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Thread: Escape Chernarus (Mission Release)

  1. #11
    Sergeant
    Join Date
    Nov 25 2010
    Location
    Örebro, Sweden
    Posts
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    Author of the Thread
    NeoArmageddon

    I'm glad you liked the mission, and thanks for your feedback! Some of it I can explain, and some of it I can fix.

    Response to bugs:
    • About mission start: I know what you mean, and this is a problem that I have not really managed to solve. As I wrote in the ReadMe.txt, my suggestion is that you start mission in a "clean" way. Start server, log in as admin (if on dedicated), players connect, players green up, admin continue. Also, do not restart mission on server, instead restart server. In that way it always works for me. I'm sorry about this! I hope to fix it soon, and if anyone knows how to fix this, please PM me. I think it has something to do with Norrin's Revive script.
    • About start positions: Since the start position is true random, it will naturally offer different levels of difficulty. Hint is, use your patience and wait for a good moment. Armored patrols and traffic move over the whole map, so you can wait them out. Close to a city is also a greater challenge, but at the same time the escape moment is something that you can become better at. During development I've done it many many times on my own, and almost succeeds every time. Try to figure out how I do it!


    Response to feedback:
    • During beta testing we have not played it during nighttime. I can very well imagine that there are some stuff that need to be tweaked (like night visions). I'll see what I can do!
    • Param "Enemy - Few" primarily lower the amount of AI soldiers in a group, and it also affects the ambient military traffic a little. A gameplay hint is to use "run and hide" tactics. Most armors is just ambient traffic, and they will not know about you until they actually see you. I want to prohibit players from just stealing a car and run away from enemies too easily. And again, traffic is random, so sometimes you end up in situations with much armor. When attacking a communication center on the other hand, I understand what you mean. The option "Enemy - Few" does not affect comcenters defences as it of course should do. Expect a fix for that!
    • Regarding backpacks I have not thought about it. Thanks for the idea, I'll see what I can do about it!


    Response to edit/port mission:
    Please do! It should be quite easy to port since I've had that in mind all the time during development. I have plans to port it to Takistan myself. PM me if you need details about it! I'd be glad if you then reference me in some way. Engima (with G and I in opposite order ).
    Last edited by Engima; Feb 9 2012 at 10:15.
    Engima spells E-n-G-I-m-a

  2. #12
    Sergeant Major
    Join Date
    Sep 21 2006
    Location
    In ze mountains
    Posts
    1,428
    Enigma: any chance that you could include an pre-mission parameter that allows for players to select BAF troops? Cue "The Great Escape" music

  3. #13
    Quote Originally Posted by Engima View Post
    Engima (with G and I in opposite order ).
    Now that you said it, I see it too.

    (sry for OT)

    >>>For The Life Of A Friend | SP scenario for Arma 2: CO
    Tags: civilians, friendship, mafia, assassination, revenge

  4. #14
    Quote Originally Posted by Engima View Post
    About mission start: I know what you mean, and this is a problem that I have not really managed to solve. As I wrote in the ReadMe.txt, my suggestion is that you start mission in a "clean" way.
    Yes, I read the readme and I was aware of this. We tried all possible ways of "restarting". The corpsman got shot every 2-3 restart in every possible restart compination (server restart, all green up, no green up, etc).
    Looks like
    Code:
     player setCaptive true;
    is not called correct or in time. Or maybe your "leaving the prison/taking weapon"-trigger is sometimes broken.
    On Shacktack HUD you can see some relative unit movements during initialisation... maybe have a look into this too.

    Quote Originally Posted by Engima View Post
    About start positions: Since the start position is true random, it will naturally offer different levels of difficulty. Hint is, use your patience and wait for a good moment.
    I know that its totally random and therefore variable in its difficulty, but its quite useless to wait for a good moment, when you are surrounded by 5 squads and some armor, who are aware of you! its impossible for two players (tank driving down prison fence, infantry squads at higher position can shoot into prison, etc) to survive just 2 min. Maybe you should check the spawns of units near prison at gamestart and limit the squads in this area (guards + 2-3 groups are okay for 2 player).

    Quote Originally Posted by Engima View Post
    Param "Enemy - Few" primarily lower the amount of AI soldiers in a group, and it also affects the ambient military traffic a little. A gameplay hint is to use "run and hide" tactics. Most armors is just ambient traffic, and they will not know about you until they actually see you. I want to prohibit players from just stealing a car and run away from enemies too easily. And again, traffic is random, so sometimes you end up in situations with much armor. When attacking a communication center on the other hand, I understand what you mean.
    Yes, I was just talking about com centers... ATM much to heavy for 2 players. My assumption was, that comcenter defense was influenced by "Enemy - Few". The amount of armored patrols is okay in comparison with infantry groups.


