MENU - OpF mission Avalanche

Version 1.0 by Kaare Kleven, updated:  31.08.2001

What you NEED to do before playing this mission!!

About the technically

About the radiomenu commands

About the tacktics

What have to be done due mission objectivs

Other information
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

You neeed to do following:

Before you play this mission!!!

Install the patch: OFP patch 1.10
Install the patch: Ultimate upgrade patch 1.11
Install the patch: Editor upgrade 102 by James Wohlever

Please read the whole 'readme'-file, because you may find important information.

You probably need to set Operation Flashpoint Preferences - Advanced details to 256 max objects*
I don't know if this is needed, but just in case. The game mission run faster on slower computers if
you lower the settings in Operation Flashpoint Preferences like effects (object shadows), but keep the
(*).

If other patches or upgrades have been released after you got this mission, this mission may be not be
playable, since all users need to have the same patch as I have and vice versa. If this mission is
playable with forthcomming releases and upgrades, its good for you and good for me.

I will be looking for new patches and upgrades so you don't need to be afraid that I will be laying
behind others. Hopefully I don't need to do any updates of this OFP mission. Take a look at mine
homepage now and then.

Good luck!!!

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Technically Information

Operation Flashpoint mission...... Operation Avalanche
Work project............................. Provins.Eden.pbo
Kind of mission.......................... Single player

Put the pbo-file into your ../codemasters/Operationflashpoint/missions

Size: 2.24 MB   Build time: 6 weeks, 3/4 of the time was used to do testing and de-buging.
Playtime: About 7 hours. Depends on your skills and luck.
 
The mission idea was figured out by Kaare Kleven
All scripts, except (*) was written by Kaare Kleven
The music was composed by Kaare Kleven
* Radiomenu idea was written by  Herbert "Asgard"  Metz. Kaare Kleven removed some bugs and added the commands.
The sounds/speeches was composed by Kaare Kleven (except from build in_game stuffs)

Tested on Personal Computer...Pentium III 700 Mhz, 384 MB RAM
Operating systems................... Windows 98, Windows ME
Tools/programs........................Coolspeech, Goldwave, and Blaze Media Pro
Additional equipments............. Yamah synthesizers, MIDI equipments and Roland DEP-3

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 Radiomenu commands

When you use the radio in the 'map' screen or press 0-0, you will first see a list of all available radio
channels (Alpha - Hotel). When you use the radio at the first time, you need to press any of the
channel buttons. It doesn't matter what you choose. This need to be done only once.

After you have pressed the button, you will see additional list of available channels. You need to use
these if you want to call a command. Some will be immediately open for use and others will  be
'open' during the mission.

Here is a list of some usefull commands:
Numbers in the ( ) stands for radiobutton number at top to bottom.

Channel Alpha:
(1)Signal white flare  (2) Signal green flare   (3) Signal red flare

Make your lieutenant fire flares (if he is alive!)

Channel Golf:
(1) Game pause  This is not a pause, just a hintC command. Used for testing, but I decided to
keep it. If you want to pause the game, just press [ESC]-button.

(2) Quick game save This one will do a save update your position (autosave). This is not the same as
"SAVE" in the game menu.

(3) Toggle viewdistance  Togge the viewdistance fom 400 (default) up to 2000. Long distance will
probably slow down the game on some computers.

(4) Moves 3 hour forward Skip time 3 hours forward if you want to play at night or day.
Default daytime: 12.00 am.

(5) Subtext ON/OFF Display the speech text on screen on/off (default is on).
It doesn't work with the build in_game speeches.

(6) Enemy units info hints ON/OFF During the mission, you can get hints about how many enemy units
and groups there are in a spesific area. Some hints are auto-scripted, so if this option is OFF, you miss
the hints forever. This is kind a spoiler, so try to play without the hints first.

Channel Hotel is used to read messages. You will get a hint when a new message will be shown.

All channels (Alpha to Hotel) have a (7) RESET button. You will get a message when you can use this
option.

