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  • Takur Ghar

    31DEC2009
    Hope you all had a good evening playing Takur Ghar. Sorry for my command issues, I didn't want to spoil the mission, and I am operating on little sleep so I began slurring my words (more than usual ;)) and having difficulty concentrating. Oh well, i had fun. Impulse 9 and I flew around, got shot down, my BLUFOR team was decimated. A good night overall.

    Please post your comments about what you think of Takur Ghar. I've already ported it to another island to enhance playability since some computers don't like Aiatalik. I am going to try to get a Sunday event this Sunday playing Takur Ghar. Would you be interested?

    Some sustains/improves I have heard thus far.

    Sustains-
    1. Like the mission design
    2. Like the island
    3. Like the chaos

    Improves:
    1. Weapon loadouts, some people wanted more optics
    2. Hate the island, some people do :(
    3. Enemy AI too hard, should I make them stupid? They are all set at 50% difficulty right now.

    Okay, here are my questions to you guys:
    1.Should I keep the mission on Aiatalik or move it?
    I'm thinking of porting the mission to the other island, and keeping a copy on Aiatalik.
    2. Should I place Harriers or A10s?
    3. Should I dumb down the AI? We got owned hardcore playing on recruit.
    4. Do you think the mission is too hard? SEE #3

    Please offer some explanation of your answer and any other changes you would like to see.

    HINTS:
    Just for the record, I based this mission after the battle of Takur Ghar which you can read about on wikipedia, http://en.wikipedia.org/wiki/Operati..._of_Takur_Ghar
    For my military theories class in college, I did a case study on the Taliban/Al Qaeda tactics used to defeat the American forces technological advantage during this engagement, so I have read a lot about the battle. The techniques and tactics used by the enemy have played heavily into my design of the mission, and I won't reveal them here. I've changed some of the aspects of the battle for playability reasons and to fit Arma. I tried to use the real callsigns used, and once again, changed some.

    If you want to read an excellent book about Takur Ghar, read Robert's Ridge.
    Also I based on my mission design a lot on How Wars are Won by Bevin Alexander.
    Specifically, his focus on what he thinks the future of warfare will be. Excellent book.

    I'm going to rack out now.
    IGOR OUT
    "Never forget that you are there to SERVE the soldiers. Listen to your NCOs and always do the right thing." -My Father
    "http://www.youtube.com/watch?v=wGNxHMFjigA"
    "http://www.youtube.com/watch?v=Ce0c6qVnJE4"
    "http://www.youtube.com/watch?v=i2Lpc9vTnqU"
    "http://www.youtube.com/watch?v=xEzc9fB8xPo"
    "http://www.youtube.com/watch?v=4tdCTP_ae_8"
    "http://www.youtube.com/watch?v=RrmoSZgYaFw"

  • #2
    Re: Takur Ghar

    Good mission, I'll have more to say later, but for now ARMA mountain http://en.wikipedia.org/wiki/Arma_Mountains from the articles :p

    Comment


    • #3
      Re: Takur Ghar

      My AI is randomly set between 10-25% skill level, they can hit targets consistently at 200m and moderately at 400m they still exhibit the same maneuver behavior i.e. flanking bounding etc. The only downside is their quite bad at CQB but its a price I'm willing to pay

      Comment


      • #4
        Re: Takur Ghar

        I felt the AI last night where all super marksmen. Every shot of the 3 they fired hit me from about 300m.

        I liked the loadouts. I was kinda miffed till I saw the rucksack then it was all good.


        TG-18th 18th SF Operational Detachment Delta

        If you're playing the game, be in the correct TeamSpeak Channel.

        Comment


        • #5
          Re: Takur Ghar

          The AI is the only downfall.

          Great mission, keep it on aitalik
          |TG|Ghost02
          TG Pathfinder



          "I travel alone through the valley of the shadow of death, yet in my heart I carry no fear, for Gods hands will guide me to Truth and Honor."

          Comment


          • #6
            Re: Takur Ghar

            I loved the mission, all five minutes of it :)

            What I would like to see besides slightly tuning down the AI is some kind of limited revive-respawn. The mission is long and arduous, so if for example a pilot died within the first five minutes(cough cough) he would have least some kind of chance of getting back to play. Something like revive only when brought to a MASH at the FOB or a medevac chopper, both of which are pretty easy to do with Norrin's script. I can show you how if that's necessary. Definitely not a full revive or respawn though, they'd ruin the mission in my opinion.

