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SpecOps Campaign: testers needed.


Zeealex

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Okay, didn't play but analyzed mission 02. Here's my thoughts about the script:

You don't use comments; this can be confusing while you're working on it. Just a note.

Your extraction block had the BlockPreserve response after the ContinueIf check. The BlockPreserve won't activate since it is after the ContinueIf. Also, if a player comes within the extraction before they have completed the objectives, it will use their one chance, and making the mission impossible to end.

You can also use counters instead of flags, so instead of a flag for both demos, you could just have a counter.

Also, you don't have to use the ExecutePlan response in the startup block if you have the plan under the desired team. You can just give them a plan and they automatically do it.

Example Script:

Group: <Default>

Comment:

01: init

Trigger Event:

The simulation is starting.

Responses:

Set Player Platoon to (The player-controlled platoon).

Group: <Default>

Comment:

obj 1 complete

Trigger Event:

A demo charge was placed within 1 meter(s) of Zone - Demo 1.

Responses:

Increment Counter - Objectives Completed.

Mark 1. demo ammo complete in the objective list.

Group: <Default>

Comment:

obj 2 complete

Trigger Event:

A demo charge was placed within 1 meter(s) of Zone - Demo 2.

Responses:

Increment Counter - Objectives Completed.

Mark 2. demo bunk complete in the objective list.

Group: <Default>

Comment:

truck 1 down

Trigger Event:

Vehicle - Truck 1 has been destroyed.

Responses:

Increment Counter - Trucks Destroyed.

Group: <Default>

Comment:

truck 2 down

Trigger Event:

Vehicle - Truck 2 has been destroyed.

Responses:

Increment Counter - Trucks Destroyed.

Group: <Default>

Comment:

truck 3 down

Trigger Event:

Vehicle - Truck 3 has been destroyed.

Responses:

Increment Counter - Trucks Destroyed.

Group: <Default>

Comment:

obj x complete

Trigger Event:

2 second(s) elapsed.

Responses:

Allow this block to be reactivated.

Continue executing responses if ((The value of Counter - Trucks Destroyed) is equal to 3).

Mark x. destroy trucks complete in the objective list.

Increment Counter - Objectives Completed.

Unlock the next hero character in the campaign.

Prevent this block from being reactivated.

Group: <Default>

Comment:

obj 3 complete

Trigger Event:

A member of Player Platoon is within 1 meter(s) of Zone - Extraction.

Responses:

Allow this block to be reactivated.

Continue executing responses if ((The value of Counter - Objectives Completed) is greater than or equal to 2).

Mark 3. extract complete in the objective list.

Set Timer - Mission Complete to expire in 3 second(s).

Prevent this block from being reactivated.

Group: <Default>

Comment:

mission complete

Trigger Event:

Timer - Mission Complete has expired.

Responses:

Display "Mission Accomplished." and register mission completion.

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  • 2 weeks later...

haven't updated this in a while sorry guys, i was in the process of zipping the next bit up, but then i got a reply giving me permission to use Phlookian's blue ivan map. so, I’ve got to fix up the 5th mission with the new map (and hopefully less aimless running around looking for stuff :P) so once i've done that and fixed a few specialist issues, in which i don't know how they got there i'll link up a new version.

oh and just a quick question about permissions actually, what happens about permissions if i see a map i like but the author's name isn't in the download area?

Edited by Zeealex
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you guys still on for some testing? i've just finished the development of mission 5 and the mod is ready for upload tomorrow.

you'll notice a couple of differences from the last version, a new environment in mission 5 for a start :P but there's a couple of new screens, haven't done all the main menu ones yet.

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Like the red interface and HUD.

Like the one main_menu and four of the shell_bgd's . shell_bgd-01 is all black.

Mission 01

Won't end with drivers and team at EZ. 2 team mates KIA. My team keeps shooting at the drivers and the drivers are red diamonds instead of yellow on the command map. Good thing drivers are invincible.

Mission 02

Mission would not end with objectives complete. Lost one team mate.

NTW 20 sound fixed by reconciling Spec Ops sound folder in Igor's Sound Volume editor.

Magazine count is 8 but only 1 shot per magazine. Maybe up the mag count?

Kit icons not working for D. Cole sniper. White squares.

Kit texture is not specified in the kit file. Add <KitTexture>David_Cole-1.rsb</KitTexture>

I think the same will be true for the James_Anderson and John_Evans kit files.

I'll have a play through on the remaining missions later.

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looks like the mission file has a few issues with the team members then, i'll figure out how to fix that.

Shell bgd-01 should only have a little bit of art on it, on the bottom right and the top left, it's not much.

how would i go about making the drivers neutral? you don't have to worry about the drivers being extracted btw, they are on hostage behaviour because they don't have guns, if they are in normal behaviour they have invisible guns. i might just fix it up so you are allowed to kill them i've tried all sorts to stop the enemy shooting at them and the ghosts. nothing works! :wacko:

i'll fix the sounds and the kit textures ASAP and I'll give David cole some more Ammo.

thanks for testing, and i'm glad you like the new interface :)

Edited by Zeealex
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Mission 03 Completed

J. Anderson kit icons don't match what he is carrying.

Mission 04

Completed

Mission 05

Needs a world map for the briefing.

How do they go from Cuba to a snowy country?

Enemies need to have winter garb. Quite a few DS actors along with Russians in short sleeves. It would be better if all were Russians with winter garb. Actors from M13 through M15 all have winter clothing. Bit confusing that DS actors have the prefix mo_ too.

