Arma 2 VTE Single player mission testing demand

VTE - The most detailed and comprehensive Vietnam modification for ArmA 2

Moderators: Lone Wolf, Snake Man

Post Reply
sup3rSam3r
Recruit
Posts: 11
Joined: 2011-08-17 20:40:31
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: Missions
Location: Paris

Arma 2 VTE Single player mission testing demand

Post by sup3rSam3r » 2011-08-31 23:31:57

Hello,
I worked a lot on that mission... But still a lot to do !!
For now, I really need some help with the testing. Indeed, because I made it, I will certainly not see what someone else would.

It is a single player mission which takes place in Dak Seang. You will be a Lieutenant (unnamed for now, I'll take time to choose names later) leading a Marine Force Recon team.
I set up some cutscenes (including an introduction), heliported intraction and extraction, backgound, "addaction", original soundtrack, Viet Congs to kill, Marines to rescue and a lot of other things!

I will be very grateful for any feedback on that mission. To help to explain whenn reported things happens in the game, I intentionnaly did not removed many hints during script and trigger execution. I know it will disable some surprise effects but they are useful at this time. I also appreciate any help about text, coz I'm french, the words I choose may not be the better ones...

Here's the link to download the mission :
http://www.megaupload.com/?d=E29V3676

you'll need Arma 2 Combined Operation (maybe only OA, but never try it) and CBA to test that mission.
And of curse, VTE.

More informations in the readme.

Thanks a lot to PMC for that huge and wonderful work on VTE!

good game to all!
Last edited by sup3rSam3r on 2011-09-01 00:06:14, edited 1 time in total.

TeTeT
Recruit
Posts: 28
Joined: 2011-09-24 12:21:04
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: All, I (try) to edit everything.

Re: Arma 2 VTE Single player mission testing demand

Post by TeTeT » 2011-09-25 15:00:51

Hello,

thanks for making your work public! Unfortunately I cannot start the mission, I get the following error:

"bin\config.bin/CfgWorlds.1'."

Any advice of what might go wrong? I use six updater to start the mod and game, in case that's related to the error.

Bye,
TeTeT

sup3rSam3r
Recruit
Posts: 11
Joined: 2011-08-17 20:40:31
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: Missions
Location: Paris

Re: Arma 2 VTE Single player mission testing demand

Post by sup3rSam3r » 2011-09-25 20:07:42

Hello TeTeT,

I never saw that error message. I don't use six updater, and i don't know if it's related to the error...

I found this page with the same error : http://forums.bistudio.com/archive/inde ... 12070.html
Did you launch it wih Arma 2 OA or with Arma2 CO?
On my config it works with CO, and I always use ArmA II Launcher v1.4.1.0 with CO/VTE+CBA.

Maybe BAF is needed (even if I think I did not use any weapon or unit from it) as shown in that thread :
http://www.armaholic.com/forums.php?m=posts&q=12410

I hope it could help!

Here is a link to the verion 1.0 of my mission :
http://www.megaupload.com/?d=XKVZJJCE

Do not hestitate to ask if these things doesn't work.

Ciao,
Sup3rSam3r.

TeTeT
Recruit
Posts: 28
Joined: 2011-09-24 12:21:04
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: All, I (try) to edit everything.

Re: Arma 2 VTE Single player mission testing demand

Post by TeTeT » 2011-09-26 16:07:22

Thanks for your quick reply! I downloaded version 1.0 of your mission and it started without problems :) Here's some feedback:
  • Spelling: Map states 'Ground zero Einforcements' instead of 'Reinforcements'
    Spelling: Viet Kong or Viet Cong?
    Atmosphere: Metal song (Gorefest?) in opening cinematic, not good for the atmosphere IMO
    Destroy Viet Cong marker up in the air when none of the heavy MG / bunker / squad target is selected
    Chopper crashes upon extraction from LZ
    Civilians run around during battle, instead of sticking their heads to the ground
    Mortar crews don't bug out or defend when close to their position
    After destroying the mortars, a pop up tells me to use car or truck to go to extraction zone, but heli lands right beside the mortar site
    Survived the first mission with 4 mates
    Spelling: Belive - Believe in some popup
    Chopper lands right besides bodies, no search
    You might want to find a survivor - show when leaving chopper, it now pops up when you stumble over the wounded officer
    Voice acting would be awesome!
    First checkpoint for investigation is 11km down south, far edge of map!
    Saved at FSB 18
Overall it's seems to be a good mission, lot's of action at least. I wouldn't have minded to have less opponents and less saving :) Some of them in the village are quite sneakily hidden. Anyway, I enjoyed playing it. Let me know if it's worth grabbing a truck from FSB 18 and driving far south to the investigation checkpoint...

