-
Content Count
26 -
Joined
-
Last visited
-
Medals
Posts posted by TheSurvivorOfZeds
-
-
Trying to play the newer escape missions with my bro, but he keeps getting a "Apex DLC Required" pop-up and continues to get kicked back to the lobby. Bug or do I have to pay another 35$ to play with my brother?
-
Test One: Was about a 95% success! The other 5% was the AI Prison Guards not spawning. But other enemy and civilian spawns seem to have worked. So, again, thanks very much for the help!
-
On 6/10/2017 at 10:42 AM, scruffy said:Mr.Wiskers: Thanks a lot, there was an error in the build script and it used the wrong mission.sqm. Should be fixed now
TheSurvivorOfZeds: There were a few smaller things I found in your unitclasses.sqf
- 2x "IB_GER_unterofficer" instead of "LIB_GER_unterofficer"
- "LIB_LIB_shumine_42_MINE_mag" instead of "LIB_shumine_42_MINE_mag"
- you changed some array names for "a3e_arr_AmmoDepotSpecialWeapons" and "a3e_arr_AmmoDepotBasicWeapons", so the first one wasn't defined before first use
- you deleted some arrays you don't use, I added them back in empty (a3e_arr_AmmoDepotVehicleBackpacks = []; and the scope and bipod ones)
Probably the one that made you the most problems were the incorrect sides. I changed the player units to Red Army soldiers on side east instead of west where IFA puts the Germans and right at the start of the file unitclasses.sqf I changed
A3E_VAR_Side_Blufor = east;
A3E_VAR_Side_Opfor = west;
I can't test properly as the LEN_SS units don't work for me and crash my game (maybe Steam Workshop f*ed up?), but it now seems to work so far.
I added Chernarus and CWC island versions to the build script, so you can try them out in dev update #120. If you continue to work on the unitclasses please keep us updated (maybe an IFA3 only version too?)
Oh thank you! I'll be testing it and will update any other things I might want to add. (Most likely civilian vehicles from Sabres Civil Aviations and such...)
-
40 minutes ago, domokun said:Awesome. How about sharing it via SWS? I'm sure it'll enjoy much better coverage
As I said it still has a few bugs with the mission that makes it unplayable. I will post it to SWS as soon as I can get a fixed version or somehow figure it out myself.
- 1
-
Here is a link to my World War Two version of Escape. It has some bugs with the units that I don't know how to fix, so if you guys want you can try to fix it.
http://s000.tinyupload.com/index.php?file_id=98887897402419518395
Mods:
Optional : Advanced Towing CBA_A3 CUP Terrains - Core CUP Terrains - Maps CUP Units CUP Vehicles CUP Weapons Optional : Enhanced Movement IFA3_AIO_LITE IFA3_Terrains_LITE Optional : JSRS SOUNDMOD LEN - Aircraft Reskins pack for IFA3 LITE LEN - Waffen SS Infantry pack for IFA3 LITE LEN - Weapons pack for IFA3 LITE Optional : Simple Single Player Cheat Menu WW2_OBJECTS -
3 hours ago, patpgtips said:ah i see
goto folder edit /include/params.hpp
edit this code default = 1; to default = 0;
class Param_War_Torn
{
title="War-Torn Mode (CSAT and Syndikat fight each other)";
values[]={0,1};
texts[]={"Disabled","Enabled"};
default = 0;
};stops the 2 factions killing each other
hope this helps
The code is set to 0. Even then the (example: BLUFOR team shoots other BLUFOR).
-
1 hour ago, patpgtips said:not sure if its possible
only way is banning said players who choose to team kill everyone
but would be a good option to have in the params
It's not player friendly fire. It's AI guards and patrols friendly firing themselves.
Should've probably said that before.
-
Hey guys, it's me again. I was wondering if there's anyone who could fix my friendly fire issue on my WW2 themed escape mission. Thanks.
P.S. I don't really know how to send this mission to you guys.
