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Escape Chernarus (Mission Release)

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Hi Mordeton!

It's not the mission file that is generated. It's not possible to generate custom files in Arma2, so the generator generates code using the diag_log command. The output is in the arma2oa.rtf file (on Windows 7 located in C:\Users\[username]\AppData\Local\ArmA 2 OA).

Remove the file before you run the generator, then it is recreated and contains the output. The output is in double brackets (""), so replace all these with a single bracket, put the output in a file with the name you mention.

Good luck!

---------- Post added at 10:08 ---------- Previous post was at 10:06 ----------

Hi :D First off, I would like to say, I have been thoroughly enjoying this mission :D Secondly, I would like to know how to make the guard that spawns next to me spawn with an RPG or something of that value. I keep coming across BTR and other Armour. So if someone could please help me, that'd be great :D

The guard is created somewhere in the end in the file InitServer.sqf. Search for "createUnit" or "guard" and you will find it.

---------- Post added at 10:16 ---------- Previous post was at 10:08 ----------

Whenever I try to make an Escape Chernarus game, I get an error message saying that this content has been deleted CaCharacters_e, I do not know how to fix this could someone help?

Hi AWookey!

I've not encountered this anytime, byt the problem may be that you use Arma 2 and not Operation Arrowhead. You need Arma 2 Combined Operations to run Escape Chernarus. Armaholic.com says you only need Arma 2, but that is not correct. Seems like I provided the wrong information.

Here's a post discussing your problem:

http://forums.bistudio.com/showthread.php?142721-Can-run-costum-mission-in-CO-but-not-in-standard-ArmA-2

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I get this error everytime i load up my ported escape mission:

[207665,3041.86,0,"XEH: PreInit Started. v1.0.1.196. MISSINIT: missionName=Escape_In_Progress, worldName=nogova2010, isMultiplayer=false, isServer=true, isDedicated=false"]

[207665,3042.08,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]

[207694,3042.81,0,"XEH: PostInit Started"]

[207694,3042.82,0,"CBA_VERSIONING: cba=1.0.1.196, "]

[207694,3042.83,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=14, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=p1, _playerType=FR_Commander", _playerGroup=B 1-1-A]

O 1-1-A: Cycle as first waypoint has no sense

"--------------------------------"

"UPSMON started"

"Initializing village patrols."

ca\buildings\misc\zidka_branka.p3d: house, config class missing

ca\buildings\misc\zidka_branka.p3d: house, config class missing

ca\buildings\misc\zidka03.p3d: house, config class missing

ca\buildings\misc\zidka_branka.p3d: house, config class missing

ca\buildings\misc\zidka_branka.p3d: house, config class missing

"Initialized villages: 75"

"0:5 Debug: Starting script Ambient Infantry..."

"0:5 Debug: Infantry group created! Total groups = 1"

"0:5 Debug: Starting Military Traffic CIV..."

ca\buildings\misc\zidka03.p3d: house, config class missing

ca\buildings\misc\zidka03.p3d: house, config class missing

"0:5 Debug: Starting Military Traffic EAST..."

"0:6 Debug: Vehicle 'drn_MilitaryTraffic_Entity_0' created! Total vehicles = 1"

"0:6 Debug: Infantry group created! Total groups = 2"

"0:6 Debug: Vehicle 'drn_MilitaryTraffic_Entity_1' created! Total vehicles = 1"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:7 Debug: Infantry group created! Total groups = 3"

"0:7 Debug: Infantry group created! Total groups = 4"

"0:7 Debug: Road block created. Number of road blocks: 1"

"0:7 Debug: Infantry group created! Total groups = 5"

"0:7 Debug: Infantry group created! Total groups = 6"

"0:8 Debug: Road block created. Number of road blocks: 2"

"0:8 Debug: Vehicle 'drn_MilitaryTraffic_Entity_2' created! Total vehicles = 2"

