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scruffy

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Posts posted by scruffy


  1. There's still some problems with most of the new templates that will need to be fixed for a proper release. You might spawn outside the shed on that version of the prison, two of the roadblocks are kind of broken, towers on new com centers could be destroyed resulting in the box being unreachable, etc.

    • Like 1

  2. 11 hours ago, Woofier said:

    Thanks for the tip. I tried to open the mission in editor, but it just gave me a generic loading error. Any suggestions to how I can make it work?

    No problem here, starting just vanilla A3 and loading this unpacked version of build 137: https://www.dropbox.com/sh/ifs72kdf7yt7ose/AABvgxdf-IdGlh2JUuG_4dsRa?dl=0

    I'm using mikeros ExtractPBO to unpack .pbos

    Also I sometimes noticed when loading a mission in Eden it will without error just load into VR world, I then have to open the mission again so it loads the proper island. That's not what you are seeing?

    2 hours ago, daedum said:

     

    I've actually been playing Cup (SLA vs USMC) malden and also Tanoa.

    We played the last few days (also CUP) and can attest to the AI being all around deadlier. No idea why we didn't notice before, maybe we were lucky with our island choices? We definitely didn't notice the longer spotting distances on Porto :D


  3. On 15.9.2017 at 10:54 PM, Woofier said:

    Thanks for the help mate! Will send you a PM.

     

    Some more questions:

     

    - Will ZBE cache interfere with the mission?

    - I tried spawning planes by copy-pasting the boat codes, but it didn't work :(

            class Item270                //Tuvanaka Airport
            {
                [...] snip [...]
                id=447;
                type="O_Heli_Transport_04_bench_F";
                [...] snip [...]
                };

    I don't know if it will interfere, but the units are already cached, so even if not it won't really help. You can adjust the parameter for spawn distance already, so maybe put that on low for better performance, especially when on an island with many zones. Combined with a long view distance you might be able to spot them spawning in though, for example when observing a camp from a hill while the rest of the team moves in.

     

    Replacing the units through mission.sqm editing is easy, or changing the probability, but adding something is hard. You'd have to change that Item270 to something else, I think they have to be numbered consecutively, I think the id needs to be unique too, and theres a number somewhere up top saying how many items there are. And you'd have to get your position from another mission. So it's not worth it adding it by hand to the mission.sqm, just unpack the .pbo and open up the mission in the editor, place everything there. We probably won't change the mission.sqm on an already working island, so you can just replace it again when we do a new code update.

     

     

    21 hours ago, daedum said:

    I am hosting it locally off my machine. My machines game difficulty settings are on the lowest possible. I have altered Escapes settings to be low too. I have always played at cadet level and would kill usually about 40 people each game, successful or not. Now I am lucky to kill 5 people before the game ends. Before the update, soldiers would usually shoot around me and then eventually hitting me in the body. Now its very common to be sitting far away from enemy and just randomly die from a headshot. 

    Are you playing the RHS version by chance? There is currently a bug with most of their units after one of the new Arma updates, so they mostly die from a single hit. See here:

    So in addition to the AI now spotting you earlier they don't need to hit your head, they probably don't shoot better, but all those previously wounding shots are lethal now.

     

    Regarding the AI skill settings, I remember them being broken and/or inconsistent in MP some time ago. They were disabled in the mission back then. No idea if BIS properly fixed that, and if the mission setting is active again. That parameter might not change any of their skills, I'll have to ask Neo about that.

    • Like 1

  4. On 1.8.2017 at 10:14 PM, CRCError1970 said:

    Also an observation: On the vanilla Malden 2035 map, there are 4 extraction markers for "drn_Escape_ExtracionBoatSpawnPos19" and none for "drn_Escape_ExtracionBoatSpawnPos20". I think that the markers for 20 may have been inadvertently named  "drn_Escape_ExtractionPos19_2" and "drn_Escape_ExtractionPos19_3" instead of "drn_Escape_ExtractionPos20" and "drn_Escape_ExtractionPos20_1" respectively.

    Wrong markername is now fixed on dev build 136

    Thanks for reporting!

