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rejenorst

Rejenorst's Missions [SP/MP/COOP]

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Wow, Rejenorst! That was a blast of a mission (Hunted)! Really perfect! Thanks for your work! I would love to continue playing the story! :) :)

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I am thinking of making another 1-3 insurgent missions. It just depends on how much time I have etc.

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This is a great mission. Haven't finished it yet, quite difficult even on recruit difficulty, but it is great even still. The voice acting is top-notch; x1000 better than any voice acting in any mission made in ARMA 2 by BIS.

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Thanks man :) I really appreciate it. The voice acting can be really difficult to do (convincingly).

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Spotted a typo: "their trying".

Failing to protect Yuri will fail the mission and all saves get discarded. Perhaps you should use the failMission command that lets you resume the last save?

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Thanks man :) I really appreciate it. The voice acting can be really difficult to do (convincingly).

No problem. The voice acting is good, specifically the British English and the Russian, both actual Russian and accented English. Keep up the good work! ;)

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The Hunted is a great mission, best I've played in a long time. Lovely camera, and the voicework, music and sound effects, (tracker dogs) really create a great atmosphere! I went through without firing a shot as I tried to imagine myself as a civi caught up without really knowing how to handle a rifle.

Love the idea of the splintering of the factions, could allude to the reason why the Chedaki go off on a murdering spree.

Would love to see a continuation of these.

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nice mission! you can see how important voice acting is for missions to make them really immersive, its great done.

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@Celery:

Thanks man will look into that and I was wondering whether or not it is possible to fail the mission without loosing saves. Will test out the fail mission command.

@Laqueesha,Coffecat and Electricleash:

Thanks guys I highly appreciate the comments. Hope to do more missions soon.

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Just played through both Steel Garden and Hunted and can only reiterate what everybody else already said - two awesome missions. I'd really like to see the story of Hunted continued. Easily among the best missions around. Hunted reminded me a lot of the original Flashpoint Demo... pretty much the same sense of "Wah?" I had when I played the OFP demo for the first time.

Very well done!

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Just played through both Steel Garden and Hunted and can only reiterate what everybody else already said - two awesome missions. I'd really like to see the story of Hunted continued. Easily among the best missions around. Hunted reminded me a lot of the original Flashpoint Demo... pretty much the same sense of "Wah?" I had when I played the OFP demo for the first time.

Very well done!

Look up Rejenorst's posts and you should see his The Cause thread, with a followup mission that has an epic, incredibly well-crafted battle in Berezino. The mission briefing is full of text that fleshes out what was supposed to be the overarching storyline. (Are you still planning to develop a full campaign, Rejentorst?)

The Arma version of Hunted also has two big cutscenes that will tie in to the next mission, although in my opinion they don't really live up to the rest of the mission.

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just started the mission,i absolutely love it (my pc too.. it isn't too harsh for it) so far since i havn't complete it yet,, will report back later... feed back, bug report every thing...

and the voice acting is just striking,,, first thing i notice is the game is smooth then is the voice actor,,, man he actually act not just reading line,,, immersive~~ fraking ehhh man... best voice acting of all time no doubt (of course there r many other great things)

well that much i can say so far, now i will need to complete the game...

big big ty for ur time and effort i ment every 1 worked on it BIG!!! ty to all

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Look up Rejenorst's posts and you should see his The Cause thread, with a followup mission that has an epic, incredibly well-crafted battle in Berezino.

Found it, going to check it out. Thanks for the hint :)

BTW, I found a small bug in Hunted, not a big deal and it may be known already:

After the minefield, when Yuri says there is an output ahead, he runs towards said outpost, and turns back half-way only to run back to the men waiting at the minefield. He waits a bit there and then continues.

Not a big deal, certainly not a deal breaker, but it happened every time I tried it and it also happened for my brother. No addons except for Jarhead's sound mod.

