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CO08 Escape Chernarus Ports for Altis and Stratis.

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This mission is no longer supported. Continued development was handed off to NeoArmageddon and Scruffy and can be found here.  Many thanks to both of them for their time and effort.

 

Latest Update: CO08 Escape Altis, 0514 CST, 28.12.2013

Recommended for play on dedicated servers.

escape_banner_small.jpg

You are a RECON-team sent to Altis to scout the situation but, you were captured by CSAT loyal AAF forces. You are being held in a temporary AAF prison waiting to be transfered to CSAT troops for interrogation. The guards took everything you had, weapons, maps, compasses, everything.

If you manage to escape your cage, be sure the AAF will send what they have along with more experienced CSAT troops to try to find you.All enemy units have heard about your activities and capture. If you are detected by an enemy unit, the unit will contact its headquarter within seconds.

To find your way home you will need to establish radio contact with your own HQ. Find a map, hijack a radio, and call for extraction.

Features

  • Randomised Starting Position: Your mission could start anywhere, from the salt flats to the mountains.
  • Randomised Infantry Patrols: The numbers, locations, and loadouts of infantry change with each play through.
  • Unique revive system: You might be down but you're not out. Crawl to safety and even provide covering fire until a teammate can rescue you.
  • Randomised Objectve Locations: Weapon depots and radios could be anywhere. Find a map, compass or even GPS to plot your course.
  • Randomised Vehicular Traffic: Military and civilian traffic move about the island and can be hijacked for your use.
  • Intelligent Enemies: The enemy will actively hunt you down or even call artillery on your location if you are spotted. They will send search choppers, helicopter gunships and even paratroopers to find, capture, and kill you.
  • Obey the rules of war: Civilians are neutral, killing one will turn them against you and they will inform the AAF and CSAT of your whereabouts.
  • Every game is different: Play it one time or a hundred times, no two games will be the same.

Click here for Escape Stratis

BI Forum Thread

CO08 Escape Altis

18.12.2013

Requirements

Arma 3 v1.08 minimum

Changelog Highlights 1.6

  • Optimized and reworked complete mission framework
  • More use of A3 engine functions (faster and more reliable)
  • Completely new AI-Scripts (removed UPSMON)
  • New searchleader engine (for easier implementation of advanced AI and other new features)
  • Patrol Boats
  • Enemy artillery
  • more AAF - less CSAT
  • Completely new weapon and equipment balancing
  • Missionloading improves (no more 1 minute intro)
  • JIP loading improved
  • New Revive script
  • No more center map cheating
  • Attackchopper at escape
  • Extraction placement can be set to random, close or far.

Installation

Place the mission file in the MPmissions folder inside your Arma 3 installation.

Your ArmA3 installation should be in yoursteamfolder/steamapps/common

Contact us

BI Forums: Vormulac or NeoArmageddon

http://escape.modfact.net/

Credits and Thanks

BIS - OFP to ArmA3

Engima - Creating one of the greatest Arma missions ever.

Vormulac - Scripting and general confusion

NeoArmageddon - Scripting and configs

Hyperz - Scripting and configs

Special thanks to all voluntary and non-voluntary testers:

Armed-Tatics:

  • Scruffy
  • Freshman
  • Maike
  • DERyoshi

Team Generhater:

  • YayOrbitGum
  • Mefy
  • Koda
  • DrKillinger
  • Wilson
  • Dunkar
  • TotalConScience
  • Felix
  • Holo

License

This mission and all of it's content is released unter the Creative Commons Attribution Non-Commercial Share Alike Licence.

This license lets you remix, tweak, and build upon this work non-commercially, as long as you credit the author and license your new creations under the identical terms. Others can download and redistribute this work just like the by-nc-nd license, but you can also translate and make remixes based on this work. All new work based on this will carry the same license, so any derivatives will also be non-commercial in nature.

