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EBass

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About EBass

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    Gunnery Sergeant
  1. Confirm Stavrou table animation bug. Also confirm starting Attention Deficit with no squad, despite Miller telling me before I hit the shore "You're in charge of your own squad now" or some such. Either confusing line of dialogue needs changing, squad needs to be added OR if the player is not given a squad due to casualties in previous missions, this mechanic needs to be explained to the player. ---------- Post added at 00:31 ---------- Previous post was at 00:30 ---------- Confirm Stavrou table animation bug. Also confirm starting Attention Deficit with no squad, despite Miller telling me before I hit the shore "You're in charge of your own squad now" or some such. Either confusing line of dialogue needs changing, squad needs to be added OR if the player is not given a squad due to casualties in previous missions, this mechanic needs to be explained to the player.
  2. Ok full feedback with bits copied from earlier. Main feedback: Armory and Equipment selection: Currently I feel as in first episode, too much of a ballache. Searching through crates to find things, with your loadout often being reset at mission start. I feel a far more elegant solution would be some sort of gear select screen on mission start, much like you could customise your's and your squad's loadout in OFP:Resistance at mission start. To eliminate player error on select(i.e take no charges when mission calls for them, could have a default loadout, with hints STRONGLY suggesting player takes equipment X or Y.) Also the "Saving weapons and stuff" mechanic feels weird and doesn't really work properly. If it doesn't allow you to select or save a backpack its almost useless picking up stuff. Infact I'd say the really useful stuff never saves, that being NVGs, GPS, and Backpacks. Helicopter Ambush: *****SMALL SPOILER****** Helicopter seems to fly into turbine blades more often than not, did repeated saves to check this wasn't a one off occurance. **** END SPOILER **** Sneak to the Beach: Miller tells me "They might not be here if we took the opportunity to cut off their head when we had the chance." This SEEMS to me to be a reference to letting him use the fuel truck to assassinate the enemy commander. But I let him use the fuel truck to do that? Possible bug. Patrol and Associated Side Objectives: More needs to be done to communicate to the player that one needs to go "scouting" to fulfil the side objectives marked in orange on the map. I was running round the camp trying to find ways to "start" these missions. Additionally, seems odd that the player can only go scouting "solo" as far as I know, especially when one is going to attempt to take on objectives. Would feel more coherent to me if one had the option to take a small team (maybe a 4 man fireteam) with you. Side mission "elite soldiers" was a borefest. Hiding a 6 soldiers in 2 buildings in a town doesn't make for much fun as far as I'm concerned. Clearing every single building in a single town is a very slow and boring process. Moreover the game misleads the player somewhat, which is bad design? How? Well if you're told that a town has some soldiers billeted in it, the player is naturally going to assume that they are billeted in the one large military structure in the town (the big tower). When the player finds a mine on the stairs of this structure, he's naturally going to be led into assuming yes, they are indeed in there, and the mine is to cover their backs. I spent about 10 minutes trying to get past that mine, but it seems impossible. Game doesn't give much feedback as to how doing these side missions effects anything? Indeed they actively seem NOT to. I didn't notice any FAKs or medkits available for selection after I raided the clinic, same with weapons for the gun smugglers. Ambiance: The lack of ambient civilian modules is really telling and a bit disconcerting. I know we're in a country torn by civil war, but people presumably still live there. When they make their government presumably they won't all be governing disarmed soldiers? I don't think I saw a single civilian in the whole campaign. This has a big hit on the immersion. Mission start design: Going up to different characters to start the main mission seems odd when you have a strategic map, a map that's used to "select" exactly one mission. (so you don't really select it), why not let all main missions available be accesable through this map? Enjoyed the campaign though, the last mission was really excellent.
  3. Thanks for the release guys, enjoying it so far. Main feedback: Armory and Equipment selection: Currently I feel as in first episode, too much of a ballache. Searching through crates to find things, with your loadout often being reset at mission start. I feel a far more elegant solution would be some sort of gear select screen on mission start, much like you could customise your's and your squad's loadout in OFP:Resistance at mission start. To eliminate player error on select(i.e take no charges when mission calls for them, could have a default loadout, with hints STRONGLY suggesting player takes equipment X or Y.) Helicopter Ambush: *****SMALL SPOILER****** Helicopter seems to fly into turbine blades more often than not, did repeated saves to check this wasn't a one off occurance. **** END SPOILER **** Patrol and Associated Side Objectives: More needs to be done to communicate to the player that one needs to go "scouting" to fulfil the side objectives marked in orange on the map. I was running round the camp trying to find ways to "start" these missions. Additionally, seems odd that the player can only go scouting "solo" as far as I know, especially when one is going to attempt to take on objectives. Would feel more coherent to me if one had the option to take a small team (maybe a 4 man fireteam) with you.
  4. Pretty simple really, got a mission where I want an OPFOR chopper blowing up everything in a base just to look cool. Either to set empty vehicles to be recognised as side blufor, or maybe somehow put an invisible man in as driver so its gets targetted. Best solution I've got so far is to put a Blufor man in the back seat, not that conspicuous, but a bit immersion breaking if you realise.
  5. Oh ok, so is there any reason it won't work? I tried it and no script errors came up, but maybe I was using the wrong classname for the missile ---------- Post added at 23:09 ---------- Previous post was at 21:51 ---------- Woo! If anyone's interested it does work!
  6. Hey guys I was searching for some guided missile script and I found this one that seems to be a doozy, http://www.kylania.com/ex/?p=21 Only problem is it's for Arma 2, I see I need to place a "functions" module down, which as far as I'm aware A3 no longer has. I know its got a lot of FNC_Callwhatever though, so I wondered if this or similar could be applied to A3? Also, while we're here, I wondered if there is a way to set empty vehicles to be BLUFOR or alternatively put an invisible man as cargo so choppers fire on them. The enemy chopper really tearing up the base would work really well for my mission ambience. Anyway thanks guys.
  7. I very much apprechiate the work all you guys have done for getting this all together, but it has always struck me as odd that something so vital to mission making has always been so piecemeal? Isn't there a page or text document somewhere that lists ALL classnames (weapons, vehicles, units) etc etc in one place rather than having to dig through 5 pages of forum threads? Thanks.
  8. I got it, AHeli1 setpos [(getMarkerPos "mpos") select 0,(getMarkerPos "mpos") select 1,75]
  9. Hey guys, I was screwing around with spawning units, but in all honesty I figure its just easier to have some units miles away and have them teleport to their desired positions because then I can use editor waypoints with them rather than create them through scripting. Anyway, I know how to teleport them to a marker position, but the problem is these are helicopters with troops in and teleporting them to a marker in the sea seems to have the undesired effect of also teleporting them 20 feet under the sea. So I was wondering how to also set the height of the teleported vehicle. Thanks much.
  10. EBass

