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Posts posted by scruffy
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Neither, it's the classname. Everything in that file is classnames, that's the name the game knows the units/weapons by. Don't know how to properly describe it, see BIKI Class Inheritance and example BIS A3 Classes for weapons maybe.
Easiest way to find them for
Units and vehicles: Go to the editor, the tooltip over a unit will show the classname. Mark the unit (or more of them) -> rightclick -> Log -> Log classes to clipboard
Weapons, ammo and gear: Virtual Arsenal (or editor -> Edit loadout) -> give stuff to unit -> click "Export"
Now you can copy the stuff into a new temp document, for example the exported loadout looks like this:
Spoilercomment "Exported from Arsenal by Scruffy"; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "ibr_cec_armyw_uniform"; this addItemToUniform "FirstAidKit"; this addItemToUniform "HandGrenade"; this addItemToUniform "Chemlight_green"; this addItemToUniform "rhsusf_mag_40Rnd_46x30_FMJ"; this addVest "V_HarnessO_brn"; this addItemToVest "HandGrenade"; for "_i" from 1 to 2 do {this addItemToVest "rhsusf_mag_40Rnd_46x30_FMJ";}; for "_i" from 1 to 2 do {this addItemToVest "rhsusf_mag_40Rnd_46x30_JHP";}; for "_i" from 1 to 4 do {this addItemToVest "rhsusf_mag_40Rnd_46x30_AP";}; this addHeadgear "H_HelmetCrew_I"; comment "Add weapons"; this addWeapon "rhsusf_weap_MP7A1_winter"; this addPrimaryWeaponItem "rhsusf_acc_anpeq15side_bk"; this addPrimaryWeaponItem "optic_Aco"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "Itemwatch"; this linkItem "ItemRadio"; comment "Set identity"; this setFace "Zee_White_Head_20"; this setSpeaker "Male05ENG";Here you can pick the classname of weapon (here: rhsusf_weap_MP7A1_winter) and ammo (here 3 types rhsusf_mag_40Rnd_46x30_XXX)
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Nice driving Jeza, looked like one of our attempts :D
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Hey Mr.Sanchez, thanks very much for the fun addon and the update too.
But maybe you went a bit too far with the last version, someone blew up everything but the head: http://steamcommunity.com/id/ScruffyAT/screenshot/271720179218936158
Yes, I know, completely unrelated bug. But I thought it was funny and wanted to thank you for the addon anyway ;)
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Anyone else have messed up trackIR with the latest DEV build?
When I turn my view away from center and zoom in, the camera is forced towards center.
If I hold left alt key(freelook) and zoom in, it works as intended.
Yes, I have the same problem. It's fine in vehicles, but even got worse as infantry on one of the last updates. Can't look over shoulders anymore and when zooming in it's extremely limited. Made a short video of it
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Hi Tuffleader
You are playing an older version, as the RHS + CAF and RHS + LOP versions were abandoned. Didn't think they were used much and the CAF Agressors gets no updates anymore. We plan an overhaul of the unitclasses to make it easier to maintain different modsets, that might bring them back.
So there might be a few bugs that were already fixed or problems with the newer Arma updates, but as T.Fork said there should be an option on the green box (or in older versions brown generator) next to the antenna tower. The "Hack drone" option is to convert it from a east- to west-side drone so you can use it, has nothing to do with the com center.
If you can find that I still suggest you use the newer version, maybe the old unitclasses file for CAF still works if you just add the new variables for sides to the top, can't remember if anything else changed.
With the new ones you get a bunch of bugfixes, new motorpool camps (thanks to Abelian and FrozenLiquidity), and can also play on Tanoa (thanks Phantom) and Australia (thanks Ceitho!). If you want a long session definitely try Australia, it is huuuuge.
A new build is up in the bleeding edge repository to try out, I added a lot more comcenter locations to both Tanoa and Australia. Grab it here
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As Neo said, anyone can do a port and if you tell us we can include it for everyone else for future versions. More terrains are always welcome and if you change the unitclasses for other mods we can add that too. If anyone has questions about that ask away, Neo reads everything in here and I will see the Email if you write a pm.
For example Ceitho was so nice and did a version using Massis African Conflict (and NATO_RUS Weapons and Vehicles) we just added for Duala, Lingor, Porto, Capraia and Al Rayak. It will of course be in the next full release, but you can already try it in the bleeding edge repository here.
