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TVT (60-83) Clearing The Relay Station V1#337

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HitTheMan wants to merge 4 commits intoGlobal-Conflicts-ArmA:masterfrom
HitTheMan:ClearingTheRelayStation
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TVT (60-83) Clearing The Relay Station V1#337
HitTheMan wants to merge 4 commits intoGlobal-Conflicts-ArmA:masterfrom
HitTheMan:ClearingTheRelayStation

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@HitTheMan
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Overview

Canadians have managed to surround a Soviet Platoon at a Relay Station Bunker complex, the soviets are digging in and fortifying while the Canadians are preparing to breach and clear the isolated soviets.

Have you tested the following are all working as intended?

  • Briefing, map, slotting screen
  • Setup timers / AO Limits
  • Custom prefabs
  • Key framework events and interactions (QRFs, etc)
  • End conditions
  • Playable in Dedicated Server Tool / Peer Tool

Comments for the reviewer

Could not test via DST, some error with weatherstate. Thinking its likely map based. Need external help

Dependencies

Novka map

Canadians have managed to surround a Soviet Platoon at a Relay Station Bunker complex, the soviets are digging in and fortifying while the Canadians are preparing to breach and clear the isolated soviets.
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@Gabejf Gabejf left a comment

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Tested in server tool. Two minor (not game-breaking) things I noticed. OPFOR map picture shows a diagram of the bunker which designates the entrance but not the spawn locations of the players, which may be worth adding unless it's how you want it to be currently, which is also fine.

Only actual unintended mistake I noticed was about 5 maybe(?) 10 mins after setup timer ends, if that, I got a popup saying there are 60 mins remaining (maybe it was immediately after the setup timer ended, in fact.) The mission notes say 45 mins, however, not 60.

Otherwise, everything seems to work just fine.

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@Gabejf Gabejf left a comment

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Submitting an "approve" review despite above minor things and will let mission maker decide if it's worth changing before eventual merge.

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@perfk perfk left a comment

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Overall Review

Needs Changes

Reviewer's Checklist:

Core Functionality:

  • End conditions work as expected
  • Mission loads without errors
  • Setup timers work correctly
  • Playable in Dedicated Server Tool / Peer Tool

Briefing & Slotting:

  • Briefing is clear and understandable
    • Briefing contains end conditions
    • Mission objectives are clear
  • All factions have a briefing
  • Map markers are clear and accurate
  • Slotting screen displays correctly
  • Player spawn locations are correct

Loadouts & Equipment:

  • Mission uses standard units from gc_units
  • Arsenal/Crate configured correctly

Technical & Assets:

  • MissionHeader name less than 50 characters
  • MissionHeader does not contain a LoadingScreen (1.6 bug)
  • Image filesize within tolerance
  • No unnecessary files included
  • Weather settings appropriate
    • Wind speed makes sense
    • Time of day fits mission narrative

Pull Request Quality:

  • PR from feature branch (not main)
  • Only contains files for the reviewed mission
  • No dependencies on unreleased mods/PRs

Issues:

Critical Issues:

  • Potential critical issue, but most likely just workbench shenanigans.
    One of my DST clients was unable to slot into any slot. The other could, but some slots was "locked", as in i was not able to move or open gear.
    Since you are not using GC units, can i only assume that it's a map thing, and it most likely will work just fine.
Image

Major Issues:

  • Please try and keep your images as small as needed for the mission. One of the below images here is half the size. And i personnaly can't see a difference. (PNG 145kb, edds 105).
Image

Minor Issues:

  • As mentioned by gabe, you need to update your time limit messages for 45 min.
Image

Recommendations:

  • Briefing: Remove part about LAV Callsign when dismounted for both Opfor and blufor side.
  • I would increase the AO limit kill time. I was just running around to test and ended up killing my self because it gave me so little time to turn around.
  • I would expand the objective of the mission. You will have 61 people trying to get into a ~3 meter wide hallway. From a gameplay perspecitve, is that going to be fun? like it's going to be 20 min briefing (company brief), to run up and stand in line trying to shoot into a hole that is fortified like hell (1000 sandbags).

I would spawn blufor further away and give them two objectives, one on top of the hill, and one inside the bunker. And find a way to make it so opfor will defend outside, and use the bunker as their fallback position.

Dependencies:

# Conflicts:
#	Missions/Corax/LooseEnds/Computer.edds
#	Missions/Corax/LooseEnds/Computer.edds.meta
#	Missions/Corax/LooseEnds/Tf141.edds
#	Missions/Corax/LooseEnds/Tf141.edds.meta
@HitTheMan
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Made changes based on feedback, too tired to write it all at 3am

@Til-Weimann
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On hold until Novka author removes remaining overrides

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4 participants