Do NOT hammer the radio buttons like a maniac. Some of the commands are very well syncronized
and some have delays. If you don't take time and wait after you press the buttons, the game will
probably act weird. This is not a bug. You do not press buttons on any electronic/electrical equipments
like a maniac in the real life either. If you do so, stay away from all those equipments and this OFP
mission.

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The mission tackticks

You are playing West side. The enemy is East. You are starting the mission with 2 units in your group.
You (captain) and a grenadier, rank as lieutenant. You can assign him to other groups if you want to or
re-assign him to your group (this was made just for test, but I decided to keep it). It is not very usefull,
but try it if you want.

You don't need to complete the mission objective_ #3 (assign units/groups as HQ crew), it just have to
be 'done' or 'failed'. If you skip any of the mission objects, you get very hard task to see the outro.
Only units from other group than Alpha need to be assigned. You probably should keep the units in
your group. Never know when you need these. Use 'stop' command if you want to prevent units to
repeating: "Where are you ??" when the distance between the units and you are too long.

You will find ammo and vehicles in the villages or in the HQs. Some vehicles will be locked until you
progress the mission. You probably find alot of ammo in different places, but remember the enemy has
some advantages too.

You may take night vision (nv) goggles from dead officers. You never know when you need those.

You may use LAW on enemy infantery groups to take out several units in one shot. T 72 needs
2 LAWs to be destroyed, T 80 needs 4. You may use bushes to hide after you fire any weapons.

Some enemy units and groups do not have any waypoint so they will probably be running after you
when you have been spotted. This is done because I want AI to decide what to do. When they have
lost you, they will return back to the start position. If you see enemy units running away from you.
It doesn't say they are fleeing. They just try to find a better position to take you out.

The player (you) have only waypoints at the beginning of the mission, but you don't need to follow them
at all.

*IMPORTANT*
At one point you will probably be asking if you want to assign units as HQ base crew. Remember this:

Do not disembark the units from the vehicles before you use the command (*), not even yourself. If
you have disembark any units, make sure that they are moved into the same vehicle (you too).
However, there are unit(s) that has mounted in a vehicle by auto-scripts. These units must not be
disembarked at any time. If you have done that during the mission, you need to have that unit(s)
outside the vehicle when you use command (*).

If you don't do this, units will be mounted in the vehicle after you have done the command (*) and the
units will not be assigned as HQ base crew properly. This is not any bug. This is how scripts (sqs) and
F2-12+command keys/mouse works together.  (*)  you will get message about how and when.

If you want to control a group of tanks, it's more easy to do this if you are commander of one tank
(instead of gunner or driver). To make a tank fully operation, you need a commander
(first number below the tank icon), a gunner (second number) and a driver (third number). To make
all tanks follow you (as you are highest ranked officer and commander of one tank), just press the
F# buttons that belongs to the commanders and then 1-1  to make all return back into formation.

The commanders of other tanks will order fire if needed without any help from you
(IF the units status is not safe or careless). You can make all tanks stop if you use the same
F# buttons and 1-6, stop command. I have noticed that if you are the last man mounted in the armored
vehicle, you can (as commander) controll the vehicle better because you always have the cannon
pointed at the same direction as the vehicle. Use the keys on the keyboard to order any movement.

There is difference between destroying and disable a vehicle. You destroy a vehicle when black smoke
is shown from the wreck. You disable a vehicle if one or more of the 3 units (commander, driver and
gunner) are killed or the vehicle is empty (units may did not flee, but the vehicle was too damage so
they disembark nearby). You may destroy even an empty vehicle if that was your order to get a
mission object 'done'.

You can explore the map, but you can get mission 'failed' if you do something that you are not
suppose to do. Do the mission objects in the order you see in the 'map' window, except mission
objective_ #3. Read the messages that will be given and you will understand. If you see light (fires)
and tents in some villages/towns, it doesn't say that some units are nearby. It just was done to make
the villages not so "empty", like a ghost town.