Disclaimer

We take no responsibility for (im)possible damage to your game/system that may be caused by installation of this Mission.

Changelog

For a complete changelog please look at the official BIF-Thread

A Little Hint For a Better Game

Escape Chernarus is best played at difficulty level Veteran or Expert (since the mission's story is based on the idea that you are lost).

Known Issues

  • Inner guard seems to have an unlimited number of pistols.
  • If the revive system acts up kill the person affected then revive them, it should be fine afterwards.
  • There are still a few scripting errors (big black boxes with code in them) that pop up from time to time but these shouldn't be showstoppers.

Notes

  • Turning down spawn range, enemy frequency, and village patrol populations will increase performance and lower the difficulty.

Downloads

Escape Altis

Escape Stratis (Stratis updates will lag behind Altis)

Armaholic Mirror

Escape Altis and Stratis Co-08

Steam Workshop Pages

Please post any errors or fixes or suggestions. The original and subsequent island ports were and still the most played missions on our server. I hope a new generation of Arma playerscan now enjoy them.

Changelog for Escape Altis.

Changelog for Escape Stratis.

Changelogs available on the workshop.

Git Repo (Warning: Debugger options will often be left on, they can be found at the top of ServerInitialization.sqf)

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Well, this saved me some time :p.

This version of the original revive script (which IMO is better for this mission) should work with ArmA 3: https://www.dropbox.com/s/4p8bkxxl2w8fx2h/revive_sqf.zip.

This version of UPSMON works on my end for ArmA 3: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip.

Btw, instead of making a version without roadblock why not create a mission parameter and assign its value to _useRoadBlocks in initserver.sqf? Most, if not all, of the errors are harmless anyway. It's just the dev build forcing them to be printed in the middle of your screen as it would with the -showscripterrors command in the stable build. This won't be a problem once the patch is out.

Lastly, the correct player types:

		class Item0
	{
		side="WEST";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={13145.358,16.306477,18209.246};
				azimut=76.821701;
				id=0;
				side="WEST";
				vehicle="B_Soldier_TL_F";
				player="PLAYER COMMANDER";
				leader=1;
				rank="CAPTAIN";
				skill=0.60000002;
				text="p1";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
			class Item1
			{
				position[]={13141.804,16.177973,18202.199};
				special="NONE";
				id=1;
				side="WEST";
				vehicle="B_soldier_AR_F";
				player="PLAY CDG";
				rank="LIEUTENANT";
				skill=0.60000002;
				text="p4";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
			class Item2
			{
				position[]={13138.206,16.396894,18206.41};
				special="NONE";
				id=2;
				side="WEST";
				vehicle="B_Soldier_F";
				player="PLAY CDG";
				rank="LIEUTENANT";
				skill=0.60000002;
				text="p2";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
			class Item3
			{
				position[]={13139.267,16.226866,18202.527};
				special="NONE";
				id=3;
				side="WEST";
				vehicle="B_engineer_F";
				player="PLAY CDG";
				rank="LIEUTENANT";
				skill=0.60000002;
				text="p3";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
			class Item4
			{
				position[]={13144.815,16.160538,18202.027};
				special="NONE";
				id=4;
				side="WEST";
				vehicle="B_Soldier_GL_F";
				player="PLAY CDG";
				rank="LIEUTENANT";
				skill=0.60000002;
				text="p5";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
			class Item5
			{
				position[]={13147.319,16.148369,18202.176};
				special="NONE";
				id=5;
				side="WEST";
				vehicle="B_soldier_AR_F";
				player="PLAY CDG";
				rank="LIEUTENANT";
				skill=0.60000002;
				text="p6";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
			class Item6
			{
				position[]={13149.978,16.109297,18202.105};
				special="NONE";
				id=6;
				side="WEST";
				vehicle="B_soldier_LAT_F";
				player="PLAY CDG";
				rank="LIEUTENANT";
				skill=0.59000003;
				text="p7";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
			class Item7
			{
				position[]={13153.472,16.052179,18201.648};
				special="NONE";
				id=7;
				side="WEST";
				vehicle="B_medic_F";
				player="PLAY CDG";
				rank="LIEUTENANT";
				skill=0.60000002;
				text="p8";
				init="this setCaptive true;this setVariable [""drn_var_initializing"", true];this addeventhandler [""killed"",{ if ((_this select 1) in (call drn_fnc_Escape_GetPlayers) && (_this select 1) != (_this select 0)) then {[(_this select 1), -9] call drn_fnc_CL_AddScore;}; }];";
			};
		};
	};