     

    On 22.8.2017 at 11:55 PM, daedum said:

    Been loving the 1.9 build with all the new roadblock, ammo depot and comm center configurations. I'm curious about a couple things. It seems like on tanoa no civilian airplanes spawn at the airports anymore, which is quite important for a map that has multiple islands and a need to cross them. Any chance you can up the chance of them spawning at airports. Civilian airplanes add a great dynamic as you never know if you are going to get shot down when you land on another islands airport, plus you have no guns. great fun! Also seems like there are some difference as far as how weapons and equipment spawn between different maps/mods. For example, if I play vanilla Tanoa, a lot of soldiers may have lots of smoke grenades on them, but if I play the CUP version of Tanoa, almost no one has smokes or scopes, including sniper rifles which really sucks. Are these just idiosyncrasies of the individual mods/non mods/soldier units or something that you guys are programming in?

    Only civilian units used are cars, if you see a civilian on foot he crashed. On a few islands (Tanoa, Malden 2035 and I think something by Icebreakr) you may find empty boats next to piers and in harbours.

    Loadout depends on the preconfigured loadout of the units, we spawn them as if you just place whats available in the editor (apart from scopes/NVG/map/compass). So the answer is yes, the mods you use have a big influence.

     

    On 27.8.2017 at 8:01 AM, rufjame said:

    Testing:

     

    Devbuild-134-28-07-2017

    co10_Escape_RHS.Lythium

    Dedicated Server

     

    No enemies are spawning and bag has no weapons.

     

    c10_Escape_RHS.Malden is working on that server.

    Edit: I'm stupid, uploaded an unfinished villagemarkers file for Lythium...

    Should be fixed now on build 137, but as we don't have Lythium on the server I only tested my local version. Can you please try again and tell me if it's still broken?

     

    On 31.8.2017 at 3:23 PM, CRCError1970 said:

    Ok, I've looked on your FTP and in this thread and I'm not seeing any references to a 1.9 build download...

    Am I blind or is it a private release?

    No private release, all our dev versions (including the ones I completely break when I try to write a script) can be found here: ftp://escape@anzp.de

    Version was changed on dev build after the last full release, name ingame should be "1.9.0 dev" since somewhere around build 125

     

    On 31.8.2017 at 4:29 PM, CRCError1970 said:

    Just a heads up... In the UnitClasses.sqf in the RHS versions, the "Additional Weaponboxes" are calling a class name that spawns empty crates.

    [...]

    Thanks, that was written before RHS added a "normal" crate, changed in dev build 136

     

    On 5.9.2017 at 11:52 PM, Woofier said:

    Hello, NeoArmageddon and Scruffy. Thank you for this amazing mission!

     

    I have some questions. I enjoy customizing the mission, but I'm having some problems finding certain pieces of code. Where could I change

    - the spawn rate and location of civilian boats and planes?

    - the prison guards' loadout? (i.e. add flashlights/NVG)

    - the enemy spawns in the Motor Pools (incl. statics, enemy vehicles, number of infantry)?

    - helicopter spawns on airfields? (i.e. add empty helicopters to steal :) )

     

    No need to give me a full tutorial if you don't have time, but some pointers would be highly appreciated!

     

    Thank you

     

    As lethargic said, all unit types are pulled from UnitClasses.sqf, so you don't need to change anything else for a mod version. About the rest:

    1) No spawn rate, only civilian cars exist. You can find empty boats on Tanoa and maybe 2 or 3 other islands, but those are handplaced for these islands (with %-to-exist)

    2) Prison guards are spawned in ..\functions\Server\fn_InitServer.sqf, if the spawned unit has flashlight/NVGs they might keep them, but might be removed randomly. Look at line 583ff

    (Every other unit spawned also has their base loadout, but NVG/Map/Compass/GPS/attachments will be removed most of the time. They then might get an attachment added again randomly from the array "a3e_arr_Scopes" in unitclasses. Don't know where the function for that is right now)

    3) Placement of statics and vehicles are set in the template, you can find all of them under ..\functions\templates, the type used is an array from UnitClasses. Infantry on camps is spawned by ..\functions\DRN\fn_InitGuardedLocations.sqf, array is "a3e_arr_Escape_InfantryTypes" from UnitClasses

    In devbuild there's also ..\functions\DRN\fn_GarrisonUnits.sqf with a separate number for a few specific buildings used in the templates.