It's up to you how to make the mission objects 'done'. One problem may have several solutions.

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Mission objectives

Objective_#0 is to clean the village Provins. Nothing important, but some enemy units may be hiding
behind bushes so you better take a good look. Your group is not assigned as driver of any vehicle in
Provins.

Objective_#1  is to clean Figari. You need to disembark yourself and your grenadier from any vehicle if
you get a message about that. The grenadier need to follow you into the village Figari.

Objective_#2 is to clean Morton. Important that you read the messages that will be given.

Objective_#3 is to assign units and groups as HQ base 2 crew. You need to have a short distance
between HQ and your group. You only need to assign other units/groups (not Alpha group) to make
this objective 'done'. If you get 'failed', means that you don't have any units left in other groups. This
objective needs to be 'done' or failed'. If you get 'failed' you can progress of course, but you can get a
hard time later to complete other missions....

Objective_#4 need to use some skills.

Objectives_#5.... hope you manage that one. Hint: Destroy rather than disable.

It is kinda advanced OFP mission, so you need to have some idea how to do things.......

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Some stuffs....

This OFP mission has no known bugs.

However:
If you are inside an armored vehicle and get messages, the messages will  probably be displayed at the
same place as the vehicle icon (left top on screen). Reading the messages will be difficulty, so you may
step out of the vehicle or go into the 'map' screen. This happened after I installed the patches. There is
nothing I can do about that. If that doesn't happens to you, good for you :-)

After I installed the patches, the ammo bar/level under the vehicle icon (left top on screen) is
disappeared. If you can see it, good for you :-)

If you think you have killed all enemy units in a spesific area and you did not get mission objective
'done'. Try to search behind bushes....

Some houses are present during the game, but NOT shown in 'map' (even after installing the patches!!).
The game developer should have fixed that.

Some items may been bounced away when you have fired at them. Don't get confused if you see some
items where they probably should not be in the first place. Some of the items should have been a
"wreck" instead of bouncing away. A TV, a table or a bottle will not bounce away, they just get broken
in the real life.

If you see any units running away while you are doing the assign stuffs, it's only happens on the island
Everon. I have tested the same stuffs on other island without seeing any strange thing. It is probably
not any bug, it's how units on island Everon behaves (??). Btw, they will return....

You would not see (or hear) this since I may fixed this, but during the testing I have notice that enemy
units are shooting at empty friendly vehicles. This happens in Everon. Did not notice that such of thing
in other islands. It is probably not any bug, it's how units on island Everon behaves (??).

You will notice this message: "1 follow 1". You follow yourself. That is a bug ?
Nope. It has something to do with mission objective_#3. "1 follow 1" should have been taken away
from the game. Useless to say something like that to yourself. Nothing I can do about, since it is build
in_game.

If you do "SAVE", you can do "load". If you do "quick game save", you can do "retry".

If you use skip time option, you will increase the playtime. The real play time: Approx. 7 hours.
Remember to take a rest now and then (sleep also).

If you use DePBO on the mission pbo-file, you will probably see some scripts. Do not mess around
with these and hope to complete the mission if you do changes. As far as I know, you can't run any
mission.sqm after doing DePBO anyway. As soon as you have breaking into the scripts, you loose
all support and any help from me. You have legal rights to do DePBO, but I don't have time to
explain how mine scripts works. You can ask questions in OFP news groups how the commands
works or read the FAQs, manuals and docs that you can find in OFP web sites/news groups.

Kaare Kleven would say "thanx" to folks in The Official Codemasters OFP Forums
http://www.flashpoint1985.co.uk/ and Herbert Metz.

Kaare Kleven has this e-mail adress................ ..kkleven@ahs.hist.no
Homepage (not any official OFP site).................http://www.ahs.hist.no/~kkleven/

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------ END -------  27.08.2001 / 31.08.2001 Kaare "Klevs" Kleven