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Hahaha :D I've already had this fixed since the day after release. I've been meaning to do an update but just never got to it.
Will try later today :)
Will that be a general fix or one specific to ACE? Because other revive systems have the same problem :lol:
A check if the unit is still alive should fix that for all systems that don't kill the player.
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Aloha :)
Version 1.7.5 is here: http://escape.anzp.de/co10_Escape_v1.7.5.7z
The last release was before christmas, so there were quite a few changes. Apart from bugfixes they include stuff like:
- new missions for Icebreakrs Isla Abramia and Makhnos Al Rayak
- new CUP versions for more terrains, with the new units that were released
- new RHS stuff from the latest updates for the RHS versions (most notably desert camo for the desert terrains)
- new prison and roadblock layouts
- enemies now have a better grasp of suitable positions for their sites (thanks to Abelian) and also employ a greenkeeper for the prisons and comcenters
- new and improved camera while unconscious
- improved briefing, also consideres switched side versions now
- the parameters are sorted now and should be saved even after a server restart
- a new parameter for search chopper type (depending on modset used!), you can choose to not be hunted by a Mi-17 with rocketpods right from the start (or have them always appear)
- the extraction is now triggered by throwing a smoke or a flare, so you can (try to) clean up the area without triggering the helos
- your civilian killing teammates will still be able to drive you
You can post bugs and ideas here of course, or register on the Escape phabricator board.
If you want to follow development look out for brand new versions (including the not working ones when I break stuff) on the "bleeding edge" repository.
If you port the mission to another terrain let us know, we can include that in our build script. Placing comcenter markers got easier with the 3D editor, but I need to update the example mission.
The unitclasses was cleaned up a bit and there were a few things added, so if you made any versions for yourself look into that. If you made something for a mod we don't use, tell us and maybe we can add that too.
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Aloha :)
First a thanks to you and everyone involved for these. They nicely complement your islands and some different OPFOR is always nice.
They could use some more vehicles, but with the new 3D editor you can pretty easily add from whatever other addons you have without the need to add big dependencies to a lightweight pack like this.
Since they are missing so far I took some pictures of most of the units, but there are more included:
Some small bugs I found:
- RPG backpacks are missing part of a texture or aren't properly mapped, some parts are just a single colour
- medics don't have a medkit or FAKs with them, they need a backpack class with them included
- AA soldiers have the AT backpack, so they carry RPG rounds
- AUG with M203: the GL sight doesn't work for different distances
- the drugs depend on addon "CAData", was renamed to "A3Data", so will pop an error message if playing without CUP
- PKM mags are too small, you can fit 3 into a uniform. Making them larger will require new backpacks with them included for the machinegunners though
Edit:
Oh, and the classnames link doesn't work for me.
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Belbo and Subject319: Look inside ..\Scripts\Escape\RunExtraction.sqf
You will notice the variables are still named boat, because that's from Engimas original A2 version. It was just changed to helicopters by us for the Takistan port and other terrains without a coast and we stayed with this approach for A3 because it works everywhere. Well, apart from IF that is.
But you should be able to swap out the spawned choppers with a ground vehicle (a3e_arr_extraction_chopper and a3e_arr_extraction_chopper_escort in UnitClasses.sqf) and only need some different waypoints as they probably will have problems with landing "Land" and "FlyInHeight" :D
I didn't get around to try it yet, but as the mission spawns all units except the player ones to the predefined sides, it should work to just swap out all classnames in UnitClasses.sqf for US units (or Wehrmacht in IF) and change the classnames for players in mission.sqm, but not the side, to Russians to have a swapped version.
Edit: About the number of APCs. The RHS mod has a lot of versions, and I think most are added to that list. You can trim that as iZver explained or copy the UAZs and trucks a few times to have a higher chance of those spawning. There are three arrays for the military traffic, that correspond to the three "Enemy Frequency" parameter settings, but so far I only removed most of the tank versions for the lowest one. I'll have a look at it next time I go through the files.
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Seems like I forgot to look here for a while... well, there were LANs to attend and wizards to set on fire (purely on accident of course).
Some additional answers to what Neo already wrote:
I have noticed that the UAV soldiers quad rotors are not compatible with their terminals. (My sample size is only 4-5 attempts, CSAT and Greenbacks). If when I cycle through the 3 different(identical) terminals that I can get with an arsenal mod one is working and the other two does not. You understand classes etc better than me, but I hope I conveyed the issue.Would not mind a bit more MX ammo in the additional ammo boxes at depot so more than one person can use MX.
