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aussie battler

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About aussie battler

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  1. aussie battler

    co10 Escape

    Hey @NeoArmageddon Loving Escape, we cycle through 7 maps at the moment on our server. I am testing out Diyala & everything works except for random town ai spawning in. I noticed that the VillageMarkers.sqf code was a bit different from other Escape 10 missions. Diyala code: a3e_villageMarkers set [0, [[517.986,555.911,0], 205.146, "RECTANGLE", [14.6549,35.8956]]]; Other code: a3e_villageMarkers set [0, [[5704.45,8215.09,0], -98.5552, "RECTANGLE", [40,40]]]; The [14.6549,35.8956] is rounded off in other missions. I tried to round it off to [80,80] but still no ai in towns. Would it be better to if I did the positions again or do you think that I am looking in the wrong place? The server log error: I would love to see the map port tutorial by scruffy, the first page link sends my back on a loop. Tipps, Tricks and Tutorials Port to another terrains by Scruffy EDIT: my bad..... I was using TADST to run the test server & it caused issues with ai spawning. Put the same files on the dedicated box & ai were everywhere 🙂
  2. aussie battler

    co10 Escape

    @NeoArmageddon Thanks for all the hard work you put into this mod, you have done a great job. I noticed that you had world configs for Tembelan Island. Just wondering if there is a mission.sqm for it? https://gitlab.anzp.de/escape/co10_Escape/blob/master/Islands/Tembelan/WorldConfig.sqf
  3. aussie battler

    co10 Escape

    Did you copy the mission.sqm correctly, the part where players spawn in? Grab it here & compare the "groups" section to your own misson.sqm: http://escape.anzp.de/co10_Escape_1.9.7z What map are you playing? Does it happen every time he spawns in or sometimes? Some maps (like the rocks on Malden or around the underground tunnels in Esseker) are glitchy as fook. The game tries to get ground level but the maps ground level config is a bit messed up. I am guessing you have a map problem nothing to do with escape.
  4. Thanks for the update guys, love your work. Vcom puts a whole different level on the ai, makes them more unpredictable and alive. The new update 3.2.2 is working well for me with no problems.
  5. aussie battler

    co10 Escape

    Thanks @topden Add your custom logo to the base flags: + Create a folder "flag" in the root directory of your misson file. Drop in your paa logo & call it logo.paa (jpg might work, PAA is the best). + open each template in Escape.Ruha\functions\Templates + search for flag & add this line after the flag is created: _object forceFlagTexture "flag\logo.paa"; + Make sure you change the first word to _obj or _object (depending on what the flag is called). example: or To create a flag .paa: + save your logo as a png 512x256px @ 72dpi. + open the png in Texture Viewer http://www.armaholic.com/page.php?id=14435 + Save the file as logo.paa
  6. aussie battler

    co10 Escape

    @topden Are you exporting the escape base template with relative position & dropping them into the templates like this? Or are you using @NeoArmageddon's Arma3 Eden addon?
  7. aussie battler

    co10 Escape

    @faistaff with the latest compass version you can press alt & look over your shoulder to get a compass reading from behind: init.sqf In Scripts\fn_voyagerCompass1_1.sqf Credits to the great @Unknown_GTX
  8. aussie battler

    co10 Escape

    @NeoArmageddon Love the escape missions, bring on the pain. Thanks for keeping it updated, nice work.
  9. aussie battler

    1.90 update - Troubleshooting

    Run infistar.
  10. aussie battler

    1.90 update - Troubleshooting

    @kelley in your server.cfg change verifySignatures = 0; // then change it back to 2 when a fix comes out
  11. aussie battler

    co10 Escape

    You have mixed up your commandline. Try this: --mod=@co10_Escape_RHS;@Esseker;@CUP Terrains - Core;@RHS_AFRF;@RHS_USAF;@CUP_Units;@CUP_Vehicles;@CUP_Weapons;@CBA_A3" "servermod=" You dont need ;@CUP Terrains - Maps Esseker is only dependent on Cup Terrains Core.
  12. aussie battler

    co10 Escape

    Cheers, Ill grab the updated versions.
  13. True that @JD Wang. I thought I was going to win a game solo Escape Mission last night. Ended up being run over by a civilian. He went out of his way and swerved to run me over.
  14. aussie battler

    co10 Escape

    @GEORGE FLOROS GR thanks for all the scripts you put in forum. I added your drop loot script, earplugs & GF Crashsites Script. They add another level to the Escape missons.
  15. aussie battler

    co10 Escape

    Thanks for all the hard work that you put into this, love the mission. @NeoArmageddon Is there a way of kicking players back to the lobby if they have are dead and go AFK for a long time? Some players have complained that if someone goes AFK while dead, the mission won't reset. It could be fixed by ending the mission if all players are dead. I have been added in stuff to the mission, so maybe I have stuffed up the code & it already does this. Great work on the escape mission, having allot of fun on it. +++++EDIT++++++++ Never mind, I stuffed up the fn_briefing.sgf. Everything works well. Thanks again, this mission kicks ass.
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