            Comment


            • #7
              Re: Takur Ghar

              If someone can tell me how to implement ACE medical or another medical system I will.
              Do you just put the modules in and synchronize to the groups?

              Going to turn the AI down and remove the music.
              I put the music in so I would have something to listen to while flying around scouting the mission area, I thought I removed it.
              It was pretty funny to me when the music started going off.

              What is a good range for the AI? .25 to 0?

              EDIT: I just realized Fincuan mentioned a script. I will look into that.
              "Never forget that you are there to SERVE the soldiers. Listen to your NCOs and always do the right thing." -My Father
              "http://www.youtube.com/watch?v=wGNxHMFjigA"
              "http://www.youtube.com/watch?v=Ce0c6qVnJE4"
              "http://www.youtube.com/watch?v=i2Lpc9vTnqU"
              "http://www.youtube.com/watch?v=xEzc9fB8xPo"
              "http://www.youtube.com/watch?v=4tdCTP_ae_8"
              "http://www.youtube.com/watch?v=RrmoSZgYaFw"

              Comment


              • #8
                Re: Takur Ghar

                Ok to impliment the ACE medical go to modules, then ACE verwundinsystem. Just place on the map and your done. No grouping/syncing needed.

                .3 is a good AI skill level.

                You should make a briefing templete! Your brief is amazing, so much detail and really sets the mood. Would you mind if I used it?
                |TG|Ghost02
                TG Pathfinder



                "I travel alone through the valley of the shadow of death, yet in my heart I carry no fear, for Gods hands will guide me to Truth and Honor."

                Comment


                • #9
                  Re: Takur Ghar

                  You guys were spot on for the AI. I changed them ranging from .1 to .3 by editing the mission.sqm file, only took a minute or so.
                  Just playing around by myself for 10 minutes as the seal team I already see a huge difference.
                  The enemy shoots at me, and I can't really find them, but the fire is not laser accurate anymore.

                  I also put the Ace medical module in and it works, thanks ghost. Why can't all the modules be that easy? ;)
                  Also when the downed air crew is wounded, my "end" script does not trigger. Only when the aircrew are actually dead, not just wounded does the mission become a failure.
                  So now, the aircrew can be wounded and "revived" with morphine/epi.
                  Every player has a bandage, but only medics have morphine and epi. There is morphine/epi at base. The medic in the seal team can redistribute stuff accordingly as needed. I hope this system will work.

                  Free feel to use my notes for making a briefing.
                  I can release a template of the notes if you desire.

                  Also the mission was not bugged. Someone triggered my testing script which allowed me to test the objectives without having to run through the entire mission.

                  I'm going to upload my mission to depot. Maybe we can run through new version tonight.
                  "Never forget that you are there to SERVE the soldiers. Listen to your NCOs and always do the right thing." -My Father
                  "http://www.youtube.com/watch?v=wGNxHMFjigA"
                  "http://www.youtube.com/watch?v=Ce0c6qVnJE4"
                  "http://www.youtube.com/watch?v=i2Lpc9vTnqU"
                  "http://www.youtube.com/watch?v=xEzc9fB8xPo"
                  "http://www.youtube.com/watch?v=4tdCTP_ae_8"
                  "http://www.youtube.com/watch?v=RrmoSZgYaFw"

                  Comment


                  • #10
                    Re: Takur Ghar

                    Originally posted by Igor View Post
                    You guys were spot on for the AI. I changed them ranging from .1 to .3 by editing the mission.sqm file, only took a minute or so.
                    Just playing around by myself for 10 minutes as the seal team I already see a huge difference.
                    The enemy shoots at me, and I can't really find them, but the fire is not laser accurate anymore.

                    I also put the Ace medical module in and it works, thanks ghost. Why can't all the modules be that easy? ;)
                    Also when the downed air crew is wounded, my "end" script does not trigger. Only when the aircrew are actually dead, not just wounded does the mission become a failure.
                    So now, the aircrew can be wounded and "revived" with morphine/epi.
                    Every player has a bandage, but only medics have morphine and epi. There is morphine/epi at base. The medic in the seal team can redistribute stuff accordingly as needed. I hope this system will work.

                    Free feel to use my notes for making a briefing.
                    I can release a template of the notes if you desire.

                    Also the mission was not bugged. Someone triggered my testing script which allowed me to test the objectives without having to run through the entire mission.

                    I'm going to upload my mission to depot. Maybe we can run through new version tonight.

