In this mission you and your squad was send out to scout the military presence on an enemy island in preparation for an invasion. But your squad got captured by local layalists and you are now held in an improvised prison awaiting enemy officers to arrive for questioning. But friendly insurgent managed to hide a backpack with weapons in your improvised prison. Your task is now to overwhelm the guards, escape the prison, find a map of the island, make contact with your HQ, reach the designated evacuation zone and escape the enemy island!
The mission is fully dynamic. Every playthrough will be different. Also the mission is quite hard to beat completly. You will definitly fail at the first try. But the mission is meant to be played more than once (infact our squad plays it serveral times the week).
About the mission
Escape was first devloped by Engima of Östgöta Ops. for ArmA2.
At that time me (NeoArmageddon) and Scruffy ported the mission to different islands and began customizing the mission.
When ArmA3 was released, Vormulac and HyperZ made the effort to port the mission over to ArmA3. From that point on Scruffy and me improved and fixed the mission to the current state.
Most of the scripts are replaced and were updated to A3 standards. At this point the mission can surely be considered a complete new A3 mission and not a port from A2.
The the official version of this release is 1.10
Terrains and Mods
We ported the mission to the following terrains:
Chernarus (CUP TP)
Chernarus Summer (CUP TP)
Sahrani (CUP TP)
United Sahrani (CUP TP)
Takistan (CUP TP)
Malden (CUP TP CWR)
Everon (CUP TP CWR)
Kolgujev (CUP TP CWR)
Nogova (CUP TP CWR)
Thirsk + Winter
and more.... I lost track...
For A2 terrains AiA TP works but I strongly suggest using the newer CUP TP!
Also there are serveral flavours of the mission with different unit sets. At the moment there is a version without any mods called "Vanilla" (except the terrain you are on)
and the following mods:
Global Mobilization (CDLC)
We tried to compose a unitset for every terrain that match the scenery.
We plan to add more mods and terrains in the future but we also want to release the tools to port the mission.
To port this missions with more than 15 different mod setups to more than 65 terrains (overall we have produced 580 missions) we used an autocompiler that merges one codebase and the different config files.
With this huge amount of mission we were not able to check every mission. When one of the missions seems to behave different (broken start, missing units, etc) please post the missionname here in the thread
and we will fix the problem ASAP.
This mission was build for dedicated server use!
For statistics and improving this mission at the end of each session (fail or win) the result of the mission is stored anonymous on a server. Version, terrain, playercount, session length, servername and type of mission ending is sent. No personal informations like IP, player names, etc are sent or stored. This function can be disabled in the parameters.
IMPORTANT: The workshop release is not packed as single mission but as an addon/mod with multiplayer missions in it. If workshop files (or addonfiles from complete pack) are used on a server, all players need the addon files.
The missionfiles from the complete pack are the recommended DS installation and are downloaded automatically to all players connecting.
Complete Pack 1.10 (newest Release)
co10 Escape (Complete) 1.10
I recommend checking out the more up-to-date development version on Github (click here)
Steam Workshop Addon Release
Workshop release without mods
Workshop release with Apex
Workshop release with CUP
Workshop release with RHS
Complete Pack 1.9
co10 Escape (Complete) 1.9
Complete Pack 1.8.1 Hotfix
co10 Escape (Complete) 1.8.1
Complete Pack 1.7.5 @ Armaholic
Armaholic Mirror (Version 1.7.5)
Bleeding Edge/Development Version:
The newest development version are in our Github (format Dev_Year-Month-Day):
Download latest development archives
Keep in mind that the versions that are builded automatically are considered bleeding edge versions. That means the changes are completely untested (actually we use those versions for our internal tests), may break the mission, arma, your PC or even the world. When you use this versions, make sure to read the changelog and contribute feeback and bugreports.
Repository and Issue Tracker:
For discussions, help and support you can join our official Discord Server: https://discord.gg/0kV3JvVEhmnMfmq1
We host an issue tracker and repository of Escape in Github over here: https://github.com/NeoArmageddon/co10_Escape
Everybody is invited to create bugreports, issue and feature request.
