hiukuss 10 Posted February 12, 2016 With other players? Other players don't get initialized correctly, when mission is hosted locally. Yep. What doesn't get initialized correctly? Everything seems to work for us. Theres a problem when uses ace, when you get shot you can't use ace healing items to heal yourself how do i fix this? I contacted ACE about this and said it's not their fault (at all -.-) so I don't know what to tell you. If you know how, I suggest you remove the built-in revive system for this mission and use ACE's (their words), or wait for Neo to fix it somehow. Share this post Link to post Share on other sites
Coul 11 Posted February 12, 2016 I contacted ACE about this and said it's not their fault (at all -.-) Well i think its because neo uses a different damage handler he may have to upload a version seperate for ace like there was in A2 our current workaround is that we have one person shoot the other and then revive them to remove the damage Share this post Link to post Share on other sites
hiukuss 10 Posted February 13, 2016 Well i think its because neo uses a different damage handler he may have to upload a version seperate for ace like there was in A2 our current workaround is that we have one person shoot the other and then revive them to remove the damage It just recently broke for me though, since the latest ACE version dropped so I have no idea what to tell you or say. We do the shoot-each-other thing too, but it doesn't remove pain or certain other things. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted February 13, 2016 When there is no ACE medic/revive module, it shouldn't affect a mission at all, should it? ;) Share this post Link to post Share on other sites
NeoArmageddon 958 Posted February 13, 2016 Well i think its because neo uses a different damage handler he may have to upload a version seperate for ace like there was in A2 our current workaround is that we have one person shoot the other and then revive them to remove the damage Probably not, as just switching the Revive has a LOT of implications on gameplay and workflow. For example the endtriggers won't fire for unconsicous units, respawn won't work, you won't have medical supplies, etc Also I me and my unit are not using ACE, so we can't test any ACE related changes. Note that the Escape-system is not preventing any damage, so the source of your problems must be somewhere else. This allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered. Notes: Multiple "HandleDamage" event handlers can be added to the same unit. If multiple EHs return damage value for custom damage handling, only last returned value will be considered by the engine. EHs that do not return value can be safely added after EHs that do return value. So it looks like ACE is adding a HandleDamage-handler that is taking priority over the missions one. No other reason I can think of to explain the stuff you guys described. It is also suspicious that the changes happened after an ACE update. Maybe you should look into their changelog (at github maybe). Share this post Link to post Share on other sites
Belbo 462 Posted February 13, 2016 It's actually not that difficult to use ace_medical instead of the native revive-system. The end triggers don't fire of course, but that's just in case everyone is unconscious - in which case you can end your mission manually from the developers console or via admin command. It's vitaly important to disable the native revive-system. Otherwise, as NeoArmageddon wrote, the HandleDamageEHs will get in conflict with each other. First edit line 12 in the initPlayerLocal.sqf: if !(isClass(configFile >> "CfgPatches" >> "ACE_Medical")) then { call compile preprocessFile "Revive\reviveInit.sqf"; }; Then put this at the end of the initPlayerLocal.sqf before the waituntil{sleep 0.5;!isNil("A3E_EscapeHasStarted")}; if (isClass(configFile >> "CfgPatches" >> "ACE_Hearing")) then { player addItem "ACE_EarPlugs"; }; if (isClass(configFile >> "CfgPatches" >> "ACE_Medical")) then { _ACE_Items = ["ACE_atropine","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_bloodIV","ACE_bloodIV_500","ACE_bloodIV_250","ACE_bodyBag","ACE_epinephrine","ACE_morphine","ACE_packingBandage","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_salineIV","ACE_salineIV_500","ACE_salineIV_250","ACE_surgicalKit","ACE_tourniquet"]; {player removeItems _x} forEach _ACE_Items; if ( (missionnamespace getVariable ["ace_medical_level",2]) > 1 || (missionnamespace getVariable ["ace_medical_medicSetting",2]) > 1 ) then { for "_i" from 1 to 4 do {player addItem "ACE_fieldDressing";}; for "_i" from 1 to 4 do {player addItem "ACE_packingBandage";}; for "_i" from 1 to 4 do {player addItem "ACE_elasticBandage";}; for "_i" from 1 to 6 do {player addItem "ACE_quikclot";}; if !