Lastly unrelated, I think, can I turn off wildlife somehow? There are so many hares in 1.44 it must be eating some of my frames.
Because the slightly differently coloured UAV terminals and UAVs are not compatible (standard A3 behaviour) you can "hack" them if you have them in your inventory. Put the terminal inside your vest, not the slot to make the option show up and the backpack on your back. Then they will be converted to the west version.
The content of the additional boxes is not edited, so it's the standard BIS one. You could change one of them for the ammo box. Or with a bit of luck you might find something at a crash site. Dont forget to check the trunks on civilian cars, you might get lucky ;)
The small, randomly spawned (and not MP synched) wildlife is handled by the game. To disable it you need to change the island config, there might be addons around already? But BIS should have confined the infestation in 1.46, I remember reading something about it on a changelog.
If I wanted to add Land Rover Defenders into the game would this work: [...]Yes, that's how you do it.
All vehicles are spawned with their standard crew setup, not empty.
I think the ..._maxCargo value is only for free cargopositions, so you need to substract the standard crew (driver, maybe commander or gunners). So it would be 5 for your example
I really should get around to doing that post about the unitclasses.sqf, shouldn't I? :rolleyes:
Just a qquick question: with the reworked ai scripts and new ammo depot handling, is it now possible to switch entirely to a custom weapons pack (HLC)? Can i somehow make the AI use toadies guns and make the HLC guns spawn in ammo depots?Would love to see support for HLC mod packs, they are the most polished weapons I've used and I don't mind not changing uniforms. I think the RHS is to much of a work in progress to get a decent end user experience out of it.Everything so far has worked perfectly, the only problem we've had so far is the fact that, when using the CAF Aggressors mod, the AKs they have are different to the AKs the Russians have, which makes things fairly difficult to get working, as it means we basically can only use the insurgent AKs during the initial escape, and can't use their ammo, and we can't use Leights OPFOR pack, as the admins sadly aren't interested in adding to our already too large modset just for our escapes, so I was wondering if you knew of some simple scripting solution to replace the insurgent AKs with the RHS AKs on spawn. I tried, but sadly my mission making skills are largely limited to spawning 50 American tanks and 50 Russian tanks and watching my frames suffer, so all I ever did was break the mission.The issue you are talking about had nothing to do with the escape mission but hAs to do with caf aggressors. Take a look around there are multiple small weapons patches for caf agressors that will use hlc weapons or rhs escalation weapons. But your moderators will have to include said patches to your mod list for everyone to use.As Rekkless said, when using the CAF (and older LOP) versions you should use a compatibility fix for the magazines. There are addons to change all CAF weapons to HLC ones and there is a HLC<->RHS compatibility addon to make attachments and magazines interchangeable. That's what we use ourselves.
The units are spawned with their standard gear as if placed in the editor, and that is mostly left unchanged except maps/gps/bino removed and a bit of tampering with weapon attachments. So you need to write a gear changing script and add it as Neo wrote, or you have a replacement addon (they have gone of fashion after OFP and A1, didn't they?) or new units using the guns you want to use their classnames. (We have been thinking about custom randomized loadouts, but no clear idea how to best handle them, and that is also just a maybe for the far future)
The new LOP update only uses RHS weapons now I think, so no additional addons will be needed with the new version. Speaking of which:
hmm well Leights OpFor has just been updated to version 1.0 and all LOP missions are now broken due to new faction names and classes. Sorry to say this NEO but you probably got some editing to do. I my self have to go through 16 missions alone from our squad and re add the appropriate units.Thanks to the mission compiler it is just one file, that has to be edited. It is also Scruffys task :PIt was four! Plus 9 others to add the new T90 from RHS 0.3.8
So far we've only done Chernarus and Takistan, but presumably those are identical to other European and Middle Eastern maps.Charnarus:
Takistan:
Thanks a lot! That saved me some work.

I updated all LOP configs for version 1.1 now.
Any updates on 1.7.4? The AI skill bug really kills the old version for us unfortunately.Neo now needs to pack the new version and most importantly we need to test them all. So maybe soonâ„¢? :p
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Hello, great job with 1.7.3! :DI'm having some issus with the RHS variants.
When I host a RHS verision of the mission, I get the following error message (i.imgur.com/fGrHvwY.jpg).
