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NeoArmageddon

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  1. NeoArmageddon

    co10 Escape

    The mission In this mission you and your squad was send out to scout the military presence on an enemy island in preparation for an invasion. But your squad got captured by local layalists and you are now held in an improvised prison awaiting enemy officers to arrive for questioning. But friendly insurgent managed to hide a backpack with weapons in your improvised prison. Your task is now to overwhelm the guards, escape the prison, find a map of the island, make contact with your HQ, reach the designated evacuation zone and escape the enemy island! The mission is fully dynamic. Every playthrough will be different. Also the mission is quite hard to beat completly. You will definitly fail at the first try. But the mission is meant to be played more than once (infact our squad plays it serveral times the week). About the mission Escape was first devloped by Engima of Östgöta Ops. for ArmA2. At that time me (NeoArmageddon) and Scruffy ported the mission to different islands and began customizing the mission. When ArmA3 was released, Vormulac and HyperZ made the effort to port the mission over to ArmA3. From that point on Scruffy and me improved and fixed the mission to the current state. Most of the scripts are replaced and were updated to A3 standards. At this point the mission can surely be considered a complete new A3 mission and not a port from A2. The the official version of this release is 1.10 Terrains and Mods We ported the mission to the following terrains: Altis Stratis Chernarus (CUP TP) Chernarus Summer (CUP TP) Sahrani (CUP TP) United Sahrani (CUP TP) SMD Sahrani Porto (CUPTP) Takistan (CUP TP) Bornholm Celle2 Podagorsk Isla Duala Esseker Isla Abramia Al Rayak Tanoa Winthera Lingor Dingor Malden (CUP TP CWR) Everon (CUP TP CWR) Kolgujev (CUP TP CWR) Nogova (CUP TP CWR) Malden 2035 Thirsk + Winter Australia Clafghan and more.... I lost track... For A2 terrains AiA TP works but I strongly suggest using the newer CUP TP! Also there are serveral flavours of the mission with different unit sets. At the moment there is a version without any mods called "Vanilla" (except the terrain you are on) and the following mods: RHS CUP APEX (DLC) Contact (DLC) Global Mobilization (CDLC) We tried to compose a unitset for every terrain that match the scenery. We plan to add more mods and terrains in the future but we also want to release the tools to port the mission. Release notes To port this missions with more than 15 different mod setups to more than 65 terrains (overall we have produced 580 missions) we used an autocompiler that merges one codebase and the different config files. With this huge amount of mission we were not able to check every mission. When one of the missions seems to behave different (broken start, missing units, etc) please post the missionname here in the thread and we will fix the problem ASAP. This mission was build for dedicated server use! For statistics and improving this mission at the end of each session (fail or win) the result of the mission is stored anonymous on a server. Version, terrain, playercount, session length, servername and type of mission ending is sent. No personal informations like IP, player names, etc are sent or stored. This function can be disabled in the parameters. Download Mirrors IMPORTANT: The workshop release is not packed as single mission but as an addon/mod with multiplayer missions in it. If workshop files (or addonfiles from complete pack) are used on a server, all players need the addon files. The missionfiles from the complete pack are the recommended DS installation and are downloaded automatically to all players connecting. Complete Pack 1.10 (newest Release) co10 Escape (Complete) 1.10 I recommend checking out the more up-to-date development version on Github (click here) Steam Workshop Addon Release Workshop release without mods Workshop release with Apex Workshop release with CUP Workshop release with RHS Complete Pack 1.9 co10 Escape (Complete) 1.9 Complete Pack 1.8.1 Hotfix co10 Escape (Complete) 1.8.1 Complete Pack 1.7.5 @ Armaholic Armaholic Mirror (Version 1.7.5) Bleeding Edge/Development Version: The newest development version are in our Github (format Dev_Year-Month-Day): Download latest development archives Keep in mind that the versions that are builded automatically are considered bleeding edge versions. That means the changes are completely untested (actually we use those versions for our internal tests), may break the mission, arma, your PC or even the world. When you use this versions, make sure to read the changelog and contribute feeback and bugreports. Repository and Issue Tracker: For discussions, help and support you can join our official Discord Server: https://discord.gg/0kV3JvVEhmnMfmq1 We host an issue tracker and repository of Escape in Github over here: https://github.com/NeoArmageddon/co10_Escape Everybody is invited to create bugreports, issue and feature request. Changelog from 1.10 Screenshots and Videos Please submit your screenshots and videos and share your Escape stories with us! Tipps, Tricks and Tutorials Port to another terrains by Scruffy Replace Revive with ACE by belbo Credits Original Mission (Arma2) by Engima of Östgöta Ops. Mission ported to Arma3 by Vormulac and HyperZ. Continue devlopment by NeoArmageddon and Scruffy. Island ports and unit configs by Scruffy.Additional scripting and fixing by abelian, FrozenLiquidity, Dystopian, Phantom, DPM, Cyprus, aussie-battler, Kuroneko, Belkon, jaj22 and invrecon Additional ports and configs by SurvivorOfZeds (IFA3+LEN) Nils5940 (IFA3) CRCError1970 (Malden and Kolgujev) supercereal4 (Malden 2035) Kuroneko DPM Mag repack script by outlawled Testing: Armed-Tactics (Maikeks, Darcy, Memphis Belle, Aurelia, Freshman, Lunatic, Joshi) The Flying Monkeys In Space, Roy and many more. The official co10 Escape mission for Arma3 is currently developed and maintained by NeoArmageddon and Scruffy. Feedback Please post all feedback, bugs, ideas, request, etc here in this thread or in our Github issue tracker.
  2. NeoArmageddon