Tank Camo really blends in well on this map. Very sneaky.

To many enemy companys when looking at it in Igor.

I got around the plane wreck and there were allot of dead enemy soldiers which I or my team mates did not kill. If there are more then one enemy companys they will fire on one another as well as the ghosts. All enemy actors and vehicles should be in the same company. I have seen more then one enemy company but it was a civil war scenario mission.

Good work Alex. :thumbsup:

Edited by wombat50
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i understand the kit textures arent in sync with the physical models, they will be changed to the correct files later on (possibly the next version) hopefully i'll be able to swap the OICW with one of snowfella's XM8s.

the change of scenery comes because you have completed the Cuba section of the campaign, so you have moved into a different section which is in the Urals and Russia. in the next version, i will ask you to pay attention to dates, as that's another thing i am going to change.

i'll grab the world map file and add it on. sorry about that.

sorry about the desert seige lot, i'll get them in the winter gear. i'm going to retexture some russian guys and use them instead, that way there is no confusion.

Hehehe, thanks for the tank comment, the only issue is i'm going to have to change the T72 in mission 4 to a T80 or something, they both have the same texture and it kind of defeats the object.

thanks for the advice on the drivers to wombat and tinker, i'll try both now.

Edited by Zeealex
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Mission 01

Good, but objective numbers are incorrect

1.

2.

4.

X.

Mission 02

Cole, the first specialist, has only one kit and no kit icons.

The briefing didn't say why we were blowing up a bunkhouse with nobody important in it.

Briefing said something about 30 enemies guarding the place; it didn't sound right in the context, maybe say thirty soldiers.

Some of the Cubans had US weapons. You may want this, but unless you say something about them getting US weapons, this doesn't make sense.

Mission 03

I didn't like the messages showing 'Alarm Level at...'. No problem if you want it though. It just seemed unrealistic, especially 'three' alarm levels, maybe just say 'don't be compromised more than a few times'

Perhaps you should use a 'continue executing responses if the players are being seen by a member of the enemy company', so that the players could eliminate some enemy patrols using stealth, instead of having to avoid contact altogether.

None of the hostages were guarded, and you may have intended this to avoid incrementing the alarm system, but if you use the tip above, you can have guards with them. Or maybe just increment the alarm level if a member of the patrols dies, but not the guards.

Mission 04

Default incorrect waypoints on briefing screen.

Mission 05

Move the insertion down a little nearer to the map boundaries; I had a heck of a time trying to find out which direction to go :lol:

A few guards were African and had desert outfits. This has already been mentioned.

Overall:

Your missions are very good and the storyline is plausible. Aside from a few grammar and spelling issues in your briefings, they are a good length; not too short, but long enough to explain the mission.

I always use a certain pattern for unlocking specialists: I have three missions where you get specialists, one where you don't, and then three more where you do. This works because I always do 12 mission campaigns, but you could use a variation of that. I'm a perfectionist when it comes to things like that. :thumbsup:

Missions 3-5 didn't have in-game map waypoints. This was especially confusing on Mission 05, because (how silly of me) I forgot where the antenna was, so I hunted for it for nearly an hour. Okay, maybe not an hour, but you get the point. ;)

The new interface was great, but I would suggest a little different color scheme perhaps, it was hard to read some text and it was a bit startling to the eye, and I couldn't see what fire setting my rifle was on. It was nice to have a change of color though.

A couple weapons had no sound, including the M9. I think it is because you tried to use custom sounds.

The readme had no file type, it was just a 'file'.

If you'd like, you could use some assets from my GR realism enhancer mod, which increased the damage, decreases the zoom time, and adds zoom for some weapons.

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right, i'll make the HUD a little clearer to see i had problems too but i thought it was just my screen :P

@riley, thanks for testing, i'll remove the typo, i think it's because i swapped 3 and 4 over and made 3 an X objective.

mission 2:

that is correct, cole only has one kit for now, i'll be adding more on in the next version.

30 enemies- 30 soldiers, just done that then so that's done.

and yes the cubans having american weapons was deliberate. they did get the weapons off a shifty weapons dealer so they get half broken tanks and whatever the dealer could salvage weapon-wise. i'll add it into the briefing.

Mission 3:

tip taken, i'll change the continue if response and add guards :)

Mission 4:

damn waypoints! i swear i set those things :lol: i'll fix it now.

Mission 5: yeah, i got confused a little too :P i was thinking of putting a humvee or two in the way so you couldn't go the wrong way. but i'll just move them up like you said.

just finished retexturing the new guards, i will apologise now that some of them look virtually the same, but i can say if you look at their faces they are different.

I have heard the M9 fire before, but only a couple of times, i'll get it into the sound volume editor and fix it.

damnit! so i'm guessing you couldn't read the readme then? XD sorry, my bad, got to remember, i have to create the redmes in libre office and not gedit.

Awesome, thanks, i'll add a few assets in. :thumbsup:

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Nearly everyone (well, everyone with Windows) has Adobe as a standard program, so PDF should be good. And what kind of person are you, getting a Linux? :P Just kidding! When I got my laptop a few years back when my desktop died, I somehow ended up with a Vista (oh ***), so, I finally decided to update it to Windows 7, which just made it worse. Wish I still had XP, because nothing seems to work on Vista or 7.....well, nothing related to ten-year old GR. :lol:

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