After that, it seems like all the infantry classes have dissapeared. (i.imgur.com/9wBRyqd.jpg)
Selecting a slot and starting the game just ends me up in camera mode randomly on the map (or in the water)
No units seem to spawn except for the helicopter, and further error messages are displayed. (i.imgur.com/2sIZQDD.jpg)
I run the latest verision of Arma 3, and have tried without any other mods than RHS (which is also updated). I have no problem running other RHS missions and the vanilla verision works as it should. :confused:
Keep up the good work! ;)
Hey Anton
Are you sure your RHS is loaded and updated? I checked the classnames and they work. Maybe you (or the dedicated server if you used one?) has no RHS or you use an older version where these units and the NPZ weapons were not included. The most recent update is RHS 0.3.7, check the changelog.txt in your @RHSAFRF and @RHSUSF folders. Which mission exactly did you try?
But I found another stupid typo while checking this, so thanks again for reporting ;)
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Hi Sodien
Thanks for reporting, as we don't use LOP those versions are rarely tested by me. I found a trailing comma in the unitclasses config for the LOP version used on Isla Duala and Porto. All other islands should work, they did for me right now. I also found another small problem with a changed check for the NoNightvision parameter in all LOP versions, that one is fixed too.
So please wait for the next version, coming soonâ„¢. It will also include a port for Capraia that I just finished, but we didn't test it yet.
And thanks to everyone else posting stories and videos, we're glad you have as much fun with the mission as we do.
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Hi Toadie
Thanks for the update and bipods :)
A small thing for the next update: You added the side rail to the AKs, so they now allow mounting RHS optics, but you forgot to add your own optics to the ASDG_JR class. According to Robalos post adding this would be the proper way to do it:
class asdg_OpticSideMount: asdg_OpticRail { class compatibleItems { HLC_Optic_PSO1 = 1; HLC_Optic_1p29 = 1; hlc_optic_kobra = 1; hlc_optic_goshawk = 1; }; }; -
Hey James :)
First I want to thank you for releasing this island. I haven't managed to do more than a short flyover over the newly populated parts of version 1.0, but it looks great so far. Time to try an Insurgency mission on there.
Second thing: The troubles with savegames and the main menu scene not showing, but instead loading other islands is a problem with some "unexpected behaviour" from Arma.
Your .wrp file has the name kz.wrp, the class in CfgWorlds is named Kunduz, somehow Arma doesn't like that. Try renaming to kunduz.wrp, no idea if that's the only thing where the name needs to be the same. Icebreaker had the same problem with Isla Duala, and fixed it.
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How to port Escape to another terrain
You will need:
- the current version of the mission
- a tool to unpack .pbo files
- a text editor
- these porting mission files to place markers (edit 2018: new link to folder where you can find newer versions)
Step 1 - Prepare the files
Unpack the .pbo mission file "co10_Escape.Stratis.pbo", this will leave you with a folder "co10_Escape.Stratis" that includes all mission files and scripts.
Inside the archive with the porting missions you have three additional folders "TE_BuildCommunicationCenter.Stratis", "TE_VillageMarkers.Stratis" and "TE_PatrolBoatMarkers.Stratis".
Put these four folders into your ..\Documents\Arma 3\missions folder. If you use another profile name it should be in ..\Documents\Arma 3 - Other Profiles\YourUserName\missions
Now you need to change the terrain suffix on all four folders. Just rename the folders to whatever the new terrain uses, which could be as easy as ".Altis" or something like ".FDF_Isle1_a" for Podagorsk. If you don't know the proper name, just save a test mission on the island to look it up.
Step 2 - The mission
Now start up the game, go to the editor with the island you want and load the mission "co10_Escape". You will see the player units and logics. Go into (edit 2018: map mode first (M) and then) marker mode (F7) and a whole bunch of them will show up too. They might be on land, they might be inside the water, but they sure are in the wrong position. You will need to move all of them around.
- Player units: move them somewhere on land! If you want to change the units just edit them, but if you do delete them and place new ones make sure to copy the proper names and init.
- The two logics named "SouthWest" and "NorthEast" limit the mission area. You can still go outside of this area later, but camps, patrols or the prison will not be spawned there. Use it to exclude islands far from the mainland or the empty infinite terrain.
- A logic and a marker named "center", put them both at the center of the area
- Respawn_West, Respawn_East and Boot_Hill, place them all somewhere on land and away from the action. If available use a small island somewhere off the coast.
