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Unfortunately, incompatible with 1.54 :\

 

That is right. But the new script commands introduced with 1.56 and 1.58 are too useful to neglect them in favor if backwards compatibility. Better get BI to update linux builds faster.

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There's a lack of traffic using CUP/CUP-US on 1.7.5 can anyone else confirm?

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There's a lack of traffic using CUP/CUP-US on 1.7.5 can anyone else confirm?

 

I have traffic (on most terrains). On what terrain did you observed this? Thirsk and Porto are known to have no traffic. Seems to be size related.

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Hey, sorry new to this mission.

 

I see that when someone is unconscious, they can be revived. Is there away to allow people to be revived if they're killed.

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Hey, sorry new to this mission.

 

I see that when someone is unconscious, they can be revived. Is there away to allow people to be revived if they're killed.

 

Players shouldn't be able to die completly in this mission. You are most likely using some mods that are interfering with the revive-script.

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Players shouldn't be able to die completly in this mission. You are most likely using some mods that are interfering with the revive-script.

 

Im running InfiStar, when Im using cherno I am using a few CUP mods, but I doubt they interfer with it?

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Im running InfiStar, when Im using cherno I am using a few CUP mods, but I doubt they interfer with it?

 

No idea what InfoStar does but may interfere with eventhandlers. You should disable that and test again. Do players actually die? With "XYZ was killed" in chat? And than respawn with full gear 30s later?

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No idea what InfoStar does but may interfere with eventhandlers. You should disable that and test again. Do players actually die? With "XYZ was killed" in chat? And than respawn with full gear 30s later?

 

InfiStar is an admin tool/anti-hack. Sometimes players become unconcious and other times players are actually killed 'Player was killed'. The player gets timer but once it's up the players dead body returns to standing up but the actual player cant control or see. Is the mission supposed to have a folder called revive like the other folders called functions?

 

Note when they're unconcious they can be revived.

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Ok so using the cherno summer CUP US, The admin (me) never seems to be killed, only put unconcious, but the other 2 can be killed. When the timer is up, they can only move their view with mouse in first person. WASD Changes camera, they're essentially still spectating.

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Ok so using the cherno summer CUP US, The admin (me) never seems to be killed, only put unconcious, but the other 2 can be killed. When the timer is up, they can only move their view with mouse in first person. WASD Changes camera, they're essentially still spectating.

 

That is by design as you should never actually beeing able to kill somebody as all damage above "death-value" is omitted. Some script is either removing or bypassing the scripts in the mission.

 

 

InfiStar is an admin tool/anti-hack. Sometimes players become unconcious and other times players are actually killed 'Player was killed'. The player gets timer but once it's up the players dead body returns to standing up but the actual player cant control or see. Is the mission supposed to have a folder called revive like the other folders called functions?

 

I know what that stuff is, but not how it interferes with the ingame scripts/state of units. Please test without it.

 

Are you playing on a dedicated server (aka host==admin)?

 

You are the only one with such a problem. That strongly suggests the problem is your mod/server setup.

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Something I'd find fun playing with my friends would be if you could play as both BLUFOR and OPFOR trying to escape a map ruled by INDEP and the blu and red team could find eachother and fight them too while both are trying to find that radio outpost so they can extract and win the game. So the first full team to extract wins!

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Something I'd find fun playing with my friends would be if you could play as both BLUFOR and OPFOR trying to escape a map ruled by INDEP and the blu and red team could find eachother and fight them too while both are trying to find that radio outpost so they can extract and win the game. So the first full team to extract wins!

 

Good idea but that would involve rewriting the whole mission (mostly from scratch). So it is porbably not gonna happen in the next few month.

 

 

Heads up for you guys:

New CUP update released. The Escape setups with the new units and vehicles are already prepped and are in testing right now (actually since the weekend). We will probably push and extension to the 1.7.5 update at the weekend.

Russians on chernarus, wohoo!

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I have traffic (on most terrains). On what terrain did you observed this? Thirsk and Porto are known to have no traffic. Seems to be size related.

Uh There was no traffic on united sahrani or sahrani

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Uh There was no traffic on united sahrani or sahrani

 

Just tested and I have traffic there.

