04-22-2013, 05:41 PM
(This post was last modified: 04-22-2013, 05:56 PM by Anthropoid.)
(04-22-2013, 02:47 PM)GG-Viktor Reznov link Wrote: 15 minutes before class... I will see what I can do.
Quick questions so I can test/ play properly later.
Ai mod friendly? - ASR/TPW/Zeus?
No respawn. Right? riigghhhttt?Â
_Currently running with @cba @cba_a2 @cba_oa @jsrs
Oddities
Unrestrained Lethal Force? Wording seems strange
There is no actual approach on foot. You start at the checkpoint.
Squad leader is using a DMR? There are 2 other soldiers with a dmr. Would probably be better to start with m16a4 203 that is in the crate and allow the option to switch to the DRM.
The 3 sabotuers aregimpedop.This is a loud mission. No if, and, or buts. Loud 100%.I dont think there is anyway to drop a single person without alerting atleast a whole squad then town. (It doesn't matter. they are blind. Too blind perhaps. Ive been shot at once.) That being said the enemy placements are very good. They have very good covered sectors of fire, intersecting patrols, patrols covered by sniper(albiet sniper without nvg) etc. I dont know if I would expect this from an untrained group of insurgents.
Perhaps
1. Change their stance. Most of them are prepared for battle. Which is in contrast with briefing.
2. Change briefing.
I havent initiated contact just yet but will as soon as I locate the other caches.
Also I think I may have to play again with an AI mod. http://postimg.org/gallery/abb8fd4/
Ahh good feedback thanks!
Quote:1. Ai mod friendly? - ASR/TPW/Zeus?
I have loaded it up with CWR2, TWPCAS, CBA, JSRS, and a few other sundry ones running and it seems okay. I don't see why Zeus wouldn't run with it. I wrote it with -only- Combined Ops + ACR enabled with the intent that it would be useable with a wide variety of loadup permutations. Of course I'm keen to write some that specifically use additional content like CBR and even ACE, but I wanted my first one or two to be a bit more simple.
Quote:2. No respawn. Right? riigghhhttt?Â
Well, right now it is a "singleplayer mission." But according to Sander that doesn't matter. If it gets put onto a server then (based on what he is saying) it should be loadable as a coop. In the Description.ext, I used the same "Respawn" that Phantom had in his Template. "GROUP" I think it was. I'm not entirely sure what that means, but yeah . . . Be happy to go back and edit it if it isn't really setup properly for "No Respawn" in Coop play. I think I left out some stuff in the Description or Overview that would normally show up in the Coop windows.
I need one of these experts to explain to me: if I am writing an COOP mission, is it okay to create it in the SP editor and if so, what do I need to do to make sure all the nifty stuff (parameters, respawn conditions, spectator mode, etc.) work properly? But I figured getting a working mission going first was the best way to start.
Oddities
Quote:Unrestrained Lethal Force? Wording seems strange
Basically what I'm trying to convey is: go ahead and kill everything if you need to. Not sure how a commander would actually convey that in a briefing, though to be honest, at this point in Western history, I doubt any commander WOULD convey something like that in writing Open to a better wording if you have one.
Quote:There is no actual approach on foot. You start at the checkpoint.
Yes, and I was wondering if people would get a bit perplexed or worried about that. Mainly I just included the Insertion helo-icon marker the "Approach on foot" arrows and the explanation about the sequence of the insertion and approach to make it more immersive. Just plopping 11 heavily armed dudes down in the desert with an ammo crate is always an option, but I like missions that have at least some semblance of a backstory and a believable scenario.
Quote:Squad leader is using a DMR? There are 2 other soldiers with a dmr. Would probably be better to start with m16a4 203 that is in the crate and allow the option to switch to the DRM.
I love the DMR and I think sniper rifles when properly used in this game are exceptionally powerful. To me, three MMs in one 11 man squad doesn't seem like overkill. From what I know of SpecOps I'd think that is not that unusual is it?
The squad comp is:
1 SL with DMR
2,3 Saboteur with M16A4 SD CCO
4,5 Grenadier
6,7 MG
8,9 Medic
10,11 MM
Those are all just default Force Recon soldiers. I did fiddle with the custom soldier gear loadouts script; but abandoned it when giving the Grenadiers M4A3 ACOG GLs seem to be causing some kinda bug where I could raise my weapon up to aim mode.
