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Very fun mission, i had tons of great moments with it and my group of friends, about the AI aimbotting, it could be the use of optics that gives them normal long range accuracy and very good short range accuracy or that they go low on ammo (less than a magazine), when they go low on ammo they pick their shots with extremely high accuracy.

 

It really depends on what you expect from the mission, i don't really see it as a "mission" more like a roguelite so I'm kinda okay with the AI being godlike, in fact i would increase AI skill over time if players don't move but im somehow a masochist

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Hey,

 

Is there a way to limit the speed that the AI are driving at? I know that there's a command for it but have no idea where I'd put it. (trying to port to a terrain with very dangerous roads :P)

 

EDIT: It is the Prei Khmaoch Luong terrain FYI

  On 6/3/2018 at 6:41 PM, volkmaestro said:

Any chance for Prei Khmaoch Luong?

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co10_Escape_CUP_USMC_vs_SLA 1.9 for Prei Khmaoch Luong (includes villagemarkers ect.).

Download 

 

Stuff you should know:

- Most vehicles will crash (AI drives too fast and/or use small footpaths as roads).

- Big chance of docked boats spawning at certain places across the river.

- Some places will have cars parked to make up for the crashing cars and every road that leads out of the map has a car parked there.

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If you're still open to requests for the next release, would it be a possibility to add a line to the params - where one can turn off the respawn of units (only helicopters with paradrops and reinforcement trucks supply the map with new units)

 

Playing on Beketov right now, and once you've cleared a town - there will be units often spawning just right behind you :) 

 

Would maybe be a tad more realistic, if you actually "cleared" the towns to be safe - and the only reinforcement came with trucks and helicopters.

 

Just an idea :) 

 

 

Or could it be as simple as commenting out 

            class AmbientInfantry {}; 

?

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  On 4/25/2018 at 6:34 AM, NeoArmageddon said:

 

I think it is quite challenging even with not limited revives. Adding a limit poses some gameplay problems I don't really like, especially players being unable to continue to play and forced to spectator, while the rest can keep playing. Also thiswould encourage reconnecting to cheat the system. I don't like limited revives, but I will keep it in mind as additional feature for the future.

 

It looks like you were trying to do a respawn. in initplayerlocal.sqf you have the following lines:

  • AT_Revive_StaticRespawns = [];
  • AT_Revive_enableRespawn = false;

I was hoping it would work. I have just two of us playing and we just cant get through the map. I tried using True and I did get a new message under the unconscious msg. then I was thinking this may be in the works?

Would turning on respawn in the editor work? You also indicated turning off Revive will screw up gameplay. I like the BI native respawn/revive engine, and would like to see if I can replace. Lots of question sorry.
 

 

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  On 7/3/2018 at 7:46 PM, jjespejo said:

 

.. I have just two of us playing and we just cant get through the map.

 

I don't know about the etiquette about altering missions etc. But since i mostly play with 1 other person too i'd be curious to try your changes, if you would share the mission then.

If it's allowed.

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  On 7/3/2018 at 8:08 PM, zeep said:

 

I don't know about the etiquette about altering missions etc. But since i mostly play with 1 other person too i'd be curious to try your changes, if you would share the mission then.

If it's allowed.

 

I would never post it as my own, I'm to old to get into that issue. Just a player on my ded server that is always password played. I made the change but stopped, when it didnt work i reverted it back. The mission is base (top of thread). I was really asking if there really was a respawn hidden under the covers, in the works or not.  I will tinker some more when I get the time. The one thing I always do is bolt on No-Fatigue and assign ammo crates to Arsenal, which does allow us to amp up the AI difficulty and skills. With two just playing, the adrenaline is hell-uva intense but we will never get to finish it without respawn. LOL

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  On 7/3/2018 at 7:46 PM, jjespejo said:

 

I have just two of us playing and we just cant get through the map.

 

 

I only ever play with two. We will win about 1 out of 5  attempts. 

 

Here are some tips how to win with 1 or 2 players.

1. turn your time to fast time, so you can play in the dark.start in the day, end in the night. it gives you a huge advantage as long as you have night vision. Some maps are for some reason are super bright at night and dont need night vision (lythium).

2. obviously, helmets and armor are going to help you. Without it one shot to the dome and you are done.

3. Take the back way. Use forrests  even if its slower or out of the way.If you use roads, be ready turn around quickly because roadblocks.

4. Silencers are a huge advantage. Get to the ammo depots and look for those silencers.

5. Plan every attack when hitting the bases. If you dont see any cover such as ridges, houses, big rocks, big trees avoid it. A base in the open field will stomp you dead. Find and kill all static gunners first.

6.  Leave the area quickly once you finish a firefight. It is escape arma, not linger in arma. Especially at the ammo sites, I have died so many times when i take my time. It's better to have one person on look out because they will be coming.

 

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Good tips! I find we use pretty much the same tactics throughout the mission. It's just hard with 2 players :)

 

Something else about this mission : Weren't there civilians driving in vehicles randomly at some point? I remember very often vehicles randomly pass by on roads, giving us a chance to obtain a vehicle. But recently i never see civilians driving anymore. Is this a server setting that i'm missing?

