-The last trigger now activates only when all objectives are completed.
-arrival of chopper delayed a bit.
-Satchel charge should now display correctly in inventory.
-Overview picture should now display correctly.
-Some oather smaller changes/fixes.
I apologize for the previous flaws, I'm still only learning. Alsow, please pardon my not so great english.
Both ArmA 2 & ArmA: Operation Arrowhead/Reinforcements, or Combined operations.
This post was edited by Big (2013-01-06 05:52, ago)
Hey SlovakianLynx, I gave the mission a try. nice action!
I would recommend to have the trigger around the pilot much much smaller because he suddenly joins your team without even seeing him before that which is a bit confusing and unrealistic. Nice mission nonetheless. and Thanks!
I hope you don't understand it wrongly if I unleash a whole avalanche of criticism on you, but it's just meant as some ideas that you can either implement in this mission or the next one or just dismiss as crap ;)
There are a few technical things that can be improved, and some issues concern the tactical point of view.
First let me say that I prefer missions that are as realistic as possible. If you think about this situation in real life, would it be planned similarly or not? Usually, one would try to do a POW/hostage rescue with as many advantages on your own side and as many disadvantages as possible on the enemy side. So in this case, one would do the mission in the darkness of night (we have NV, they don't, at least not all of them), one would use silenced weapons to keep the element of surprise for as long as possible, one would use overwhelming force in order to take out as many enemies as possible before they can do anything, especially harming the hostage.
So I would suggest to change some settings in the mission:
- daytime should be night, or at least it should be explained in a short story text that it is impossible to wait for the night because the hostage will be executed or moved to a better defended place in a few hours.
- use special forces (granted, SF are too often used in Arma missions, but are very appropriate for this kind of mission)
- give the player a choice of weapons in the briefing screen (you need to write that in the description.ext), including scoped and silenced weapons, also a Mk19 grenade launcher backpack (and tripod backpack!) would be nice so the player has the choice to put that up on a hill to provide some fire support.
- put in more troops, preferrably in groups that can be commandeered with high command, e.g. two 4-man-teams Alpha and Bravo who go into the village and one 2-man-team Charlie, who provide overwatch with either a sniper rifle or the aforementioned grenade launcher.
The latter will give the player choices how hard he wants to play the mission: completely alone, with just 4 people or up to 12. He can make a two-side approach if he wants to etc. BTW, all friendly AI should be able to be teamswitched into, that helps a lot in some cases.
Now, a few technical remarks:
The pilot should be tied down and unable to move until he is cut lose by the CSAR team. There are a lot of missions you can use as example how that can be achieved. At the moment the pilot will just start walking out of his prison as soon as you come close (but being outside of the compound is far from a rescue!), so this needs to be fixed in order to avoid this unrealistic feeling the player gets when suddenly a task is technically completed that he didn't really do yet.
Next thing is the reinforcement chopper. A really good idea, but it should be triggered differently. I'm thinking about a radio tent/booth somewhere in the village where some alerted soldier runs to and radios for help. If the player manages to take either the radio man or the radio booth out before it can be used, then the reinforcements stay away. On the other hand, the reinforcements should be more powerful, you could send in two Mi-8 and maybe also a Hind, so that it becomes really hard for the player if he didn't take care of the radio.
Mission end shouldn't just be an "endzone" you have to run into, a chopper extraction would be much better. Taking a look into other missions can help you here, too. BTW, I also noticed that boarding the enemy chopper also ends the mission, which doesn't make sense, because usually you can only enter the enemy chopper if it is downed and thus unable to fly.
Based on some of the technical suggestions of Brainbug I think it would be useful for you to look at a mission (the only one I ever really worked to release) a while back. http://www.armaholic.com/page.php?id=11787
There is an example of a script that keeps a pilot tied up against (loops an animation until forced to stop or the pilot is killed) that (with the help of some of the guys on the BI forums) I got working quite nicely. Also, there are plenty of other things you might find useful.
Armstrong-"Hey Carillo, do you see that?"
Armstrong-"Something's burning over there, see the smoke?"
Carillo-"That's not smoke it's dust!"
Armstrong-"Dust? i don't get it."
I see your points, but I dont think im gonna work on this mission much, as Im now working on somethink else. Im just gonna work on shortening the radius oround the pilot, so he doesnt join the group from 5 metres, and I could alsow explain why you have to do it in day time. However, I will keep your sugestions in mind for my next missions ;)
Alsow I doubt, that my missions are/will be 100% realistic, as Im not a millitary guy. Im more of a artistic person.
Some time had passed since I've released the last version. I've been working on oather stuff in ArmA and my skills improoved, so I decited to work on the mission a bit more. Here is version 1.2
-Removed waypoints. Mission now works only on triggers.
-All units in your team are now switchable.
-Relocated the pilot inside a building.
-Setted indetities (the team speaks czech now).
-Made some changes to the teams gear (Commander now has sharpshooter's SA vz.58, replaced the ghillied sniper with rifleman and scripted him a Dragunov SVD, machinegunner now uses M240 insted of M60).
-Chopper now takes off when the pilot is freed.
-Few oather changes/fixes.
Mission has improved quite a bit, but you should fix the ammo loadout. The M240 has PKM mags (100Rnd_762x54_PK), but it needs 100Rnd_762x51_M240.
Also the pilot still tends to run out of his prison and waits somewhere on a nearby hill until you have cleared the compound and walked into the trigger area. A bit unlogical from a gameplay perspective, but if you don't want to put more work in it then we have to live with it, but you should at least write that in the notes, so that the player knows what to do, e.g. "the pilot may walk away, but to trigger the objective, you must walk into the shed" or something like that.
You should also check the log (arma2oa.rpt) for a bunch of syntax errors.
Copyright (c) 2006 - 2020 Armaholic.com All Rights Reserved.
Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks or registered trademarks of Bohemia Interactive a.s.