"0:8 Debug: Vehicle 'drn_MilitaryTraffic_Entity_3' created! Total vehicles = 2"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:8 Debug: Vehicle 'drn_MilitaryTraffic_Entity_4' created! Total vehicles = 3"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:9 Debug: Vehicle 'drn_MilitaryTraffic_Entity_5' created! Total vehicles = 4"

"0:9 Debug: Infantry group created! Total groups = 7"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:9 Debug: Vehicle 'drn_MilitaryTraffic_Entity_6' created! Total vehicles = 5"

"0:9 Debug: Road block created. Number of road blocks: 3"

"0:9 Debug: Vehicle 'drn_MilitaryTraffic_Entity_7' created! Total vehicles = 6"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:9 Debug: Vehicle 'drn_MilitaryTraffic_Entity_8' created! Total vehicles = 7"

"0:9 Debug: Vehicle 'drn_MilitaryTraffic_Entity_9' created! Total vehicles = 3"

"0:10 Debug: Vehicle 'drn_MilitaryTraffic_Entity_10' created! Total vehicles = 8"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:10 Debug: Infantry group created! Total groups = 8"

"0:10 Debug: Vehicle 'drn_MilitaryTraffic_Entity_11' created! Total vehicles = 4"

"0:10 Debug: Vehicle 'drn_MilitaryTraffic_Entity_12' created! Total vehicles = 9"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:10 Debug: Road block created. Number of road blocks: 4"

"0:11 Debug: Infantry group created! Total groups = 9"

"0:11 Debug: Infantry group created! Total groups = 10"

"0:11 Debug: Infantry group created! Total groups = 11"

"0:11 Debug: Infantry group created! Total groups = 12"

"0:11 Debug: Infantry group created! Total groups = 13"

"0:12 Debug: Infantry group created! Total groups = 14"

"0:12 Debug: Vehicle 'drn_MilitaryTraffic_Entity_13' created! Total vehicles = 10"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:13 Debug: Vehicle 'drn_MilitaryTraffic_Entity_14' created! Total vehicles = 11"

"0:15 Debug: Vehicle deleted! Total vehicles = 10"

"0:18 Debug: Vehicle 'drn_MilitaryTraffic_Entity_15' created! Total vehicles = 5"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:18 Debug: Vehicle 'drn_MilitaryTraffic_Entity_16' created! Total vehicles = 6"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:20 Debug: Vehicle 'drn_MilitaryTraffic_Entity_17' created! Total vehicles = 11"

Error in expression <IMITED";

};

_waypoint = group _vehicle addWaypoint [_destinationPos, 10];

_wayp>

Error position: <addWaypoint [_destinationPos, 10];

_wayp>

Error 0 elements provided, 3 expected

File C:\Users\Mordeton\Documents\ArmA 2 Other Profiles\TAW_Mordeton\missions\Escape_In_Progress.nogova2010\Scripts\DRN\MilitaryTraffic\MilitaryTraffic.sqf, line 81

"0:22 Debug: Vehicle 'drn_MilitaryTraffic_Entity_18' created! Total vehicles = 7"

"0:24 Debug: Vehicle 'drn_MilitaryTraffic_Entity_19' created! Total vehicles = 12"

"0:26 Debug: Vehicle 'drn_MilitaryTraffic_Entity_20' created! Total vehicles = 8"

"0:26 Debug: Vehicle 'drn_MilitaryTraffic_Entity_21' created! Total vehicles = 9"

Error in expression <IMITED";

};

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Mh, would like to see this mission inverted, escape as rus, enemy = us(incl. us loot).

Escape Chernarus Blue

Escape Chernarus Red etc

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So I read that this was successfully adapted for ACE and ACRE, did anyone ever happen to get their hands on such a map, or a more recent one? I'd love to play this map with ACE. it feels as if the AI is just too retarded in vanilla.

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For me it works with ACE integrated (maybe not the bandaging part) but the BIPODS work

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Engima

I've ported your mission to Trinity.

Here are some bugs I want to report.