-
1 hour ago, TheSurvivorOfZeds said:Test 2: Spawned. None of the guards were dead but they weren't firing at me until I put a few rounds into their friends. Fixing this now. Leaving spawn I see a patrol. Obviously they don't shoot me. So I shot them and took their crap and stole a car. A Repair Off-road passed me while I was entering the car. As I drove up the rode into town I pass a squad of Nazis and a HMG Strider. Nothing new here. TOTALLY INTENTIONAL (jk). I drove up to a ammo cache site (obviously didn't get shot). So I decided to check all the ammo crates to see if all the weapons were in there. They were. The Vehicle Ammo Crate was nowhere to be seen. The one defensive turret that was there was a 20mm Flak30 Anti-Air Cannon (obviously would've been effective on the ground too.) So that was exciting for me. Then I decided to grab some SUPER EXPLOSIVE grenades made for tanks and APCs to use against the infantry. I swear those things had the power of 2 or 3 explosive charges. Ended up killing myself from the fragmentation. The End. Beginning Test 3.
Test 3: Spawned they wouldn't shoot me. Changed some settings. They would shoot me but would also shoot each other. So I'm just gonna go cry in a corner for a while. I'm just gonna blame the mod maker of IFA3 for setting the NAZIS AS BLUFOR INSTEAD OF OPFOR OR INDEPENDENTS.
-
2 hours ago, TheSurvivorOfZeds said:So I'm just gonna post my results for my tests here if you don't here mind.
Test 1: Prison guards gunned each other down. The guns aren't the best but I managed to put down the last one and continued on. Found a group of CSAT or AAF Forces after hearing gunfire from them slaughtering some Nazis. These World War Two Era guns aren't really effective against todays body armor but I also managed to put them down. Civilian vehicles working well. Could probably use CUP Civilian vehicles and such. Only two types that even remotely fits the time zone so far till I find more. A FW-190 Fighter Plane flew over as a replacement for helicopters and drones. Found the city of Chernogorsk. Heavily armed CSAT or AAF AI swarming the city. Then I got gunned down by a lucky AI headshot. I think the "Independants against (Insert Occupiers Name Here)" option. Going to see If I can fix the friendly fire issue at the prison and all that other stuff. But so far I think it's a good start.
Test 2: Spawned. None of the guards were dead but they weren't firing at me until I put a few rounds into their friends. Fixing this now. Leaving spawn I see a patrol. Obviously they don't shoot me. So I shot them and took their crap and stole a car. A Repair Off-road passed me while I was entering the car. As I drove up the rode into town I pass a squad of Nazis and a HMG Strider. Nothing new here. TOTALLY INTENTIONAL (jk). I drove up to a ammo cache site (obviously didn't get shot). So I decided to check all the ammo crates to see if all the weapons were in there. They were. The Vehicle Ammo Crate was nowhere to be seen. The one defensive turret that was there was a 20mm Flak30 Anti-Air Cannon (obviously would've been effective on the ground too.) So that was exciting for me. Then I decided to grab some SUPER EXPLOSIVE grenades made for tanks and APCs to use against the infantry. I swear those things had the power of 2 or 3 explosive charges. Ended up killing myself from the fragmentation. The End. Beginning Test 3.
-
So I'm just gonna post my results for my tests here if you don't here mind.
Test 1: Prison guards gunned each other down. The guns aren't the best but I managed to put down the last one and continued on. Found a group of CSAT or AAF Forces after hearing gunfire from them slaughtering some Nazis. These World War Two Era guns aren't really effective against todays body armor but I also managed to put them down. Civilian vehicles working well. Could probably use CUP Civilian vehicles and such. Only two types that even remotely fits the time zone so far till I find more. A FW-190 Fighter Plane flew over as a replacement for helicopters and drones. Found the city of Chernogorsk. Heavily armed CSAT or AAF AI swarming the city. Then I got gunned down by a lucky AI headshot. I think the "Independants against (Insert Occupiers Name Here)" option. Going to see If I can fix the friendly fire issue at the prison and all that other stuff. But so far I think it's a good start.
-
1 hour ago, dystopian1 said:it looks like you broke
A3E_VAR_Side_Blufor = west; A3E_VAR_Side_Opfor = east; A3E_VAR_Side_Ind = resistance;
lines. Don't touch anything you don't know for what.
K. Thanks again.
-
1 hour ago, TheSurvivorOfZeds said:On it thanks.
Keeps saying, "Error undefined in expression: a3e_var_side_ind, File MPMissions\co10_Escape.Chernarus\functions\Server\fn_initServer.sqf, Line 41."
