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Video games => ArmA => ArmA2 => Topic started by: gvse on June 25, 2009, 05:41:26 AM

Title: Custom Mission: Lumber Yard
Post by: gvse on June 25, 2009, 05:41:26 AM
Hey guys, I mentioned I had been working on a custom mission, and here it is, that is, in the Arma2 Download section: http://openworldgames.org/owg/forums/index.php?action=downloads;sa=downfile;id=57
You and 2 other team members are to destroy enemy radar located in the lumber yard, then proceed to the seaport and eliminate an enemy general and finally get to the getaway heli.
Here are some snaps:

Insertion
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First contact

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Approach the yard
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Cool moves
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Headshot!
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Bang! Radar destroyed
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Onto the second objective
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Carefully now!
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Ha! I have learned how to get the heli to the extraction point and how to trigger some events so expect surprises along the way.
The mission is set a bit later than in the preview screenshots so it's a bit lighter and you no longer need to use night vision as often.
There is an ammo crate at the first waypoint so you can choose your and your team's loadout (I recommend going silent and stealthy).

Leave comments, suggestions, etc. please. :)
Title: Re: Mission preview
Post by: Art Blade on June 25, 2009, 05:55:35 AM
Looks nice :) I can imagine you spend a lot of time with the editor to come that far...  :-X

As for the outro, I don't know. I've seen you could place triggers and for example waypoints can be set with music from a list... maybe you could create a trigger (on explosion or so) to bring a driver into the scene, and a waypoint near the boat to trigger music... and a waypoint for the driver to "take off" with you... maybe something for the tips/question board.
Title: Re: Mission Lumber Yard
Post by: gvse on June 26, 2009, 09:44:43 AM
1st post edited: no longer a preview! :)
Title: Re: Mission Lumber Yard
Post by: PZ on June 26, 2009, 10:52:30 AM
Wow, this is really cool, gvse - love the night vision, and can't wait until Tuesday so I can try the game - this type of planning and mission construction is just my cup of tea...  :-X
Title: Re: Mission Lumber Yard
Post by: gvse on June 26, 2009, 01:53:52 PM
Quote from: PZ on June 26, 2009, 10:52:30 AM
Wow, this is really cool, gvse - love the night vision, and can't wait until Tuesday so I can try the game - this type of planning and mission construction is just my cup of tea...  :-X

Hope you and others will enjoy it. I have just finished this mission on recruit: lost 1 man and took me 56 minutes to complete it. This game (not my mission, the whole thing) is really fun: certain events were quite unexpected and I could tell you about it but I don't wanna spoil the surprise! I am happy to report that everything worked as planned and all the necessary events got triggered correctly. :)
Title: Re: Mission Lumber Yard
Post by: PZ on June 26, 2009, 02:29:08 PM
This keeps getting better every day as you guys figure out the nuances of the game...  :-X

Good job, and keep the reports coming in between sessions!  :-X  ;)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 26, 2009, 08:22:17 PM
gvse, great to know you found out what was necessary to get the job done and I'm eager to learn about them (perhaps a tutorial in the tips board?) And I'm looking forward to testing your mission myself  ;D

PZ, I can't wait (less than you, haha) that you get your hands on that game and editor  :)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 27, 2009, 01:14:24 PM
At this point a discussion about maps emerged, and can be continued here: "maps (http://openworldgames.org/owg/forums/index.php?topic=747.0)"
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 27, 2009, 02:14:52 PM
gvse, hows the mission going? Anything new? :)
Title: Re: Mission Lumber Yard
Post by: gvse on June 27, 2009, 09:42:09 PM
.
Quote from: Art Blade on June 27, 2009, 02:14:52 PM
gvse, hows the mission going? Anything new? :)

Before I start adding new things I would like to get some feedback from you guys re how it plays. Have you had a stab at it Art? (It's in the downloads section here)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 28, 2009, 12:10:25 AM
OH. no... checking right away  :)

hmm, I can't find it -  the arma2 download section is empty :( please post a link, and I'll try again.
Title: Re: Mission Lumber Yard
Post by: gvse on June 28, 2009, 08:21:34 AM
Quote from: Art Blade on June 28, 2009, 12:10:25 AM
OH. no... checking right away  :)

hmm, I can't find it -  the arma2 download section is empty :( please post a link, and I'll try again.

