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NeoArmageddon

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About NeoArmageddon

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    Everon

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    neoarmageddon

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  1. NeoArmageddon

    co10 Escape

    You ar usuing reconnects to cheat the revive system. That is not really intended. The rest of the mission looked pretty fine.
  2. NeoArmageddon

    co10 Escape

    Heyho, there is a rather large overhaul of the initial mission bootstrap in the dev version. Mostly getting rid of a lot of A2 legacy init and adding a single server/client entry point. I suspect this may fix all the locally hosted and singleplayer problems with Escape. I also found out why autoinit+persistent options break escape and how it can be prevented (in this configuration the mission starts without players). Automatic mission rotations should now be possible aswell. It would be awesome if some people can test this and confirm the fix. Direct link to dev 132 archive :https://gitlab.anzp.de/escape/co10_Escape/-/jobs/230/artifacts/download
  3. NeoArmageddon

    co10 Escape

    Mission seems to load anyway after that error, or atleast the crash(?) is delayed. Can you try to start your server without Fallujah please and test again?
  4. NeoArmageddon

    co10 Escape

    Heyho, Cup_misc3_config is definitly a problem with CUP Core and not with the mission itself. Fortunatly for you, I am both, developer of Escape and CUP Terrains, so I might help you nevertheless. The mission only depends on the terrain addon you want to play on and this is most likely cascading down to cup_misc3. What I am wondering is, that misc3 is are objects from Chernarus. For Takistan and Duala you need Misc_e, which seems to load fine. Albeit misc_e depends in misc3. But that does not explain why Chernarus works fine (it should throw an error aswell if the addon is really missing). Can you post your servers rpt of that time you tried to start Escape? I suspect something is not working with your servers linux environment (it behaves quite different in comparison to windows based hosts).
  5. NeoArmageddon

    co10 Escape

    You simply can't run this mission with these settings on, it just doesn't make sense to run a non persistent mission in persistent mode and without any players. Your problem is elsewhere and likely in your server configuration. From all of your parameters and configs it looks like you are not running your server "out-of-the-box" but with many modifications and tweaks. Please checkout the official Arma3 dedicated server tutorial and run your server in the most simplest configuration. That means: No mission rotation, no autoinit, no missiontomemory loading. Start the server to the mission selection, log in as admin, choose the Escape mission from the dropdown, choose a slot and start.
  6. NeoArmageddon

    co10 Escape

    That is not the logfile from when you tried to load the mission. It is empty except server startup.
  7. NeoArmageddon

    co10 Escape

    Without any log information from your server or the console, your statement is very cryptic and I can't do anything. It seems you are using an Addon version of Escape (from the Workshop). You should probably also remove loadMissionToMemory from startup.
  8. NeoArmageddon

    co10 Escape

    Okay, there are several settings that don't make sense. You tried to start the mission as "persistent = 1". That means the mission is run even without players which does not make sense in terms of a COOP mission. That is also the reason the mission is not shown after autoinit is removed. Change persistent to 0 and remove the autoinit from startup.
  9. NeoArmageddon

    co10 Escape

    Hey @Cheome526, could you post your servers startup line (arma3server.exe -something ...) and your servers config file?
  10. NeoArmageddon

    co10 Escape

    Yes, that is something that bugged me aswell for quite some time. In an early version we had all random artillery vehicles be available for artillery, but we found that in most cases those vehicles are too close to the player to actually shoot indirectly. Can you please make tickets in the gitlab for all this points? That would help me not to forget about it and bring it in some order. Also regarding the heli pilots I would say I add another ending where you escape in the helicopters but the mission is a fail for shooting your saviours 😄
  11. NeoArmageddon

    co10 Escape

    10 Internetpoints for the person locating the error with the AI spawn when mission is played with TADST and why only on DS everything runs as expected 😁😁😁
  12. NeoArmageddon

    co10 Escape

    Thank you 😊 We received config and mission.sqm as a donation but unfortunatly the sqm's were binarised and as such useless for us. I will give @scruffy a headsup about Tembelan.
  13. NeoArmageddon

    co10 Escape

    Make sure your friend has the addon loaded correctly and that he has the same version of terrains (and core). If the problem persists use a dedicated server (or start a server in the background with "-server") and the problem should be gone. Also make sure you don't start Arma with -init commandline param. Some launchers add this automatically and it seems to break some eventhandlers ingame.
  14. NeoArmageddon

    co10 Escape

    Nice! You can upload the templates somewhere?
  15. NeoArmageddon

    co10 Escape

    Maybe a bit big. Not sure it will fit all playes of previous comcenters. But besides that, it looks gorgeous!
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