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Just tested and I have traffic there.

Did you test using cup vehicles? also would it be possible to add a parameter that changes the traffic density?

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Did you test using cup vehicles? also would it be possible to add a parameter that changes the traffic density?

 

Yes. CUP and vanilla. Have you checked your RPT?

 

Traffic is one of the older systems. When it gets a rework it will probably get a setting too.

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I ported the mission to staszow (Iron front)

with blufor as german and opfor soviets

 

everything seems ok but i cannot take map or compass from dead ai

but jip players can

 

i cant seem to find out why

does anyone have any suggestions?

 

*edit* it works when loaded from mission editor  but not on dedicated server

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I ported the mission to staszow (Iron front)

with blufor as german and opfor soviets

 

everything seems ok but i cannot take map or compass from dead ai

but jip players can

 

i cant seem to find out why

does anyone have any suggestions?

 

*edit* it works when loaded from mission editor  but not on dedicated server

 

Most likely a problem with the units containers or game bug with the map/mod. There is nothing in the mission to prevent item interaction.

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Most likely a problem with the units containers or game bug with the map/mod. There is nothing in the mission to prevent item interaction.

 

Try chaning your mask, with one of the soldiers outside the prison. It won't work for me.

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Try chaning your mask, with one of the soldiers outside the prison. It won't work for me.

 

The masks and glasses never really worked when script assigned by server. A few patches back that also applied to maps, compass and vests but BI fixed most of it. Not an issue with the mission/scripts but engine bug.

Nothing I can do here.

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The masks and glasses never really worked when script assigned by server. A few patches back that also applied to maps, compass and vests but BI fixed most of it. Not an issue with the mission/scripts but engine bug.

Nothing I can do here.

 

Thanks for the info!

 

Do you think, you have to change the script for the APEX update (map Tanoa)?

Cause I think you have to spawn boats too to cross the water.

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Most likely a problem with the units containers or game bug with the map/mod. There is nothing in the mission to prevent item interaction.

 

its realy weired that i can take every item from dead AI,  the only items i cannot take are the map and compass

its seems like a very specific bug.

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its realy weired that i can take every item from dead AI,  the only items i cannot take are the map and compass

its seems like a very specific bug.

 

I made a work-around

in \scripts\escape\functions.sqf

I added

_this unlinkItem "ItemCompass"; _this unlinkItem "ItemMap"; under   _this removeItem "FirstAidKit";

then changed the random array to _this additem "ItemMap"; and _this additem "ItemCompass";

 

now the map and compass can be taken from the AI Fatigues

Its not perfect  but at least the mission is playable now.

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Had a great time playing the mission today, here is some feedback and my thoughts for improvement.

 

1) Having engineer in the team makes mission way too easy, you simply repair a tank or APC and its a game over. Having repair trucks so common doesn't help it either, if not remove them completely why not limit them to road blocks and com centers?

2) Instead of having different classes why not use universal soldier class (b_soldier_universal_f) so your can assign roles through the game, though to get rid of engineers you'll need to remove enemy engineer units so players will not be able to find toolboxes.

3) Developing on ideas above I'd event suggest to get rid of engineer and medic classes all together and just make FAKs heal you to 100%.

4) Make stamina disableable in mission settings

5) Patrol helicopters tend to hover over one spot too often making them easy target for AT Titan or even MG fire. Set their waypoint to loiter instead of move? Reveal players through script if players kill enemy units?

6) All civilians are identical, why not give them random civilian outfits? How about a chance for random item to spawn inside civilian vehicles?

7) Loot you pick off enemies is rather boring, why not introduce a chance for random soldier to sometimes have random weapon and even random loadout? The more random, the better.

8) It feels like enemy density does not change where ever you move, you encounter same amount of enemy patrols in eastern salt flat as you do in Kavala, why not spawn more enemies in towns and less in wilderness?

9) Not sure if I missed it but enemy vehicles like APCs and trucks don't seem to carry troops in them.

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now the map and compass can be taken from the AI Fatigues

Its not perfect  but at least the mission is playable now.

 

The mission is palyable for me and many others without that fix. Can you investigate more what is causing this issue for you?

