RWO-Prison Break

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Kommiekat

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Jan 29, 2013, 1:52:22 AM1/29/13
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Operation Prison Break
Based on: Uprisings in Uzbekistan with armed incidents were reported in the outskirts of Andijan and Khanabad on 25-26 May 2009 between Uzbekistan military and IMU (Islamic Movement of Uxbekistan)


Required Addons:
Uzbekistan units
Qom Province Lite
Overview:
IMU have conduted a raid on a prison for the release of prominent IMU leaders.
Uzbekistan team is called in to help the remaining guards to to fight off the insurgents and to search for any remaining High profile prisoners.
Status:
-Have to still think of missions 2 and 3
-Briefing not started
-Mission 1 not complete
Voice acting?
Intro/Outro?

In-development - not-released, WIP version available 

Kommiekat

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Jan 29, 2013, 2:18:28 AM1/29/13
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Hi guys,

I need a bit of help on the following, for now...:

Prisoners not deleting
The group prisoners running away from the prison are not Deleting:
{deleteGroup _x} forEach (unit); deleteGroup grp4

VIPChopper script
I borrowed a script from Kylania that has a UN chopper land in the compound after it has been cleared of enemy.
I must replace the units in lines 9, 11 and 16.
I need a Takistan helo, like the one I used to insert (Line 9)
I need a Takistan pilot for that helo (Line 11)
And I need a commander from the Uzbekistan units (Line 16)

I think I can use "STRM_SBH_Uzbekistan_Karaul_Soldier7" for the commander.
I got this from the stringtable within the Uzbekistan pbo.....by using Elite.

If I can use this, great. If not, I have to scrap it and use Side Chat from HQ.
If I can use this, then the commander will come in saying " We saw a group of IMU and prisoners heading South! Get on them. Take my chopper!" (somthing like this)
Which means I will need another script for the helo so the Team you inserted with will fly off for the chase.

So, I can continue to use Zargabad map or use Qom Province lite and extend mission 1 or go straight into mission 2
There will be sporadic Tasks within an Urban environment to Queal any uprisings by IMU and eventually chase them down into Afghanistand or Tajikistan
I have not decided yet. Your input much needed.

Mission has been attached with VIP script and Uzebekistan units Un-pbo

Kommiekat

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Jan 29, 2013, 2:20:34 AM1/29/13
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Did the .rar file attach? I just don't see it.
Google Group is kind of irritating me......

shark attack aka Tony

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Jan 29, 2013, 6:06:28 AM1/29/13
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I cant see any attached file mate.

HeadUp

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Jan 29, 2013, 9:19:53 AM1/29/13
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No, I don't see an attachment either... G-groups is a bit annoying but I think it's only because all of us are new to it and are not familiar. It's certainly not very intuitively-designed, but with time and patience, I'm sure we'll get into the groove and help others do the same. Unless we find an alternative, which I'm open to if anyone has one.

Time zones are also a pain, as each of us are on 3 opposite ends of the globe.

Anyway, the idea sounds really interesting, Qom is a fantastic map too, where are you planning to locate the prison? I remember there's this one awesome fortess city in the map, could be the place.

As for deleting units, I have had a lot of trouble with anything but individual deleteVehicle commands, even then it's an issue. Maybe post on the editing & scripting board if you can't find an answer?

Regarding the helicopter sequence, maybe trying drawing a diagram of what it would look like conceptually. I have never used that script, so I can't say, but initially, I'm thinking you could probably get away with doing everything in the editor without any scripts, just using waypoints either with conditions (like unit1 in helicopter1, !(unit1 in helicopter), etc.) or sync'ed to triggers.

As for the radiant objectives, I'm a big fan as I think it adds to the immersion and replay value. I'll try to think up some objectives and post 'em here later.


HeadUp

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Jan 29, 2013, 7:54:04 PM1/29/13
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OK a couple of possible ideas for radiant secondary objectives, which can be added to the player's objectives if they come within a certain range:

- Rescue the hostages - hostiles have taken a civilian or group of civis hostage, maybe the player can't get too close or they trigger the baddies to doWatch, doTarget and doFire at the hostages. There are many ways of doing this, including the one in that SEALs vs PLA WIP I sent you a week or two ago.