- The "drn_insurgentAirfieldMarker" tells the mission where the airfield is and keeps the prison and ammo camps from spawning in some radius I can't remember now around it. Put it on an airfield obviously, along with the "drn_searchChopperStartPosMarker" and "drn_dropChopperStartPosMarker" markers. Also move the "TrafficMarker_AirField" on one of the roads there.
- Move the eight traffic markers named "TrafficMarker_North", "TrafficMarker_NorthEast", "TrafficMarker_East", etc. on a road somewhere on the edge to that direction (edit 2018: not needed anymore, you can delete them. Will show an error hint in chat on v1.8, but work, no chatmessage anymore since v1.9)
- Place the marker "RoadBlockNullRoad" on a road somewhere
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Move around all markers for the possible extraction positions. There are always three of them belonging together for 8 possible locations. There are "drn_Escape_ExtractionPosX" and "drn_Escape_ExtractionPosX_1", this is where the two helicopters will land, and "drn_Escape_ExtracionBoatSpawnPosX" where the helicopters (yes, despite the name...) will get spawned in.
You need to move all 8 to a suitable position,I think placing more will do nothing right now.(edit 2018: you can place as many as you want) - (edit 2018: I added empty civilian boats on some islands since Tanoa was released. Only motorboat and rescue boat, to not mess with people that don't have DLCs. In harbours and near small piers, with a probability of presence set in editor. Only on small islands where a prison might spawn I set it to 100% so you don't need to swim. You might want to add them too, depending on terrain)
Step 3 - ComCenter markers
Load another mission, this time "TE_BuildCommunicationCenter" and you will see a player unit and some triggers. First, place the unit on land if it ended up in the water. Again, change to markers mode (F7) and a bunch of them will show up. The important ones are the red markers named "a3e_var_communicationCenter_X", where the X is a number. They are used to mark all positions the game can later pick from to put a ComCenter there. All other markers are just there to help you with placing them and ignored on export. You will have 9 of these relevant markers on the map already, which you could move around, but you can also delete them (and the area_X markers on the same positions) and start with a new one.
There is a red empty marker named "a3e_var_communicationCenter" and a red rectangle marker named "area" without the _X suffix on the map. An arrow marker below point to them and tells you to copy the two. Listen to the arrow :)
If you now paste the markers the game will automatically add the _X number on the end of the name. The mission stops exporting when it can't find the next number, so with _1, _2, _3, _6, _7 only three positions will be generated. This way you don't need to change the names and remember which numbers are used already. The area_x marker shows you the size of the comcenter, to help you placing it in the 2D editor, but you don't need to use it.
Put down the markers wherever you want a possible ComCenter position. Depending on the terrain that can be just a few suitable positions or quite a lot. Don't be afraid to place them right next to each other if you found 2 great positions, the mission checks for the distance between them and will never use both (unless you want to change this minimum distance, more on that in step 6).
When you are ready, don't forget to save the mission, and hit Preview. You now stand on an empty island, but you have three radio triggers available.
0-0-0 will build all the comcenters on the markers you placed. The best way to check them out now is the camera available in the editor, press "Esc" and the button "Camera" on the lower left. You can now see if your positions are viable, or if other objects are in the way or the terrain is to steep and you have to move them.
Get back into the editor and change them, then check again.
0-0-1 will only build a single ComCenter. It's a3e_var_communicationCenter_1, but you can change the number in the trigger. Not really needed, unless want to check overlapping positions I guess.
0-0-2 exports the marker postions to your .rpt file
You only need to do this once, when you are finished and all markers are ready. We'll use them in Step 6
(edit 2018: adding a help-trigger instead of the helpmarker will make you see the (approximate) dimension in the 3D editor, making it really easy to find positions and place them properly. Copy markers and trigger in map view, paste and move/rotate in 3D. Select all in map view if you want to change, 3D view will only select the trigger)
Step 4 - Village markers
Next mission to load is "TE_VillageMarkers", again you will see a player unit you have to move onto land and a trigger. Change to marker mode and find the blue circle named "a3e_village", there's another helpful arrow pointing to it and telling you to copy it. You can use all the other already existing villagemarkers or delete them and start from scratch.
As explained above when you paste the marker the number suffix is added, so you don't need to mess around with the names. You do need to change the sizes though, so open up the new marker, guess the sizes and type them in by hand, press OK and repeat.