well, I uploaded the file again but at the end of the process the message appears that the file won't be available for download until it is approved. Actually now you have there two files with the same mission, and they cannot be accessed by anyone.
Edit: I deleted the older file as I changed one bit in the mission. Still, the remaining download needs to be approved.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 28, 2009, 08:34:56 AM
I'm sure PZ will have a look soon... he's busy with a tube right now lol  :)
Title: Re: Mission Lumber Yard
Post by: gvse on June 28, 2009, 08:41:45 AM
ok, gimme your thought after you play it then.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 28, 2009, 08:46:57 AM
of course. Looking forward to it, already :) I hope I'll somehow survive your mission ;D
Title: Re: Mission Lumber Yard
Post by: PZ on June 28, 2009, 11:03:47 AM
Going to do the approvals right now...
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 28, 2009, 12:27:33 PM
here (http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=55) it is, just got it. Cheers, the two of you  :)
Title: Re: Mission Lumber Yard
Post by: gvse on June 28, 2009, 02:07:46 PM
Sure man. Have fun!
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 12:37:36 AM
First of all, I'm back from playing your mission for like 3 hours  ;D (then I needed sleep omg lol, so I'm only just up and a nice cup of "tar-like" coffee in front of me <takes a sip> )

Overall impression: It was a lot of fun, all being quite dark and all, and only a team of two more "helpers" with you in a rubber boat, working your way through enemies and hostile SpecOps and such, daylight slowly creeping up from the horizont, blowing the target up...

...and then it turned into a nightmare  ;D Out of nowhere more and more and more heavily armed forces made it impossible for me to get to the next mission goal. I never even saw it. The worst of the enemies were sharpshooters, snipers and a great deal of the problems being served by a grenade launching maniac so far away and well-shielded I bit the dust countless times, and my fellows either shortly before or about the same time with me. Unable to get that second goal finished.

On a sidenote, my game reported an error, some static entity could not be linked or something like that, and asked me to open the editor and save again. Which I couldn't, because the mission was "finished" for the SP. When I arrived with the boat and walked along the road, there was some enemy item on the street (I could see the description of it in my crosshair) but i could walk on top of it without seeing it nor being shot by it. Maybe that was the error, I think it was a stationary gun. Maybe you could you check what that might be.

That made me check how the savegames w@&k and where ArmA2 stores user files - Now I know that it is possible to share mission savegames. The game stores them in a folder named after each mission, so even bootcamp has them (unless you click restart mission, else you can click any mission and it will load the last save, then you can click "continue" the mission or choose from like 5 savegames)

What I missed was a mission description, telling me what to expect and what my goals were. I had no idea why I can change team and become a copter pilot that doesn't have targets, even when I flew it to that area I didn't see any. So I suppose it was planned as a pickup escape for the end of the mission.

Would you be so nice and help me with a description and maybe a few tips how to solve it? :)

My strategy was go in. Then, go in as carefully as possible. Then don't go in before you killed everything around the target area and only after that blow the target up. Next was, go quite a bit away, then blow it up, so I might be out of range of the new enemies. And then... I called it a day and went to bed. I'm going to give it another try, though :) Very cool, if only I could survive that 2nd part and find the 2nd thing to blow up and hopefully escape after that :)
Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 03:17:17 AM
Hey man, thank you for the feedback, and i am glad you enjoyed most of the mission.
Now, I have just installed the latest patch (the mission was created on 1.01 ver.) and so now I also get that error at the start. I will look into that shortly and correct whatever is wrong.
Mission description: as of now, I do not know how to create it, that's why i tried to give you a general description of mission goals in the thread here. The second objective is to kill an officer hiding in the seaport, and the heli is for extraction purposes only: actually its waypoint is triggered once your team reaches a certain spot on the map; until then it is supposed to hover somewhere at sea.
If you think it is too many enemies for such a small team then I will limit their number (particularly the wave that gets triggered right after you get very close the radar in the yard).
Again, thanks for your  feedback Art!

