RileyFletcher_01 Posted September 10, 2011 Share Posted September 10, 2011 (edited) Hey everyone, I decided to start a new and fresh topic for my campaign beta-testing since the old one was getting cluttered; could one of the staff members possibly lock it since it is no longer needed? Anyway, I am in need of beta-testers for a new campaign that I will soon release, Claiming Liberty. The story is this: Ukraine, Belarus, and Kazakhstan have become tired of being oppressed by Russian rule, and they have attempted to break free from their superiors. They have formed a small fighting force known as The Coalition, and the US has decided to help them form a democratic government. To test this campaign, please post here that you would like to participate in the testing. I will then send you the latest link to download the necessary files. This will prevent the issue I had with my last beta-testing topic, because every time I had new files, I had to post them in the first topic, and eventually I couldn't edit it anymore for some odd reason. I currently have 8/10 missions done, and if you would like to test them, either post it in here, or PM me about it. I'll get back to you as soon as possible with the link for downloading it and the password for the files. To install my test mod, I've used a simple method where you will download the base mod which will contain all of the folders and other misc stuff, but won't contain the missions. This will make it easy for you so you won't have to download the entire mod folder each time, just a pack containing the missions. Once you have the base mod, I'll send you the new mission packs each time I make major changes or I add a new mission to be tested. Good luck, beta-testers. Edited September 10, 2011 by rileyfletcher_01 Quote Link to comment Share on other sites More sharing options...
Rocky Posted September 10, 2011 Share Posted September 10, 2011 Good plan, I'll test. Quote Link to comment Share on other sites More sharing options...
Tinker Posted September 11, 2011 Share Posted September 11, 2011 Previous topic locked. Here to help with any scripting needs, if needed. Good luck with the mod. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 12, 2011 Author Share Posted September 12, 2011 Thanks Tinker; I'll always know where I can get quick and accurate advice. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 13, 2011 Author Share Posted September 13, 2011 (edited) Hey Tinker, I had a question. I want to make a part of the mission where all of the player's AI are killed, but not the player. I scripted a block that looks like this: Group: Default Comment: Kill Player AI Trigger: A member of Platoon - Players is within 1 meter of Player Killzone Responses: Use Kill AI to loop over all actors in Platoon - Players. Group: Kill AI Comment: Kill AI Loop Trigger: A loop is ready to proccess Next Player Responses: Allow this block to be reactivated. Continue if (Next Player is not equal to the Player-controlled Actor). Have Next Player commit suicide. I recall doing something like this before and it worked; but it isn't working this time. Any idea why? Edited September 13, 2011 by rileyfletcher_01 Quote Link to comment Share on other sites More sharing options...
Tinker Posted September 13, 2011 Share Posted September 13, 2011 Looks ok, did a quick try here and it works fine with this: Group: <Default> Comment: --------- Trigger Event: The simulation is starting. Responses: Set players to (The player-controlled platoon). Group: <Default> Comment: --------- Trigger Event: A member of players is within 2 meter(s) of Zone dead. Responses: Use dead to loop over all actors in players after this block. Group: dead Comment: --------- Trigger Event: An actor loop is ready to process next. Responses: Allow this block to be reactivated. Continue executing responses if (next is not equal to (The player-controlled actor)). Have next commit suicide. You can always put a load of damage effects down and make just the player actor invincible. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 16, 2011 Author Share Posted September 16, 2011 Hey, I have a question for anyone who is familiar with Phlookian's Placeable Objects pack. I was using the wallsafe in my stealth mission, and I did a test to destroy it. In Phlookian's guide, it says that when the safe is destroyed it will open to reveal some files. When I destroy it, it shows no animation, and the only indication that it is destroyed is that it is no longer detected on the threat indicator. Also, is there any way to make the threat indicator stop tracking the safe? Quote Link to comment Share on other sites More sharing options...