Place markers on every city, village, industrial area, military installation, farm or small lonely fishing hut and whatever area you want to have enemy patrols.
You can place a single big marker or a bunch of smaller ones to cover a bigger city. If you want to confine the patrols to the inner part, make it smaller, if it's larger they will also patrol around the city.
The size of the marker determines the number of enemies, so don't just slap a big marker over square kilometer with three farms, if you don't want that area heavily guarded.
These markers are only used for the village patrols, there are still the random searchgroups and military traffic and other surprises to find you outside of these places ;)
0-0-1 exports the marker postions to your .rpt file
You only need to do this once, when you are finished and all markers are ready. We'll use them in Step 6
Step 5 - Boat markers
This one works the same as the village markers, only the marker names are different. It is kind of optional, if you can do without the patrol boats (I think only Altis, Stratis and Porto have them right now), and sometime in the future Neo wants to change the boat system anyway, which will make them obsolete.
If you do place them, remember that the size of the marker determines the number of boats spawned. If you place a big one spanning a kilometer of coast or more, there will be a lot of boats. Try the mission on Porto, where I covered the whole coast :D
0-0-1 exports the marker postions to your .rpt file
You only need to do this once, when you are finished and all markers are ready. We'll use them in the next step
Step 6 - Putting it all together
Now you will need the text editor I mentioned. First find and open your .rpt file. (It's the error log Arma creates while running. It should be located in "C:\Users\YOURUSERNAME\AppData\Local\Arma 3", you will need to show hidden folders to see AppData.
Open up the latest arma3_YYYY-MM-DD_hh-mm-ss.rpt and scroll to the bottom after you exported some markers. You can search for "a3e" and will find blocks of lines looking like this:
17:57:45 ""a3e_villageMarkers = [];"" 17:57:45 ""a3e_villageMarkers set [0, [[2131.56,5668.21,0], 13.9301, ""RECTANGLE"", [140,200]]];"" 17:57:45 ""a3e_villageMarkers set [1, [[2001.33,5255.97,0], 13.1558, ""RECTANGLE"", [50,120]]];"" 17:57:45 ""a3e_villageMarkers set [2, [[1951.52,5725.94,0], 13.4924, ""RECTANGLE"", [50,35]]];"" [...] 17:58:03 ""a3e_communicationCenterMarkers = [];"" 17:58:03 ""a3e_communicationCenterMarkers set [0, [[1823.05,5456.52,0], -73.8474]];"" 17:58:03 ""a3e_communicationCenterMarkers set [1, [[1713.08,5128.84,0], 106.619]];"" 17:58:03 ""a3e_communicationCenterMarkers set [2, [[2010.57,5840.23,0], 823.774]];"" [...] 17:58:23 ""a3e_patrolBoatMarkers = [];"" 17:58:23 ""a3e_patrolBoatMarkers set [0, [[2506.64,6677.39,0], 24.2737, ""ELLIPSE"", [300,500]]];"" 17:58:23 ""a3e_patrolBoatMarkers set [1, [[1290.75,3484.85,0], 0, ""ELLIPSE"", [200,500]]];"" 17:58:23 ""a3e_patrolBoatMarkers set [2, [[4125.01,1920.2,0], -50.1342, ""ELLIPSE"", [500,200]]];""
Open up the mission folder of the edited Escape (Documents\USER\Arma 3\missions\co10_Escape.ISLAND) and inside there go to the folder named "Island". Here are the files you need to paste the marker data into. Copy the blocks with all the marker positions into the corresponding file. Now you need to clean up the rpt output. No need to do it by hand on every line, just use the replace option of your text editor: Replace the Timestamp and double quotation marks at the beginning of each line, and the quotation marks at the end with nothing, press "Replace All". In our example it looks like this afterwards:
(edit 2018: since some time (I think 3D editor) Arma will export marker shape with doubled quotation marks, so ""ellipse"" instead of "ellipse". You need to change that too, so replace all "" with " after you did the other two changes)
a3e_villageMarkers = []; a3e_villageMarkers set [0, [[2131.56,5668.21,0], 13.9301, "RECTANGLE", [140,200]]]; a3e_villageMarkers set [1, [[2001.33,5255.97,0], 13.1558, "RECTANGLE", [50,120]]]; a3e_villageMarkers set [2, [[1951.52,5725.94,0], 13.4924, "RECTANGLE", [50,35]]]; [...] a3e_communicationCenterMarkers = []; a3e_communicationCenterMarkers set [0, [[1823.05,5456.52,0], -73.8474]]; a3e_communicationCenterMarkers set [1, [[1713.08,5128.84,0], 106.619]]; a3e_communicationCenterMarkers set [2, [[2010.57,5840.23,0], 823.774]]; [...] a3e_patrolBoatMarkers = []; a3e_patrolBoatMarkers set [0, [[2506.64,6677.39,0], 24.2737, "ELLIPSE", [300,500]]]; a3e_patrolBoatMarkers set [1, [[1290.75,3484.85,0], 0, "ELLIPSE", [200,500]]]; a3e_patrolBoatMarkers set [2, [[4125.01,1920.2,0], -50.1342, "ELLIPSE", [500,200]]];