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just finish ur mission ~~~~~~ freaking love it...

sound 10/10 best voice acting ever

design 10/10

pc requiremnt 10/10 (even my poor old 2.8 ghz duo core can run it smooth)

camera 10/10

fun 10/10

duration (not fair to rate it yet since is suppose to be just a part of the campaign )

difficulty 6/10

sorry i gotten too lazy to type so...

any way big thank you for making such awesome mission can't wait for the full campaign

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@Maturin: A New War mission is very intensive on the pc specs as there are a lot of units running around. I am ditching the current campaign for The Cause 2 and will try and do a few more Insurgent missions and possibly redo the storyline from there with Yuri and the player fighting within the insurgent ranks rather than Russian military. It would allow alot more flexibility. Also I don't want to overwhelm the player with to many written details at this point and am not sure if I will bring Yuri back into it or what I am doing exactly. Will just have to see how the mission design vs time goes. If anything will be a number of seperate missions that develop the story further. Problem is getting the Russian actors for it. I have generic russian commands for movements etc which I will probably use while character dialogue will be in english/english russian accent. If I can get enough missions to tie together I'll make a short campaign, if not then I'll just have them as single missions that are loosely related.

@J rock: I will try and make missions with lower specs in mind if I make more along those lines. Thanks for the feedback glad you enjoyed the mission :)

@Alwarren: I have noticed this as well, yuri will sometimes run back and look as if he's healing himself or someone else. I usually speed up the time until he returns to the waypoints. Not sure why he does it exactly. I may not be able to do a lot about it but will check into it.

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HELLFIRE

hellf.jpg

Last night, Bravo Company of the 115th Mechanized Infantry Battalion (Task Force Bayonet), managed to setup a forward operating base in an abandoned military compound north of Zargabad. Viper55, which is attached to the same brigade, has landed there for emergency refueling. The enemy garrison in Zargabad is unable to launch any significant counter attacks, since most of the enemy's 201st infantry division is thinly stretched across the south to protect major supply lines running between Zargabad and Takistan. Air reconnaissance suggests that more than half of the enemy's 201st Infantry Division has been pulled back into Takistan to join the ongoing fighting there. Intel on the ground suggests that the enemy has a major lack of anti-air defense systems. However, recent information from a high level informant has revealed that the Zargabad garrison has just received additional weapon and munitions shipments. The informant will be sending us specific locations as to where these weapons are being stored. Given this state of events; Lt. Colonel Briggs has ordered the 115th to establish a foothold in Zargabad as quickly as possible.

Requires: Combined Ops

Mission type: Singleplayer

Addons: None

Custom Music: Yes

Voiceacting: yes

Mission length: Apprx 20 mins

Mission Version: 0.9

LINK Version 0.91: http://www.rejenorst.com/projects/[sP]Hellfire.Zargabad.rar

LINK Version 0.91: http://www.armaholic.com/page.php?id=14584

Changelog:

0.91

-Added keydone in description.ext and activatekey in end script so that the mission shows up as completed in the scenario menu.

0.9

-Have added the report dialog to pilot seat so that the player can play the mission as pilot rather than gunner.

-Added a few more radio sounds to notify player of events or change in tasks.

-Fixed up some spelling and refined the briefing slightly.

-Fixed a problem with wrong radio voice being broadcasted when reporting a traget that has already been confirmed.

-Small minor changes in script.

Edited by Rejenorst

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Have uploaded another version of hellfire mission, have edited the above post and front page post as needed. Mission is pretty much complete and will probably only see another version if people really want me to implement suggestions. Suggestions welcome.

Thanks.

EDIT: Have uploaded v0.91 of Hellfire (refer above to changelog details).

V0.91 only add a keydone command in description.ext so that your mission shows up as completed in the Scenario menu after finishing the mission.

Have also uploaded version 1 of Hunted which makes some minor improvements, but it also stops you from loosing your savegame when Yuri is killed. Refer to page 1 for details and download link. Please note that I have also left Armaholic links to older versions. Version information is specified next to links.