- Clear the compound - simply sweep through a compound and eliminate all hostiles.

- Defuse the IED - find and kill the controller, then you can get close enough to defuse. Setting up IEDs with random placement is relatively simple:

1) Put down an IED and name it (say IED1). Put in the init: IED1defuse = IED1 addAction ["Defuse IED","IED1defuse.sqf"]; (Refer below for the contents of IED1defuse.sqf)
2) Then put a trigger w/ a name (say trig_IED1) - either grouped to a unit or BLUFOR present, and with bomb='Bo_GBU12_lgb' createVehicle (getPos _IED) in the On Activation field. Use trig_IED1 attachTo [IED1,[0,0,0]] to attach the trigger to the IED.
3) You can randomize the placement of the IED either by adding to the spawn radius in the IED's dialogue, or, if you want more specific placement, create a bunch of markers and group them to the IED.
4) Put down an enemy unit and name him (say IED1guy), you can do the same thing with random spawning as with the IED if you want him to be in different places, but I can't seem to get him to spawn inside of buildings since markers are only placed in 2D.
5) Then put a trigger down that is activated when IED1guy is dead (aka !alive IED1guy), and have it clear the IED trigger using trig_IED1 setTriggerStatements ["this"," "," "]; or trig_IED1 setTriggerActivation ["NONE","PRESENT",false]; (haven't tested the 2nd version, but either should work)

IED1defuse.sqf should have these essentials in it:

// Defuse IED 1
IED1 removeaction IED1_defuse;
player switchMove "RepairingKneel";
sleep 10;
player switchMove "aidlpknlmstpslowwrfldnon_idlesteady02";
deleteVehicle IED1;

// The rest is extra stuff -- I create a marker and an objective when the IED is spotted (in separate triggers attached to the IED that are larger than the bomb explode trigger)
"markerIED1" setMarkerColor "ColorWhite";
"markerIED1" setMarkerText "IED (Defused)";
player sideRadio "message9";
objIED1 setTaskState "SUCCEEDED";

This example is what I used in Op. Roadblock, so check out in the editor that if you want an example.

Other ideas:

- Force some of the escapees to surrender for a bonus? I am pretty sure if you use the surrendering module there's a way to edit how likely the unit is to surrender.
- Use an APC or transport of some sort and you have to capture and move the prisoners back to be transported to another holding area.
- Use a vehicle to hunt down a larger force than you can take out on foot

Another thought, I'm not sure what model the Uzbeks use for their briefing, but I'd imagine it likely follows the Russian or Soviet model... 

Kommiekat

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Jan 29, 2013, 10:45:40 PM1/29/13
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I think some of those down there are good for now, but I would recommend you post the IED in a separate post for reference purposes. I'd like to use it in a later mission.
This RWO with Uzbekistan was chasing the IMU out of the country and into the neighboring countries, especially Afghanistan.

Most of the fighing I think should be Urban with.

Rescue mission could be done with civilians as hostages.
I've got to study doWatch and doTarget and doFire, because honestly, I have not idea what they do.

One problem as you guys know about mission making, so much Self-taught because it's a big learning curve, to say the least......
Damn wish they had made better manuals....

Kommiekat

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Feb 1, 2013, 11:19:26 PM2/1/13
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OK< well, the first mission is about finished and contains two tasks:
-Clear the prison compound
-Capture a high profile escapee from the prison

Yet to go:
-Briefing
-Testing with input from you guys
-Voice? Intro/Outro?
-Getting triggers to work smoothly for task objectives succeed
-Final approval before starting mission 2

Guys!
I need help. Seriously. I need someone to take a look at it and give ideas. I also need help with the task triggers. I hate task triggers. They hate me.....

tom3kb

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Feb 2, 2013, 3:40:20 AM2/2/13
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I'm ready for testing as always, just send me te link for mission :)
Message has been deleted

HeadUp

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Feb 2, 2013, 2:38:26 PM2/2/13
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Kommie you should be able to attach a file when you post a reply using the "Attach a file" link next to the paperclip icon. That or uploading on a fireshare host.

Looking forward to giving it a try and helping out-- Triggers are not that tough at all, just need to know the in's and out's.