and you might want to copy-paste this to work off of (minus the ammo depot part that's missing in mine):

/*
* Description: This file contains vheicle types and unit types for most units spawned in the mission.
* "Random array" (used below) means that array will be used to spawn units, and that chance is 1/n that each element will be spawned on each spawn. The array can contain 
* many elements of the same type, so the example array ["Offroad_DSHKM_INS", "Pickup_PK_INS", "Pickup_PK_INS"] will spawn an Offroad with 1/3 probability, and a 
* Pickup with 2/3 probability.
*
* Except for the classes specified in this file, classes are specified in the following files: CreateSearchChopper.sqf, EscapeSurprises (RUSSIANSEARCHCHOPPER) 
* and RunExtraction.sqf, all in folder Scripts\Escape\.
*/

private ["_enemyFrequency"];

_enemyFrequency = _this select 0;

// Random array. Start position guard types.
drn_arr_Escape_StartPositionGuardTypes = ["O_Soldier_AR_F", "O_Soldier_GL_F", "O_Soldier_F", "O_Soldier_lite_F", "O_soldier_exp_F", "O_engineer_F"];

// Inner fence guard's secondary weapon (and corresponding magazine type).
drn_var_Escape_InnerFenceGuardSecondaryWeapon = "hgun_ACPC2_F";
drn_var_Escape_InnerFenceGuardSecondaryWeaponMagazine = "9Rnd_45ACP_Mag";

// Random array. Civilian vehicle classes for ambient traffic. (Can also be set to a faction name).
drn_arr_Escape_MilitaryTraffic_CivilianVehicleClasses = ["C_Hatchback_01_F", "C_Hatchback_01_sport_F", "C_Offroad_01_F", "C_Quadbike_01_F", "C_SUV_01_F", "C_Van_01_box_F", "C_Van_01_transport_F", "C_Van_01_fuel_F"];

// Random arrays. Enemy vehicle classes for ambient traffic. (Can also be set to a faction name).
// Variable _enemyFrequency applies to server parameter, and can be one of the values 1 (Few), 2 (Some) or 3 (A lot).
switch (_enemyFrequency) do {
   case 1: {
       drn_arr_Escape_MilitaryTraffic_EnemyVehicleClasses = ["O_MRAP_02_F", "O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F", "O_Quadbike_01_F", "O_Truck_02_covered_F", "O_Truck_02_transport_F", "O_Truck_02_ammo_F", "O_Truck_02_box_F", "O_Truck_02_fuel_F", "O_Truck_02_medical_F", "O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_AA_F", "O_APC_Tracked_02_cannon_F", "O_MBT_02_arty_F", "O_MBT_02_cannon_F"];
   };
   case 2: {
       drn_arr_Escape_MilitaryTraffic_EnemyVehicleClasses = ["O_MRAP_02_F", "O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F", "O_Quadbike_01_F", "O_Truck_02_covered_F", "O_Truck_02_transport_F", "O_Truck_02_ammo_F", "O_Truck_02_box_F", "O_Truck_02_fuel_F", "O_Truck_02_medical_F", "O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_AA_F", "O_APC_Tracked_02_cannon_F", "O_MBT_02_arty_F", "O_MBT_02_cannon_F"];
   };
   default {
       drn_arr_Escape_MilitaryTraffic_EnemyVehicleClasses = ["O_MRAP_02_F", "O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F", "O_Quadbike_01_F", "O_Truck_02_covered_F", "O_Truck_02_transport_F", "O_Truck_02_ammo_F", "O_Truck_02_box_F", "O_Truck_02_fuel_F", "O_Truck_02_medical_F", "O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_AA_F", "O_APC_Tracked_02_cannon_F", "O_MBT_02_arty_F", "O_MBT_02_cannon_F"];
   };
};

