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#1 Posted at 2012-08-24 20:17        
     
Hi everyone !

I'm new to the arma community, and new to mission making.
In fact I've been using the editor since Op Flashpoint, but i've been learning on my own, and veeery slowly :D
I'm here because I have managed to create a rather cool looking mission (imo), and considered to put it online for you guys to try it out.

I put the WIP in the OA section, since it uses a few vehicles and weapons from OA, although the mission takes places in Chernarus.

Here''s what it's about.


Plot :
The mission takes place in Chernogorsk, where a Russian general has planned a meeting with a local mafia/gang leader, to sell him weapons. The town is guarded by a russian garnison. The goal of the player is to kill the local gang member, thus ending the meeting, and escape alive.

Mission progress :
Mission starts at 0220pm, aboard a UH1Y chopper, flying over the US Fleet in the region of CHernarus.
An ingame event then occurs, skipping time 2 hours straight, simulating a long flight to the coast of Chernarus, SW of Chernogorsk.

The player then sneaks into the town, avoiding multiple enemy foot & vehicle patrols, and even a helicopter, to a building where he can have a good view on the meeting.



The player then contact US base by radio, telling them that he is in position, and waits for the meeting to start, wich is schedueld for approx. 0930am. (an ingame event skips the time while the screen is going black, simulating the player waiting for the target).
Around 0930am, the player thus "wakes up", and 2 SUV arrives in the town, dropping the target and several gang members going to meet the OPFOR general, in the park located in the center of the town. The player shoots him down, and then have to get out of the town.

This is where it gets tricky. The player won't be able to get out of the building simply using the stars, as he would most likely get easily shot down. The best way is to get out from behind the building (see the screenshots), on those pipes-like things.




He then get to the extraction point, approx. 1km north from Chernogorsk, encountering some enemy patrols looking for him on the way, and eventually have to fight them back untill the chopper arrives.

Features :
- Rather long, immersive sequences (helicopter trip is 8km, boat trip is 3km (skipping time if transported by civilian AI), sneak part is rather long also (+-10minutes).

- Not much action as we are used to see it in arma, mission can be finished with a single shot.

- Custom music covering approx. 80% of the mission, music taken from The Bourne Identity/Supremacy/Ultimatum serie.

- Inspired by Call of Duty 4 : "All Ghillied Up" sniper in Chernobyl mission.

Changelog :

V2
- Changed starting location to USS KHE SAN, South of the Island, reducing time to get to Cherno
- Rearranged map markers
- Rearranged exctraction chopper waypoint


Help ?
Here's where you come in :
What would you like to see in this scenario ?
What would you change right now ?
What help can you provide to improve it ?
Are you willing to test an alpha stage of the mission ?
Are you enthusiast about the idea ?
Can you figure out a cool mission name ?


Thanks for your time, and apologizes for the bad English, i'm from Belgium :-)

EDIT : The img thing doesn't seems to be working, any clue on how to put the images on the post ? tnx :D

This post was edited by bshanZz (2012-08-25 02:34, ago)


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#2 Posted at 2012-08-24 21:18        
     
What would you like to see in this scenario ?

Having to sneak in, dodging patrols, find a hide/loophole to use (see below) and get the target, then extract on foot from a now even more hostile area.

What would you change right now ?
Ditch the 2-3 minute helicopter ride (it's more wasted time than immersion) and the boat insertion (a sniper would just walk the 2km in from Balota). Several minutes not playing especially at the beginning before not playing for some more (time skip and whatnot) isn't very enjoyable. Maybe start out on the ground with the insert helo flying away? Since the sneak time is already longish, might as well get to that part right away. Also we've all done enough helo inserts in ArmA. :)

I'd also never sleep for several hours on top of the exposed building in the middle of town. :) I'd take my shot from here:



I know you're trying to replicate a CoD mission though, which explains the total and complete lack of tactical preparation. :)

What help can you provide to improve it ?

If you need scripting or editor help feel free to ask how to do whatever.

Are you willing to test an alpha stage of the mission ?

Sure thing!

Are you enthusiast about the idea ?

Seems like a solid idea for a mission, you know what you want and are willing to ask for help to make it better. That's a LOT better than many other missions that get released.