Edit: I just remembered how I dealt with the soldiers who appear after the radar get blown to pieces: try and stay in the yard and use whatever there is for cover. You can resupply ammo in the crate I left in the yard.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 03:30:56 AM
welcome, and thanks, too :)

I was just playing again. One more request: when I start off in that boat, I notice that the ammo for my own silenced weapon is only 4 clips. My mates are small on supply too, but they I could switch to using that team option, play them so to speak, and help myself (them) to get more clips. I then had to change back to myself. If you could find a way to have more ammo that fits my own silenced weapon would be cool.

And well, the team mates... it's tricky to switch roles, because when I wan't to change the loadout of the driver, the AI takes control as mission leader and shouts at me to stay in the boat LOL

I didn't find that ammo crate in that yard yet :(

but still happy playing it  :-X

Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 04:24:42 AM
hmm, I don't know how to get you more clips from the word go, but once on shore and resupplying you can drop 1 satchel and pick up an additional clip.
Also, I never switch to the other soldiers when resupplying; just order each of them to go to ammo crates, hit 6 and then "gear" is either 1 or 2. the menu with weapons should show up so you can select what you want for them without switching to individual soldiers.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 05:18:11 AM
ah, haven't managed to "gear" them up with that order yet (didn't know it, even). Found the crate on the yard. But I think I tricked your mission... That general was the next after the one you see in the screenie, took them both out from up there (climbed the mega chimney... like mary poppins LOL) By the way, I disabled auto-aim, I'm better with shooting, then.

[smg id=922]

The game didn't accept my kills as mission accomplished. I went there on foot, later, both enemies were dead, my soldiers alive. I even tried to blow that base up, nothing happened. Couldn't call the chopper either. So I got stuck
Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 05:28:45 AM
damn. this might be a glitch in the game, not in the mission, because something similar happens in campaign from time to time (objective fails to register as complete).
I will add a marker on the map to indicate where must you to trigger the getaway chopper.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 05:33:15 AM
see how bright the day already is? took me quite a while, but ta-dah!  ;D Great deal of fun. Especially because you only have two mates. By the way, the medic is not playable, the heli pilot is... maybe exchange that?

The ammo was sufficient, after having found the ammo crate (didn't even need it this time)
Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 05:43:40 AM
A revision uploaded and awaiting approval!
I added different markers (orange ones indicate where you must go to trigger the heli, but the waypoint should direct you there once it registers completion of previous objectives).
Medic should be playable and the heli pilot is not.
Glad you've had fun! :)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 05:50:15 AM
Very much so  :-X I'll play your updated version once it's approved in the downloads. Looking forward to it. I was thinking, would you mind terribly to upload the editor file? It's somewhere in "my documents" or so, there are two different Arma2 entries. You'll soon find them, they're those mission.sqm, the folder being the mission name. I'd really like to learn from looking at it in my editor :)
Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 06:21:14 AM
Got something better for you: the tool to unpack pbo files (Arma unpbo tool)
http://www.armaholic.com/list.php?c=arma_tools
Just extract those pbos to your documents/missions directory and you are all set for editing any and all missions! :)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 06:36:44 AM
lol, ok :)

By the way, I managed to find the next waypoint where someone was supposed to exit and after that to board I think the heli. For some reason I had noticed it came closer. Well, dramatically, the heli shot a couple of enemies and a truck, and then got blown to peaces by an enemy rocket launcher idiot. No getaway, I'm afraid :(

Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 07:21:09 AM
Alright, I got that prog, and of course I had to peek into your mission.

omg  ;D

That is slightly more than I had expected. What a piece of w@&k :) Nice one!  :-X Helps me a lot understanding some of the details I'm not familar with yet.

oh, having seen it, I am even more amazed at how I could possibly have survived that mission so far LOL
Title: Re: Mission Lumber Yard
Post by: PZ on June 29, 2009, 09:14:36 AM
Quote from: gvse on June 29, 2009, 05:43:40 AM
A revision uploaded and awaiting approval!
I added different markers (orange ones indicate where you must go to trigger the heli, but the waypoint should direct you there once it registers completion of previous objectives).
Medic should be playable and the heli pilot is not.
Glad you've had fun! :)
Done!  [I can't wait to get this simulation...]
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 10:18:19 AM
Quote from: PZ on June 29, 2009, 09:14:36 AMDone!