// Random array. General infantry types. E.g. village patrols, ambient infantry, ammo depot guards, communication center guards, etc.
drn_arr_Escape_InfantryTypes = ["O_engineer_F", "O_medic_F", "O_Soldier_A_F", "O_Soldier_AA_F", "O_Soldier_AR_F", "O_Soldier_AT_F", "O_Soldier_exp_F", "O_soldier_F", "O_Soldier_GL_F", "O_Soldier_LAT_F", "O_Soldier_lite_F", "O_Soldier_M_F", "O_Soldier_repair_F", "O_officer_F"];

// Random array. A roadblock has a manned vehicle. This array contains possible manned vehicles (can be of any kind, like cars, armored and statics).
drn_arr_Escape_RoadBlock_MannedVehicleTypes = ["O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F", "O_GMG_01_F", "O_HMG_01_F", "O_static_AT_F"];

// Random array. Vehicle classes (preferrably trucks) transporting enemy reinforcements.
drn_arr_Escape_ReinforcementTruck_vehicleClasses = ["O_Truck_02_covered_F", "O_Truck_02_transport_F"];
// Total cargo for reinforcement trucks. Each element corresponds to a vehicle (array element) in array drn_arr_Escape_ReinforcementTruck_vehicleClasses above.
drn_arr_Escape_ReinforcementTruck_vehicleClassesMaxCargo = [16, 16];

// Random array. Motorized search groups are sometimes sent to look for you. This array contains possible class definitions for the vehicles.
drn_arr_Escape_MotorizedSearchGroup_vehicleClasses = ["O_MRAP_02_hmg_F", "O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Wheeled_02_rcws_F"];
// Total cargo motorized search group vehicle. Each element corresponds to a vehicle (array element) in array drn_arr_Escape_MotorizedSearchGroup_vehicleClasses above.
drn_arr_Escape_MotorizedSearchGroup_vehicleClassesMaxCargo = [1, 8, 8, 8];

// A communication center is guarded by vehicles depending on variable _enemyFrequency. 1 = a random light armor. 2 = a random heavy armor. 3 = a random 
// light *and* a random heavy armor.

// Random array. Light armored vehicles guarding the communication centers.
drn_arr_ComCenDefence_lightArmorClasses = ["O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F", "O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Tracked_02_AA_F"];
// Random array. Heavy armored vehicles guarding the communication centers.
drn_arr_ComCenDefence_heavyArmorClasses = ["O_MBT_02_arty_F", "O_MBT_02_cannon_F"];

// A communication center contains two static weapons (in two corners of the communication center).
// Random array. Possible static weapon types for communication centers.
drn_arr_ComCenStaticWeapons = ["O_HMG_01_F"];
// A communication center have two parked and empty vehicles of the following possible types.
drn_arr_ComCenParkedVehicles = ["O_MRAP_02_F", "O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F", "C_Offroad_01_F", "C_Van_01_transport_F", "O_MRAP_02_F"];

// Random array. Enemies sometimes use civilian vehicles in their unconventional search for players. The following car types may be used.
drn_arr_Escape_EnemyCivilianCarTypes = ["C_Hatchback_01_F", "C_Hatchback_01_sport_F", "C_Offroad_01_F", "C_Quadbike_01_F", "C_SUV_01_F", "C_Van_01_box_F", "C_Van_01_transport_F", "C_Van_01_fuel_F"];