    4) Helicopters are spawned in on preplaced markers (I think three, for example "drn_searchChopperStartPosMarker"), location depends on the island of course, somewhere on an airfield. But apart from the first search chopper (which is still hovering instead of waiting on the ground, that's on the to-do list) they are only spawned in when needed and don't exist prior to the mission deciding "I'll drop a bunch of paratroopers now". You could place some by hand as with boats, but that would be specific for that mission again.

    • Like 1

  5. Nearly finished the campaign, just need to clean up now and probably find some memories.

    Spoiler

    Should have marked the UXOs on the map, can't remember where I found them now...

    I really like it, very well made and it's something different from normal Arma missions. The memory effect and switching between the two is impressive.

     

    Something that was a bit unclear for me:

    Spoiler

    At the start, when finding the mines on the road in front of the barricade, it tells you that if you find AT mines, they can't be cleared by the Bobcat. When later placing the bouncing APERS in the memory, you are told to put them next to the AT mines. The Bobcat then proceeds to just drive through all of them unharmed. Did I miss something there?

    Afterwards I only have to clear APERS (according to symbols) with the drone.

     

     

    On 11.8.2017 at 11:51 AM, thetacticalcat said:

    bug report

      Hide contents

    Bug report for the devs: On the mission where you use mine dispensers in a church, the weapon sight for you AR is an SMG ACO, not the correct type.

    So that is why I had to aim so high...

     

    11 hours ago, IndeedPete said:

     

      Hide contents

    I first aimed at the HQ as well, but then I failed because I didn't get the MG gunner. (I was assuming I had multiple CAS strikes as the targets were a few metres apart.) Then I tried pointing halfway between the two enemy positions (basically right on top of the IDAP bloke) until it worked. Still, I don't feel I have an awful lot of control over the clusters so I cannot really do anything to save the IDAP doctor, right? It's just luck basically.

    Spoiler

    I never hit the doctor, but always missed a target until it worked on the fifth try by aiming at a palm tree in the yard in front of the doctor. A bit left, next to, but behind another house. Didn't kill the sniper, but that completed the mission.

     

     

     

    The VR strike mission was also a bit of trial and error, but without restarting. Both the wildcat and Abigail drone did nothing for me and the CAS plane with laserguided bomb also never dropped the bomb. I had the laser active on the already disabled truck, everyone else was dead. Had to call in mortar fire until one landed close enough.

     

    On the VR mines mission when the civilians were spawned after clearing the very last objective, 4 of them were thrown in from the side and a few meters in the air. They obviously died on landing, but that didn't seem to count as a casualty, because I was complimented for finding all UXOs.


  6. On 12.8.2017 at 3:56 AM, froggyluv said:

     

    Seems like you can no longer head shot gunners on Mounted Machineguns like in the Armed Offroad. I got point blank close but after maybe 20 shots he only registered body damage. Was this done to better armor them?

     

    Edit: Crap somehow on my end..

    To maybe save you some searching: A velociraptor addon had that effect for me


  7. All extraction positions are chosen from a handplaced pool, which was hardcoded to exactly 8 before. At each location there are two markers on which an invisible heliH is spawned for the two extraction choppers.

     

    I think the problem with no reaction to smoke grenades was that because of a small error the visible marker when playing was spawned on the second preplaced marker, while the trigger is checking for smokegrenades near the first one. Especially on newer missions I placed those two markers further apart than before (if the landing zone was big enough) to try and minimize the times the AI pilots would crash into each other. Because of that the issue was kind of random and we couldn't reproduce it in testing (only playing "live") as the code worked, you just stood at the wrong position.

     

    The marker on a completely wrong position (probably 0,0,0) as in your screenshot is something else that we haven't seen yet. I guess it could be a problem with my code for checking how many markers are available when I made more than 8 possible. The new debug messages in .rpt from the new dev version will probably help with that, so please send the servers .rpt if possible if it happens again.

    And thank you again for reporting and helping us here :)


  8. jgaz-uk: I added some additional debug stuff for the extraction to the .rpt, please try build 127 from the development version at ftp://anzp.de/development/ 

    Edit: I think I found the error, the bacon will guide the way ;)

    If it works we'll do a hotfix release

     

    It also includes missions for FFAA's Lythium terrain which I finished today.


  9. On 10.7.2017 at 3:07 AM, [40-1] Shadow said:

    I  have noticed 2 bugs so far with the new 1.8 pack.