If you don't place boat markers just put this single line into PatrolBoatMarkers.sqf:
a3e_patrolBoatMarkers = [];
Now open up the WorldConfig.sqf in the same folder. Change the values according to the islands size. You will see the ones for Stratis are pretty low, so I added the ones for Altis and Chernarus as examples:
- A3E_MinComCenterDistance = 1200; Altis 5000, Chernarus 3000
- A3E_WorldName = "Stratis"; The name of the island displayed at the start of the mission, where it says "Somewhere on ..."
- A3E_ComCenterCount = 2; Altis 6, Chernarus 5
- A3E_AmmoDepotCount = 4; Altis and Chernarus 10
- A3E_CrashSiteCountMax = 1;
- A3E_MortarSiteCountMax = 4;
- A3E_MortarSiteCountMin = 2;
The maximum and minimum number of mortar sites is used as set here only on the "normal" setting, if the parameter is changed to "DiF" the values will be doubled, if changed to "lowered" it will be halved. So don't go below 2 for Min if you don't want to test if Neo added a proper check in the script ;)
If you extract another mission and don't find some of these entries in the WorldConfig, that's because we didn't change them, a standard value will be used.
Now you should change the name of the mission. Inside the mission folder open up ..\include\defines.hpp with your texteditor and change the name on lines 2 and 3.
You can now load up the mission in the editor again and change the name there, too. Now save it and you are nearly finished.
Step 7 - Release it
You did all the work to port Escape onto another terrain. Why not share it with others? If you send us the files we can add the terrain to the next release.
I only need the mission.sqm of the co10_Escape.ISLAND mission and the content of the \Island folder, but you can of course just post the whole .pbo of the finished mission.
If you have problems with extracting the markers from .rpt just save the placing missions when you are finished and send those.
(edit 2018: I really want to stress this again: Please send us the files, a lot of people helped us with this so far and a few modsets and I guess a third of the islands would not exist. Send the mission.sqm and the whole marker mission folders, then we can publish those here and change markers later/add more)
That's it. I'll explain how to do mod versions and the content of the unitclasses.sqf a bit in another post, coming soon™
(edit 2018: Wow, still no post for that. I really am lazy... I think the content of unitclasses file is pretty self-explanatory, but maybe that's just me working with them for years now. Just unpack a current version and use that as a base. To find unit classnames place them in the editor, mark them all and rightclick -> log to clipboard. You can place the whole faction and copy the classes into another text file. Weapon and magazines just use arsenal and export to clipboard, but that's a lot more alt+tab work)
If you have any more questions about porting the mission ask here or write me a PM.
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First a big thanks to Armaholic for hosting :ok:
Here is a small video of our first successful April 1st run:
If you want a harder mission and more mayhem I suggest trying the Porto versions. It's really a different experience, because the whole island is active from the start. From 10 tries our
lasted 10 minutes, most of the times you can't get away from the prison :DYoutube is still processing a complete video from a long but failed run and parts from a successful one on Celle. I'll post them when they are ready.
Today I finished the "porting missions" you need to place markers to port the mission over onto a new terrain, so all of you can do the work for me ;)
Artillery is dialed back, even on the "normal" setting, because it's not placed on the map by hand anymore. It was a fixed number of units before, so on smaller terrains everywhere was covered twice or more, and because of a (now fixed) bug every site in range would fire.
Now a small site with a mortar is spawned randomly instead, just like the ammo depots, and the parameter changes the number of them.