// Vehicles, weapons and ammo at ammo depots

// Random array. An ammo depot contains one static weapon of the followin types:
drn_arr_Escape_AmmoDepot_StaticWeaponClasses = ["O_GMG_01_F", "O_HMG_01_F", "O_static_AT_F", "O_static_AA_F"];
// An ammo depot have one parked and empty vehicle of the following possible types.
drn_arr_Escape_AmmoDepot_ParkedVehicleClasses = ["O_MRAP_02_F", "O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F", "C_Offroad_01_F", "C_Van_01_transport_F", "O_MRAP_02_F"];

// The following arrays define weapons and ammo contained at the ammo depots
// Index 0: Weapon classname.
// Index 1: Weapon's probability of presence (in percent, 0-100).
// Index 2: If weapon exists, crate contains at minimum this number of weapons of current class.
// Index 3: If weapon exists, crate contains at maximum this number of weapons of current class.
// Index 4: Array of magazine classnames. Magazines of these types are present if weapon exists.
// Index 5: Number of magazines per weapon that exists.

// Weapons and ammo in the basic weapons box
drn_arr_AmmoDepotBasicWeapons = [];
drn_arr_AmmoDepotSpecialWeapons = [];
drn_arr_AmmoDepotLaunchers = [];
drn_arr_AmmoDepotOrdnance = [];
drn_arr_CivilianCarWeapons = [];

Anyway, glad to see this mission is almost ready. Was one of my favs from A2 :).

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Oh man, YOU just saved ME a bunch of time :D

I was't looking forward to digging through the configs for the right class names.

Good call on the roadblocks, I was thinking of doing that but decided I was too tired to deal with it tonight.

Have you had a chance to dig through the roadblock code yet? I can see a few ways to improve finding a road segment (ie: taking advantage of the fact that the array is sorted by distance) but the actual error that's tossed is confusing the hell out of me. It's also sporadic because of the random search.

Aside from roadblocks the next big thing is to optimize the village segments (mostly for Altis. I got a bit lazy and although the soldier counts were amazing it wasn't exactly running smoothly, especially around Kavala).

Thanks for pointing out the updated UPSMON, UPS is great for a lot of missions but Escape Chernarus really depends on some of those extra features.

When I get home from Uni tomorrow I'll plunk those in. Thanks again, I owe you. :)

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Oh man, YOU just saved ME a bunch of time :D

I was't looking forward to digging through the configs for the right class names.

Good call on the roadblocks, I was thinking of doing that but decided I was too tired to deal with it tonight.

Have you had a chance to dig through the roadblock code yet? I can see a few ways to improve finding a road segment (ie: taking advantage of the fact that the array is sorted by distance) but the actual error that's tossed is confusing the hell out of me. It's also sporadic because of the random search.

Aside from roadblocks the next big thing is to optimize the village segments (mostly for Altis. I got a bit lazy and although the soldier counts were amazing it wasn't exactly running smoothly, especially around Kavala).

Thanks for pointing out the updated UPSMON, UPS is great for a lot of missions but Escape Chernarus really depends on some of those extra features.

When I get home from Uni tomorrow I'll plunk those in. Thanks again, I owe you. :)

The upsmon file in my first post had the init file missing, fixed: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip

Yeah well, you saved me more time with the town, ammo depot and comm center markers, so thank YOU ^^.

But no I haven't skimmed trough the code with the intention to find stuff to improve. My personal goal is/was to have a port that is fully identical to the A2 version, just on a different map and on A3 :).

I think Escape Takistan had some modifications to the original that might be useful since many (including myself) considered it to be better than the Chernarus one. I think it also had more CIV traffic on the roads.

Your versions performance was fine on my system. And Kavala will always run like sh*t even on an empty map hehe. I think any performancce issues that are left are down to the game and not the mission.

Reasoning behind that is that the ArmA 2 version is one of the smoothest running missions that still has plenty of AI. So most performance loss will be because of bugs such as the one that forces it to be run on the dev build for now.