(str player == "p10") then { for "_i" from 1 to 2 do {player addItem "ACE_morphine";}; for "_i" from 1 to 1 do {player addItem "ACE_epinephrine";}; } else { for "_i" from 1 to 4 do {player addItem "ACE_morphine";}; for "_i" from 1 to 4 do {player addItem "ACE_epinephrine";}; for "_i" from 1 to 1 do {player addItem "ACE_personalAidKit";}; for "_i" from 1 to 1 do {player addItem "ACE_surgicalKit";}; for "_i" from 1 to 2 do {player addItem "ACE_salineIV";}; }; for "_i" from 1 to 2 do {player addItem "ACE_tourniquet";}; } else { for "_i" from 1 to 10 do {player addItem "ACE_fieldDressing";}; if !(str player == "p10") then { for "_i" from 1 to 2 do {player addItem "ACE_morphine";}; for "_i" from 1 to 2 do {player addItem "ACE_epinephrine";}; } else { for "_i" from 1 to 4 do {player addItem "ACE_morphine";}; for "_i" from 1 to 4 do {player addItem "ACE_epinephrine";}; for "_i" from 1 to 2 do {player addItem "ACE_bloodIV";}; }; }; }; if (isClass(configFile >> "CfgPatches" >> "ACE_common")) then { if (str player == "p3") then {player setVariable ["ACE_isEOD",true];player setVariable ["ACE_isEngineer",true];}; if (str player == "p10") then {player setVariable ["ACE_medical_medicClass", 2, true];}; }; The amount of items can of course be altered. If you want to be able to edit the ace settings, refer to the ace settings framework. That's the way we've been playing escape for quite some time and it works pretty well. 1 Share this post Link to post Share on other sites
NeoArmageddon 958 Posted February 13, 2016 That's the way we've been playing escape for quite some time and it works pretty well. Can you register here, make a fork/local copy of the escape repository, create a new branch, and add your changes to that branch and reupload to upstream? I assume everyone wanting to play Escape with ACE will be in your dept ;) Of course there has to be some more changes to make that a release candidate. Share this post Link to post Share on other sites
hiukuss 10 Posted February 13, 2016 Probably not, as just switching the Revive has a LOT of implications on gameplay and workflow. For example the endtriggers won't fire for unconsicous units, respawn won't work, you won't have medical supplies, etc Also I me and my unit are not using ACE, so we can't test any ACE related changes. Note that the Escape-system is not preventing any damage, so the source of your problems must be somewhere else. So it looks like ACE is adding a HandleDamage-handler that is taking priority over the missions one. No other reason I can think of to explain the stuff you guys described. It is also suspicious that the changes happened after an ACE update. Maybe you should look into their changelog (at github maybe). The only thing pertaining to the medical system in ACE in their recent changelog is a menu fix and a macro. Maybe I'll just remove the revive system in the mission and go from there. Any advice? EDIT: Didn't see belbo's post, disregard Share this post Link to post Share on other sites
NeoArmageddon 958 Posted February 14, 2016 Just tested Escape on a private host with two players. Works like a charm. Can't reproduce the JIP/Remote player problems some people reported. Share this post Link to post Share on other sites
darkfurby1 18 Posted February 23, 2016 I was wondering, if there gonna be a CUP only version of this mission. Share this post Link to post Share on other sites
yxman 90 Posted February 23, 2016 @darkfurby1 check post 1 of this thread: ftp://escape@anzp.de/bleeding-edge/14-02-2016/build-38-b400765508abf774736278eb1c1f2330ca4c5aa6/ co10_Escape_CUP-US.ISLANDX.pbo is cup only playing the cherna version for days now ;D (req. mods: cba+cup terrains, units, weapons, vehicles) Share this post Link to post Share on other sites
NeoArmageddon 958 Posted February 23, 2016 co10_Escape_CUP-US.ISLANDX.pbo is cup only playing the cherna version for days now ;D (req. mods: cba+cup terrains, units, weapons, vehicles) Exactly! We are playing it also since weeks. We will probably drop all LOP and CAF versions in the future and only keep Vanilla, RHS and CUP (with focus on CUP). 2 Share this post Link to post Share on other sites
I give up 152 Posted February 23, 2016 Great mission. Playing it in Bozcaada. Still, AI is dumb as hell, Even at close range they cant see me.. Share this post Link to post Share on other sites
DRACUS 18 Posted February 24, 2016 Great mission. Playing it in Bozcaada. Still, AI is dumb as hell, Even at close range they cant see me.. Try use VComAI Share this post Link to post Share on other sites