    1) on everon Us vs Ru the evac on the south west area, the evac point is off the map in the far SW ocean. (unsure if same happens for other everon versions, Only played US vs Ru)

    2) all ifa3 ports have NVG  on some soldiers. (unsure if this is really a bug)

     

     

    1) If it happens again, could you or someone else as logged in admin check the debug console (in Esc menu, put it in one of the 4 "watch" fields) for the variable a3e_var_Escape_ExtractionMarkerNo ?

    But I double checked Everon (mod doesn't matter) and the markers are in the right spots and all worked when triggering the extraction there.

    2) That's right, units will randomly get some NVGs by the mission. For all WW2 packs you should disable it in parameters (NVG-Goggles and TWS Scopes) for immersion

     

     

    domokun: As Shadow quoted, it's not guaranteed to work on anything but a dedicated server. It seemed to work without errors when Neo and me last tested it hosting ourself quite a while ago, but there are a bunch of reports from others who had problems. You could try, maybe you are lucky.

     

     

    jgaz-uk:

    Can you send us your servers and a clients .rpt from that session? We had that happen on a mission too, we suspected some mods grenades to not work anymore, but all tests so far couldn't reproduce it.

    An admin can spawn the helicopters with [3] spawn A3E_fnc_RunExtraction; where 3 is an example for the the variable a3e_var_Escape_ExtractionMarkerNo


  10. Hey Talyn

     

    First, let me thank you for remaking this classic :)

     

    Sadly the mission crashes our server, just when having the file in the mpmissions folder. So I investigated and it's not your fault, but BIS MP compatibility...

    The default #include params are (currently ?) broken and seems like they have been for a while. If you put them there by hand it works:

     

    Spoiler
    
    class Params
    {
    	//paramsArray[0]
    	class VArsenal
            {
            
                    title = "Virtual Arsenal Ammo Drop";
                    values[] = {1,0};
                    texts[] = {"Yes","No"};
                    default = 0;
            };
    
    	class ReviveMode
    		{
    			title = $STR_A3_ReviveMode;
    			isGlobal = 1;
    
    			values[] = {-100,0,1};
    			texts[] = {
    				$STR_A3_MissionDefault,
    				$STR_A3_Disabled,
    				$STR_A3_EnabledForAllPlayers
    			};
    		default = -100;
    		function = "bis_fnc_paramReviveMode";
    	};
    
    	class ReviveDuration
    	{
    		title = $STR_A3_ReviveDuration;
    		isGlobal = 1;
    
    		values[] = {-100,6,8,10,12,15,20,25,30};
    		texts[] = {$STR_A3_MissionDefault,6,8,10,12,15,20,25,30};
    		default = -100;
    		function = "bis_fnc_paramReviveDuration";
    	};
    
    	class ReviveRequiredTrait
    	{
    		title = $STR_A3_RequiredTrait;
    		isGlobal = 1;
    
    		values[] = {-100,0,1};
    		texts[] = {
    			$STR_A3_MissionDefault,
    			$STR_A3_None,
    			$STR_A3_Medic
    		};
    		default = -100;
    		function = "bis_fnc_paramReviveRequiredTrait";
    	};
    
    	class ReviveMedicSpeedMultiplier
    	{
    		title = $STR_A3_RequiredTrait_MedicSpeedMultiplier;
    		isGlobal = 1;
    
    		values[] = {-100,1,1.5,2,2.5,3};
    		texts[] = {$STR_A3_MissionDefault,"1x","1.5x","2x","2.5x","3x"};
    		default = -100;
    		function = "bis_fnc_paramReviveMedicSpeedMultiplier";
    	};
    
    	class ReviveRequiredItems
    	{
    		title = $STR_A3_RequiredItems;
    		isGlobal = 1;
    
    		values[] = {-100,0,1,2};
    		texts[] = {$STR_A3_MissionDefault,$STR_A3_None,$STR_A3_Medikit,$STR_A3_FirstAidKitOrMedikit};
    		default = -100;
    		function = "bis_fnc_paramReviveRequiredItems";
    	};
    
    	class ReviveRequiredItemsFakConsumed
    	{
    		title = $STR_A3_RequiredItems_ConsumeFirstAidKit;
    		isGlobal = 1;
    
