fa_c52_winter_invasion_part_II

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SuicideKing
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fa_c52_winter_invasion_part_II

Post by SuicideKing »

A bit long* and apparently waypoints were going crazy (not sure why). Sniper will be removed and replaced with a marksman.

I'll make it clear where the alternative transports for CO and ENG are.

Do I need to make clear in the briefing which counterattack needs to be survived (or the expected area) for the last "point"?

*This was intended to be a Sunday mission, though I suppose I should make that clear in the database description.

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Re: fa_c52_winter_invasion_part_II

Post by blip2 »

Ok, comments from the mission. Remove the sniper and the AT guy with a Titan.

The attack helo that flies in is over powered (or at least at that point), I took it out using Zeus after it made it's first run killing people (there was nothing to kill it with).

There are lots and lots of waypoints (i.e. 2000+) for various sentry squads spawned by a script. There also seems to be a lot (100+) of game logic markers which I doubt are meant to be there?

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Re: fa_c52_winter_invasion_part_II

Post by AmishStrikeForce »

I had fun, so good job. I didn't have any issue with markers.
Do I need to make clear in the briefing which counterattack needs to be survived (or the expected area) for the last "point"?
I do think some kind of indication in the briefing needs to be given as to what constitutes a "counterattack."

My only comment for improvement would be that it was a very long mission. I would prefer something a little shorter. Keep up the good work!
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Re: fa_c52_winter_invasion_part_II

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blip2 wrote:Ok, comments from the mission. Remove the sniper and the AT guy with a Titan.

The attack helo that flies in is over powered (or at least at that point), I took it out using Zeus after it made it's first run killing people (there was nothing to kill it with).

There are lots and lots of waypoints (i.e. 2000+) for various sentry squads spawned by a script. There also seems to be a lot (100+) of game logic markers which I doubt are meant to be there?
AT guy with titan is probably a part of a weapons squad, I'll replace all of them.

The helo...well yeah you're supposed to have 4 IFVs to deal with it. :P If we fail to take it out with a full platoon then I'll consider removing the rocket pods. It appeared too OP at that point because we didn't have many people left...

I'm not sure what's with the waypoints. I didn't put any in any object init codes, so unless waypoints are initialised for every client as well, I'm not sure why that's so. During testing I was getting a solid 50 fps on the server, so I'm clueless. Ditto for the game logic markers - I'm using wolfenswan's createGarrison and populateTown scripts, so unless there's a problem with them (or how i'm using them), I don't know what to tell you.
AmishStrikeForce wrote:I had fun, so good job. I didn't have any issue with markers.

I do think some kind of indication in the briefing needs to be given as to what constitutes a "counterattack."

My only comment for improvement would be that it was a very long mission. I would prefer something a little shorter. Keep up the good work!
Thanks! Glad you liked it. blip2 was seeing those markers when he took over as zeus.

Yeah, I'll mark the area where you're expected to survive the counterattack. There are notifications in game as well ("Counterattack inbound, hold out") but we never got to that point.

Regarding length, the mission requires a full platoon. It's a 52 player mission, after all. I'd expect the CO to divide and conquer. We played it with less than 20 people.
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Re: fa_c52_winter_invasion_part_II

Post by AmishStrikeForce »

SuicideKing wrote:During testing I was getting a solid 50 fps on the server
Kind of off-topic, but I figure I'd bring this up since I discovered it during as a result of my own mission making tinkering. According to the BI devs, server FPS has little relation to client FPS; they're different animals, so to speak. Server FPS is set to a default (and max) of 50 and is basically the internal metronome against which server-specific code and scripts execute (I.E., much of the code is designed to run every "frame"). Long story short: a server can have an FPS of 50 and players can average an FPS of 5 or 10. A common culprit (according to the interwebz) are script commands that appear to run on the server, but actually run on clients as well.

In the winter invasion mission, my FPS averaged in the mid-30s (which is par for the coarse for many multiplayer missions), so I was fine.
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Re: fa_c52_winter_invasion_part_II

Post by SuicideKing »

Yeah, I'm aware of this. blip2 was complaining about server performance during the mission.

And when I say "it was 50 fps on the server" I mean exactly that, i'm not talking about my FPS. The test server lets you log in as admin and monitor server FPS.

At FA we aim for 50 fps but usually are cool with 40-50 as well.

Also, I/we use

Code: Select all

if (isServer) then {}
conditions wherever something should be server side only. More experienced mission makers obviously perform SQF optimisations in addition, but that's largely beyond me. :D
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Re: fa_c52_winter_invasion_part_II

Post by AmishStrikeForce »

Roger. Sorry if I came across know-it-all'ish :oops: Mission making is all new to me
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Re: fa_c52_winter_invasion_part_II

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AmishStrikeForce wrote:Roger. Sorry if I came across know-it-all'ish :oops: Mission making is all new to me
Hah no not at all. It's how we all help and learn! :D

I haven't been making missions too long either. :P
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Re: fa_c52_winter_invasion_part_II

Post by SuicideKing »

v2 update

Code: Select all

-changed all enemy Missile Specialist (AT) to R(AT)
-changed enemy Sniper to Marksman
-added marker for final counterattack location.
-added marker for alternative CO, ENG transports
-put an isServer guard for all moveInCargo and ambient animation calls
-Moved all taskPatrol calls from waypoint OnAct fields to init fields with isServer checks. Was causing locallity issues.
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Re: fa_c52_winter_invasion_part_II

Post by Mabbott »

Maybe add a Juliet reinforcement wave. Helps get people in after the brutal town clearing and enemy assault, and it is a long mission. Not that's a problem but a Juliet would get some people playing again. Also make a note of MAT recommended if it isn't already there. Moras man, they'll kick your ass.
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