Changelog from 1.10
Screenshots and Videos
Please submit your screenshots and videos and share your Escape stories with us!
Tipps, Tricks and Tutorials
Port to another terrains by Scruffy
Replace Revive with ACE by belbo
Original Mission (Arma2) by Engima of Östgöta Ops.
Mission ported to Arma3 by Vormulac and HyperZ.
Continue devlopment by NeoArmageddon and Scruffy.
Island ports and unit configs by Scruffy.Additional scripting and fixing by abelian, FrozenLiquidity, Dystopian, Phantom, DPM, Cyprus, aussie-battler, Kuroneko, Belkon, jaj22 and invrecon
Additional ports and configs by
CRCError1970 (Malden and Kolgujev)
supercereal4 (Malden 2035)
Mag repack script by outlawled
Armed-Tactics (Maikeks, Darcy, Memphis Belle, Aurelia, Freshman, Lunatic, Joshi)
The Flying Monkeys In Space,
Roy and many more.
The official co10 Escape mission for Arma3 is currently developed and maintained by NeoArmageddon and Scruffy.
Please post all feedback, bugs, ideas, request, etc here in this thread or in our Github issue tracker.
How to port Escape to another terrain
You will need:
the current version of the mission
a tool to unpack .pbo files
a text editor
these porting mission files to place markers (edit 2018: new link to folder where you can find newer versions)
Step 1 - Prepare the files
Unpack the .pbo mission file "co10_Escape.Stratis.pbo", this will leave you with a folder "co10_Escape.Stratis" that includes all mission files and scripts.
Inside the archive with the porting missions you have three additional folders "TE_BuildCommunicationCenter.Stratis", "TE_VillageMarkers.Stratis" and "TE_PatrolBoatMarkers.Stratis".
Put these four folders into your ..\Documents\Arma 3\missions folder. If you use another profile name it should be in ..\Documents\Arma 3 - Other Profiles\YourUserName\missions
Now you need to change the terrain suffix on all four folders. Just rename the folders to whatever the new terrain uses, which could be as easy as ".Altis" or something like ".FDF_Isle1_a" for Podagorsk. If you don't know the proper name, just save a test mission on the island to look it up.
Step 2 - The mission
Now start up the game, go to the editor with the island you want and load the mission "co10_Escape". You will see the player units and logics. Go into (edit 2018: map mode first (M) and then) marker mode (F7) and a whole bunch of them will show up too. They might be on land, they might be inside the water, but they sure are in the wrong position. You will need to move all of them around.
Player units: move them somewhere on land! If you want to change the units just edit them, but if you do delete them and place new ones make sure to copy the proper names and init.
The two logics named "SouthWest" and "NorthEast" limit the mission area. You can still go outside of this area later, but camps, patrols or the prison will not be spawned there. Use it to exclude islands far from the mainland or the empty infinite terrain.
A logic and a marker named "center", put them both at the center of the area
Respawn_West, Respawn_East and Boot_Hill, place them all somewhere on land and away from the action. If available use a small island somewhere off the coast.
The "drn_insurgentAirfieldMarker" tells the mission where the airfield is and keeps the prison and ammo camps from spawning in some radius I can't remember now around it. Put it on an airfield obviously, along with the "drn_searchChopperStartPosMarker" and "drn_dropChopperStartPosMarker" markers. Also move the "TrafficMarker_AirField" on one of the roads there.
Move the eight traffic markers named "TrafficMarker_North", "TrafficMarker_NorthEast", "TrafficMarker_East", etc. on a road somewhere on the edge to that direction (edit 2018: not needed anymore, you can delete them. Will show an error hint in chat on v1.8, but work, no chatmessage anymore since v1.9)
Place the marker "RoadBlockNullRoad" on a road somewhere
Move around all markers for the possible extraction positions. There are always three of them belonging together for 8 possible locations. There are "drn_Escape_ExtractionPosX" and "drn_Escape_ExtractionPosX_1", this is where the two helicopters will land, and "drn_Escape_ExtracionBoatSpawnPosX" where the helicopters (yes, despite the name...) will get spawned in.