With show script errors enabled, I got the following error. Generic Error in expression ... extended event handlers, error in RPT:

Code: Select all

if (_isMan) then { if !(_slx_xeh_unit in SLX_XEH_INIT_MEN) then { SLX_XEH_INIT>^M
  Error position: <in SLX_XEH_INIT_MEN) then { SLX_XEH_INIT>^M
  Error Generic error in expression^M
File extended_eventhandlers\fnc_init.sqf, line 69^M
Error in expression <

sup3rSam3r
Recruit
Posts: 11
Joined: 2011-08-17 20:40:31
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: Missions
Location: Paris

Re: Arma 2 VTE Single player mission testing demand

Post by sup3rSam3r » 2011-09-26 20:14:26

Hello TeTeT,

Glad to read that the new vertion works better! That's very kind of you to took time to test my mission and submitt feedbacks. Please find below my "answers". As my work take almost all my time, it will be a bit hard to post version 1.1 today, but it will be released at worst before the end of the week.



Spelling: Map states 'Ground zero Einforcements' instead of 'Reinforcements'
=> Fixed
Spelling: Viet Kong or Viet Cong?
=> Viet Cong, definitely, I try to find out every "kong" and changed to cong but there are in many scripts...
Atmosphere: Metal song (Gorefest?) in opening cinematic, not good for the atmosphere IMO
=> I'll fix that whenn inspiration tells me what to play instead of that Dagoba song...
Destroy Viet Cong marker up in the air when none of the heavy MG / bunker / squad target is selected
=> not fixed yet, but i will before the end of the week
Chopper crashes upon extraction from LZ
=>Never see that chash, did it occures each times? anyway, I changed the route and we'll see if that occures again.
Civilians run around during battle, instead of sticking their heads to the ground
=>depends of PMC works about special units IA, like AT soldiers never uses theyr launchers against armored units (need to ask to someone that knows more about IA, I guess there is a command to tell a unit wich behaviour they should have but I really dunno how to set it up)
Mortar crews don't bug out or defend when close to their position
=> fixed, they will get out and hide behind crates or sandbag once one of them is killed or once the player is close enough. As they is 4 teams of artillery, they will not get out at the same time as if they wish to cover their mates while the finish destroy mission.
After destroying the mortars, a pop up tells me to use car or truck to go to extraction zone, but heli lands right beside the mortar site
=> fixed (iI totally forgot to remove that old popup after moving LZ :O)
Survived the first mission with 4 mates
=>Do you think it's good or not? should I increase the difficulty? (to be honnest, key mates as medic or RTO are sometime in god mode, just as the player, for example to avoid them to all die with for example one single round of mortars!) Should I set all unit killable from the beginning?
Spelling: Belive - Believe in some popup
=>fixed (found one for now) Many thanks for that one, especially because that sentence should have some impact :D
Chopper lands right besides bodies, no search
=>I can't randomize the position of the leader because of the camera potition in the cutscene (I'll try to do that in a future mission) nevertheless, I added random position for his mate's bodys and a secondary objective "collect dogtags" within an elliptic marker (no more marker that shows where the officer is)
You might want to find a survivor - show when leaving chopper, it now pops up when you stumble over the wounded officer
=>not sure to understand, you say the popup should appear just right after leaving the chopper?
Voice acting would be awesome!
=>sure thing! but I still have that french accent! some girls find it nice, but it's absolutely inappropriate in ArmA 2 VTE !!! If you want to help me, maybe you are a good actor? Maybe you know peoples that will be happy to play some of the characters in that mission(only frenches around me lol)?
First checkpoint for investigation is 11km down south, far edge of map!
=>fixed (I forgot to remove Z axis position...)
Saved at FSB 18
With show script errors enabled, I got the following error.
=>That piece of code is not familiar to me. I guess it comes from VTE itself or another addon...

My bad, these checkpoints are in fact on the way back to fsb 18. Then end of mission. Next mission will be a recon by night (without night vision googles!!!) east of fsb18 with only artillery flares shot (limited) to see something! I mind about a third mission where the player will have to escort a convoy to Dak Seang SF camp, because that piece of road is nice and 2 possible path are available. In addidtion, PMC did a great job with the bridges (I mean these that are not far up in the sky) because IA can drive across them without any bug! (the only maps I know with usable bridges are in VTE!)

