Jump to content

NeoArmageddon

Member
  • Content Count

    1804
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by NeoArmageddon

  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

    If you replace the units in the editor with new uniforms, they should appear on a server. I suspect you have forgotten something mixed up when uploading the mission to the server. Make sure it has a new name (in include.hpp) and a new name for the whole pbo file. Might be that a cached mission overwrites your changes when playing in MP or you still have some old mission/addon versions of Escape on your server and you simply just start the wrong mission. If it works in SP it should work on the server aswell.
  3. NeoArmageddon

    co10 Escape

    See
  4. NeoArmageddon

    co10 Escape

    😘
  5. Heyho, as @killzone_kid already mentioned, there are some problems with your script. I will try to sketch a different solution for your problem that should work better. Right now the biggest problem with your approach is, that the trigger is activated on start and finish but runs a loop that counts the time but there is no connection betweens the script instances, so how should the second script instance know which player activated it and what time he started the race. So here is my solution: Trigger on the startline with activation everybody and multiple times. On Activation: [thisTrigger] execVM "racetimer.sqf"; dann racetimer.sqf: if(!isServer) exitwith {}; //We want to only run this on the hosting computer, otherweise we get a message for every player connected params["_trigger"]; //The Trigger itself { private _time = _x getvariable ["LapTime",-1]; if(_time > 0) then { //There is already a starting time for this player stored, so we print the laptime private _printTime = [(diag_tickTime - _time),"MM:SS.MS"] call BIS_fnc_secondsToString; ((name _x)+": "+_printTime) remoteExec ["systemchat"]; //remoteExec is prefered against bis_fnc_mp. Also systemchat is less annoying that hint, but you can change that if you want } //Store the new lapstarttime _x setvariable ["LapTime",diag_tickTime,false]; } foreach list _trigger; So what is the difference: Basically everytime the trigger is activated, the current time is stored IN every player in the trigger list. If there is already a time stored (and not default -1 is returned) the laptime is calculated and broadcasted to all players. Then the current time (the new lap start time) is stored again. This will give you some decent laptimes but unfortunatly not in realtime, which is a bit more complicated and would involve a bit more scripting to work properly. I just hope you have plan a mission where the player race multiple laps and my script makes sense. Possible improvements would be: Create the trigger by script, for example in init.sqf and use setTriggerInterval to make the trigger poll faster (default is 500ms). Also this way the trigger could be serverside only, which may improve the performance a bit (depending on what you also have running in your mission, this might not be needed anyway). Make racetimer.sqf a function, so there is no file access with the first call of execVM And disclaimer: As always I have not tested anything posted here. Just wrote it from the top of my head.
  6. NeoArmageddon

    co10 Escape

    Always nice to read that someone had this much fun with my mission. If you have some good images, maybe you could send me a selection if screenshot you think are capturing the "escape spirit", so I can finally add some more screenshots to the steam workshop. That would be awesome.
  7. NeoArmageddon

    co10 Escape

    Workshop is now updated with 1.10 and the new items of co10 Escape Contact and co10 Escape GM https://steamcommunity.com/workshop/filedetails/?id=1384029385
  8. NeoArmageddon

    co10 Escape

    Oof... I finally took the time to finish up the release of 1.10. I wanted to get this huge update and maybe the biggest improvement to the co10 Escape mission out as soon as possible but these strange times, working on my PhD thesis and other RL events took their toll on my spare time and made me postpone the work needed for a release in favor of other activities. But I finally pulled myself together and in a six hour sprint I compiled and wrapped up all missions (over 590 single missions). You can find the download to co10 Escape 1.10 on the frontpage, at the github releases page or as direct link here. The workshop entries will be updated in the coming week. Have a look at the changelog for 1.10. Not all changes are mentioned, but the major ones are listed: Not only did we added support for more than 15 new terrains and updated the mission with new units from CUP, Global Mobilization and Contact DLC, we also fixed a long list of long standing issues, overhauled the complete base of the mission, making it running much better (with the help of some A3 engine updates) and harden it against some server configuration issues. Overall the mission is now much more diverse, performant and fail-safe. I hope you enjoy this update as much as we did in the last year developing and testing! At this point I want to take the time to thank a few people for helping me with this project: A big kudos goes to everybody at the co10 Escape Discord server and all the contributors on Github. The increased amount of feedback, assistance and code contribution between 1.9 and 1.10 was incredible. Seeing so many people getting involved is a huge motivation for me! I want to thank all of you! I also want to thank my whole squad, namely Aurelia, Steffi, Joshi, Lunatic and Freshman/Commander, for helping me testing (aka breaking the mission and complaining). And last but not least I want to thank my long-standing buddy Scruffy for playing, porting, "scripting", breaking, complaining and racing. I do this project for fun, but if anybody wants to say "Thank you", you can spend me and Scruffy a coffee here.
  9. NeoArmageddon

    co10 Escape

    The author of Taviana prohibited port to Arma3 and release in the SteamWS, so all uploads are against Steam and Arma 3 EULA. I will not support such terrains ever. For Namalsk: Nothing planned yet. Maybe some day that might change.
  10. NeoArmageddon