If I could send the mission to someone to find the problem, I would be greatful because I'm beginner level at this stuff. This is my first attempt at a custom version of another mission.
-
1 hour ago, dystopian1 said:TheSurvivorOfZeds
error in UnitClasses. Start arma with showScriptErrors, start Escape and check rpt for sqf errors. Any missing ',' or '}' can corrupt script.
On it thanks.
-
Hey Guys. I've been working on a project for the past 2 1/2 Days making a World War Two Escape Mission featuring the Nazi's. All the unit's and weapons are changed out to replace everything in the Vanilla Escape mission. The problem is that when I was testing it. It wouldn't load to the prison. It was just stuck at the "Loading..." screen. Any tips? Thanks.
-
16 hours ago, scruffy said:That doesn't work with the current system, sorry. The game will randomly choose from the soldier classname and spawn it with the standard loadout it has (only removing maps/compass and optics most of the time, and sometimes adding one from the a3e_arr_Scopes array)
If there is no predefined unit with the loadout you want you can only add the weapon to ammo boxes in the ammo camps or to random civilian cars.
You can also define a new unit in a small addon, but that's opening a whole other can of worms and everyone that plays the mission would need that addon.
Darn. Oh well. I mean I usually only play missions solo and only rarely does my little bro play with me. So I don't think people needing the add-on should be a problem for me. I would put myself through the trouble to try something to get the perfect escape mission that would fit my and maybe even others standards. :)
And how can I add attachments to the weapons in the starting backpack (like suppressors and sights)?
-
Here's a screenshot of the MP7 I added in the starter backpack for the replacement of the PDW 2000.
"MP7A1 successfully inserted into starter backpack"
How do I change/add new unit loadouts? Is it kind of the same system with the weapons? All I need to know is how to export a custom unit loadout and how to name and apply it to an enemy soldier in the UnitClasses random enemy array.
"// Random array. General infantry types. E.g. village patrols, ambient infantry, ammo depot guards, communication center guards, etc.
a3e_arr_Escape_InfantryTypes = [
"rhsusf_army_ocp_officer"
,"rhsusf_army_ocp_squadleader"
,"rhsusf_army_ocp_teamleader"
,"rhsusf_army_ocp_engineer"
,"rhsusf_army_ocp_engineer"
,"rhsusf_army_ocp_medic"
,"rhsusf_army_ocp_medic"
,"rhsusf_army_ocp_rifleman"
,"rhsusf_army_ocp_riflemanl"
,"rhsusf_army_ocp_grenadier"
,"rhsusf_army_ocp_machinegunner"
,"rhsusf_army_ocp_machinegunnera"
,"rhsusf_army_ocp_riflemanat"
,"rhsusf_army_ocp_explosives"
,"rhsusf_army_ocp_marksman"
,"rhsusf_army_ocp_aa"
,"rhsusf_army_ocp_javelin"
,"rhsusf_army_ocp_autorifleman"
,"rhsusf_army_ocp_autoriflemana"
,"rhsusf_army_ocp_rifleman_m4"
,"rhsusf_army_ocp_rifleman_m16"
,"rhsusf_army_ocp_rifleman_m590"];
a3e_arr_Escape_InfantryTypes_Ind = [
"rhsusf_usmc_marpat_wd_officer"
,"rhsusf_usmc_marpat_wd_squadleader"
,"rhsusf_usmc_marpat_wd_teamleader"
,"rhsusf_usmc_marpat_wd_rifleman"
,"rhsusf_usmc_marpat_wd_rifleman_m4"
,"rhsusf_usmc_marpat_wd_rifleman_m590"
,"rhsusf_usmc_marpat_wd_rifleman_light"
,"rhsusf_usmc_marpat_wd_autorifleman"
,"rhsusf_navy_marpat_wd_medic"
,"rhsusf_usmc_marpat_wd_engineer"
,"rhsusf_usmc_marpat_wd_explosives"
,"rhsusf_usmc_marpat_wd_grenadier"
,"rhsusf_usmc_marpat_wd_javelin"
,"rhsusf_usmc_marpat_wd_marksman"
,"rhsusf_usmc_marpat_wd_riflemanat"
,"rhsusf_usmc_marpat_wd_stinger"
,"rhsusf_usmc_marpat_wd_autorifleman_m249_ass"
