NeoArmageddon 958 Posted June 28, 2016 Hey , great mission , i love playing it with my friends but i have a question. How am i supposed to use the UAVs ? I know there is some kind of "class" , but even when i choose the "UAV Specialist" i cant manage to start the UAV, i get the terminal and that small "drone" but i cant make it work. The drones are enemy drones, you just can't use them with the opposing forces drone terminal. Unfortunately that is how drones work. Share this post Link to post Share on other sites
Witty Jack 0 Posted June 29, 2016 The drones are enemy drones, you just can't use them with the opposing forces drone terminal. Unfortunately that is how drones work. Oh thanks , its kinda sad since one of my friend really wanted to try the UAVs on this mission. Anyways great job with the mission. Share this post Link to post Share on other sites
SQiRL 0 Posted July 2, 2016 @NeoArmageddon - we moved the server to a different datacenter and im able to adjust the parameters now in admin mode yay. new problem. They dont persist :( even with the Use Parameters below and save selected. So what ever wierd configuration was causing the first problem has been identified... but now a new one pops up lol. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 3, 2016 Oh thanks , its kinda sad since one of my friend really wanted to try the UAVs on this mission. Anyways great job with the mission. When you get your hands on an enemy drone/backpack just pretend to "hack" it and spawn one of your side with the debug console (same with the drone terminal). Than your friend can use it ;) Share this post Link to post Share on other sites
Witty Jack 0 Posted July 5, 2016 When you get your hands on an enemy drone/backpack just pretend to "hack" it and spawn one of your side with the debug console (same with the drone terminal). Than your friend can use it ;) I modified some things in the mission and i solved the problem. EDIT : Will there be any problem if i use ASR AI 3 with this mission? The AIs accuracy is insane , i sometimes get sniped from 400-500m with a machinegun when i'm peaking with my head only , its annoying sometimes and this mod looks like it should fix that but i'm not sure if i should use it or not if i want the mission to work properly. Share this post Link to post Share on other sites
aspheN 0 Posted July 6, 2016 I played the mission with a couple of friends, encorporating ace. When we got to the extraction point, three helicopters came, and all three of them were shot down. The crew jumped out to their deaths and the helicopters crashed as well. Is this intentional? Share this post Link to post Share on other sites
salty6924 12 Posted July 9, 2016 Receiving the following repeating errors in RPT shortly after start. Completely halts the mission. Notice similar errors in in T95 in your ticketing system, though as these halt the missions, i feel they may be different. EDIT: Must have removed something important when attempting to get ace incorporated into the mission, Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 10, 2016 When we got to the extraction point, three helicopters came, and all three of them were shot down. The crew jumped out to their deaths and the helicopters crashed as well. Is this intentional? No but that is life/ArmA. You have to find another ComCenter to get a new evac point. Call it "bad luck" ;) Receiving the following repeating errors in RPT shortly after start. Completely halts the mission. Notice similar errors in in T95 in your ticketing system, though as these halt the missions, i feel they may be different. EDIT: Must have removed something important when attempting to get ace incorporated into the mission, Please document your changes and think about contribution them back (when they are not breaking stuff for non ACE users) Share this post Link to post Share on other sites
cyprus 16 Posted July 16, 2016 I'm not sure if this is related to escape, but it seems that sometimes after entering an area with a large amount of troops the framerate will plunge into sub 20 fps and never recover even after killing all of them. Every member of my group has encountered this in the past few days. Even if we restart the mission, we'll start in the prison 30 fps and lower depending on each client's hardware/settings. The only thing that fixes it is completely restarting the game. As soon anyone restarts their game the frame rate for that person will go back to normal frames, which with my rig/settings (i5 4690 @4.5Ghz, hd 7950, 8GB ram, arma 3 installed on my ssd, most settings at max except fsaa and pip which is off) on an open area in altis/stratis is around 70-80fps. The behavior is not consistent. Sometimes after exiting heavy combat, the frames will go back to normal. We tested with no mods on the server and on the clients, and the issue still happens. We haven't tested with other missions just yet, but I just wanted to ask here to see anyone else has been having a similar experience in escape or any other missions. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 17, 2016 Not (directly) Escape related. It is just the server/clients getting to maximum load with the amount of units in an escape mission. You will most likely encouter that problem on terrains with large cities (and thus large patrol desity) like Tanoa or Lingor. You will experience the same problem, if you place 200 units (~50 groups) in editor and give each of them some waypoints. Unfortunatly that is how arma handles a large amount of scripted units. Share this post Link to post Share on other sites
fenghan213@126.com 0 Posted July 18, 2016 hi, NeoArmageddon i played the escape a lot recently.. with my squad mates, the experience in this mission is really good, we just get addicted to it, and i just wonder if there will be Tanoa edition Escape? :P Share this post Link to post Share on other sites
rhett 2 Posted July 19, 2016 ^ Also wondering. Last time I tried Tanoa (Apex beta), it had some AI pathfinding issues/civilians weren't spawning. - Is it being worked on by chance? We're all really anxious to try Tanoa again. :) Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 19, 2016 ^ Also wondering. Last time I tried Tanoa (Apex beta), it had some AI pathfinding issues/civilians weren't spawning. - Is it being worked on by chance? We're all really anxious to try Tanoa again. :) Pathfinding is not a mission problem. We have that with "normal" missions aswell. Civilians have some spawning problems on the smaller islands, but the larger ones and the main islands work well in my experience. Share this post Link to post Share on other sites
