Jump to content

NeoArmageddon

Member
  • Content Count

    1824
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

952 Excellent

About NeoArmageddon

  • Rank
    Sergeant Major

Profile Information

  • Gender
    Not Telling
  • Location
    Everon

Contact Methods

  • Steam url id
    neoarmageddon

Recent Profile Visitors

4838 profile views
  1. Have you seen that under "Export/Import" there is a button "Import Static" which toolstip reads "Import all mission/script placed static objects into MB project."? Sounds like that is exactly what you need.
  2. Try with an empty map and just one object first. MB's last update is a few years back, so no promise an update of A3 didn't broke anything in it.
  3. Maybe try { [_x] call MB_fnc_InitObject; } foreach allMissionObjects "All"; https://community.bistudio.com/wiki/allMissionObjects Biki should be the first place you should look when something does not work as intended.
  4. Looks like a generic error. You probably have quotation marks somewhere around the code I posted. Make sure you copied it directly or even better type it into A3 by hand. Upload your rpt with the error somewhere. Last time I checked code I posted worked as intended.
  5. Play the mission -> start Mapbuilder -> run code -> ??? -> Profit
  6. There is, just run this in the code execution window (or a script/trigger/whatever) when previewing the mission: { [_x] call MB_fnc_InitObject; } foreach allMissionObjects;
  7. NeoArmageddon

    co10 Escape

    In my optinion these are the best Escape sessions 😁 Yes, the extraction marker turns into a red cross of the helis are destroyed and/or abort the evac.
  8. NeoArmageddon

    co10 Escape

    That is correct. Make sure the the LZ is clear before calling in the evac. Check for armed road blocks and other enemy bases near the evac. Some mods have a strong AA focus and makes this especially important.
  9. NeoArmageddon

    co10 Escape

    That is NOT the correct way to make options stick through restarts! Editing the PBO is not recommended at all! Just set the first option in the params to "Use settings below and save (settings will be restored on mission restart)" and set the others to your liking. After a mission/restart arma defaults the first param to "Load previously saved settings" which tells the mission to look for previously saved settings. Important: The multiplayer lobby params will not reflect what will be actually used by the mission! This can be checked in the inmission briefing under settings. If you watn to use your own params, just set the params once, select "Use settings below and save" and never touch them again in the lobby! That is actually a really bad idea and complety disables the parameter storage feature. Don't to that! No wonder people are having problems with the params and feel the need to edit the pbos. Also make sure, you have not changed the setting with CBA. CBA settings is given priority over lobby params.
  10. NeoArmageddon

    co10 Escape

    Updated the SOGPF release with some improvements. Dev release ID is 4fe249ab. https://github.com/NeoArmageddon/co10_Escape/releases/tag/4fe249ab
  11. NeoArmageddon

    co10 Escape

    That script and a custom version were already part of Escape for testing but AI pathfinding in buildings is incredibly performance heavy on the server and renders the mission in big cities even more unplayable. So it is unlikely this will ever be added again. But there is some limited building spawning for bases already in. That can be, for example seen in some comcenters and vehicle depots. You can also add mods like VCOM to your server and AFAIK AI will then use buildings for cover.
  12. NeoArmageddon

    co10 Escape

    A dev release containing the new SOGPF CDLC release is out on Github: https://github.com/NeoArmageddon/co10_Escape/releases/tag/e5f1a95 The port to the awesome Cam Lao Nam terrain is probably one of our biggests ports yet, with 414 patrol spawn zones and 81 handselected comcenter positions. Have fun and make sure to report all bugs like missing classnames etc here or on the escape Github.
  13. This happens when a terrain is overwriting the base world class from Arma2 with pre lighting update. As CUP Terrains restores backwards compatibility for A2 maps, it provides a fixed CfgWorld class, but if an addon overwrites this base class with unfixed Arma2 config values, the light breaks for all other maps relying on our fixed. This is not a CUP Terrains problems, but a problem of other terrains/addons loading outdated config values and overwriting A2 base classes (which is not needed for a standalone terrain released for Arma3).
  14. NeoArmageddon

    co10 Escape

    No, you don't need to exactly replace the classes if it is an array. The error arises from a failed spawn: Unknown classname -> no vehicle spawned, script can't find the heli and throws the error. The reason could be either you made a typo in the unitclasses.sqf so it is not read correctly by the mission or you made an array out of a single string. Could also be that the mod you are trying to add is not loaded on the server properly.
  15. NeoArmageddon

    co10 Escape

    I think what you are actually looking for is the parameter menu in the multiplayer lobby. You can access it in the top right of the lobby screen when you are a logged in admin or selfhosting the mission.
×