    co10 Escape

    The latest packed version can now be downloaded here: http://co10esc.anzp.de (temporary domain)
  3. Project Website (map-builder.info) Heyho, today I want to present a little project I had laying around for quite some time but finally finished a working alpha. The project is called "Map Builder" and it is an ingame 3D-editor with the purpose of help in placing objects, compositions and vegetation when creating new terrains (kind of an improved Buldozer). Description Map Builder is an ingame 3D editor for the game ArmA3 from Bohemia Interactive. Map Builders aim is to assist in the creation of object compositions for terrain creation (export to Terrain Builder), but it can be used for the creation of mission templates (SQM) and object compositions in the form of executable SQF-scripts. Map Builder is not a mission editor. It's sole purpose is the placement and manipulation of static objects. Map Builder is in Alpha state. That means it is not feature complete and definitly not bug free. But I try to polish every release, so Map Builder can be used in a productive environment. Project Status This project is neither featurecomplete nor fully tested/bugfree. I am releasing a first unfinished version to collect feedback, ideas and bug reports. I want this project to be as open to the community as possible. User manual You can also checkout the Wiki for information on how to use Map Builder. There is also a manual for version 0.8, but it is depreciated: http://www.map-builder.info/manual/MB_Manual_0.8.pdf Features Planned Features License I release this alpha under ARMA PUBLIC LICENSE SHARE ALIKE (APL-SA) With this license you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions: Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial - You may not use this material for any commercial purposes. Arma Only - You may not convert or adapt this material to be used in other games than Arma. Share Alike - If you adapt, or build upon this material, you may distribute the resulting material only under the same license. The author's name and credits of this projects must stay in all adapted works (in scripts and readme-files). Download Version 0.9.1 (with 64bit support) wiki.map-builder.info/w/Downloads Changelogs Older Changelog Installation See http://wiki.map-builder.info/w/Installation Project managment: Click the "Save/Load Project"-button. Select a project from the list to load or import it. Write a new new in the textinput and click "Save" to save it. Clicking a project from the list and saving will override the existing project. Loading a project will delete all currently placed objects. Save your work before you load a project! Import will merge a project into the currently loaded project. Projects are saved in @MapBuilder/projects Project file fromat may change in the future. Export your objects as often as possible! Export Exporting multiple files with the same name will overwrite the last export! Press the export button, enter a file name and click the export specific button. TerrainBuilder, SQM and SQF is supported at the moment. TerrainBuilder-exports can be reimport into Terrain Builder by drag&drop the created file directly into the Terrain Builder window. The objecttemplates must be in your objectlibrary before you import the list! SQF exports can be loaded into a mission by copying the export to the mission folder and executing nul = [] execVM "exportname.sqf"; while the mission runs. All A3 objects and ArmA2/ArmA1 support Since 0.5 an editorupgrade by CypeRevenge is bundled with terrainbuilder! Through the "Config" node it is possible to place every object with a proper config on the map. But there are also AddOns that add prior non available objects to the editor and Map Builder. You can find some of this AddOns at the Map Builder Download page. There are also AddOns that come with Map Builder support out of the box, like Poolpunks Beach Objects and CUP Terrain Pack. Missionmakers: Remember that using a editorupgrade creates an dependency between your mission and the upgrade-addon! Known Bugs Sometimes ArmA3 doesn't pass mouse input to Map Builder. Closing and reopening of the MB interfaces fixes the problem. Videos & Screenshots http://cloud-4.steamusercontent.com/ugc/45374916601994592/5D4B94B4DD02D9B5567E4BEC5A4A864AF9CB1A4B/ http://wiki.map-builder.info/images/b/bd/BrusherForest1.jpg http://wiki.map-builder.info/images/c/ca/MapbuilderVR.jpeg http://wiki.map-builder.info/images/2/2e/Fencer5.jpg Credits CypeRevenge - A3/JBAD Editor upgrade included in MapBuilder. Giallustio - JBAD config. ItsDonJon - MP testing and feedback. ZeroG - A2 editor upgrade. Scruffy - Testing and config stuff. MemphisBelle - Testing and config stuff. Mondkalb - Showing me how to create dialogs back in the good old times, precisionfix. cyrokrypto - Helping with some UI issues. Maikeks - Proofreading every single sentence - twice! Bushlurker, Jakerod, M1lkm8n, NigelS, badbenson, Giallustio and all the guys from the map maker skypegroup for discussions, feedback and help. I am doing this for you guys! Skype Map Builder now has an own Skypegroup. Everyone is invited to join the group to ask questions, get support, request features, give feedback or just discuss your awesome project you are building with MapBuilder: MB Skypegroup We switched from Skype to Discord. See below. Discord You can join the official MapBuilder Discord Channel here: https://discord.gg/0kV3JvVEhmllyCK9 Help I want to cleanup the scripts and then I want to upload the project on bitbucket/github so everyone can fork this project and send me patches or features. Feedback and Suggestions YES! That is the reason I post this project this early! I need feedback, ideas, complains, wishes, suggestions, bugreports and more! Just reply in this thread, write me a PM, add me in skype or steam or write me a mail!
  4. NeoArmageddon