Ah, great :)

Quote from: PZ on June 29, 2009, 09:14:36 AM[I can't wait to get this simulation...]

It's boring... not worth it... not really funny... overrated...  ;)  ;D
Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 01:04:56 PM
I read your comment that the enemy downed the heli before you could reach it, and I remembered that I  added those guys after I completed the mission as I thought it slowed down too much towards the end. Turns out I have overdone it, but if memory serves me right the rpg guy is no longer present in the revised mission so hopefully you can make it to the chopper. If he's there just delete him in the editor.
And thank you for your kind words Art; always good to see some appreciation! :)
You should have a look at the OFP missions which have been converted to A2. they are great to play and you can learn some stuff too as you examine the design in the editor.
I hope you guys are gonna submit some missions soon too. I want to do a couple more stealth assignments, i.e. infiltrate some place, steal documents, assassinate the enemy, use the marker for artillery etc. So many options... :)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 01:08:49 PM
I don't want some OFP missions, I wan't OWG missions such as yours :)

I'm playing around with the editor myself, and my dream scenario is "infiltrate the enemy barracks and use their washing room" - don't know how I could accomplish that, but hell, main thing is fun, eh  ;D
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 01:12:00 PM
argh, one thing... hope you don't mind me asking here, but... how on earth can I get a person to actually be in the boat, like your rubber boat? I've seen you used "in cargo" or somewhat like that, but when I do it, my peeps fall off of the boat, a thousand times. and if I turn your boat around, again... I hate it. How? :)
Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 01:18:35 PM
I zoomed in on the map and made sure the avatars were inside the boat. Also had to check the "In cargo" box as you have noticed. Maybe you're trying to squeeze in too many ppl?
I remember that once in game and you try to switch to the boat driver your team disembarks for some unfathomable reason. Set one of the passengers as "Player," not the boatman and perhaps that will do the trick?
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 01:27:07 PM
Maybe... although I think I tried quite a bit already, and what I don't know is: Do you need the boat to be a single unit (as in ammo crate) or a troup (as in heli squad)? Forgive my choice of terms, I still have only the German version and have no idea what the English terms in the editor are. What I mean is you get either unmanned or manned vehicles. If I use unmanned vehicles, I can't have the editor make my peeps or player be inside a chopper (or a boat, right now) and if I use a manned vehicle, it has a bloody crew in it that I can't get rid of (you only see the vehicle, not the crew) That's why I either have to climb into an empty vehicle or shoot the pilot to have him offer me his seat  ;D

I tried this "superfast" RHIB or so boat of the USMC, it didn't let me put my player in together with a crew... and your boat, what was it? manned?
Title: Re: Mission Lumber Yard
Post by: gvse on June 29, 2009, 02:18:10 PM
Just had a look and everything works ok on my end. Here's what I do.
1. create a unit: usmc/ship/any boat, set it "in cargo" and "playable."
2. create a unit nearby (so they are connected with a line): men (any type), set him as "in cargo," "player," higher rank than the boat, and position him exactly over the boat.
3. preview and you should see your dude in the boat, already seated.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 29, 2009, 03:09:57 PM
thank you so much, I'm pretty sure the rank could be the reason (who would have thought that a boat could have a rank).

I have something in return for you - how to manipulate the loadout of your team members:

removeallweapons this; this addmagazine "30Rnd_9x19_MP5"; this addweapon "MP5A5";

insert that into the ini field of the avatar and your team mate or you'll spawn with the MP5 :) Only I haven't found out how to give more than one clip, grrrrr  ;D

by the way, it's important to first give ammo and then the weapon.

edit: simple... maybe not elegant, but works:

removeallweapons this; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addweapon "MP5SD";

Here you get your MP5SD6 and 6 mags. leaves you with 6 more to fill :)

and if you want to learn about mission briefings, maybe this here is interesting for you:

http://forums.bistudio.com/showthread.php?s=db48624e1cd58bb05d825cdb6aad3567&t=73424

a little too much for me right now. Well, but I checked that script that fills an ammo crate with all weapons and ammo... lol, heavy  ;D
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 30, 2009, 08:34:32 AM
still having troubles with those boats. I don't know...

but more success with creating a complete loadout. Doesn't look pretty but works, insert in ini field of a unit. This time I didn't post it as code so you can see it better.