,"rhsusf_usmc_marpat_wd_jfo"];
a3e_arr_recon_InfantryTypes = [
"rhsusf_socom_marsoc_teamleader"
,"rhsusf_socom_marsoc_teamchief"
,"rhsusf_socom_marsoc_elementleader"
,"rhsusf_socom_marsoc_cso_mechanic"
,"rhsusf_socom_marsoc_marksman"
,"rhsusf_socom_marsoc_cso_cqb"
,"rhsusf_socom_marsoc_cso_breacher"
,"rhsusf_socom_marsoc_cso_light"
,"rhsusf_socom_marsoc_cso"
,"rhsusf_navy_marpat_wd_medic"];
a3e_arr_recon_I_InfantryTypes = [
"rhsusf_usmc_fr_marpat_wd_squadleader"
,"rhsusf_usmc_fr_marpat_wd_teamleader"
,"rhsusf_usmc_fr_marpat_wd_engineer"
,"rhsusf_usmc_fr_marpat_wd_marksman"
,"rhsusf_usmc_fr_marpat_wd_machinegunner"
,"rhsusf_usmc_fr_marpat_wd_riflemanat"
,"rhsusf_usmc_fr_marpat_wd_rifleman_cqb"
,"rhsusf_usmc_fr_marpat_wd_light"
,"rhsusf_usmc_fr_marpat_wd_rifleman"
,"rhsusf_navy_marpat_wd_medic"];"
-
Thank you for the help. :) I'll try to work on creating something if I have the time.
-
Hey again, where did you guys find the weapon and mag names for the ammo crates like:
a3e_arr_PrisonBackpackWeapons pushback ["hgun_PDW2000_F","30Rnd_9x21_Mag"];
Are they the .paa or the .p3d file names?
I'm going to attempt to switch this weapon out with the RHS MP7.
-
Hey again, where did you guys find the weapon and mag names for the ammo crates like:
a3e_arr_PrisonBackpackWeapons pushback ["hgun_PDW2000_F","30Rnd_9x21_Mag"];
I'm going to attempt to switch this weapon out with the RHS MP7
-
15 hours ago, NeoArmageddon said:I think explaining this here is beyond the scope of this thread and trying to edit missions without any experience (especially script heavy missions like escape) will most likely result in a broken mission. I recommend you read up about the following topics:
Packing and unpacking PBOs, basic mission scripting, SQF syntax. The first place to look is here: http://community.bistudio.com/wiki/Main_Page
K, thanks for the reply. I'll see what I can figure out with it.
-
On 12/19/2016 at 8:46 AM, NeoArmageddon said:You need to customize the UnitClasses.sqf. For this you need:
- A text editor like Notepad
- Basic understanding of SQF (Arrays, local and global variables)
Where do I find the UnitClasses.sqf? I'm pretty new to this stuff. In fact I have no experience whatsoever and I just want to have a personal version of Escape to share with other people who want to try different versions.
-
Where and how can I get the stuff I would use to make this mission work with other item/clothing/vehicle mods?
Any recommended programs I should use?
-
The quote is approx. 1-2 years old now. All the stuff is already in.
There is no WW2 mission set as of know (AFAIK) but you can simply make one yourself and share it here, if you want ;)
Ah. Okay. Thank you. I probably just have an old version of the mission. Another question. Is there any future plans/improvements, like adding more mods/add-ons to the escape mission? For example: HLC/NIarms compatability, Having civilians roam cities, store guerilla weapon caches and possibly even trade with them by selling/buying guns and equipment you get from dead soldiers, etc..... I do not know if these are already compatible or if there is a way to make it compatible. Thank you.The quote is approx. 1-2 years old now. All the stuff is already in.
There is no WW2 mission set as of know (AFAIK) but you can simply make one yourself and share it here, if you want ;)
co10 Escape
in ARMA 3 - USER MISSIONS
Posted
I'm using the SteamWS RHS Escape. I know my brother doesn't have it downloaded yet, so maybe that's what it is. (I also set all the DLC units to Disabled or "No"
Trying this now.
Update: It was that. He was missing the SteamWS Mission.