    		values[] = {-100,0,1};
    		texts[] = {$STR_A3_MissionDefault,$STR_lib_info_no,$STR_lib_info_yes};
    		default = -100;
    		function = "bis_fnc_paramReviveRequiredItemsFakConsumed";
    	};
    
    	class UnconsciousStateMode
    	{
    		title = $STR_A3_IncapacitationMode;
    		isGlobal = 1;
    
    		values[] = {-100,0,1,2};
    		texts[] = {$STR_A3_MissionDefault,$STR_A3_Basic,$STR_A3_Advanced,$STR_A3_Realistic};
    		default = -100;
    		function = "bis_fnc_paramReviveUnconsciousStateMode";
    	};
    
    	class ReviveBleedOutDuration
    	{
    		title = $STR_A3_BleedOutDuration;
    		isGlobal = 1;
    
    		values[] = {-100,10,15,20,30,45,60,90,180,210,240};
    		texts[] = {$STR_A3_MissionDefault,10,15,20,30,45,60,90,180,210,240};
    		default = -100;
    		function = "bis_fnc_paramReviveBleedOutDuration";
    	};
    
    	class ReviveForceRespawnDuration
    	{
    		title = $STR_A3_ForceRespawnDuration;
    		isGlobal = 1;
    
    		values[] = {-100,3,4,5,6,7,8,9,10};
    		texts[] = {$STR_A3_MissionDefault,3,4,5,6,7,8,9,10};
    		default = -100;
    		function = "bis_fnc_paramReviveForceRespawnDuration";
    	};
    
    	#define DAYTIMEHOUR_DEFAULT 19
    	class Daytime
    	{
    		title = $STR_a3_cfgvehicles_moduledate_f_arguments_hour_0;
    		values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23};
    		texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00"};
    		default = DAYTIMEHOUR_DEFAULT;
    		function = "BIS_fnc_paramDaytime";
    	};
    
    	#define WEATHER_DEFAULT	40
    	class Weather
    	{
    		title = $STR_A3_rscattributeovercast_title;
    		values[] = {0,25,50,75,100};
    		texts[] = {
    			$STR_A3_rscattributeovercast_value000_tooltip,
    			$STR_A3_rscattributeovercast_value025_tooltip,
    			$STR_A3_rscattributeovercast_value050_tooltip,
    			$STR_A3_rscattributeovercast_value075_tooltip,
    			$STR_A3_rscattributeovercast_value100_tooltip
    		};
    		default = WEATHER_DEFAULT;
    		function = "BIS_fnc_paramWeather";
    	};
    
    };

     

     

    I haven't played the mission properly yet, but already have a small suggestion: Maybe place one or two empty backpacks in the crates, as apart from MG, RPG and medic no unit has a backpack and you can't pick up the explosives without one.

     

    Edit: Tried it today, hasn't lost a bit of difficulty.

    The two RPG units are missing their uniform on our server, though. Maybe something on our end. But we blew up the convoy in our briefs :D

     

    Regards

    Scruffy


  11. Damn, I knew I'd mess something up. The AT stuff is just a version for ourselves using our uniforms and a whole bunch of other addons we use. They are basically the old RHS+CAF versions plus a lot of missing stuff and errors for anyone who would try to use it. I deleted those files from the archive, still the same link. Sorry for the confusion and thank you for asking domokun.

     

     

    rudyreyes: We tried RHS-US on Abramia yesterday, only two players but no problems with units sinking beneath the ground. Mostly northern and middle part of island if that matters. I still think it is a conflict of different versions of the island on your side.

     

     

    daedum: As Neo said, it depends very much on the island (and location on there). You get a few different types of enemy spawns:

    - Villagemarkers: Marker areas placed on the map beforehand over towns/villages/houses/bases and all places that then spawn one or more groups (depending on size) to patrol there if you get close enough

    - search groups: spawned randomly in the "inbetween" areas. If unaware they might stick to roads, but can be found everywhere. If you are seen somewhere they will be sent to search for you in that area

    - Guards: spawned around the camps, comcenters use preplaced locations, mortar/ammo/vehicle camps and roadblocks just need enough space

    - random traffic: spawned somewhere on a road randomly, then sent to one of several preplaced markers on the edges of the island. Depending on the roadnet, your location, spawn distance and marker placement they might all use the same route because there is nothing else available, so you sometimes see very heavy traffic in a specific location

    - "surprises": all additional stuff the enemy might send your way if they spotted you like trucks with reinforcements or a drop chopper (or the artillery)

     

    Apart from the dense roadnet Malden 2035 is an island with a dense grid of structures. There are a lot of small houses and farms in between the villages and towns, and most of them have villagemarkers, so you are never far from the next group. So it's harder to break contact, you will be spotted more often and the AI commander can easily send his search groups to you, which will make it harder to run, you are spotted again, meanwhile some enemy traffic comes around and when you finally get to search the bodies for much needed amunition some paratroopers are dropped on your head...