Or possibly, a listen server bug that's new? I've only ever played this mission on a listen server and it has always worked fine.

 

  On 7/3/2018 at 8:51 PM, jjespejo said:

 

I would never post it as my own, I'm to old to get into that issue. Just a player on my ded server that is always password played. I made the change but stopped, when it didnt work i reverted it back. The mission is base (top of thread). I was really asking if there really was a respawn hidden under the covers, in the works or not.  I will tinker some more when I get the time. The one thing I always do is bolt on No-Fatigue and assign ammo crates to Arsenal, which does allow us to amp up the AI difficulty and skills. With two just playing, the adrenaline is hell-uva intense but we will never get to finish it without respawn. LOL

I understand. This mission can be unforgiving :p

 

Cheers all.

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  On 7/4/2018 at 12:19 PM, zeep said:

Good tips! I find we use pretty much the same tactics throughout the mission. It's just hard with 2 players :)

 

Something else about this mission : Weren't there civilians driving in vehicles randomly at some point? I remember very often vehicles randomly pass by on roads, giving us a chance to obtain a vehicle. But recently i never see civilians driving anymore. Is this a server setting that i'm missing?

Or possibly, a listen server bug that's new? I've only ever played this mission on a listen server and it has always worked fine.

 

I understand. This mission can be unforgiving :p

 

Cheers all.

 

I host the game on my local machine. There are always civilians driving cars. Some times there are tons of cars sometimes not very many. Are you at least seeing wrecked cars? Because civilians always wreck into something which you can fix if you have the tool kit.

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  Reveal hidden contents

Hey I'm getting a problem when I load up the mission file on my linux dedicated server I get a error.

Not really sure how to fix it. I am using build-10-12-05-2018.

I have load @co10_Escape_Apex as both a server mod and mod.

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Please hide long logs in a Spoiler-tag.

 

This looks like your servers scriptengine is bugged as those error messages don't make any sense (defining a variable throws undefined variable). Make sure you are not starting your server with -init commandline parameter and you don't have a mission rotation/autostart mission configured in your servers config. These are known to break a lot of scripts (engine bug most likely).

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ahh yes thanks. Though servers crashes everytime I leave or die?

 

EDIT:oh nvm just realised im an idiot abd messed something up

Oh is it supposed to restart everytime i leave or die?

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  On 7/12/2018 at 10:28 PM, GrimSeeker said:

Oh is it supposed to restart everytime i leave or die?

 

When you are playing solo, yes, as there is no respawn.

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  On 7/18/2018 at 5:43 AM, MATR1X said:

Glad to see you guys still working and updating this enjoyable mission. Keep it up.

I would also like to make a request.

 

Ruha

https://steamcommunity.com/sharedfiles/filedetails/?id=1368857262

 

Ruha is already in but we noticed some huge performance problems (seem to be related to some corrupt objects in that map). That is the reason we did not included it in the last release.

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@NeoArmageddon

 

Hey man, glad to see you guys still chugging away on this mission.  Love the changes in 1.9 :D

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  On 7/27/2018 at 2:22 AM, Vormulac said:

@NeoArmageddon

 

Hey man, glad to see you guys still chugging away on this mission.  Love the changes in 1.9 :D

 

Thanks for your commend.

 

Would love to have you back working with us on Escape!

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My schedule is crazy right now, finishing up the thesis and just got a new job.  When things settle down I'd love to get back into it :D

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Hello,

 

For the versions like massive african conflict and the zombies one, are there any lists for what mods are required to run these scenarios? I'd love to try them out but without digging into it I have no idea what mods we should all be running.

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  On 8/5/2018 at 1:18 AM, pilihp2 said:

Hello,

 

For the versions like massive african conflict and the zombies one, are there any lists for what mods are required to run these scenarios? I'd love to try them out but without digging into it I have no idea what mods we should all be running.

 

For the first one it is Massi's addon collections and RHS. The zombie missions are not supported anymore but they used "Zombies & Demons" AFAIK.

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Hi NeoArmageddon and Scruffy, 

 

 

Thank you for continuing to support this mission. Me and my friends have many hours in it. It is by far the most replayable mission in ARMA. 

 

The script for the older revive in Escape is available separately as NeoArmageddon's Revive: Is there any chance you will update this revive mod to the newer version (with the camera)? Would love to use it in missions but have almost no scripting experience. 

 

 

Cheers,

 

BlackLabel

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  On 8/5/2018 at 1:18 AM, pilihp2 said:

Hello,

 

For the versions like massive african conflict and the zombies one, are there any lists for what mods are required to run these scenarios? I'd love to try them out but without digging into it I have no idea what mods we should all be running.

 You can get Massis African Conflict from steam workshop here https://steamcommunity.com/sharedfiles/filedetails/?id=578676125 . I would really like to play Escape on SE Angola with African Conflict so add me on steam if you would like to have a crack with me - Gavinda Jai Jai     

 

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