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OA - Co8 -=dMw=-Libs Scud Base

Started by Liberator, September 02, 2010, 11:25:40 PM

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Liberator

My first attempt at a map and currently in it's forth revision.

From tonight's play testing I can see that I have to work on the persistence of server variables so that people joining get all the same data on their screens as ones that have been playing for a while, this may be down to my early level of understanding of the coding. I have an idea what I need to do and it's just replacing some of the variables.

Also I have to have another look at why the extraction chopper likes crashing into the scenery on spawn.

We had to travel back and pick up the "mobile spawn" from the first part of the mission, I'll look into a way of making it automatically return to the squad leader if the second part of the mission is activated.

I have some other ideas that I need to implement as well, I'll work on those.

I know it's a long mission, but I've tried to make it as interesting as possible with a stealthy part and an action part.

Any other comments please.

Blunt

It's a cracker mate.
2 and a half hours just wizzed by both night's we've managed to finish it.

Maybe it was a good choice for the new guys after all, as it threw them in at the deep end, yet we still had enough time to lead them through basics.

I hasd agreat crack tonight, and I hope the new guys did too.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Sn00ks

I think the stealthy part gets missed out. It is all guns blazing :)
I do exactly what the little voices tell me to.

PC Specs:- Black box with some fans that go whirrr, a few lights, things inside that get warm, headphones, keyboard (a clicky one), mouse (with buttons and no squeak), disks (2-off SSD and HDD) and a monitor of sufficient proportions.

DrSteam

I was one of those who joined in half way through last night. It was a great game. And wasn't that much of a problem not having all the info as I worked out what was going on from the comms and from you guys explaining the situation. Infact jumping in on a mission halfway through and having to be told what is going on added to the fun and realism. Also I think that the logistics of having to go and get the mobile spawn from its location keeps to the realism of OA.
 On a side note, I thought OA came with UAV's? It would be great to have access to one or two during the game. Can you pop them in at all? And what do you guys think about having UAV's in game?
 Oh and sorry for running you over in that landrover at the end Lib :)
"War doesn\'t determine who is right, only who is left."

Liberator

UAV's in part 1 would give away our presence, but I will have a look into it for part 2, it would be nice to see what's causing all the  explosions before you get there. :D

Another request from upon high is to increase the squad size, what do we think, co10 or co12.

I'll change it to co12 initially and see about reducing it, we can fit 12 in the initial Hummers if that's how people define a low key stealth attack. :blink:

Remember the times on this map are adjustable at start, might be worth trying it as a night, dawn or dusk raid.

Benny

It's a fantastic map Lib, I think you should post it at armaholic as both an advert for the work  you've done (and for the community here). co12 would make sense.

Apologies for leaving last night, had to do a taxi run. Hopefully on again later tonight.
===============
Master of maybe

FrEnZy

I personally loved it! Awesome fun!
 
Next time we play it I am kind of torn however.. I love the idea of doing it at night, sneaking in, planting charges, but not blowing them till we've killed the general. But that means we miss half the fun!
[SIGPIC][/SIGPIC]

Benny

Silent approach at night...(disable the cheat-o-scope).

Cover the camp, plant the charges, silently take out any guards. Find the chopper, charge that too (guess it's a chance to test the sticky charges script eh Lib?) and then trigger the alarms, watch him run :)
10ft,
20ft,
50ft,
click, boom!
===============
Master of maybe

Liberator

Trying to make the logic right first, once I get the thing to know that you've just joined and to update your tasks and respawn points, I can start looking in the rest of the forums for the trimmings.

Had a quick play, and fixed the extraction chopper crashing (possibly), so the map I've given to Oldie to upload is the same as last nights, with working Extraction.

The other map, I've given him is the same map, with reworked back end logic and 12 players (labelling it as test).

Hopefully I'll have it doing what we want by the end of the weekend as long as it gets tested to death.

Then release it on the unsuspecting world.

:D

Sn00ks

Can we have better brakes on the motorbikes? :whistling2:
I do exactly what the little voices tell me to.

PC Specs:- Black box with some fans that go whirrr, a few lights, things inside that get warm, headphones, keyboard (a clicky one), mouse (with buttons and no squeak), disks (2-off SSD and HDD) and a monitor of sufficient proportions.

Liberator

Well, I think we can all agree that I fixed the chopper issue.

Is it a bit overkill to have a chinook each?

I now know what was stopping it from calling in the choppers originally and now (after removing it) I know why it was there.

I'll work on it, I'll get this mission doing what I want, even if it kill all of us.

Liberator

I've decided that the latest version should be known as the BETA.

Mainly because I think I've cracked the chopper problems (yet to be fully play tested) and so the rest will be tweakage and making it a bit more random.

OldBloke

Quote from: Liberator;315993I've decided that the latest version should be known as the BETA.

Mainly because I think I've cracked the chopper problems (yet to be fully play tested) and so the rest will be tweakage and making it a bit more random.

Beware the new curve-ball ending :doh:
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

sulky_uk

bit of an off topic but congrats on 10,000 posts oldie

ps good mission lib


I came into this world with nothing,
through careful management I\'ve got most of it left.

Sn00ks

I have a plan so cunning you could stick a tail on it and call it a plan with a tail!
 
One sniper and one silenced grunt head out on either the left or right hand side, keeping high and out of sight. Grunt's job is to protect the sniper and take out any hostiles quietly. Their aim is to get into a postition where the sniper can get a good view of the town and the choppers.
Once in place the rest jump into the hummers and head to just outside the compound and start taking out the hostiles.
Colonel gets spooked and makes a run for it. Sniper picks him off. Game over man.
 
If they do miss him we'll have the hummers guns and should be able to take down the chopper, assuming the AT guys don't take us out.
 
If there are enough players we could have a second sniper/grunt combination going up the opposite ridge line for extra coverage.
 
The ones heading out will have to take a long circuitous route to avoid detection and not get too close so the trigger the event by mistake. It will probably take a few minutes for them to get to a suitable spot, cue 'Are you there yet' style whining.
I do exactly what the little voices tell me to.

PC Specs:- Black box with some fans that go whirrr, a few lights, things inside that get warm, headphones, keyboard (a clicky one), mouse (with buttons and no squeak), disks (2-off SSD and HDD) and a monitor of sufficient proportions.