engima 328 Posted November 3, 2019 Escape Tanoa by Engima 2.22 Description Finally! Seven years ago I publiched Arma's first Escape mission - Escape Chernarus for Arma 2. I was very glad to see the response then. There were several servers online all the time during the first year, and now, after some years with Arma 3 it has spread in so many versions for every possible Island, and is running on so many servers all the time! I have tried a few of the missions, and I'm very careful not saying that other's Escape missions are not good enough, because I'm really impressed in how the genre has developed. But you also get a feeling for a mission, and this one might be a release for anyone who wants a little nostagy. You could call it something like "Original Escape with the Engima feeling", since its origin is the very same code base as my first Escape Chernarus for Arma 2. I have fixed it a little though. There are new units, and some of the script commands work differently in Arma 3 compared to Arma 2. But my focus has been to create a robust and fully working and exciting rework of the mission. Mission is 100% dynamic and uses the entire map. Play it 100 times, two games will not be the same! Plot CTRG Group 11 is deployed at Tanoa to gather intel about the situation prior to the arrival of NATO. However, finding themselves in a much more hostile environment than expected, they are captured by a Syndicat force suspisious about their intentions. Group 11 is unarmed and put in a temporary built prison while awaiting further interrogation. Take the first opportunity to escape the prison and find a way to rendezvous with NATO forces. Download Armaholic: (coming soon) Steam Workshop: Escape Tanoa Escape Chernarus Direct links: Escape Tanoa v2.22 Escape Chernarus v2.22 Please note that the different missions have different requirements. See Requirements below for more information. Features CO 08 Revive (recommended for 2-8 players). Uses entire map. Dynamic and living environment. True random start position. Game develops differently every time, inferring great replayability. Options for enemy skill, enemy frequency, weather and time of day. Supports hosted and dedicated (recommended) server and is JIP compatible. A small hint for best experience Escape Tanoa is best played at difficulty level Veteran or Expert (since the mission's story is based on the idea that you are lost, and you do not want too much help with navigation from the game). Installation Manually downloaded: put the .pbo-file in your MPMissions folder in the Arma 3 game folder. Requirements Arma 3 Apex DLC (official) Escape Chernarus requires the two mods: "CUP Terrains Core" and "CUP Terrains Maps" to work (since Chernarus is not part of original Arma 3). For more information, follow the Steam Workshop link. Media Remember this? Code Code at Github Licence MIT. You are free to do what you want with the code, but references to my name (Engima) must follow in the license text. I have also made an addition that disallows you use the text "Original Escape Branch" when releasing an Escape mission. Change log v2.22 Performance improvement. Added enemy insertion chopper. v2.2 Added more possible communication center positions. Made the mission easier to migrate to other islands. Fixed: Player slots disappears when player leaves game and comes back. Fixed: Rearranged some populated areas. Fixed: Rendesvouz task not updated upon mission complete. v2.1 Mission parameters are now saved in profile, and reused by default. Removed error message about missing image Escape.jpg. Lowered the number of armed and heavy armored vehicles in general traffic. Added more possible locations for comcenters. Fixed: Removed some vehicles that required the Laws of war DLC. Fixed: Too few enemy ambient infantry in the woods. Fixed: Script error when hijacking comcenter. v2.0 New Game version (Arma 3) and, new Island (Tanoa), and new units. Lessened the amount of enemy units somewhat, decreasing the difficulty a bit (original version got some critique for being too hard) JIP players now respawn dead and need to be revived. Patrolling enemy units are smarter. v1.8 Reduced enemy armor on all difficulty levels. Reduced amount of weapons at ammo depots. Increased amount of possible weapon types at ammo depots. Weapons may show up in civilian cars. Road blocks are more passive. Fixed: Paradrops do not fall free and crash onto the ground anymore. v1.72 Fixed bug: Server lagging. Reduced time it takes to hijack a communication center. v1.7 Fixed the start bug (player do not wake up dead anymore) Increased the time it takes to hijack a communication center, and FAC Operators do it faster than the others. Added field hospital at communication centers. Added things that you don't want me to tell you about. Fixed bug that made enemies surrender. Fixed bug that made player's vehicles suddenly disappear. Made it much easier to port to another map. A lot of fixes and improvements (for complete list, see ReadMe.txt in installation pack). v1.5 Changed player units to Razor Team. Communication centers now appear randomly. Added things that you don't want me to tell you about. Removed debug information that was left accidently. A lot of fixes and improvements. v1.1 Fixed bug at mission start (players could start mission dead etcetera). Fixed bug regarding parameter "Enemy frequency". Enemy armor is now also in relation to this option. Made the insurgents invest in night vision goggles. Removed the parameter "Number of revives" (since "Unlimited" is the only option relevant for this mission). v1.0 First version Credits & Thanks Tophe, Milton, Tobias, Alex, Robbi, Josef, Jaxmen, Samue, JavaDrinker, guccilane for beta testing! Tophe an extra time for composing music for the trailer! NeoArmageddon and Scruffy for spreading mission to many islands. BIS Forum members for help during scripting headaches! Bohemia for a fantastic game! My Other Missions Intrusion Operation Broken Arrow Night in July 4 4 Share this post Link to post Share on other sites
johnnyboy 3793 Posted November 3, 2019 Looks great man. Love the old video. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 4, 2019 The escape missions was always an excelent option for having a good time with friends ! Thank you very much engima for sharing this ! 1 Share this post Link to post Share on other sites
.kju 3244 Posted November 9, 2019 kudos and thanks for sharing once again @engima! whats involved to port to other terrains and/or other mod (units/vehicles)? 3 Share this post Link to post Share on other sites
engima 328 Posted November 10, 2019 On 11/9/2019 at 8:05 AM, .kju said: kudos and thanks for sharing once again @engima! whats involved to port to other terrains and/or other mod (units/vehicles)? Since Escape Chernarus for Arma 2 there is "some" support for porting it to different islands. However I'm working on exactly that, and I already have a playable but not ready for release version of Escape Altis that I have played for test with friends. I'm planning on releasing that later, and at the sime time make the mission as easy as possible to port. If you want to port this very mission I then recommend to wait for Escape Altis. 3 1 Share this post Link to post Share on other sites
engima 328 Posted November 10, 2019 New version. Version 2.1 -Mission parameters are now saved in profile, and reused by default. -Removed error message about missing image Escape.jpg. -Lowered the number of armed and heavy armored vehicles in general traffic. -Added more possible locations for comcenters. -Fixed: Removed some vehicles that required the Laws of war DLC. -Fixed: Too few enemy ambient infantry in the woods. -Fixed: Script error when hijacking comcenter. 3 1 Share this post Link to post Share on other sites
engima 328 Posted April 14, 2020 New version. Version 2.2 -Added more possible communication center positions. -Made the mission easier to migrate to other islands. -Fixed: Player slots disappears when player leaves game and comes back. -Fixed: Rearranged some populated areas. -Fixed: Rendesvouz task not updated upon mission complete. 1 Share this post Link to post Share on other sites
engima 328 Posted May 21, 2020 So, after like 10 years the original Escape branch is back at Chernarus! 1 Share this post Link to post Share on other sites
LSValmont 789 Posted May 22, 2020 On 5/21/2020 at 6:27 PM, engima said: So, after like 10 years the original Escape branch is back at Chernarus! It is just amazing how this mission was so much fun so long... Hell even today it is still better than the whole A3 official missions (And yes I know that is not hard to do 😉 ) 2 Share this post Link to post Share on other sites
engima 328 Posted June 12, 2020 New version. v2.22 Performance improvement. Added enemy insertion chopper. 3 Share this post Link to post Share on other sites