Speaking of ammo depots, it's now worth it to visit more than one. There are no longer crates filled to equip a small army and the content of the crates is randomized. You always get some basic weapons and ammunition and some kind of launcher, but maybe need to raid another one to find a good scope for the Lynx you just picked up.
There is another new surprise where you can get a few western weapons. At least there should be, we didn't find it ourselves yet and hope it works :D
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We are almost ready to also release the other islands and mod versions. The cleanup Neo did was bigger than planned, so more changes were needed to mission files and unitclasses.sqf
I might even do a small tutorial in one form or another on how to port the mission to other islands. Until then please tell us about any problems you find with the new version.
Benargee: I think we can cook up a harder version for you.
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Aloha :)
We already changed the units quite some time ago for our internal AT version. We can't really release that, as theres a mish-mash of too many addons used. For example the custom weapon box loaded from 10 different addons, or CAF Aggressors, which we use with the HLC replacement and a small internal extender addon that adds a medic and engineer and more loadouts from HLC G3 and FAL pack and more. Because more of our missions use them we won't switch to LOP.
But: With the new version the scripts were cleaned up, so you don't have to hunt around 5 or 6 files where some units are spawned. Every unit (except player units, they are placed in mission.sqm), vehicle, the weapons and caches in camps is now inside the unitclasses.sqf file.
The "additional weapons" parameter spawns two additional boxes in ammo depots, until now that was our own AT_Waffelbox. Now it's a standard BIS box or RHS AK crate on the RHS versions. The idea is that you can easily switch them out for boxes with radios or medical stuff if you use AGM or ACRE, or whatever weapons mod you'd like to add.
The rest of the unitclasses is still a bit messy, but as everythings in there now it's easier to switch out units. Neos script makes it easy for us to compile the variations and prevent boring copy-paste and errors.
Islands we have right now:
- Altis
- Bornholm
- Chernarus (+Summer)
- Isla Duala
- Sahrani (+ United + SMD)
- Takistan
What "unitclasses" versions we have right now:
- Vanilla: no addons, just BIS stuff
- RHS only: US and RF needed. Uses the RHS insurgents instead of AAF, so not so much variety
- RHS + CAF Aggressors: with a version each for Middle Eastern and European and African pirates to use as insurgents, whatever fits the island
- A single RHS + LOP version, using Leights African Militia, I intend to use this on Isla Duala
With both the CAF and LOP versions you should use a weapon replacement, so the weapons and magazines are compatible if you loot an AK from a russian and an insurgent. We use the HLC replacement for units and HLC-RHS compatibility addon so mags and optics are interchangeable between the AKs.
I want to add more RHS + LOP versions, but haven't checked which factions to use for which island. Not all of them have a lot of vehicles. I guess it's Afghan Militia for Takistan and SLA on Sahrani. Any suggestions for Chernarus and Altis?
Maybe I'll do an Isla Duala version using the included factions, but they use BIS CSAT vehicles for now, which I'm not a big fan of. So probably on a later version.
We'll see what I can get ready until Neo has the other stuff fixed, so no promises that more than what we have right now will be in the next release.
But everyone will be able to do his own versions more easily, too, and you only need to change one file when a new code update or island is released later on.
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Does anyone else run a dedicated server on dev branch? We tried again tonight and couldn't run any mission. Server and users running vanilla, without mods on dev version 129736
Standard coop "Headhunters" threw us back to mission selection with "No entry 'config.bin/CfgVehicles/O_Heli_Light_02_unarmed_F.tailBladeCenter'." and most others as one of the Zeus training missions "No entry 'config.bin.CfgWeaponHandling'."
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0.7 Changelog (so far):
Added: MB is now Scruffy-hardened (I hope so).
You wish! :blues:
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I had the same problem a few days ago on Bornholm using an Abrams from RHS, A3 on stable branch v1.38. When I got in as driver and started the engine the tank with gunner was teleported under the ground at 0,0,0
We had some more problems a day later, with me warping around/flying, and found that the others were using an older version of Bornholm than me and the server. Can't say for sure if this also caused the 0,0,0 issue also shown in your video, but I'd check that first. Try and find out if you and the person who got in your tank as driver have a different version of AiA-TP.
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To break a window shoot where it meets the frame, most of the time one shot with the pistol will work.





[IceBreakr/IBIS] Island Panthera for A3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Wohooo, more winter stuff. The crowd loves it!
Guess the Cecanian Army will expand their operations now, thanks again Icebreakr and Merry Christmas to everyone.