    Best to stay hidden as much as possible and avoid civilization as best as you can while traveling. Pick your fights until you are properly equipped and if you can get into position unnoticed and quickly dispatch a group they can't call for reinforcements. Of course there is a famous saying about plans and s*** will hit the fan sooner rather than later anyways ;)

     

    DantePrkl:

    Apart from island choice (see above) the modset you use can help with difficulty. Some factions have a less advanced pool of vehicles, so for example with the CUP versions against the SLA and RACS (on Sahrani) or the Takistani Army and Insurgents (on desert terrains like Takistan or Duala) you will see less or softer armor. Of course it's very much random which vehicle the mission chooses to spawn, so maybe you were just really unlucky.

    If you are a bit familiar with editing you can open the unitclasses.sqf file and either remove some APC/tank classes or just copy-paste and increase the number of softer vehicles like cars and trucks to stack the odds in your favour. Just look for the arrays "a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses" and "a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses_IND" near the top of the file.

    No idea if it's feasible to add a setting, Neo will have to think about that when he's back.

     


  12. Time for another full release:

     

    Complete Pack 1.8.0
    co10 Escape (Complete) 1.8.0

     

     

    No full changelog here, but since the last official release a lot happened, most notably the Apex release. If you didn't follow the development versions you will find:

    - new islands (BIS Tanoa and Malden 2035, CUP CWR islands, Al Rayak)

    - new or improved mod versions (CUP, RHS, Massis AFR, IFA3 Lite)

    - a lot of bugfixes and hopefully not as many bugs ;)

     

    I want to thank everyone that helped us by reporting bugs, porting the mission to new islands, making mods versions, or just by giving feedback.

    • Like 2

  13. New build 121 is up at ftp://anzp.de/development/ with a new test version of IFA3 and IFA3+LEN versions (thanks to both Nils5940 and TheSurvivorOfZeds)

     

    Nils5940: There where some syntax errors, missing comma or one too many, missing ", that kind of stuff. Also some "Strumtruppen" ;)

    I didn't really try them, just some short SP tests, so please play them properly and we'll see how they work. I added both to Altis, Stratis, Malden 2035, Chernarus, and the 4 CUP CWR islands. But the extraction still uses a standard BIS chopper

     

    rudyreyes: Still sounds fishy, but hey...it's Arma!

    How many players are you? Has everyone got the problem, or is it only specific ones that see others sink/sink for others? For example 1 and 2 can revive each other, but 3 sinks for them and 3 cant see 1 and 2?

    Maybe it's the player units used, then it should happen on other islands, too. Have you checked RHS-US on other islands?

    We'll try it when we play next time.


  14. Hey Nils. No problem, when you get it to work we can add it to the builder.

     

    Small problem with your files in the link:

    - mission.sqm is binarized, can't look at it just with Notepad

    - as it's binarized and you omitted the .island part in the filename I don't know which island to put it on

    - you didn't include the Units\unitclasses.sqf

     

    If you save the mission and uncheck the "binarize" option at the bottom you can then read it with a text editor

     

    It was enough to take a look though, it's the alliance part that's wrong in your mission.sqm. In the editor look under the menu Attributes -> General and change Indep to be friendly with West and enemy to East. It's the part I posted above with "resistanceEast" and west, if the mission.sqm is readable.

     

    The never ending "loading" is most probably a syntax error in the unitclasses.sqf, if you have a backup try the one before that again, might be easier than finding the missing comma.


  15. Nils5940: But the parameter for Wartorn mode is off? Hard to say, even if you mixed classes in the unitclasses (e.g. east units in independent arrays or west or whatever) it should spawn them for the right side.