EDIT:

Well since we're both trying to achieve the same thing we might as well work together on it instead of having 2 versions with stuff copy/pasted from each other.

If you add the UPSMON, revive_sqf, player types for the mission file and the UnitClasses code I posted it'll be near complete and on par with the version i have right now.

I'm currently looking at fixing/tweaking the dynamic weather and replacing some of the functionality BIS removed.

Btw, did you change anything apart the things that needed fixing for the port?

Edited by Hyperz

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The upsmon file in my first post had the init file missing, fixed: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip

Yeah well, you saved me more time with the town, ammo depot and comm center markers, so thank YOU ^^.

But no I haven't skimmed trough the code with the intention to find stuff to improve. My personal goal is/was to have a port that is fully identical to the A2 version, just on a different map and on A3 :).

That was more or less my plan too. I do want to do an expanded version eventually but for now I just want some good old fashioned escaping :D

I think Escape Takistan had some modifications to the original that might be useful since many (including myself) considered it to be better than the Chernarus one. I think it also had more CIV traffic on the roads.

Definitely. The original was always my favourite (on default settings anyway) because the AI seemed to be the deadliest (we play on ultra AI a lot on takistan/podagorsk/trinity because they just don't seem to be a threat otherwise, some of my clanmates aren't happy with me about that sometimes though :P). One thing I'd really like to do is add in the helicopter extracts from takistan. (leave in some boats too, add a bit of variety. But we can cross that bridge when we get there. For now though I'd just be happy with boats that don't plough into the shoreline lol.

Your versions performance was fine on my system. And Kavala will always run like sh*t even on an empty map hehe. I think any performancce issues that are left are down to the game and not the mission.

Reasoning behind that is that the ArmA 2 version is one of the smoothest running missions that still has plenty of AI. So most performance loss will be because of bugs such as the one that forces it to be run on the dev build for now.

Lol true. I'm probably still going to go through the markers again, some just aren't placed very well. What Engima covered in four (Cherno) I covered in 10 or so (half of kavala). It might be nice for some future computer but for now I'd like to get it as smooth as possible so I'll clean it up a bit.

Well since we're both trying to achieve the same thing we might as well work together on it instead of having 2 versions with stuff copy/pasted from each other.

Sounds good to me. I'll stick you in the by line. No point in having competing versions. Should I just use your forum name or do you want something else? (should we set up a git repo?)

If you add the UPSMON, revive_sqf, player types for the mission file and the UnitClasses code I posted it'll be near complete and on par with the version i have right now.

I'm currently looking at fixing/tweaking the dynamic weather and replacing some of the functionality BIS removed.

Btw, did you change anything apart the things that needed fixing for the port?

I'd forgotten about the player init code in editor so I had to change a few things around to get errors to go away. But now that I've remembered it (thanks btw) I can go and change it back.

I fixed a memory leak in military traffic (script handles were getting lost) and removed the init commands (removed in beta for security reasons) but mostly it's unchanged. The only real gameplay change I made was to attempt to add a medikit to the guard and make FAK's a bit more rare to ensure the medic stayed somewhat relevant. I had to change a few other things here and there, off the top of my head the only thing I can remember is changing the paradrop script to prevent the helicopter from seemingly forgetting it had waypoints to follow. Which reminds me, I have to credit spunFIN for that. His AI spawn scripts helped me out with that.

Between the two of us we should be able to get this thing done in short order. Glad I'm not the only one that was itching for it. The Escapes that shipped with A3 just didn't cut it. (Sorry BI, you know i love you).

I'll do a merge of what you've given me with what I have and update sometime this evening.

Edited by Vormulac

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Sounds good to me. I'll stick you in the by line. No point in having competing versions. Should I just use your forum name or do you want something else? (should we set up a git repo?)