    co10 Escape

    Glad you enjoyed it. You may check civilian vehicles more often. A lot have FAKs and some (like ambulances) have medkits aswell. Yeah, there were some really good additions by all contributors in the last year and I am really satisfied how some stuff evolved. One would guess in quarantine you have more time to prepare a release. Right now I can only say: Hopefully Soon™.
  11. Heyho, I started upgrading the original nuke effect from Eagle Wing and ported to ArmA3 by moerderhoschi with new effects, improvements and additional scripting. This is what I have so far: This is what I have done: Added shockwave (blast and dust on the ground) Added a sound from original bomb footage (slightly edited by me) Added more realistic damaging (seen in the third video only) Added speed of sound simulation. Added heateffects and fireballs Rebalanced all effects and timings. Also reduced and removed unnecessary effects. Created an addon version with a Zeus module and a regular module that can be triggered. I am not done yet. I want to improve the overall effect of the mushroomcloud and add more realistic simulation. I don't like that you can see those little cloudlets but balancing this stiff is tricky. I also want to port the effects to effect template in config to make use some advanced parameters. Maybe I am also creating a fallout module. Credits so far: - moerderhoschi for porting the original script to ArmA3 - chessmaster42 for his clean Curator Presets Module config I used as example for my own module. - Name for having no BAS. What do you guys think so far? EDIT: Downloadlink for testing added to this post: http://forums.bistudio.com/showthread.php?178101-Atomic-Bomb-Module-and-Zeus-(WIP)&p=2719191&viewfull=1#post2719191
  12. NeoArmageddon

    co10 Escape

    We get pinned down because keeping the squad together is like trying to herd cats. New dev update is theoretically ready, I just need to remember to pack it and upload it. 😞
  13. NeoArmageddon

    co10 Escape

    That is the offset from the center position [y,x,z].
  14. Just for the record: Even if it only happens on non vanilla terrains, this can also mean that some third party addon is either messing with CUP configs or that some addons function were build for vanilla terrains but goes nuts on any other terrain. Have you tried a non-CUP-Core and non vanilla terrain and check if the error persists there? How did you tested that 1.13 was fine? Did you stored a backup of the files and tested it with your current modset or is it just that you remember that the error did not happened back then? I play nearly every other day on terrains that require CUP Core and I have never observed something similar.
  15. NeoArmageddon

    co10 Escape

    https://github.com/NeoArmageddon/co10_Escape/commit/53efef9871574d874d3eab9deedc039479bf03a2 Kudos to Querbas/Elite for doing the same thing at the same time as me but better. Will update a dev build with the new CUP Taki stuff after todays play/testsession.
  16. What you posted is just a video of somebody lagging through a wall which happen all the time in Arma3, even in vanilla. Also information like: Is there a mission side antiwallhack-script running (which may teleport people) Does the player in the video uses addons like advanced movement (which may also result in glitching through walls) Any other addons used (atleast ACE as war as I can tell). Also you write that laying on the building for two hours works perfectly fine and you expect us to lay two hours in the exact same spot to reproduce that bug (if we had that information in the first place)? Oh and last but not least: As stated in the title post, please post bugs to our bugtracker and not in this thread.
  17. NeoArmageddon

    co10 Escape

    It is normal that smaller terrains are much harder. Same with Utes and Porto for example. Also larger cities are of course more populated.
  18. NeoArmageddon

    co10 Escape

    Release 1.9 has a bug where "Daytime" setting may result in 01:00 a.m. or slightly later. Set the param to a fixed time (like 0800) to prevent this and actually start at daytime.
  19. NeoArmageddon

    co10 Escape

    New dev 20-01-06 with improved difficulty and enemy spawning. Influence of parameter enemy group size, village spawn and spawn distance are tweak for more immersion and better performance in most cases (you still can crank it up to max, but this will be much more difficult and demanding on performance as before). TL;DR server admins have a wider range to adjust those params now. Also in this dev there are Global Mobilization (GM) builds (normal and winter) courtesy of Scruffy. And also thanks to Elitehunter for packing this release on short notice as I am off for a conference in a minute. https://github.com/NeoArmageddon/co10_Escape/releases/tag/Dev_200106
  20. NeoArmageddon

    co10 Escape

    In 1.10 dev branch. See first post in this thread for more information on how to get dev releases.
  21. NeoArmageddon

    co10 Escape

    The list is from the 1.10 dev branch. See first post in this thread for more information on how to get it.
  22. NeoArmageddon

    co10 Escape

    Complete list of currently configured terrains:
  23. NeoArmageddon

    co10 Escape

    Slightly changed patrol density in cities and chance for heavy vehicles to spawn: https://github.com/NeoArmageddon/co10_Escape/releases/tag/Dev_191223
  24. NeoArmageddon

    co10 Escape

    Here is the latest dev build 191222: https://github.com/NeoArmageddon/co10_Escape/releases/tag/Dev_191222 If there are no gamebreaking problems, this will probably be pushed to Steam so I get some headroom for some larger changes in the codebase. You can either delete the profile on your server (but this will also delete cached stuff from other missions) or you can enter this in the debug console and execute it on the server:
  25. NeoArmageddon

    co10 Escape

    You need to disable it clientside aswell.
×