    [SP] Woods Sweep

    Hey thanks, couple of quick things if you've got the time, firstly, whats the initialisation trigger on the base conversation? There doesn't appear to be a trigger or a waypoint that can be activated (in the editor at least) near your CO. Also player kbAddTopic ["gear", "conversations\conversations.bikb", ""]; u3 kbAddTopic ["gear", "conversations\conversations.bikb", ""]; u3 kbTell [player, "gear", "Rookie01"]; waitUntil {u3 kbWasSaid [player, "gear", "Rookie01", 3]}; What purpose does "gear" have in this. I get the rest, but "gear" doesn't appear to come up in the .bikb and seems to have no utility other than to be there? I should really get around to actually understanding this scripting language one day rather than just cobbling together ctrl-ced bits :)
  11. EBass

    [SP] Woods Sweep

    Hey Flash, would you mind if I Depboed this and used it to learn a bit about animations and conversations?
  12. Its not really about the patrol route, you basically have to kill 3 guys with a 1 hit kill sniper rifle. If you're struggling with that then you got other problems than the mission. That said I know the way the script works, as soon as they are all dead he joins your side, so if there were more people in town he'd get immediatly shredded. It might also be nice adding some ambient civilians to the target area.
  13. EBass

    [SP] Woods Sweep

    Nice mission, this mission definatly has the "feel" of a campaign mission rather than a single one. Something not too hard, but builds tension and world. That long jeep drive is just made for a conversation between your fireteam, feels a lot like "Camping" (think that was the name) from the original OFP. That said, for a single mission I thought the drive was a bit much from home base, when you have a perfectly functional "base like" area in can't remember Airbase 128 or something? Look forward to more.
  14. Gotta agree mate, its a good idea but its a little too easy, maybe you have to infiltrate the area first rather than just being placed there, or have a second objective after the lighthouse? Good first release though
  15. Great stuff, just a couple of questions. Medics don't seem to work. It also keeps telling me to install OA Cba, is this a redundant message?
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