You need to move all 8 to a suitable position, I think placing more will do nothing right now. (edit 2018: you can place as many as you want)
(edit 2018: I added empty civilian boats on some islands since Tanoa was released. Only motorboat and rescue boat, to not mess with people that don't have DLCs. In harbours and near small piers, with a probability of presence set in editor. Only on small islands where a prison might spawn I set it to 100% so you don't need to swim. You might want to add them too, depending on terrain)
Step 3 - ComCenter markers
Load another mission, this time "TE_BuildCommunicationCenter" and you will see a player unit and some triggers. First, place the unit on land if it ended up in the water. Again, change to markers mode (F7) and a bunch of them will show up. The important ones are the red markers named "a3e_var_communicationCenter_X", where the X is a number. They are used to mark all positions the game can later pick from to put a ComCenter there. All other markers are just there to help you with placing them and ignored on export. You will have 9 of these relevant markers on the map already, which you could move around, but you can also delete them (and the area_X markers on the same positions) and start with a new one.
There is a red empty marker named "a3e_var_communicationCenter" and a red rectangle marker named "area" without the _X suffix on the map. An arrow marker below point to them and tells you to copy the two. Listen to the arrow :)
If you now paste the markers the game will automatically add the _X number on the end of the name. The mission stops exporting when it can't find the next number, so with _1, _2, _3, _6, _7 only three positions will be generated. This way you don't need to change the names and remember which numbers are used already. The area_x marker shows you the size of the comcenter, to help you placing it in the 2D editor, but you don't need to use it.
Put down the markers wherever you want a possible ComCenter position. Depending on the terrain that can be just a few suitable positions or quite a lot. Don't be afraid to place them right next to each other if you found 2 great positions, the mission checks for the distance between them and will never use both (unless you want to change this minimum distance, more on that in step 6).
When you are ready, don't forget to save the mission, and hit Preview. You now stand on an empty island, but you have three radio triggers available.
0-0-0 will build all the comcenters on the markers you placed. The best way to check them out now is the camera available in the editor, press "Esc" and the button "Camera" on the lower left. You can now see if your positions are viable, or if other objects are in the way or the terrain is to steep and you have to move them.
Get back into the editor and change them, then check again.
0-0-1 will only build a single ComCenter. It's a3e_var_communicationCenter_1, but you can change the number in the trigger. Not really needed, unless want to check overlapping positions I guess.
0-0-2 exports the marker postions to your .rpt file
You only need to do this once, when you are finished and all markers are ready. We'll use them in Step 6
(edit 2018: adding a help-trigger instead of the helpmarker will make you see the (approximate) dimension in the 3D editor, making it really easy to find positions and place them properly. Copy markers and trigger in map view, paste and move/rotate in 3D. Select all in map view if you want to change, 3D view will only select the trigger)
Step 4 - Village markers
Next mission to load is "TE_VillageMarkers", again you will see a player unit you have to move onto land and a trigger. Change to marker mode and find the blue circle named "a3e_village", there's another helpful arrow pointing to it and telling you to copy it. You can use all the other already existing villagemarkers or delete them and start from scratch.
As explained above when you paste the marker the number suffix is added, so you don't need to mess around with the names. You do need to change the sizes though, so open up the new marker, guess the sizes and type them in by hand, press OK and repeat.
Place markers on every city, village, industrial area, military installation, farm or small lonely fishing hut and whatever area you want to have enemy patrols.
You can place a single big marker or a bunch of smaller ones to cover a bigger city. If you want to confine the patrols to the inner part, make it smaller, if it's larger they will also patrol around the city.
The size of the marker determines the number of enemies, so don't just slap a big marker over square kilometer with three farms, if you don't want that area heavily guarded.
These markers are only used for the village patrols, there are still the random searchgroups and military traffic and other surprises to find you outside of these places ;)
0-0-1 exports the marker postions to your .rpt file
You only need to do this once, when you are finished and all markers are ready. We'll use them in Step 6
Step 5 - Boat markers
This one works the same as the village markers, only the marker names are different. It is kind of optional, if you can do without the patrol boats (I think only Altis, Stratis and Porto have them right now), and sometime in the future Neo wants to change the boat system anyway, which will make them obsolete.