Your English is actually quite good and certainly nothing to apologize for! :)


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#3 Posted at 2012-08-24 21:54        
     
Y thanks alot for the fast response :)
I love how the ArmA community is one of the most active and most welcoming ever :-D

- You suggest I remove the insertion part, and I have to admit i have thought about it myself, but the thing is, i found THE perfect song for the "intro" of the mission, where you have to board the chopper etc, but yeah, i think ill skip it, or at least make it quickier.
I thought about starting straight in the chopper, but then again, there's a lot of scenery in the usaf base that the player is going to miss, planes taking off, ppl working on planes etc etc (and I just love when there's a feeling of "reality" goig around you in a mission, it adds immersion imo), soo i'll see into that, maybe i'll get a satisfying result after all.

EDIT : I know, i'll just use the LHD in editor mod to make the trip flight shorter :-)
Just tried, anly from going to the airfield to the boat, it took 5-6 mins ^^
yeah a bit too long indeed.

- About the sleeping in the town, yeah i know it's not really "realistic", but i wanted to have to sneak in by night (wich is really exciting, you have to dodge the lights, vehicles headlights etc :p), and the shooting by day, caus its more fun to escape by day :D
Ill change the text and just say that they (playable in coop) wait for several hours, but i think i'll keep the time skip.

Thanks for the help for the scripting & stuff, a lot of what I learned actually come from this site, and various other community members like you. In fact the only thing I might need help for, is the whole objectives and task thing, i've never used them before, as the missions I designed were always made for me & friends, so we knwe what we had to do.
But i'll try to figure it out myself, and come back to you if I need any help, if that's ok.

This post was edited by bshanZz (2012-08-24 22:00, ago)


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#4 Posted at 2012-08-24 23:04        
     
One thing a lot of people do is make the intro optional via parameters. That way they can get the full experience the first time but after that turn it off to get to the action quicker. With intro on you'd start at the base, do the flight and get the song. With it off you'd just start at entry point, well drop off point.

For tasks I have demos for both only by triggers or using a whole briefing.sqf setup.


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#5 Posted at 2012-08-25 01:27        
     
Seems like the mission isn´t there anymore, probably you took it off to make the changes. I would really like to play it as I enjoy very much the role of a sniper. If I may make a suggestion, keep the FFP (Final Fire Position) up to the player to choose. You could put some markers in the mission to guide the player, but making him fire from the exact position that you want could be a bit restrictive and also damage mission replayability.

About the insertion, scenery and so on... I do enjoy all the parts of Arma, I tend to role play the game every time I´m at it, so having a nice helicopter insertion, some good music, etc really adds to the immersion (at least for me). Guess if you could make it optional i.e.: Let the player choose if he wants to see it or not, would be really the best.

The mission "All Ghillied up" is indeed a very good cinematic mission, but as pirin very well stated, it is a complete tactical failure! No one would fire an M107 from a rooftop less than a km away if you want to get out of the AO alive. Therefore the player has to be able to choose his FFP, that way the player also learns which positions are good or are indeed very and I mean very bad.

If you want the mission to be challenging, try to make it ACE compatible, I don´t know if that would require extra scripting knowledge but sniping in ACE is far more enjoyable, difficult and realistic.

Please do not take any of my comment as an insult, as it is not meant to critize your work! It is just genuine feedback that you can choose to take into account or not. You are the mission maker here! *THUMBS UP*

Keep up the good work and I´m really looking forward for this mission.


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#6 Posted at 2012-08-25 01:43        
     
Hi There !

Thanks for the reply :-)
I haven't put the mission online yet, that's why you couldn't find it :D

About your remarqus :

- When i talk about the introduction of the mission, I speak of a little trip etc in the beggining of it, not a real intro as you understand it (like separated from the mission in the editor).
It's just a part of the actual mission that set the context etc.
On the last version I have, it takes like 1min to get in the action, so I think i'm not gonna recreate it on the actual intro, just for players to skip it, I think it's ok to wait 1 min at the beginning, beside, I think it looks cool :D
I created the effect of a 2 hrs helicopter flight, by darkening the screen, then flying across a "skiptime" trigger, then lighting the screen back, so it's like the player has fell asleep during the flight ^^

- It's a good idea to let the player choose from where he wants to make the shot, but this is ArmA, the options are limited as there are few high enough buildings in the down, and even fewer with access to the roof or upper floors...
But yes I think i'll arrange that, I hadn't thought of it, and it's a great idea.