I would like to thank you a lot! These feedbacks are very very helpful. (I feel less lonely now ;)
I have some things to set up with the dogtags collection, so I guess I'll post v1.1 before the end of the week. Next step is ppf adjustings and outro win & loose to do.

Once again, many thanks for your help!

TeTeT
Recruit
Posts: 28
Joined: 2011-09-24 12:21:04
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: All, I (try) to edit everything.

Re: Arma 2 VTE Single player mission testing demand

Post by TeTeT » 2011-09-27 07:00:37

sup3rSam3r wrote:Hello TeTeT,

Glad to read that the new vertion works better! That's very kind of you to took time to test my mission and submitt feedbacks. Please find below my "answers". As my work take almost all my time, it will be a bit hard to post version 1.1 today, but it will be released at worst before the end of the week.
No worries, time is not pressing!
sup3rSam3r wrote: => Viet Cong, definitely, I try to find out every "kong" and changed to cong but there are in many scripts...
I unpacked the mission and looked for it with grep, I found two places: briefing.sqf, colonelbiref.sqf

sup3rSam3r wrote: => I'll fix that whenn inspiration tells me what to play instead of that Dagoba song...
What about the 'Bang Bang' song from Nancy Sinatra or Cher? It's pretty contemporary for the scenario and while it's about a lost love, I think it would fit.

sup3rSam3r wrote: Chopper crashes upon extraction from LZ
=>Never see that chash, did it occures each times? anyway, I changed the route and we'll see if that occures again.
As this was a save point, it happened every time I reloaded. I'll check again with your new version.
sup3rSam3r wrote: Survived the first mission with 4 mates
=>Do you think it's good or not? should I increase the difficulty? (to be honnest, key mates as medic or RTO are sometime in god mode, just as the player, for example to avoid them to all die with for example one single round of mortars!) Should I set all unit killable from the beginning?
The losses in my squad were a bit excessive, but two of them died in the LZ with the chopper crashing into them. I don't mind the god mode for important team members at all. Of course a purist might say that it is a cheat.
sup3rSam3r wrote: Spelling: Belive - Believe in some popup
=>fixed (found one for now) Many thanks for that one, especially because that sentence should have some impact :D
I found two places: heal.sqf and reanimscene.sqf.
sup3rSam3r wrote: You might want to find a survivor - show when leaving chopper, it now pops up when you stumble over the wounded officer
=>not sure to understand, you say the popup should appear just right after leaving the chopper?
Yes, in my play-through of the scenario the hint to the survivor was only appearing when I was at the place of the wounded officer. Would be better to get this information when leaving the helicopter at the site.
sup3rSam3r wrote: =>sure thing! but I still have that french accent! some girls find it nice, but it's absolutely inappropriate in ArmA 2 VTE !!! If you want to help me, maybe you are a good actor? Maybe you know peoples that will be happy to play some of the characters in that mission(only frenches around me lol)?
I have to pass on this one, as my German accent would kill the immersion as well ;) On the BI forums there is a board for voice actors:
http://forums.bistudio.com/group.php?groupid=96, maybe it's worth exploring this.
sup3rSam3r wrote: My bad, these checkpoints are in fact on the way back to fsb 18. Then end of mission. Next mission will be a recon by night (without night vision googles!!!) east of fsb18 with only artillery flares shot (limited) to see something! I mind about a third mission where the player will have to escort a convoy to Dak Seang SF camp, because that piece of road is nice and 2 possible path are available. In addidtion, PMC did a great job with the bridges (I mean these that are not far up in the sky) because IA can drive across them without any bug! (the only maps I know with usable bridges are in VTE!)


Looking forward to play this mission as well!

sup3rSam3r wrote:
I would like to thank you a lot! These feedbacks are very very helpful. (I feel less lonely now ;)
I have some things to set up with the dogtags collection, so I guess I'll post v1.1 before the end of the week. Next step is ppf adjustings and outro win & loose to do.


Thanks for spending a lot of time to create the scenario(s)! A complete wishlist item for me, would be to be able to set viewdistance and grass detail level. For a modification of an existing mission I used Sinky's MissionSetting scripts, found on Armaholic.

Another suggestion, if you plan to expand to a campaign, I would recommend starting with an easier mission for the start. Something like a regular patrol where you maybe encounter a half-squad of VC or some sniper. Something easy going to give the player some success early on and get into the campaigns plot.