 

 

Had a great time playing the mission today, here is some feedback and my thoughts for improvement.

 

1) Having engineer in the team makes mission way too easy, you simply repair a tank or APC and its a game over. Having repair trucks so common doesn't help it either, if not remove them completely why not limit them to road blocks and com centers?

2) Instead of having different classes why not use universal soldier class (b_soldier_universal_f) so your can assign roles through the game, though to get rid of engineers you'll need to remove enemy engineer units so players will not be able to find toolboxes.

3) Developing on ideas above I'd event suggest to get rid of engineer and medic classes all together and just make FAKs heal you to 100%.

4) Make stamina disableable in mission settings

5) Patrol helicopters tend to hover over one spot too often making them easy target for AT Titan or even MG fire. Set their waypoint to loiter instead of move? Reveal players through script if players kill enemy units?

6) All civilians are identical, why not give them random civilian outfits? How about a chance for random item to spawn inside civilian vehicles?

7) Loot you pick off enemies is rather boring, why not introduce a chance for random soldier to sometimes have random weapon and even random loadout? The more random, the better.

8) It feels like enemy density does not change where ever you move, you encounter same amount of enemy patrols in eastern salt flat as you do in Kavala, why not spawn more enemies in towns and less in wilderness?

9) Not sure if I missed it but enemy vehicles like APCs and trucks don't seem to carry troops in them.

 

Thanks for your feedback. A lot of that stuff was discussed before but I will answer any point nevertheless:

 

1) When we test we often struggle to get repkits. They are not that common. Most of the time it takes us ~30 mins to encounter an enemy engineer. After that we have to disable an enemy APC/tank to actually use it. That is (especially with CUP/RHS) more harder than it sounds. The mission sould be hard but beatable in ~2 hours. That seems to work perfectly with current roles and item desities.

2) Ingame role assigment is quite new (last patch). Also this mission is focused on small, private squad sessions. Most of the time those groups know who will play what role, so lobby assigment is perfetctly fine and ingame assigment an total overkill.

3) Defintily not. The Mil-Sim squads playing this mission will kill and quarter me. Also I really like the good old role separation. Infact the idea is to even specialise other slots more in the future (reintroduce the radio operator).

4) There are mods for that. Said it before: I don't like addon scripts to missions that are far easier to include via addons on a squad/team basis. Just uneeded redundancy.

5) It is a bug and not intended (infact they circled around perfectly a month ago). They have the loiter wayoint and/or multiple small move WPs in circles, but BI broke the helicopter movement somewhat the patch before the last. When I will have time I will get to that problem.

6) Just an oversight. The system for random clothes is on place but there is only one entry ;) Random heads and classes seems to work fine for me.

7) Two points on this: The loadout of enemies is already randomized but with a small set of possible object on every unit that makes sense. There are basically two problems with totally random loadouts: It is totally unrealistic and takes a lot of the atmosphere. It just doesn't make sense to fight against a sniper with a PK and a nightops without a nightvision but with a 40mm grenade launcher. It just feels better to fight against a 4 man squad that is composed of teamleader, grenadier, sniper and mg-gunner instead if 4 guys with random mgs. The other thing is, you take away a lot of finetuning and gameplay possibilities. For example the only way to get silenced OPFOR weapons is either through luck at an ammo depot or to wait for an specops para insertion (both of them are quite dangerous if not prepared).

So I have to disagree with you here. Not the more random the better but the more variety the better. You don't need randomisation if there is a chance for everything in a certain context. It will look believable and won't get boring.

8) It does. There are ~5 times more patrols in urban areas/cities and around landmarks/POIs. Also enemy patrol density shifts in response to the playergroups behaviour.

9) They do (not all of the time). They most likely already unloaded them.

 

Don't get me wrong. I really appreciate any feedback, but a few of the points you mentioned were already widely discussed, some even back in A2. Maybe this is just our different view on how a good mission should look. For me a good dynamic coop mission should feel like a handcrafted and curated mission, even if everything is random and dynamic. I can understand that some people want stuff like "I downloaded Toadies M60, now I want a chance that russian patrols carry one" but that is not how I think the mission should play.

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