- Yeah I know the All Ghillied up mission isn't really realisitc, this is CoD after all, but the action and cinematic ambiance of this mission got me so much I wanna try to recreate, or at list inspire me from, in ArmA :-)
And you'll se that, given the small size of Chernogorsk, the player will be forced to shoot very close from it's target, and escape anyway.
It's easily done though.

- Regarding ACE, I do not think it requires anything more to make it playable, but I have no idea how the scripts and the rest of the mission will react to the mod...

Tell you what I'll attach the mission to this message if I can (it weights 18mb due to the music files), and you can try it out :-)
I think i'll send a SP version, cause the Co one is really more bugged :-)
Is there anywhere I can post a WIP project ?

Thanks for your advices !

# Pirin : One thing a lot of people do is make the intro optional via parameters. That way they can get the full experience the first time but after that turn it off to get to the action quicker. With intro on you'd start at the base, do the flight and get the song. With it off you'd just start at entry point, well drop off point.

For tasks I have demos for both only by triggers or using a whole briefing.sqf setup.

Maybe i'll look if I can recreate the beginning of the mission easily in the real intro, and if so, yes why not make the intro skippable :-)


I just tested it with 2 friends, and we came across some bugs though.
Like text popping up the screen for one player and not for the other etc, i'll look into that too.

OH and, if you have a cool mission name, don't hesitate to share it :D


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#7 Posted at 2012-08-25 01:52        
     
Upload both versions :) I use mediafire.com for my files.


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#8 Posted at 2012-08-25 02:30        
     
Aight there you go :
http://wtrns.fr/J48G94ee338Ni0C

2 files :
Warning_shot_SP_v2.pbo
Warning_Shot_MP_v2.pbo
(couldn't come up with a better name yet :p )

It requires the LHD In Editor Mod,
http://www.armaholic.com/plug.php?e=search

You'll see you have 2 radio options : first one is to active once you are in position of shooting : it triggers the skiptime to the meeting, and activate the path for the target (who takes like 1 minute to arrive in the town)
And the second is to trigger when you arrive at the exctratction point (marked on the map), and triggers the

I forgot to move the 2 other snipers out of the helicopter, si when playing in solo, don't ay attention to them, they wil be dropper with you but have no orders.

Oh yeah, the player respawn is set to instant with 10 wait seconds, i used it to try the mission with my friends, as I knew we would die many times :-)
Problem is, when the player respawns, he gets the standard loadout for his class, not the one I changed and put in the unit's init field...
Will try to fix this.

This post was edited by bshanZz (2012-08-25 12:20, ago)


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#9 Posted at 2012-08-26 16:55        
     
I gave the mission a shot and I must say, it´s pretty well layed out. A thing I would like to point out is that the Kamov flies almost over your FFP and therefore almost over your head. I´m still not a fan of that FFP, as when it is day again, the patrols around the city and especially the watchers on the fire tower (the one shown in your first pic of the post) see you very easily (I got shot by them) and as you have to pretty much get to the border of the building to take the shot, they will be a problem almost always. I almost shat my pants a few times in the mission due to patrols right infront of me, but they didn´t have NVGs so they didn´t see me. The city is indeed infested with people, bunkers, watchlights, APC´s... so it makes it tough to infiltrate, but also fun.

As for the extracion, well I didn´t make it... but I would assume it could get very hairy when all those patrols go after you. Maybe the thing I didn´t enjoy even a single bit about the mission was the weapon. I know why you chose it, TI (thermal imaging) is very usefull, but block almost your entire FOV making things a bit harder.

So, the mission is good man, it just needs a bit more work and be tested a few more times, which I´ll be doing. Also, it is good to have a hard mission, but be sure that it is possible to accomplish with the means you gave the player!! A GPS would also come in handy, to make sure you´re approaching from the correct angle and what not.