miasdad 94 Posted February 24, 2016 Great mission. Playing it in Bozcaada. Still, AI is dumb as hell, Even at close range they cant see me.. Send me that camo you're wearing,lol,cuz they can spot me 500m out behind a boulder,under a boulder,under a house,in a house or underwater.In total darkness even. :( 1 Share this post Link to post Share on other sites
yxman 90 Posted February 24, 2016 @NeoArmageddon i have a question about the hc support of this mission, i noticed my hc server is getting nearly no load in this mission, also no hc slot in player selection and non headlessclient in editor, but your initplayerserver.sqf shows a if(name _player == "HC") then { ["HC present. Offloading AI."] spawn a3e_fnc_debugmsg; A3E_HC_ID = owner _player; if(A3E_HC_ID==0) exitwith { ["Getting HC ID failed!"] spawn a3e_fnc_debugmsg; }; am i missing something? Share this post Link to post Share on other sites
I give up 152 Posted February 24, 2016 Send me that camo you're wearing,lol,cuz they can spot me 500m out behind a boulder,under a boulder,under a house,in a house or underwater.In total darkness even. :( Its simple https://www.youtube.com/watch?v=3yyajhwetlo 1 Share this post Link to post Share on other sites
NeoArmageddon 958 Posted February 25, 2016 @NeoArmageddon i have a question about the hc support of this mission, i noticed my hc server is getting nearly no load in this mission, also no hc slot in player selection and non headlessclient in editor, but your initplayerserver.sqf shows a if(name _player == "HC") then { ["HC present. Offloading AI."] spawn a3e_fnc_debugmsg; A3E_HC_ID = owner _player; if(A3E_HC_ID==0) exitwith { ["Getting HC ID failed!"] spawn a3e_fnc_debugmsg; }; am i missing something? Yes. There is no HC support in it yet. The entry you posted was an experiment. There are (as of now) to many constraints between AI and gamemechanics to decouple AI from host (Keep in mind that this mission was developed in A2 when no HC was available, but I am on the right track in decoupling everything). Share this post Link to post Share on other sites
yxman 90 Posted February 25, 2016 ah ok, thanks for the answer ;) Share this post Link to post Share on other sites
sodien 15 Posted February 29, 2016 Great mission. Playing it in Bozcaada. Still, AI is dumb as hell, Even at close range they cant see me.. It is up to you to set the difficulty of your AI. Don't see how someone running around with "trolling" AI with extremely low difficulty settings proves any point. Now they have included a difficulty setting in this mission that is broken atm. which is nice I guess. But it appears to be no functional currently so fix your configs, it's in your hands, not Bohemi'as, scruffy's or neo's. Share this post Link to post Share on other sites
loper 10 Posted March 5, 2016 Running these on my unit's dedicated and we get stuck at the black loading screen immediately after spawning..Can hear ourselves moving, but the screen stays black.. Any idea why? Share this post Link to post Share on other sites
NeoArmageddon 958 Posted March 5, 2016 Running these on my unit's dedicated and we get stuck at the black loading screen immediately after spawning..Can hear ourselves moving, but the screen stays black.. Any idea why? Which version? What mods? Most likely the server is missing some addons or another addon/scripts interferes with the mission loading script. The logged in admin should check in the debug console of the following variables are set locally: A3E_StartPos A3E_FenceIsCreated A3E_ParamsParsed Share this post Link to post Share on other sites
miasdad 94 Posted March 5, 2016 Running these on my unit's dedicated and we get stuck at the black loading screen immediately after spawning..Can hear ourselves moving, but the screen stays black.. Any idea why? That happened to me a cpl times and was caused by wrong RHS mod version Share this post Link to post Share on other sites
NeoArmageddon 958 Posted March 5, 2016 Running these on my unit's dedicated and we get stuck at the black loading screen immediately after spawning..Can hear ourselves moving, but the screen stays black.. Any idea why? That happened to me a cpl times and was caused by wrong RHS mod version Thanks for the clarification. At this point I strongly suggest using the CUP only version from the dev repo. Share this post Link to post Share on other sites
alanford 27 Posted March 6, 2016 Thanks for the clarification. At this point I strongly suggest using the CUP only version from the dev repo. strongly suggest? so the RHS version is somehow seriously flawed? Share this post Link to post Share on other sites