Quotethis allowdamage false; removeallweapons this; this addmagazine "PipeBomb"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addmagazine "30Rnd_9x19_MP5SD"; this addweapon "MP5SD"; this addmagazine "8Rnd_9x18_MakarovSD"; this addmagazine "8Rnd_9x18_MakarovSD"; this addmagazine "8Rnd_9x18_MakarovSD"; this addweapon "MakarovSD"; this addweapon "NVGoggles"; this addweapon "Binocular"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West";

this allowdamage false = more or less a god mode, good for debugging a mission...  ;)
this addmagazine "PipeBomb" the satchel with explosives which can be timed or remote-detonated. (TimeBomb doesn't w@&k, you can't see it in the inventory but place it, yet unable to detonate it. Maybe not implemented in the game)
this addweapon "MP5SD" Silenced MP5SD6
this addweapon "MakarovSD" ahhh 6P9
this addweapon "NVGoggles" Night Vision
this addweapon "Binocular" a cup of green tea.
this addmagazine "HandGrenade_West" it's M-67 hand grenades

I've done some scripts to make a loadout, but still working with them, so this here is easy for a quick go.
Title: Re: Mission Lumber Yard
Post by: PZ on June 30, 2009, 09:02:44 AM
Wow, sounds like you need a programmers manual to script the missions!  ;)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 30, 2009, 09:09:17 AM
Haha, not really necessary. :)

The editor lets you place one of hundreds of preset units with preset weapons and ammo, and you can use the editor to place a special weapons crate next to it. Now you'll have to do the rest in-game yourself, if you want to change your "given" loadout.

Scripting or what I've done above comes into the equation if the editor fails to do what you want, in this case spawning with a desired loadout, so you won't have to worry about equipping yourself or team mates with special stuff from a crate. :)

edit: killed a ba$t@rd of a typo ;)
Title: Re: Mission Lumber Yard
Post by: gvse on June 30, 2009, 12:55:59 PM
Great stuff, Art, thank you. Works too! :)
I haven't had much time to play today but tomorrow should be a bit different. yay ;)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 30, 2009, 03:16:54 PM
haha, you won't believe how much time I've spent checking those scripter/modder forums to get what I need... Still, not everything was there so I needed to experiment (which I like) :)

I need that bloody GPS, can't seem to find how to put that into a loadout, (same as the rest of the stuff you've got in those slots where the map, compass etc is - damn code haha)
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 30, 2009, 05:35:37 PM
Alas, I've still to play your revised mission. I couldn't, because I was stuck in my own first mission... I'm trying to do some funny stuff in it  ;)

The boat.. turns out it's best to meet with the team at the shore and board it, rather than fighting with a sudden death by too much water in your lungs, run over by your own boat, and too many items lost while swimming (careful, everybody, you do lose items -- I once got out of the water stripped of every weapon LOL)
Title: Re: Mission Lumber Yard
Post by: gvse on July 01, 2009, 12:40:28 AM
Take your time, man; and I look forward to your mission. :)
I'll explore the gameworld a bit to find a location that will inspire my next assignment (the old, ruined castle looks promising).
Title: Re: Mission Lumber Yard
Post by: gvse on July 06, 2009, 07:15:20 AM
ok fellas, I have finally updated my first mission so go ahead and grab it as it's (hopefully) bug-free.
Here's what has been changed:
1. Waypoints should trigger as they are supposed to.
2. Objectives now function as triggers.
3. If you switch to your map you will finally find there your tasks so at no point should you be at a loss as to what to do.
I do hope all works fine this time!
Title: Re: Mission Lumber Yard
Post by: JRD on July 06, 2009, 07:43:01 AM
Ok... I'm downloading Arma2 demo part 13/14 as I type... as soon as it's finished, i'll be happy to test your missions gvse.
The ability to create your own missions gives Arma2 (and OFP2) an endless potential for replay.
I'm sure the community will benefit from all missions created by OWG  :-X
Excellent initiative gvse... looking forward to test it
Title: Re: Mission Lumber Yard
Post by: gvse on July 06, 2009, 08:14:17 AM
I didn't know you could run user-created missions in the demo! That would be a good deal, though I think they have imposed limitations on weapons, vehicles, etc.
Anyways, yeah have fun! :)
Title: Re: Mission Lumber Yard
Post by: JRD on July 06, 2009, 08:27:52 AM
hahahaha... i thought you could...  :P