    co10 Escape

    prei_khmaoch_luong is a custom terrain. You need it (obviously): The map from VN is Cam Nao Lam. You don't need this. Remove it. The params stick if you are logged in as admin and change the first parameter to "Use below and save".
  5. NeoArmageddon

    co10 Escape

    Sorry, my crystal ball is in repair so you have post these errors.
  6. NeoArmageddon

    co10 Escape

    There is no cleanup (the function cleans comcenters and sourroundings). If you add boats to the mission.sqm they should be ingame. I suspect the packing of the mission.sqm into the final PBO is where you have a problem.
  7. NeoArmageddon

    co10 Escape

    co10 Escape is released under APL-SA. As far as I understand, that means they must disclose the changes they made to the mission.
  8. NeoArmageddon

    co10 Escape

    DLC port is already in the dev build since DLC was released. To get the newest dev build, you can use the devpacker: http://escape.anzp.de/EscapeDevPacker1.7z
  9. NeoArmageddon

    co10 Escape

    Normally not, but there are two packages: Contact Platform (free an probably already installed on your server) and Contact DLC (Enoch, Premium). Make sure both uploaded on your server and are loaded when starting.
  10. NeoArmageddon

    co10 Escape

    Your server seems to be loaded without Contact content, just with the terrain. Just guessing that o_t_patrol_soldier_a_f is a class exlusive to contact DLC.
  11. NeoArmageddon

    co10 Escape

    Even with the settings set to nearest spawn distance one should not see AI spawning except when in very open terrain. Most scripts/missions I know spawn AI in a ~500+ radius which is normally more than enough, even with viewdistance larger than that. Escape uses normally much larger values with spawning of city patrols much further away from the player than ambient patrols.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Play the mission -> start Mapbuilder -> run code -> ??? -> Profit
  17. 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;
  18. 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.
  19. 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.
  20. 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.
  21. NeoArmageddon

    co10 Escape

    Updated the SOGPF release with some improvements. Dev release ID is 4fe249ab. https://github.com/NeoArmageddon/co10_Escape/releases/tag/4fe249ab
  22. 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.
  23. 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.
  24. 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).
  25. 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.
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