    Maybe disable wartorn mode in include/params.hpp for all settings to test, again, check the sides at the top of unitclasses as I posted above and double check your mission.sqm for

    class Mission
    {
    	class Intel
    	{
    		resistanceWest=0;
    		resistanceEast=1;

    That should mean Indep is friendly to east, but maybe I'm mixing it up, so better double check that too ;)

     

     

    rudyreyes:That sounds like a problem you get if the players use different versions of the island. Make sure everyone uses the same one.

    A problem that already existed in CWC https://www.youtube.com/watch?v=X34uRckQwPI :D


  16. TheSurvivorOfZeds: Try again now, apparently the LEN units were bugged (which is why I had problems with them too), but there was a fix for them last friday.

     

    cyprus: That was close one. Well, not for you obviously, but you took one for the team like a great leader :D

    I can however ease your pain a little and tell you that Neo was killed in the escape chopper too, just yesterday while leaving Dingor ;)

     

    Nils5940: You can, there are a few "red vs. blue" versions for CUP and RHS. (Didn't we have a BIS one once, what happened to that...)

    To change an existing mission you need to:

    1. change the player units side, obviously

    2. change the unitclasses.sqf, pretty much at the top you'll find the sides

    A3E_VAR_Side_Blufor = east;
    A3E_VAR_Side_Opfor = west;
    A3E_VAR_Side_Ind = resistance;

    Blufor is always the player side, here it's already switched to east

    3. change and double check the alliance of the independent side, so you don't get the "War-Torn Mode" activated

     


  17. Sure:

     

    enum {
    	DESTRUCTENGINE = 2,
    	DESTRUCTDEFAULT = 6,
    	DESTRUCTWRECK = 7,
    	DESTRUCTTREE = 3,
    	DESTRUCTTENT = 4,
    	STABILIZEDINAXISX = 1,
    	STABILIZEDINAXESXYZ = 4,
    	STABILIZEDINAXISY = 2,
    	STABILIZEDINAXESBOTH = 3,
    	DESTRUCTNO = 0,
    	STABILIZEDINAXESNONE = 0,
    	DESTRUCTMAN = 5,
    	DESTRUCTBUILDING = 1,
    };
    
    class CfgPatches {
    		authors[] = {"Project Genesis Team"};
    		author = "SWTX";
    		name="Rhino .357 Magnum";
    		requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"};
    		requiredVersion=0.1;
    		units[]={};
    		ammo[]={"B_357_JHP"};
    		magazines[]={"6Rnd_357magnum_Cylinder"};
    		weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"};
    	};
    };
    		
    
    class CfgAmmo
    {
    	class B_762x51_Ball;
    	class B_357_JHP: B_762x51_Ball
    	{
    		hit=12;
    		caliber=1.6
    		deflecting=15;
    		audibleFire=50;
    		cost=1.2;
    		typicalSpeed=825;
    	};
    };
    
    class CfgMagazines
    {
    	class 6Rnd_45ACP_Cylinder;
    	class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder
    	{
    		ammo="B_357_JHP";
    		author="Project Genesis Team";
    		author = "SWTX";
    		picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa";
    		displayName=".357 Magnum 6Rnd Speed Loader";
    		descriptionShort=".357 Speed Loader";
    		initSpeed=825;
    		count=6;
    		mass=6;
    	};
    };
    
    class Mode_SemiAuto;	// External class reference
    class SlotInfo;	// External class reference
    class CowsSlot;	// External class reference
    class PointerSlot;	// External class reference
    
    class CfgWeapons {
    	class hgun_Pistol_heavy_02_F;
    	class hgun_357_Magnum : hgun_Pistol_heavy_02_F
    	{
    		class WeaponSlotsInfo;
    	};
    	
    	class hgun_Pistol_heavy_02_357_F: hgun_357_Magnum
    	{ 
    		authors[] = {"Project Genesis Team"};
    		author = "SWTX";
    		_generalMacro = "hgun_Pistol_heavy_02_357_F";
    		baseWeapon = "hgun_Pistol_heavy_02_357_F";
    		scope = 2;
    		model = "\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d";
    		picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa";
    		magazines[]={"6Rnd_357magnum_Cylinder"};
    		displayname = "Rhino .357 Magnum";
    		descriptionShort = ".357 Magnum";
    		