rhett 2 Posted July 20, 2016 Pathfinding is not a mission problem. We have that with "normal" missions aswell. Civilians have some spawning problems on the smaller islands, but the larger ones and the main islands work well in my experience. I understand, I was just hoping some of the included scripts may have been updated, such as the one that generates civilian traffic for roads, since Tanoa came out. It's clearly going to be a bigger hurdle/issue on Tanoa, sadly, but ah well. Still worth it. My friends and I sincerely appreciate all work put into this project. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 20, 2016 My friends and I sincerely appreciate all work put into this project. You are welcome! And I will definitly continue improving the civ spawning scripts when I get to it. Share this post Link to post Share on other sites
cyprus 16 Posted July 20, 2016 Not (directly) Escape related. It is just the server/clients getting to maximum load with the amount of units in an escape mission. You will most likely encouter that problem on terrains with large cities (and thus large patrol desity) like Tanoa or Lingor. You will experience the same problem, if you place 200 units (~50 groups) in editor and give each of them some waypoints. Unfortunatly that is how arma handles a large amount of scripted units. Yeah I think I've had this happen before, but it's happening with much greater frequency now. We were playing escape Stratis vanilla. I might make a post about it on the Arma 3 feedback tracker, but I hope it's something that'll be fixed with more patches. Share this post Link to post Share on other sites
ConnorP 0 Posted July 22, 2016 Hey, I was just wondering what exactly you need to do to change the enemy (I'm using CUP, so bluefor usmc) to units downloaded in a mod? I just wanted to try something different so was putting in warhammer marines from the 40k workshop mod, but also wouldn't mind trying some ww2 units sometime.At the moment all I've tried is to replace the unitnames in the UnitClasses file but whenever I go to start the mission I get stuck on the black loading screen. I've seen a few other people had this problem but cant seem to work anything out. Do I have to change anything else? The units I'm using are still in bluefor. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 22, 2016 At the moment all I've tried is to replace the unitnames in the UnitClasses file but whenever I go to start the mission I get stuck on the black loading screen. I've seen a few other people had this problem but cant seem to work anything out. Do I have to change anything else? The units I'm using are still in bluefor. Have a look in yoru error log. Persistent blackscreen indicates errors in the files. You most likely have a typo or missing comma or bracket. Share this post Link to post Share on other sites
pedeathtrian 99 Posted July 22, 2016 At the moment all I've tried is to replace the unitnames in the UnitClasses file but whenever I go to start the mission I get stuck on the black loading screen. I've seen a few other people had this problem but cant seem to work anything out. Do I have to change anything else? The units I'm using are still in bluefor. All new mods (CfgPatches classes of used addons) must be listed in addOns[] array (in class Mission) in mission.sqm (and removed mods should not). Share this post Link to post Share on other sites
dystopian1 23 Posted July 23, 2016 ...the framerate will plunge into sub 20 fps... ...The only thing that fixes it is completely restarting the game... ...anyone else has been having a similar experience in escape... We have similar experience last several months. After 2-3 escape hours we have FPS drop to 10-15 on each client. We have to find quiet place and then each client closes the game and then JIP. We always play with mods (ACE, RHS and ASR AI are most significant for FPS). But it was fixed somehow after APEX update (CBA/ACE was updated too). So I don't know exactly what fixed that FPS issue (if really did). Share this post Link to post Share on other sites
chacne 17 Posted July 25, 2016 awesome, missions sounds great . ..will try it now Share this post Link to post Share on other sites
PSYKO_nz 44 Posted July 26, 2016 hey there, just dropping in to say i love the escape missions, me and my clan play it a lot, like a hell of a lot, we are all looking forward to playing it on tanoa! and any of the other CUP terrains you can put it on, were getting too good at the current ones due to over playing!!!love your work, thank you for creating a diverse and interesting game mod!! if you don't mind my asking how far away is the next release? how ever far away it is it will be well worth the wait! Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 26, 2016 if you don't mind my asking how far away is the next release? Keep in mind that you can get the Tanoa version already from the "development repository". Scruffy and me scheduled a personal meeting in two weeks. In my experience we get a lot of stuff done when we meet. The new release will most likely be ready the week after. With the 1.8.0 release we will mostly fix stuff and introduce some stuff under the hood that will allow us more feature with future releases (1.8.x). Atleast that is my plan. Share this post Link to post Share on other sites
d00kiejones 2 Posted July 28, 2016 Keep in mind that you can get the Tanoa version already from the "development repository". Scruffy and me scheduled a personal meeting in two weeks. In my experience we get a lot of stuff done when we meet. The new release will most likely be ready the week after. With the 1.8.0 release we will mostly fix stuff and introduce some stuff under the hood that will allow us more feature with future releases (1.8.x). Atleast that is my plan. Hello! Absolutely Love these missions, thanks for the hard work. What are the chances of getting a 20 player version? EDIT* Nevermind I made one myself, Thanks to Scruffy and his helpful tutorial and tools. Share this post Link to post Share on other sites
d00kiejones 2 Posted July 28, 2016 When running locally, i go into the parameters options and can dbl click them and select which option to use. But when #login adminpw and showing that im in as admin on the server, i go into the parameters section on the dedicated server and the options will not allow me to change them. This is why I am not sure if there is some setting (possibly server.cfg?) for the dedicated server vs running this locally. If you want, i can start it up and give you the admin pw to see if you get a different result. But... maybe I am just being dumb... Does the dedicated server act like a local host and should allow you to double click the options to get to the value menu for that option? Or is there a different way to change the options that I am just not aware of? I run into this sometimes, just #reassign (twice sometimes) to be able to edit the parameters. Share this post Link to post Share on other sites