Hyperz is the nickname I use everywhere so yeah that's fine. A git repo sounds like the best thing to do in any case since it'll allow anyone to easily report issue or create pull request etc.

(Sorry BI, you know i love you).

I'll do a merge of what you've given me with what I have and update sometime this evening.

Me thinks BIS made the only kind of escape mission they could make after having broken most 3rd party scripts relevant to it, removing widely used functionality and being constrained by the engine's performance ^^.

This is what I have atm: https://www.dropbox.com/s/p8f4hbm2fmxiefm/co08_Escape.Altis.rar

I doubt there will be much that needs merging though since we likely made the same or very similar changes to get it to run. Maybe some vehicle class names or whatever. I know I use "o_installation" for ammo depot markers instead of the normal X marker. And your map markers for debugging work while mine don't.

Do you have a teamspeak server or something you're usually active on?

Edited by Hyperz

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Awesome work. A friend and I started to try and port it and gave up. Cant wait to see a non dev build for the altis version

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Thanks! At this point it's up to BI. As much as I like being able to see what's in the pipe it's easier to play and script in a more stable environment.

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Just a quick update. sometimes the rocks trees and such knock down the pow camp fence. Anyway to make them stay upright?

Hopefully BI updates the stable soon.

Edit from hours later...: sadly we were stuck with the stratis version and the only issue i really saw after a completion was the stratis map isnt really friendly to vehicles as far as this mission needs. The base we had to hijack was almost empty, where the chernarus version would be a shit storm of vehicles to infantry. Also no tanks yet but I assume you just havent transfered over the class names yet.

Edited by deethree

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Not sure actually. I've seen it myself more than a few times. I'll look into it.

Currently testing with Hyperz changes. Will post updated versions tonight (assuming everything goes well :D).

Edited by Vormulac

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awesome, ill test it out. itll be on the trggaming server running stable with mods but no sig checks.

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Edit from hours later...: sadly we were stuck with the stratis version and the only issue i really saw after a completion was the stratis map isnt really friendly to vehicles as far as this mission needs. The base we had to hijack was almost empty, where the chernarus version would be a shit storm of vehicles to infantry. Also no tanks yet but I assume you just havent transfered over the class names yet.

I've noticed that too, I'm not sure if it's the ai or the roads. I've confirmed using the debug modes that there are a lot of vehicles spawning for traffic, but the road network isn't so much a network as it is a tree in most places. I also found an issue regarding comm centres that aren't near roads. Should have that fixed soon. I've got more vehicles in but I'm trying to get the updated version of Norrin's revive system in before I push a new version tonight.

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Tanks are in the the files I posted so I suspect they'll be in the mission when Vormulac posts the updated version. But yeah there are quite a few things that will need further tweaking and finetuning. Some of them will be things BIS has to change though like the AI pathfinding which is horrible at the moment to say the least. I've also noticed that even on the dev build the near*/nearest* functions still have a much bigger impact on performance than they did in A2 and are likely the cause of the occasional 1-2 second freezes/stutters.

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I also tried your altis version hypers but it crashed on stable dedicated server hosting. I'll be updating the new version when its ready still, might be tomorrow tho for me. I guess also I'll set the server to run in the dev build in the meantime. We would much rather run altis.

Keep up the good work!

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I also tried your altis version hypers but it crashed on stable dedicated server hosting. I'll be updating the new version when its ready still, might be tomorrow tho for me. I guess also I'll set the server to run in the dev build in the meantime. We would much rather run altis.

Keep up the good work!

The latest dev build is required to run either version. Without it it'll hang for minutes when the mission starts or even crash depending on the server/PC hardware.

At any rate you should ignore the one I posted since it's being merged with Vormulac's and we'll work off of that. We're just setting up the github repo's for it now.

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Hey Vormulac,

nice to see a port of "a proper" Escape to Altis. I was also editing the config and trying to port this mission over, but I was to busy with exams and stuff the last weeks. I will test your mission this weekend.