HeadUp

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Feb 3, 2013, 10:42:25 PM2/3/13
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Some thoughts immediately after giving your recent build a try:

Good:
~Really like the insertion, helicopters are always a cool way to set the stage. Maybe make it so the units disembark automatically using commandGetOut
~The group running away and escaping on the way in is a cool touch, but nothing happened after with them, I was wondering where they got off to. Maybe they can be used for an option bonus objective?
~The atmosphere with the insertion seeing the fires at the gates and the dead guards was really cool, more set pieces like this would help boost the experience combing through the prison facility, as well as on the way between the two objectives, maybe a couple more wrecks or fires.
~Music was a nice touch! Looks like you plan to use more.

Things to work on:
~The dialogue should be done using cfgRadio in description.ext and directSay and sideRadio, there are hints and sideChats I can see, but if you wanna do it the way I have been doing it, check that out instead.
~There are a bunch of items scattered around the village where the warlord is hiding, some of them are oddly placed, like the market stall that juts into the road. There are also a ton of cardboard crates, maybe vary the models up, the details could look really great if given some close attention.
~The 2nd phase objectives would probably be more engaging if they were added sequentially instead of during the briefing, not sure if you were planning to do this. Like just add the code from the briefing to whatever script you run when the first objective trigger is activated.

Other suggestions:
~Maybe add some civis to the village where the warlord is hiding, or some more details to show that the village supports and is aiding the militants.
~Change the color of the Military Offroad from Red, unless that's the color the Uzbeks would be using.
~Add an exerpt of text from the source you list in the briefing, since the link is not clickable or copyable to the clipboard.
~Add an alarm sound?
~Add some more reinforcements coming in to help, the player and his squad feels awfully lonely, maybe some helicopters with searchlights combing the area, roving patrols other than the player's own. They may or may not be part of the action, but it sure would help add immersion.

RWO Requirements:
~We should try to stage a really cool screenshot from the mission and use that for a loading screen. The loading screens should be a consistent thing across all RWO releases, so I'll likely create a template for the missions-- basically just the RWO logo and a cool screenshot with a bit of texture.
~Briefing-wise things are off to a good start, I think if you add an exerpt from some real reporting around the incident, and try to flesh out the details a little bit more formally (you can use my briefing as a template if you want), the briefing will be good to go.

tom3kb

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Feb 4, 2013, 6:37:48 AM2/4/13
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Hi KK,
just finished the last version of your mission that you send me in email (all task are ok now, mission ends with no problem, unless warlord id dead, then mission stuck becose you dont add fail end yet) :)

Few suggestion:
-check the market in warlords village, some objects are placed in strange places, like in the midle of road,
-wenn we fly in chopper we have hint to look on road, maybe better use a normal text on bottom of screen something like this [Pilot]: Hey! Look down there on the road! Some prisoners are escaping! or maybe use radio messag for this. this could also be said by one of our units or by players unit,
- wenn we clear prison players unit says : player sideChat "Pick up will be here shortly. Head for the front entrance. Driver will take you to the next Task Objective." my english is not the best but i think it should be player sideChat "Pick up will be here shortly. Head for the front entrance. Driver will take [COLOR="#FF8C00"]us[/COLOR] to the next Task Objective."

Also now players unit has name s1 in editor so i suggest to use this in all radio messages (s1 sidechat "") not (player  sidechat "")

-this is first mission from 3 mission campaign so i really think you should use setidentity for players characters (we will have 3 missions with 2-3 characters and now we always will be playing with players ingame nick). I think it's better for atmosphere wenn characters in campaigns have names.

-remember to delete allowdamage from players init before release

-FAIL end for mission, now if warlord is dead mission will not and (you can't move with him to car or nothing else), you forgot to choose in trigger winndow TYPE:Fail and you have wrong name in condition should be not (alive wlord). With this trigger if wlord will be killed player must load last savegame or after text on screen will end he will have to restart mission.

(i know i write about some of this suggestions earlier, sorry for repeating)

mateic...@gmx.li

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Sep 5, 2013, 1:34:06 PM9/5/13
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Hi Kommiekat,

are you still working on this mission? I cannot find an attachment, but the scenario sounds very interesting.

Greetings,
Mathias
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