Bye,
TeTeT

sup3rSam3r
Recruit
Posts: 11
Joined: 2011-08-17 20:40:31
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: Missions
Location: Paris

Re: Arma 2 VTE Single player mission testing demand

Post by sup3rSam3r » 2011-10-18 21:24:21

Dear all,

Please find below the link to the fixed version of the first mission i poste here (mission 4 in that .zip), plus two other missions rather shorter and easyer in order to begin the campaign smoothly as suggested by TeteT.
Next time, I'll fix reported bugs and I'll add cutscenes.

http://www.megaupload.com/?d=Y4CNEF48

Wish ya all good game!

Bye

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: Arma 2 VTE Single player mission testing demand

Post by Snake Man » 2011-10-18 22:06:30

Nice to see you working on missions even though the activity has been all time low on ArmA 2 projects. Keep up the good work!
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

sup3rSam3r
Recruit
Posts: 11
Joined: 2011-08-17 20:40:31
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: Missions
Location: Paris

Re: Arma 2 VTE Single player mission testing demand

Post by sup3rSam3r » 2011-10-19 17:20:43

Hey Snake Man!
Keep up the good work!
=> It's an honor to get moral support directly from the Commander-In-Chief himself!!

I have a little question that concerns directly the campaign I'm setting up:
Does it exists a command to make a unit act like its subclass should make it act?
for example :

unitName setBehaviourKind "AAsoldier";
or maybe
unitName isKindOf "AAsoldier";

I searched it in every wiki I know and did not manage to find anything...

I would like to use true VTE AA/AT soldiers instead of using russian AT soldiers and trying to hide them! (because AI AA and AT from VTE never uses their launchers if you order them to attack air/armored targets :'(

Bye

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: Arma 2 VTE Single player mission testing demand

Post by Snake Man » 2011-10-19 23:21:59

If the VTE guys don't fire their launchers, it probably means that the launchers have bad configs. I'll look into this.

If you mean something else about soldier type, then please try to ask me again as I didn't understand. For example there is command typeOf to check the type of unit. If you do typeOf player it might return VTE_Armyofficer as type.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

sup3rSam3r
Recruit
Posts: 11
Joined: 2011-08-17 20:40:31
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: Missions
Location: Paris

Re: Arma 2 VTE Single player mission testing demand

Post by sup3rSam3r » 2011-10-20 20:02:19

Hello Snake Man,

Thanks for answer. You get what I meant (sorry, sometimes my english is a bit confused). I just was wondering if it exists a command to make a lambda unit act like a specific soldier in order to force them to fire their launchers. but i found the following trick :
For infantry AA and AT specialist, one solution is to remove all weapon then add primary weapon and launcher. Then the soldier will use his launcher if he's asked to attack an armored vehicle.
I took a civilian with in its init tab :

Code: Select all

removeAllWeapons this;
this addMagazine "VTE_90mmrocket";
this addWeapon "VTE_90mmrecoiless";
and he fire his new toy

But for the following weapon :

Code: Select all

 this addMagazine "VTE_M72";
this  addWeapon "VTE_law";
nothing happens...(too bad, that's my favourite VTE launcher!)

So i think it is somehow linked to the weapon properties itselves..

About the units, and except AA/AT specialists, I noticed 2 other points to report that decrease gameplay quality :
- Most MG soldiers are wearing a backpack, even if they have no available slot for it (because MG takes primary slot+backpack slot).
- Grenade launcher specialists (M79) does not fire their primary weapon (does not fire at all, even using the trick I wrote above).

Sorry to bother you, I bet you already knew these... But I might be wrong, so do you wish me to establish a full list of feedbacks and reports about VTE?


Kind regards,

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: Arma 2 VTE Single player mission testing demand

Post by Snake Man » 2011-10-21 00:35:10

Yes please open VTE v1.4 bug reports topic. I'll try to fix those right away then when starting to create new version.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: Arma 2 VTE Single player mission testing demand

Post by Snake Man » 2016-11-26 22:32:28

sup3rSam3r wrote:I would like to use true VTE AA/AT soldiers instead of using russian AT soldiers and trying to hide them! (because AI AA and AT from VTE never uses their launchers if you order them to attack air/armored targets :'(
Blast from the past, I cannot believe this bug report was dating back to 2011 ... :o

However now I am glad to announce that this bug has been fixed! :)

This fix will be included in upcoming v1.6 release.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Post Reply

Return to “Vietnam: The Experience (ArmA 2)”

Who is online

Users browsing this forum: No registered users and 6 guests