Given this is a specops team with a very specific mission: get in and destroy four crates, that seemed like a good team permutation to me.
Quote:The 3 sabotuers aregimpedop.This is a loud mission. No if, and, or buts. Loud 100%.
Only 2 saboteurs, and if you find that having two SD in the team isn't to your liking the crate has 4 M16A4 ACOG GLs in it.
Quote:I dont think there is anyway to drop a single person without alerting atleast a whole squad then town.
I have replayed it several times and I do think there is a role for some stealth if one chose to play it that way. The saboteurs main role is to get to the caches and set their charges. If they can do it silently, great; if not, well then they've got a small army to back them up
As I say, I just used the default FR soldier gear loadouts, and for whatever reason BIS has Force Recon "Saboteurs" equipped that way. Open to putting alternative weapons in the starting crate if anyone has any suggestions. I do want to keep the starting crate fairly limited in size and scope as it would be a bit hard to believe that HQ would send 11 guys to blow up enemy munitions and in support of that drop a gigantic pile of munitions out in the desert! :o
Quote:(It doesn't matter. they are blind. Too blind perhaps. Ive been shot at once.)
I didn't do anything to the AI skill levels (well, maybe slide it upwards a bit in a few cases) so those are just default Takistani militia. Thing is, it is midnight, and overcast and slightly foggy. Perfect conditions. The one thing I'm noticing that I'm a bit unhappy about is that, once the AI starts to take casualties in the town, they don't do a 'great' job of taking cover. Some of them do, some don't. Need to fiddle more with triggers and waypoints I think.
Quote:That being said the enemy placements are very good. They have very good covered sectors of fire, intersecting patrols, patrols covered by sniper (albiet sniper without nvg) etc. I dont know if I would expect this from an untrained group of insurgents.
Good! Glad to hear that. Well, I'm of two minds on this issue. On the one hand, according to the scenario, we are deep in side enemy territory and they are not expecting an attack. That would suggest that the number of guys awake and on sentry should be a LOT fewer. Probably 75% of them or something should be in the sack catching ZZZs. However, it is my understanding that the "Dismissed" waypoint type pretty much doesn't work right and causes the AI to wander aimlessly. If there were a way to set AI as "asleep" and have their anim appear as laying on their back without a weapon in their hand that would be cool.
On the other hand, it IS a main base for Colonel Azzizz and they did receive a major weapons shipment. Just based on that, a somewhat heightened level of awareness in the town isn't out of the question. Also, there was a helicopter in the area recently (2.5km away). I would think that might have been audible even though quite distant. That right there might have prompted a heightened level of awareness in the town.
Then of course there is just the issue of it being a game. Mainly I wanted to challenge the player with a town full of enemies who were 'well placed' to defend so I decided to just place a good portion of them in defensive spots, but also have a good portion patrolling with various waypoint series.
Quote:Perhaps
1. Change their stance. Most of them are prepared for battle. Which is in contrast with briefing.
2. Change briefing.
NONE of the enemy soldiers start in Combat mode. They are almost all in Aware, though some in "Safe." A few might be in "Stealth" simple to get them to go prone/crouched, but mostly I used specific postures (UP, MIDDLE, DOWN) so most "Aware" mode I think. If you see them exhibiting classic "Combat" mode behaviors then it must be because they have become alerted by something.
Quote:I havent initiated contact just yet but will as soon as I locate the other caches.
I've played it a few different ways and it is my hope that, the way I've setup enemies will offer a bit of a challenge no matter how the player plays it. Finding the caches is intended to be a _bit_ challenging but not terrible (2 of them should be spottable from outside of buildings; 1 is quite obvious outside of buildings). The 4th might be a bit more difficult to find and require some house-clearing.
Also when you get to the point of Extracting, just be patient. Let the chopper get to you, then tell your guys to board when it is appropriate. The chopper will wait for all surviving team members before it heads back to its FOB. Also, the mission will (or at least SHOULD based on my testing) end once extraction is complete (i.e., all surviving squad members are out of harms way) and assuming that all tasks have been finished.
There is no greater joy than to conquer your enemies and drive them before you. To take away their possessions and ride their horses. To see the faces of those they held dear bedewed with tears, and to clasp their wives and daughters in your arms.