    Quote Originally Posted by Engima View Post
    The option "Enemy - Few" does not affect comcenters defences as it of course should do. Expect a fix for that!
    Great.


    Can you shorten the intro/blackout sequence? Its very annoying if you have to wait 12 seconds after each restart (specially if you had to restart because of the mentioned bug).

    P.S. I just had a look into your script and I like your scripting style (cause I write SQF much like you^^).

  5. #15
    Great work Engima, a very fun mission.


    As Neo already said the random starts can get a bit tedious, with the long black screens and random deaths. But I guess the funniest thing that happened yesterday was when a patrol entered the prison just before the guard died and snatched all his AK ammo before we could get our hands on it

    The nighttime fighting was tense, no need to let NVGs turn up everywhere. A different season (or option to change it) where it takes longer to get fully dark or full moon, you can already choose better weather for a cloudless sky, the GP-25 flares already available and maybe some weapons with flashlights could be fun. Maybe just some NVGs at the depots and communication centers. It adds more urgency to get going when it's slowly getting darker and you can't see anything.

    We'll play again today and report back.

  6. #16
    Sergeant
    Join Date
    Nov 25 2010
    Location
    Örebro, Sweden
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    Author of the Thread
    Quote Originally Posted by NeoArmageddon View Post
    Heyho,

    one of the best missions I played for a long time! (I am just missing a campfire and a tent^^).

    Scruffy and me played yesterday 4 hours on our dedicated server.
    Approx 24-49 (Server)-FPS on i7-920,8 GB Ram.

    We also experienced bug:
    • Sometimes the second slot got killed from the guards before the black-screen at mission start fades out (every second or third start).
    • Sometimes we started outside the prisons and got shot immediately.
    • Sometimes we spawn in between armored patrol on an open field (its nearly impossible to escape).


    And here is some feedback:
    • We played at 17:00 o'clock (ingame) and we got the problem that no enemy is using nvgoogles. It would be great to see some speznaz searching for you, so that you can acquire their night visions.
    • Param "Enemy - Few(1-2 Player)" seems still to heavy for 2 players. The amount of infantry and choppers is ok (maybe a little bit too low) but the amount of armored vehicles is far too heavy. Even if you got a weapon depot and some rocket launchers, shilka + brdm + t72 + x infantrysquads in one spot is to heavy to ambush. It would be great to split the amount if infantry and armored vehicles in mission params, so you can set each separately.
    • A CO/OA version would be great. Backpacks would make this mission even better!



    Are we allowed to edit/port your mission? I can't find info about this in your readme.
    This mission will be great on Duala/ToraBora/Takistan/...
    • Mission start failure: Fixed!
    • Start outside prison: Fixed!
    • Spawn in between armored patrols - impossible to escape: Fixed! (still random though, so you can find yourself in difficult places)
    • Enemy night vision goggles: Fixed!
    • Enemy - Few/Medium/A lot at communication centers and general: Fixed!


    Thanks again NeoArmageddon for your feedback! It was relevant. I hope things work better now (especially that embarrasing start bug). The update is in the validation queue at Armaholic.com and hopefully up within hours!

  7. #17
    Sounds great. We will test your mission ASAP.

    By the way: You can always send your mission directly to me and I will host a mirror until Armaholic updates your mission.

    P.S. Your mission prevents me from learning for my exams

  8. #18
    I can safely say that this mission is kick ASS! The bugs or issues weve ran into have all been posted here. We've been playing this mission all week. Id love to see more built like this i.e. the living world and such.

  9. #19
    Brilliant mission!

    It took me and 5 others 3hrs(ish) on expert and medium. If only one of us had recorded it... :-/

    Definitely one of the best missions i have played in a while, thanks!
    Nancy Astor: “Sir, if you were my husband, I would give you poison.”
    Winston Churchill: “My Lady, if I were your husband I would take it.”

  10. #20
    Scruffy took some videos yesterday (Scruffy will post em soon). Some of them are very funny:
    Escaping prison, get in a bus (in cargo), let the civilian drive, run into a enemy group, didn't get noticed by AI because civilian vehicle, driver decided to get out of bus, shoot by enemy patrol... we loled^^

    I think we will soon come up with some ideas to make the mission even 20% cooler!

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