InitServer.sqf, commented lines are not needed

{
   //{
       _x removeWeapon "ItemMap";
   //} foreach _crew; // foreach crew
   ...
} foreach _crew;

revive_sqf\dialogs\config.cpp, sound path was wrong

name="Brian_Fuck";
sound[]={"revive_sqf\sound\UNIV_v24.ogg",0.05,1.0};

There is a bug which prevents using resistance side as enemy. Here are fixing lines.

Scripts\DRN\DynamicGuardedLocations\InitGuardedLocations.sqf

_trigger setTriggerStatements["this", "_nil = [drn_var_guardedLocations" + str _instanceNo + " select " + str _locationNo + ", """ + str _side + """, " + str _maxGroupsCount + ...

Scripts\DRN\DynamicGuardedLocations\PopulateLocation.sqf

_strSide = _this select 1;

_side = switch (_strSide) do { case "WEST": {west}; case "EAST": {east}; case "GUER": {resistance}; case "CIV": {civilian};};

Scripts\Escape\EscapeSurprises.sqf, wrong function call

[getPos _spawnSegment, _enemyMinSkill, _enemyMaxSkill, 5, drn_var_Escape_debugReinforcementTruck] execVM "Scripts\Escape\CreateReinforcementTruck.sqf";

I think it would be right to add links to the 1st post to all ported missions: Escape Podagorsk and Escape Takistan by NeoArmageddon and Scruffy, and Escape Trinity by me.

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Wow this mission is awesome. Thanks for sharing! Gotta try out all the ports as well :)

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Engima

I've ported your mission to Trinity.

Here are some bugs I want to report.

I think it would be right to add links to the 1st post to all ported missions: Escape Podagorsk and Escape Takistan by NeoArmageddon and Scruffy, and Escape Trinity by me.

Thank you for the bug reports and the links to the ports! I've added them to first post! Please send med more links, if there are ports that I don't know about!

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Hey there!

Some friends and I started playing this mission a few days ago. First of all, it's absolutely great!

However, when playing today the NPCs were actively ignoring us most of the time, even when we started shooting at them or drove by in a loud vehicle. All they did was duck down and aim in some direction, most of the time completely opposite to us. We tried different difficulty-modes, normal, easy, extreme. But nothing really changed, not even the tanks or helicopters shot at us, just circled around.

Server difficulties we tested: regular/veteran

Spawn distance: far

Amount of NPCs: A lot

Time on server: we tested pretty much everything, day, morning, at night (even NPCs with NVGs didn't 'see' us)

Is there a solution for this? I feel like the first two times we played this missions it was extremely difficult to just get away from the chopper or enemy cars because we got shot almost instantly on walking around corners. But since today (nothing has actively changed on our side) the mission has become way too easy. Once the NPCs start shooting, which happens in like 1 out of 50 cases, they have REALLY good aim.. but they have to stop ignoring us first!

Thanks in advance for your replies,

Chris

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I'm having an issue with running this on a dedicated server and getting the map to load. and if it does load I become a bird. is there a post mixed in here that I missed that talks about it? or does anyone else know whats up? I can play other maps but have an issue with this one. :\

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Mhh, never had this problem, hosted it on a A2CO and A2CO-ACE... moar infos about your dedi would be helpfull, maybe ADDON/MOD problem..

Edited by yxman

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No extra addon's or mods running

The .bat is used to start the server

"Expansion\beta\arma2oaserver.exe" -ip=192.168.1.2 -port=2314 -cfg=basic.cfg -profiles=default -config=server.cfg -noPause -noSound -cpuCount=16 -exThreads=1 -maxMem=8096

I can post other files if need be.

EDIT: also when trying to load the game it stops at receiving data on my end and on the server side the console stops where it says

17:08:47 Admin [siN] Pvt.Dancer logged in.

17:08:54 Mission co08 Escape Chernarus [1.8] read from bank.

17:09:04 Roles assigned.

17:09:04 Reading mission ...

