, no forgive me for any obvious mistakes. I have not included an intro or outtro sequence. I have double checked the triggers and scripts so they should all work. BTW how do I go about releasing it on this site?

This post was edited by Ninja_Prime (2012-08-21 07:03, ago)


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#14 Posted at 2012-08-20 18:34        
     
Congrats on your new mission! :) To release it just start a thread in the missions forum. Might send a PM to Big as well.


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#15 Posted at 2012-08-20 19:09        
     
Cheers will do :-)

Added 11 hours 55 minutes later:

Any chance that this thread can now be closed as I have posted on the completed missions forum? Many thanks... *DRINK*

This post was edited by Ninja_Prime (2012-08-21 07:04, ago)





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