And maybe you can include some of the changed I made to my A2-Version of Escape, especially the random loadout for enemys: http://forums.bistudio.com/showthread.php?132638-Escape-Podagorsk-(Mission-Release)

Otherwise I will edit it in by myself.

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I was really hoping someone would have done it by now but then I got tired of waiting.

There's some desynch issues on our server every now and then (seems to be at semi regular intervals) but other than that Altis seems to be running great (doesn't seem to happen on Stratis). I wanted to add something like randomized inventory to the mission and didn't realize that podagorsk used that. If you're ok with it I'll definitely take a look at your code and get it in there :D

My biggest concern is atm is fixing roadblocks. I know Hyperz wants to get the weather system updated. I'll take a look at your randomised loadouts and hopefully I'll get it in over the next few days.

I hope you enjoy it, it's rough at the moment but I just finished playing a round with two friends and escape on Altis blew us away.

If you'd like, you should join us sometime on TS and do a run. Most of us are around GMT -5 but a few of us are nightowls.

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If you'd like, you should join us sometime on TS and do a run. Most of us are around GMT -5 but a few of us are nightowls.

We are GMT + 2.

If you're ok with it I'll definitely take a look at your code and get it in there :D

I just used the same code as for randomizing the maps and nightvision with my own config entries. I have also an unpublished version of Escape Podagorsk and Takistan with an even better loadoutrandomization. Maybe it would be better to include this into your mission.

And by the way, Escape Takistan uses heli extraction instead of boat extraction. Maybe this will solve the "boats run aground"-issue.

I will have some spare time in late october, if you could need some helping hands.

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ok tested out the newest altis version using dev dedicated. set to 4-6 players at far spawn distance it was pretty tough on both the clients and the server.

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We are GMT + 2.

I just used the same code as for randomizing the maps and nightvision with my own config entries. I have also an unpublished version of Escape Podagorsk and Takistan with an even better loadoutrandomization. Maybe it would be better to include this into your mission.

And by the way, Escape Takistan uses heli extraction instead of boat extraction. Maybe this will solve the "boats run aground"-issue.

I will have some spare time in late october, if you could need some helping hands.

That's quite a time difference. Hyperz and I were talking about the boat issue, and switching over should be pretty simple so We'll probably go with that. If you don't mind I'd love to take a look at your versions of Takistan and Podagorsk. Before I forget, do you know how much the originals depended on the Ambient Civilian module? Hyperz was saying he noticed there wasn't as much traffic in the Altis version and I got the same impression. It may be related to the worldsize issue i found today but I'm not sure. I'll be testing it tonight.

ok tested out the newest altis version using dev dedicated. set to 4-6 players at far spawn distance it was pretty tough on both the clients and the server.

It seemed to run well depending on where are are for us. It also ran really badly depending on where you are for us. I found some code that may have hurt performance on a map as large as Altis (potentially infinite search loops in the ocean). I'm going to test that tonight and hopefully it makes a difference. The original missions ran really smoothly so I'm hoping to achieve the same thing in A3. Might take some a bit of time though, before I optimise everything I want to have it working with as few errors as possible (which should also help performance).

Edited by Vormulac

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Btw, DEV build is no longer required. It works with yesterday's patch to the stable version :).

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Before I forget, do you know how much the originals depended on the Ambient Civilian module?

As far as I know Escape uses an edited Civilian Module (scripts extracted from the module). I think the low traffic is related to the world size.

Have you guys ever thought about starting from scratch? Using new scripting commands and modules from A3?

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Have you guys ever thought about starting from scratch? Using new scripting commands and modules from A3?

I personally wouldn't want to go trough that using SQF. And besides, I'm happy with using the original version as a base to improve upon.

Now if we'd get JVM, or better yet, Mono support with a _proper_ OOP implementation (not a collection of static functions accepting only Objects, directly ported from SQF) I might think about it again :).

Edited by Hyperz

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