If you do place them, remember that the size of the marker determines the number of boats spawned. If you place a big one spanning a kilometer of coast or more, there will be a lot of boats. Try the mission on Porto, where I covered the whole coast :D
0-0-1 exports the marker postions to your .rpt file
You only need to do this once, when you are finished and all markers are ready. We'll use them in the next step
Step 6 - Putting it all together
Now you will need the text editor I mentioned. First find and open your .rpt file. (It's the error log Arma creates while running. It should be located in "C:\Users\YOURUSERNAME\AppData\Local\Arma 3", you will need to show hidden folders to see AppData.
Open up the latest arma3_YYYY-MM-DD_hh-mm-ss.rpt and scroll to the bottom after you exported some markers. You can search for "a3e" and will find blocks of lines looking like this:
Open up the mission folder of the edited Escape (Documents\USER\Arma 3\missions\co10_Escape.ISLAND) and inside there go to the folder named "Island". Here are the files you need to paste the marker data into. Copy the blocks with all the marker positions into the corresponding file. Now you need to clean up the rpt output. No need to do it by hand on every line, just use the replace option of your text editor: Replace the Timestamp and double quotation marks at the beginning of each line, and the quotation marks at the end with nothing, press "Replace All". In our example it looks like this afterwards:
(edit 2018: since some time (I think 3D editor) Arma will export marker shape with doubled quotation marks, so ""ellipse"" instead of "ellipse". You need to change that too, so replace all "" with " after you did the other two changes)
If you don't place boat markers just put this single line into PatrolBoatMarkers.sqf:
a3e_patrolBoatMarkers = ;
Now open up the WorldConfig.sqf in the same folder. Change the values according to the islands size. You will see the ones for Stratis are pretty low, so I added the ones for Altis and Chernarus as examples:
A3E_MinComCenterDistance = 1200; Altis 5000, Chernarus 3000
A3E_WorldName = "Stratis"; The name of the island displayed at the start of the mission, where it says "Somewhere on ..."
A3E_ComCenterCount = 2; Altis 6, Chernarus 5
A3E_AmmoDepotCount = 4; Altis and Chernarus 10
A3E_CrashSiteCountMax = 1;
A3E_MortarSiteCountMax = 4;
A3E_MortarSiteCountMin = 2;
The maximum and minimum number of mortar sites is used as set here only on the "normal" setting, if the parameter is changed to "DiF" the values will be doubled, if changed to "lowered" it will be halved. So don't go below 2 for Min if you don't want to test if Neo added a proper check in the script ;)
If you extract another mission and don't find some of these entries in the WorldConfig, that's because we didn't change them, a standard value will be used.
Now you should change the name of the mission. Inside the mission folder open up ..\include\defines.hpp with your texteditor and change the name on lines 2 and 3.
You can now load up the mission in the editor again and change the name there, too. Now save it and you are nearly finished.
Step 7 - Release it
You did all the work to port Escape onto another terrain. Why not share it with others? If you send us the files we can add the terrain to the next release.
I only need the mission.sqm of the co10_Escape.ISLAND mission and the content of the \Island folder, but you can of course just post the whole .pbo of the finished mission.
If you have problems with extracting the markers from .rpt just save the placing missions when you are finished and send those.
(edit 2018: I really want to stress this again: Please send us the files, a lot of people helped us with this so far and a few modsets and I guess a third of the islands would not exist. Send the mission.sqm and the whole marker mission folders, then we can publish those here and change markers later/add more)
That's it. I'll explain how to do mod versions and the content of the unitclasses.sqf a bit in another post, coming soon™
(edit 2018: Wow, still no post for that. I really am lazy... I think the content of unitclasses file is pretty self-explanatory, but maybe that's just me working with them for years now. Just unpack a current version and use that as a base. To find unit classnames place them in the editor, mark them all and rightclick -> log to clipboard. You can place the whole faction and copy the classes into another text file. Weapon and magazines just use arsenal and export to clipboard, but that's a lot more alt+tab work)
If you have any more questions about porting the mission ask here or write me a PM.