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Thread: Poor mission scripting

  1. #1
    I bought this game while ago but just last week started playing through campaign and noticed that many missions are poorly scripted, for example in missions where you are suppose to blow bridge leading to Dolores and defend city against tank attack, in start of the mission you have no rifle ammo in the beginning of the mission, wtf no ammo not even single round? Then there is no noticement or end of mission, even if mission conditions aren't fulfilled. I killed all tanks and still mission wasn't ending, just becouse my Humwee was exploded by enemy fire and that Humwee was part of the ending script = poor mission scripting. I don't remember this kind of mission scripting bugs in OFP, missions were always ending if mission conditions wasn't right, but in ArmA you could be playing long time only to realize that you cannot accomplish that missions anymore becouse something in scripting was broken I wonder is Queens Gambit better scripted than ArmA campaign?

  2. #2
    In the QG-mission with the mercenaries you get this: You cant command the leader-Team-AI but you have to babysitting him not to die when he stumbles through the mission. And of course you have to watch yourself not to die.

    I tried this on 100%-Enemy-and-100%-Friendly-AI-skill and the result was that i canceled the campaign after 5 minutes. I was very lucky that i got QG for free and didnt waste money.

  3. #3
    Quote Originally Posted by [b
    Quote[/b] ]for example in missions where you are suppose to blow bridge leading to Dolores and defend city against tank attack, in start of the mission you have no rifle ammo in the beginning of the mission, wtf no ammo not even single round?
    That's because you didn't take a close look at your briefing while in the vehicle did you? You are supposed to place satchel charges underneath the bridge, and then pick up an arms cache nearby which has more than enough ammo for John Rambo to use.

    (Arms Cache is to your very far right. You follow the beach line after you place the satchels, then when you no longer see the bridge walk straight up to coast and look around. You'll see a arms cache at a spot which allows you to see the end of the bridge where the tanks are moving to)

    Quote Originally Posted by [b
    Quote[/b] ]Then there is no noticement or end of mission, even if mission conditions aren't fulfilled. I killed all tanks and still mission wasn't ending, just becouse my Humwee was exploded by enemy fire and that Humwee was part of the ending script = poor mission scripting.
    Eh, what? You are suppose to go back to base to support the defence for the Dolores bridge mission, and then you'll get a call to retreat. And how can you trigger the scripts when you don't fulfill the mission conditions?

    Quote Originally Posted by [b
    Quote[/b] ]in ArmA you could be playing long time only to realize that you cannot accomplish that missions anymore becouse something in scripting was broken
    With the exception of one of the single player mission (Commander?, but even that was fixed with the 1.08 patch), I played ArmA twice without any scripting drama that you describe. Really, have you patched your game?

    Quote Originally Posted by [b
    Quote[/b] ]I wonder is Queens Gambit better scripted than ArmA campaign?
    Slightly better story than ArmA in general yes, but better scripting... I dunno. I don't have much problems with the ArmA campaign to start with, but that's just me.




  4. #4
    Quote Originally Posted by (wolfsblut_ @ April 06 2008,23:28)
    In the QG-mission with the mercenaries you get this: You cant command the leader-Team-AI but you have to babysitting him not to die when he stumbles through the mission. And of course you have to watch yourself not to die.
    While the team leader AI can die, you probably haven't try sitting on top of the gravel pit have you? Where you can have near 360* coverage of the battle area, and shoot everything that moves?

    And what do you mean by you being able to get QG for free? the only way I can think off is... via illegal download.




  5. #5
    And the moral of this thread...RTFB (Read The Breifing)

  6. #6
    Lance Corporal
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    Yeah, I read the briefing and run immedietly to ammo stash and killed all tanks with LAW launcher, but still there should be full magazine in start of the mission, who uses empty magazine when under enemy threat when you start mission = poor scripting = scripting bug. In my mission enemy was able to destroy my Humwee before I managed to escape with it, still got no end of mission. Then I killed all the enemy tanks and vehicles and I got no end of mission. I was just running around in the map without any enemies to kill and mission wasn't ending just becouse missions conditions were broken = poor mission scripting.

    I give you other example of poor missions scripting. Same endless mission thing happened in sniper mission where you are suppose to snipe Ural truck convoy from top of the water tower and then escape with Humwee, If enemy manages to sneak past you and kill your driver mission doesn't end, even if you drive Humwee yourself to escape location = poor mission scripting.

  7. #7
    Lance Corporal
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    Quote Originally Posted by (wolfsblut_ @ April 06 2008,23:28)
    In the QG-mission with the mercenaries you get this: You cant command the leader-Team-AI but you have to babysitting him not to die when he stumbles through the mission. And of course you have to watch yourself not to die.

    I tried this on 100%-Enemy-and-100%-Friendly-AI-skill and the result was that i canceled the campaign after 5 minutes. I was very lucky that i got QG for free and didnt waste money.
    Babysitting is what I hate, why can't they give you own mercenary team to control, idea for buying weapons sounds fun. How about if I "accidentally" shoot AI team leader in the leg in the beginning of the mission to keep him safe, does mission end if I do that?




  8. #8
    Quote Originally Posted by [b
    Quote[/b] ]but still there should be full magazine in start of the mission, who uses empty magazine when under enemy threat when you start mission = poor scripting = scripting bug.
    Nonsense. You simply need all of the slots in your gear for the explosives. That´s why you have no ammunition. Would be kind of funny to see the threads that say that you can´t blow up the bridge because you have only 3 of them with you...


    Quote Originally Posted by [b
    Quote[/b] ]If enemy manages to sneak past you and kill your driver mission doesn't end
    Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side.

  9. #9
    Quote Originally Posted by (Balschoiw @ April 08 2008,09:17)
    Quote Originally Posted by [b
    Quote[/b] ]If enemy manages to sneak past you and kill your driver mission doesn't end
    Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side.
    No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs.

  10. #10

    Post

    Quote Originally Posted by (Trapper @ April 09 2008,01:47)
    Quote Originally Posted by (Balschoiw @ April 08 2008,09:17)
    Quote Originally Posted by [b
    Quote[/b] ]If enemy manages to sneak past you and kill your driver mission doesn't end
    Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side. ***
    No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs.
    That's because you have to be a uber-crap shot to not to nail all of those SLAgs in that mission... seriously, SPR and 300-400m engagement range = bliss, and how someone can manage to get pass you is really hard to understand.




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