                    I'm glad you decided not to put re-spawn in although for future iterations (maybe you can change this before the missions are uploaded tomorrow) I would change the respawn type to group to allow for JIPs. Just put this in the description.ext

                    Code:
                    respawn = "GROUP";
                    respawndelay = 10;
                    disabledAI = 1;

                    Comment


                    • #11
                      Re: Takur Ghar

                      Originally posted by falcon_262 View Post
                      i'm glad you decided not to put re-spawn in although for future iterations (maybe you can change this before the missions are uploaded tomorrow) i would change the respawn type to group to allow for jips. Just put this in the description.ext

                      Code:
                      respawn = "group";
                      respawndelay = 10;
                      disabledai = 1;
                      thanks!
                      "Never forget that you are there to SERVE the soldiers. Listen to your NCOs and always do the right thing." -My Father
                      "http://www.youtube.com/watch?v=wGNxHMFjigA"
                      "http://www.youtube.com/watch?v=Ce0c6qVnJE4"
                      "http://www.youtube.com/watch?v=i2Lpc9vTnqU"
                      "http://www.youtube.com/watch?v=xEzc9fB8xPo"
                      "http://www.youtube.com/watch?v=4tdCTP_ae_8"
                      "http://www.youtube.com/watch?v=RrmoSZgYaFw"

                      Comment


                      • #12
                        Re: Takur Ghar

                        Originally posted by Igor View Post
                        thanks!
                        no problem

                        Comment


                        • #13
                          Re: Takur Ghar

                          None of these AAR's are real and the mission never existed unless there is photographical proof!!! :P

                          More pictures, less talking!!!
                          FORMER 22ND RRR/FORMER 1ST JTOC/ ALWAYS A TACTICALGAMER


                          Spartan 4

                          Comment


                          • #14
                            Re: Takur Ghar

                            I started going through the mission files just to see why so many people CTDd in the event, and my current conclusion is that in this case it might have easily been due to the mission and not necessarily the map. Here's a few reasons why it could be, although more testing would be needed to actually confirm which is it that causes the ctd.
                            • Locality issues in scripts
                              Many in many scripts. One example: All gear scripts are run on the server and all clients. Ie. in the event tonight every gear script was run about ~50 times at mission start, while it should be run only once, on the client/server where the unit whose gear is handled is local.
                              Solution: Check that a unit is local before doing anything on its gear.
                            • Init.sqf contains .sqs syntax
                              Solution: Rename to init.sqs
                            • Init.sqf is run twice on server and every client
                              The game loads it automatically at mission start, all that is needed is the file to exist, but in addition to that you have it running from one gamelogic's init-field with exec.
                              Solution: See above, and in addition remove it from the gamelogic's init as the game WILL load it automatically.
                            • All the scripts are name .sqf but most contain purely .sqs-syntax. Soution: Rename all files containing sqs-syntax to .sqs.
                            • The presence of a player-object is not confirmed before running briefing.sqf. Probably not very dangerous but leads to a situation where some people just don't get a briefing, and JIP don't get a briefing.
                              Solution: Put something like this(mission makers have varying habits, but the idea is to check that player isn't null on clients) at the start of init.sqf(note .sqf. I don't remember enough of .sqs anymore to give an example on how it should be done using that):
                              Code:
                              if (not isDedicated) then
                              {
                                  waitUntil{(not isNull player) and (player == player)};
                              };


                            There's a few things that popped up right away. Some are cosmetics while others are serious issues, but all should be pretty easy to solve. I'd really like to see this mission working because the setting is great.

                            Comment


                            • #15
                              Re: Takur Ghar

                              Thanks for the advice Fin.

                              I'm pretty sure I fixed it. I removed all weapons scripts and assign weapons in init lines.
                              I also streamlined some other things.

                              Anyone willing to test it with me?
                              "Never forget that you are there to SERVE the soldiers. Listen to your NCOs and always do the right thing." -My Father
                              "http://www.youtube.com/watch?v=wGNxHMFjigA"
                              "http://www.youtube.com/watch?v=Ce0c6qVnJE4"
                              "http://www.youtube.com/watch?v=i2Lpc9vTnqU"
                              "http://www.youtube.com/watch?v=xEzc9fB8xPo"
                              "http://www.youtube.com/watch?v=4tdCTP_ae_8"
                              "http://www.youtube.com/watch?v=RrmoSZgYaFw"

                              Comment

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