Keep up the good work man! *THUMBS UP*

This post was edited by lolipoyi (2012-08-26 17:59, ago)


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#10 Posted at 2012-08-26 18:32        
     
Thanks for the Feedback man :-)

# lolipoyi : A thing I would like to point out is that the Kamov flies almost over your FFP and therefore almost over your head.
Yeah I know it flies really close to the player, but I set its waypoint to "never fire" haha :D
It was simply impossible to sneak in the town with the heli patrolling, he even sometimes shot the UH1Y before it landed :D
So either I remove it or keep it that way ^^

# lolipoyi :As for the extracion, well I didn´t make it...
What do you mean ?
Did you just died or was it a bug ?
I have to think about creating auto save during the mission.


# lolipoyi :Maybe the thing I didn´t enjoy even a single bit about the mission was the weapon. I know why you chose it, TI (thermal imaging) is very usefull, but block almost your entire FOV making things a bit harder.
You suggest I replace it with a regular M107 or m40A3 ? :-)

I'll see into the gps idea, it could be good indeed :-)

have you encounterd any bug like AI doing wierd stuff etc ?
What did you think about the music ?
Any Idea for a mission name ? :D
Thanks for the feedback, stay tuned for upcoming fixes etc :-)
Tnx again


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#11 Posted at 2012-08-28 09:14        
     
I mean I was shot dead before making to the extraction, so no idea if it works or not. Tonight when I come back home I'll give the mission another try. Instead of an autosave, think about a save radio command, that way the player can save as many times as he wants.

As for the weapon... well I'm not suggesting to change it completely. I guess the best idea would be to place those you mentioned in the cargo bay of the insertion helo, that way the player can pick his weapon on the way to insertion. I would also place the Mk 17 sniper rifle, with the silencer and the normal scope. The silencer in this mission is pretty important, as you are shooting straight from the middle of the town.

As said, I'll give the mission another shot tonight if I don't get home to late and post any feedback if there is something.


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#12 Posted at 2012-08-28 15:06        
     
One thing you could add if you wanted is this neat bullet cam script by Big Dawg KS Here...
Great ideas! :-D

=Foxhound]You can add 250.004 smileys to your post but not a proper title and proper info?[/quote]

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#13 Posted at 2012-08-29 16:57        
     
Well, so long I'm still unable to finish the mission... As soon as I take my shot, everybody in town gets alerted, thus making it almost impossible to escape alive. The sneaking into town is easy as pie, but the shot man... I tell you, it's hairy as hell. Also the extraction route along those pipe-thingies could get very frustrating with the clunkyness of Arma II, but again, I never made it so far. It is kinda sad, as I thought I was a pretty good sniper *SCRATCH* I'll keep trying though, maybe by micromanaging my position can I get some cover while taking the shot. One question, have you accomplished the mission in its current state?

This post was edited by lolipoyi (2012-08-29 23:48, ago)


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#14 Posted at 2012-08-31 18:12        
     
# lolipoyi : Well, so long I'm still unable to finish the mission... As soon as I take my shot, everybody in town gets alerted, thus making it almost impossible to escape alive. The sneaking into town is easy as pie, but the shot man... I tell you, it's hairy as hell. Also the extraction route along those pipe-thingies could get very frustrating with the clunkyness of Arma II, but again, I never made it so far. It is kinda sad, as I thought I was a pretty good sniper *SCRATCH* I'll keep trying though, maybe by micromanaging my position can I get some cover while taking the shot. One question, have you accomplished the mission in its current state?

Hi !

Yes I did ^^
I move up to the 3rd floor (i think, the one with the ladder), and get very close to the fence, then lay down (you have to be pretty close to the edge cause otherwise you'll back up behind it ...) ...
As soon as I make the shot, i get up and take the ladder, then get out on the pipeline ...

That's one thing that always prevented me to put my missions online, I often do "wierd" ones, I know how to do to get the job done, but I'm sure nobody will find out by themselves, and as a matter of fact, they don't :-/

Sorry, must be frustrating ^^
Anyway you're not missing anything, the end is bugged on the version I gave you, i fixed it since then (I think), but I have not much time to work on it atm, I'm passing exams all this week and the next one :D

Will keep you informed on upcoming updates :p