17:09:16 Mission read.

Edited by PvtDancer

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I'll give that a go. Thanks

EDIT: No go same problem. just let me know exactly what you want to know about my dedicated server and I'll get you the info.

I just said screw it and am reinstalling Arma on my server box.

EDIT:Re-install worked using same settings and launch file. Also love this mission thank you for the chance to play your work!

Edited by PvtDancer

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Just created an account to say how awesome this mission is for Chernarus. Played countless hours with mates, it is different every time.

However, sometimes (for unknown reasons) I feel like enemy AI does not even see us and refuse to shoot once we have escaped the camp. Walking straight upto AI faces, even if I shoot them in the leg they don’t shoot back. Just thought I would register this bug somewhere with the quote below.

Hey there!

Some friends and I started playing this mission a few days ago. First of all, it's absolutely great!

However, when playing today the NPCs were actively ignoring us most of the time, even when we started shooting at them or drove by in a loud vehicle. All they did was duck down and aim in some direction, most of the time completely opposite to us. We tried different difficulty-modes, normal, easy, extreme. But nothing really changed, not even the tanks or helicopters shot at us, just circled around.

Server difficulties we tested: regular/veteran

Spawn distance: far

Amount of NPCs: A lot

Time on server: we tested pretty much everything, day, morning, at night (even NPCs with NVGs didn't 'see' us)

Is there a solution for this? I feel like the first two times we played this missions it was extremely difficult to just get away from the chopper or enemy cars because we got shot almost instantly on walking around corners. But since today (nothing has actively changed on our side) the mission has become way too easy. Once the NPCs start shooting, which happens in like 1 out of 50 cases, they have REALLY good aim.. but they have to stop ignoring us first!

Thanks in advance for your replies,

Chris

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First off thanks Engima for this fantastic mission, I enjoyed it so much I've started a port for Taviana island. Your port tools have made it a nice easy process so far :s If I don't find any game breaking bugs I will release to the public. Anyone interested in testing you will need Taviana island and filter for UKGZ. More details found at www.uk-gaming-zone.co.uk

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I totaly love youre missions its one of the bestest missions me and my squad ever played thanks for youre hard work and youre great missions. I hope to see it some day in Arma III if you need help or so feel free to contact me.

Best wishes and Thanks in Advance

an0

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Favorite A2 map by far. Kept us playing for many ..many hours.

Will trade ice cream for an Altis version :)

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How do you find a map ?

Also revive never works, noone ever answers my call for help, even with AI standing all around me, noone helps me, which means constant restarting.

A game-breaker for me is the lack of a SAVE feature, or even the lack of an option to turn save on or off.

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Enemy soldiers carry maps. The revive script never worked for me with AI. Its more for coop playing as you have more time to revive your buddies.

The default BI injury module works fine with AI tho. But it's not in this mission.

Would love to see this mission also in the new released Sahrani map. Did anyone try to port the mission yet? ;)

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Arma 3: Escape Altis. It needs this. It needs that trapped like a rat feeling. There's plenty of buildings could start out like a jail or interrogation room. Then do some room clearing to escape the building and from there plan how to get off the island. I wouldn't want to call in a evac cause I would think they got captured doing some kind of Denied ops and Nato will deny ever sending them there if they talked. So a few boats and helicopters here and there. sort of the same but..not. We need this!

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I have a port on A3's Stratis that I've been working on and am almost done. I'm going to be running testing on my dedicated server tomorrow evening and if everything works out well I'll post it.

It's basically a straight port of the original, only issue I've really run into so far is that the A3 future soldiers are much better at killing you than the boring old present soldiers of A2. Hopefully I can get all the kinks worked before I hit the sack tomorrow and if it's 'ready' like I said I'll post it.

Edit: Once I get this one all polished up I'm going to port it to Altis which should be pretty straightforward.

Edit2: Ran into some issues testing tonight. Should have a build posted by Wednesday.

Edited by Vormulac

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