Edited by Rejenorst

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THX you, nice mission! any chance of getting a MP version, so that we can play it with friends?

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Coding for MP is another can of beans for me as many commands have to be rewritten so that all clients are in sync with the server.

I need more time to work with MP code. So far I have only tested one of my missions in MP with one other player but I still have a bit of learning to do in that area.

If I get more time to focus on MP missions I will try and release something with air/infantry combinations.

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wow u just released a mission from a part of ur awesome campaign which leaving people hanging, hungry for more, for the whole campaign... and now u hit us again with some thing this amazing again, man... u r 1 talented author, not only u got the skill to make things happen u also got the n sense to know what to put into a mission to make it fun to play n very very immersive..... love ur mission u r going into my must play author list...

HELLFIRE what a awesome mission!!! i finally get to be gunner not watching AI having all the fun and my pilot finnally listen to me not wondering around on its or his own or just won't fly high enough for me to find a target... that comm thingy made it all happen no u made it all happen big big ty for ur time and effort....

and of course the sound effect and mission design are excellent too, sound effect make the mission much more immersive, mission design it is just the type of mission i would expect a AH64 would receive in real life.

though the comm thingy would be alot better if it was possible to

(just a suggestion, i reackon this comm thingy got a lot of potential and need to apply on other chopper mission... like the MP game WARFARE)

1: tell the AI pilot to rotate left or right after we come to a halt

2: fly higher then 200 meter

3: possible to set multiple way point

4: sudden change of direction or to halt

Edited by j rock

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@EricFr: Good idea I think I will add that.

@Jrock: Thanks man totally appreciate the feedback, it keeps me wanting to make more missions :)

You make some great suggestions which I think should not be to hard to implement. I will try and add them this week.

1: This is something I really wanted and will try and get done as a priority. I will probably add a button in the commpanel menu for rotation. I asked around in the mission editing forum and got some positive responses. Will have to play around with it: http://forums.bistudio.com/showthread.php?t=121093

2: This is easy to implement. let me know a few heights you want and I'll add them.

3: This is another thing I thought about doing. I just need to plan it out before I script it so that the waypoints are deleted automatically when the player changes his mind.

4:I should be able to implement a halt command, I am using the move command at the moment for waypoint designation in the commpanel. I have noticed that the helicopter will continue to try and complete the waypoint after I have space bar moved him somewhere else, unless I reuse the move command, in which case I can just set the move command to the heli's current position. Lol sorry was just typing my thoughts as they came so answer is yes this is easy to implement. Will add a stop button to commpanel.

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wow ty for replying and listing

well i just took ur mission out for a spin kill some taki watching their body part falling apart... and look at my comment again, i guess i had been doing the same just typing my thoughts with out any rethink...

i just realize all of my feed back were totally rubbish totally not necesscary, since every thing u need to control the AI pilot is already in the comm thingy.

1: just checked the link, XD don't know what it means, from the link i can only tell 1 thing, which is u already hav that in mind n u r trying big ty... (or i can just tell the AI to do a circle and come in from the right direction again)

2: actually the current hight option is very enough,,, atleast for the HELLFIRE mission and EVERY OTHER chopper mission i hav ever tried. XD

3: i now really not sure if having the ability to set multiple way point is all that necessary since i can always keep giving way point 1 after another since giving way point through gun sight isn't all that hard, very quick and accurate may be better too)

4: XD i don't know how on earth i could forgot that u can already do that by inputing (` 1 6 which is telling AI to halt and to change direction i just point the gun sight at where ever i wanna go)

sorry for leaving comment with out any thinking the current system is excellent plz just forget every thing i ever said.... XD

well i love ur comm thingy very much just wonder if its hard to implement, i m thinking of editing a few old chopper mission (convoy escort and CAS stuff) and adding the comm system into it,,, it would not be possible to be gunner with out it...

Edited by j rock

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