    		class Library {
    			libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0";
    		};
    		reloadAction = "GestureReloadPistolHeavy02";
    		recoil = "recoil_pistol_zubr";
    		drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr", 0.398107, 1, 20};
    		reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\reload_Zubr", 0.562341, 1, 10};
    		modes[] = {"Single"};
    		
    		class Single : Mode_SemiAuto {
    			sounds[] = {"StandardSound", "SilencedSound"};
    			
    			class BaseSoundModeType {
    				closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10};
    				closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10};
    				soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
    			};
    		};	
    		class StandardSound : BaseSoundModeType {
    				begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600};
    				begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600};
    				begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600};
    				soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
    				
    				class SoundTails {
    					class TailInterior {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600};
    						frequency = 1;
    						volume = "interior";
    					};
    					
    					class TailTrees {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600};
    						frequency = 1;
    						volume = "(1-interior/1.4)*trees";
    					};
    					
    					class TailForest {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600};
    						frequency = 1;
    						volume = "(1-interior/1.4)*forest";
    					};
    					
    					class TailMeadows {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600};
    						frequency = 1;
    						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
    					};
    					
    					class TailHouses {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600};
    						frequency = 1;
    						volume = "(1-interior/1.4)*houses";
    					};
    				};
    			
    			class SilencedSound : BaseSoundModeType {};
    			recoil = "recoil_pistol_heavy";
    			recoilProne = "recoil_prone_pistol_heavy";
    			reloadTime = 0.25;
    			dispersion = 0.00145;
    			minRange = 5;
    			minRangeProbab = 0.3;
    			midRange = 25;
    			midRangeProbab = 0.6;
    			maxRange = 50;
    			maxRangeProbab = 0.1;
    			aiRateOfFire = 2;
    			aiRateOfFireDistance = 25;
    		};
    		bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet2[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet3[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet4[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet5[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet6[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet7[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet8[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet9[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet10[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet11[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		bullet12[] = {"A3\sounds_f\dummysound", 1.0, 1, 15};
    		soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
    		inertia = 0.3;
    		aimTransitionSpeed = 1.5;
    		dexterity = 1.7;
    		initSpeed = 480;
    		maxZeroing = 100;
    		
    		class WeaponSlotsInfo : WeaponSlotsInfo {
    			mass = 30;
    			holsterScale = 0.85;
    			
    			class CowsSlot : CowsSlot {
    				compatibleItems[] = {"optic_Yorris"};
    				iconPosition[] = {0.4, 0.3};
    				iconScale = 0.15;
    			};
    			
    			class MuzzleSlot {};
    			
    			class PointerSlot : PointerSlot {
    				linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
    				compatibleItems[] = {"acc_flashlight_pistol"};
    				iconPosition[] = {0.35, 0.6};
    				iconScale = 0.3;
    			};
    		};
        };
    	
    	class hgun_Pistol_heavy_02_357_F; // External class reference
    	
    	class hgun_Pistol_heavy_02_357_Yorris_F: hgun_Pistol_heavy_02_357_F {
    		authors[] = {"Project Genesis Team"};
    		author = "SWTX";
    		_generalMacro = "hgun_Pistol_heavy_02_Yorris_F";
    		
    		class LinkedItems {
    			class LinkedItemsOptic {
    				slot = "CowsSlot";
    				item = "optic_Yorris";
    			};			
    								
    				
    		};
    	};
    };

    There was another }; missing to close class Single : Mode_SemiAuto {

     

    I recommend you use an editor that can show you the corresponding bracket and has plugins for SQF syntax, like Notepad++ or Visual Studio Code, that helps when searching for errors like this.


  18. I seem to have trouble running people over in vehicles in multiplayer with this, but can't reproduce it in singleplayer. I use it only clientside, the server does not use it and nobody else yet. Mostly people don't die as easily and stand up after a good hit, sometimes the car is nearly stopped by the impact and if you are unlucky this happens: 

    :D

     

    Will need to test further, the video was captured while still using v0.2, but I had trouble running people over with v0.3 today, too. Just no insane flips so far :D

    I'll try what happens if the server also uses the addon.


  19. 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?)

    • Like 1

  20. I messed up a bunch of stuff, the Malden 2035 missions only work since dev update #118 and now there is #119 where the extraction spawn markers are in the right places. Sorry about that...

     

    But a big thank you again supercereal4 and rebitaay for the initial work, that helps a lot :)


  21. 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.

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