Tinker Posted September 16, 2011 Share Posted September 16, 2011 They work well with scripting destroy vehicle. But using grenades are hit and miss. Sometimes they will activate first hit, other times you can activate infinate ammo and it takes over 10 hits with a GL before they animate. Not sure why. To make the threat indicator stop tracking the safe you would have to remove seeing all vehicles on the command map. As they all use the same single icon. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 20, 2011 Author Share Posted September 20, 2011 I need some opinions from you guys out there. I have a couple of questions: 1. I was thinking about making a modified training mission on the Training map. What additions should I include in that? 2. My mod will include 16 missions, shown below: 12 campaign missions (CP) 2 singleplayer missions (SP) 2 multiplayer missions (MP) This will come out to 16 missions, and I already have completed the first MP mission (I'll post it for beta-testing tomorrow) and the second MP mission is in production. Could you give me some requests for the singleplayer missions? It needs to be unique and intense; possibly something that would be exclusive to singleplayer, such as a helicopter mission. Any ideas would be great. Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted September 20, 2011 Share Posted September 20, 2011 I'll beta test for you. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 20, 2011 Author Share Posted September 20, 2011 (edited) New plan: I give the testers a base mod with no contents, just the mod folder and the modscont document. Then the mission packs will have all of the Actor, Model, and all that good stuff, so you won't have to download the base mod each time you want to test the new missions. Sound good? Edited September 20, 2011 by rileyfletcher_01 Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted September 21, 2011 Share Posted September 21, 2011 (edited) Ok I played missions 1 and 3. Mission 1 is fun and requires good tactics to get over the nice challenge. It has varied gameplay and seems to run smoothly. Good job. Mission 3 isn't as much fun and seems broken. The data transfer is way too long unless you were looking for a defend scenario while it downloads. Once I initiated it I buggered off to the extraction but it never gave me objective complete. So something wrong there. Another problem is that there is no feedback to know you placed the demo charge in the correct place. Plus it just feels like a turkey shoot with all those guys coming at you in the open. Edited September 21, 2011 by BS PALADIN Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 21, 2011 Author Share Posted September 21, 2011 Okay, first off, you weren't supposed to shoot them. It is a stealth mission, although you might have picked up on that. I'll shorten the transfer, sounds good, also, you must retrieve the data from the module once it is complete, I'll mention that in a revised briefing. The objective is completed once the depot blows up, but I will move the objective complete to when a demo is placed. Thanks for the testing. Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted September 21, 2011 Share Posted September 21, 2011 Or just do what I did and display a box to all players saying Charge Placed - 10 second timer. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 21, 2011 Author Share Posted September 21, 2011 Good idea, BS Paladin. Oh, I'm about to release CP11 sometime in the near future, so I'll get all of the testers the new links soon. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 21, 2011 Share Posted September 21, 2011 Had a go at 09. It needs a briefing text. I was really confused why I kept tripping the defeat blocks when I entered the building where the warhead and missiles are. Finally looked at it in Igor and saw I needed to disable the power to that building. Might be nice to have an Icon or ok without as long it is mentioned clearly in the briefing. Really wasn't aware of this box until this mission. I really don't mind hunting for something. When I did disable the box I got some smoke out of it. It appears in Igor there is a sound effect associated with it but I didn't hear anything. IIRC setting volume on anything above 1 is pointless as one is the max setting. 1111 won't make it play louder. Sound can be reduced by making it .5 for example. I am still puzzled that the spotting distance is set to 5. I realize there is heavy rain but 5 is too small. Otherwise NP with objectives registering or mission ending. Cheers Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 21, 2011 Share Posted September 21, 2011 Mission 10. Running gun battle all the way. Very nice. Car bombs add allot to it. Cleared the map of enemies and got three tanks as far as they would go on south end of map. No extraction zone appeared and the game would not end. Needs briefing text. Cheers Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 21, 2011 Author Share Posted September 21, 2011 (edited) I apologize for those glitches in that version of 10. I fixed the extraction, and now it is perfect. I think 10 is my favorite so far. Also, sorry about no briefings on these things, I get in a rush and forget 06 has been ridded of bugs, and I'm going to start redoing 09 soon. 11 is finished and I will send out links tonight. Also, I will be gone until Sunday afternoon; going to Vegas for a family member's wedding. 12 is in pre-stages of production, and it will be the last (and hopefully the best) mission of my campaign. Thanks for all your help, guys. Also, once again, I ask if anyone has ideas for the training mission I hope to include as a bonus SP mission. Thanks, rf01 Edited September 21, 2011 by rileyfletcher_01 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 22, 2011 Share Posted September 22, 2011 Played mission 11. Plenty tough at the start. Came down to mopping up at the end. I think I kept getting blown up by mines while on the road? Played to completion. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 25, 2011 Author Share Posted September 25, 2011 Just got back from Nevada; quite an exhausting trip and I'm glad to be home. I'm taking a break from scripting for a few days, but I'll be back in business by Tuesday. Regards, rf01 Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted September 29, 2011 Author Share Posted September 29, 2011 Hey, I've resumed scripting after a few days rest, and I'm now working on the bonus missions of my mod. When my second MP mission and the two SP missions are complete, I'll finish up 12. Once it is done, I'll patch up 06, 07, and 09, and run through all of them one last time. They should be complete by that point. Thanks for helping out guys. Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted October 5, 2011 Author Share Posted October 5, 2011 Hey guys, great news! CP12 is finally done, which means my entire campaign is ready! This is what I still have to do: Final Singleplayer Tests on CP01-12Final Co-op Tests on CP01-12Final Dedicated Server Tests on CP01-12Convert All Missions to Campaign FormatComplete the Specialists and Incorporate them Into The MissionsFinish the Main Menu backgroundsFinish the Bonus SP Missions So it's getting pretty close to completion. I can do all but two things on that list. I need Tinker to help me with a dedi server test, if he can manage. I also need Wombat to finish the menu rsbs once I give him the link. Besides that and the other things mentioned above, we're ready for publishing. Quote Link to comment Share on other sites More sharing options...
remix79 Posted October 6, 2011 Share Posted October 6, 2011 Sweet! Just saw this thread about an upcoming campaign. *drool* Good luck with it! Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted October 6, 2011 Author Share Posted October 6, 2011 Thanks remix. I hope it'll turn out great! Quote Link to comment Share on other sites More sharing options...
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