If not, I'll have to see how it goes, get the full version and THEN try your mission...  ;D
Title: Re: Mission Lumber Yard
Post by: PZ on July 06, 2009, 09:40:31 AM
Although I have not had the chance to try it yet, you can access the editor in the demo.  Perhaps that means that you can load user files.  :-X
Title: Re: Mission Lumber Yard
Post by: Art Blade on July 06, 2009, 11:52:37 AM
Alright, thanks gvse, going to the downloads :)

And JRD+PZ, get ArmA2. Gvse was right to point out the editor. It alone is worth the game :)
Title: Re: Mission Lumber Yard
Post by: Art Blade on July 08, 2009, 10:37:45 AM
gvse, got the download, got it on the machine, only need find the mood to go back to war.

I'm back to working life, holiday's over, and I've got the long awaited FUEL at last. Since I was waiting for it before I even considered buying ArmA2, I can't resist playing that. It's not as hard as ArmA2 ;D But I reckon I'll have a go at your latest update this weekend. I didn't even find time to play at all, yesterday, and tomorrow I have a 12-hour-day at w@&k... <sigh> I will play it :) Since your first attempt was cool for three hour gaming, I hope to have a more relaxed gaming session with it the next time I'll be playing ArmA2 :)
Title: Re: Mission Lumber Yard
Post by: gvse on July 08, 2009, 11:06:02 AM
Alright man, take it easy! Actually I was beginning to think you were a millionaire on permanent vacation, given the free time you seemed to have ;)
Anyways, I have already got another specops mission ready. Just need to take some screenshots and write a gist of the mission.
Title: Re: Mission Lumber Yard
Post by: Art Blade on July 08, 2009, 11:41:20 AM
<chuckle> I wish I was a millionaire, because then I'd deffo enjoy the rest of my life not working  ;)

And great, another mission :) This is keeping my interest in the game. Editing. I'm also doing some kind of a mission, but haven't spent enough time to easily finish it. I'm experimenting a lot, and by that finding every other moment something I don't understand, have to look it up across different forums, and experiment, redo from scratch etc. long process, but so far a great experience. I mean, it is great to see something actually w@&k the way you wanted it to, after a lot of trial and error :) But the AI or the game logic keeps doing stuff in its own way, and presenting me with unexpected and mostly unwanted results. Sometimes quite funny, though :)

Quick! I need a clone army and a collective mind all of myself to be able to do all the stuff I want at the same time LOL
Title: Re: Mission Lumber Yard
Post by: PZ on July 21, 2009, 11:10:29 PM
Excellent mission gvse!  I've only briefly looked at it, but I really like the night time environment.  Plus, I like the silent weapons - they're fun to use.
Title: Re: Mission Lumber Yard
Post by: Art Blade on July 22, 2009, 02:14:03 PM
gvse, now that JRD is going to post about the pre-fab missions we might get a lot of mission topics that do belong to this SP board. Your missions are not genuine A2 but new, meaning you are producing "latest content"... I am now considering moving your two mission topics over to that place, what do you think?
Title: Re: Mission Lumber Yard
Post by: JRD on July 22, 2009, 02:36:15 PM
Or add
Custom Mission: Lumber yard
Custom Mission: Hide and Seek
etc...
and leave them at SP boards...
These are SP missions after all aren't they?


BTW gvse... I'm not into your missins YET as I want to get into the plot and se how the game plays...
I'm sure I'll be playing your custom missions soon and for good  8)
Title: Re: Mission Lumber Yard
Post by: Art Blade on July 22, 2009, 03:20:47 PM
ok, halt. Probably a site structure thing. We'll leave it as is until further notice ;)
Title: Re: Mission Lumber Yard
Post by: gvse on July 23, 2009, 11:56:10 PM
For clarity's sake, I will add "Custom Mission" in the thread title.
Title: Re: Custom Mission: Lumber Yard
Post by: Art Blade on July 24, 2009, 12:55:20 PM
we did a site restructuring... thanks, that is a good idea and will help distinguish missions  :-X