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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    co10 Escape

    RHS and CUP should work withoutproblems aswell. I suspect that other mods (not used in Escape) is thinkering with the other mods (through bad inheritance for missnamed classnames). Try to gradually add more mods an test the mission after enabling another mod. That way you should be able to identify the mod causing problems.
  2. NeoArmageddon

    co10 Escape

    The bone/skeleton error should mess with the mission but some conflicts between mods can disturb unit spwning. Try an escape completly without mods (vanilla version on altis/stratis), just to be sure.
  3. NeoArmageddon

    co10 Escape

    When the mission hangs on that message the server stopped due to errors when creating units. That might be a incompatible mod or starting the server with "-init=" command line argument. Are you using 1.8.1 or the dev version? Which terrains? No other error messages in the rpt?
  4. NeoArmageddon

    co10 Escape

    It is in latest dev and will be in next release.
  5. You can create a trigger by script that is only local to the server and does not broadcasts any data (global parameter in creation).
  6. player is undefined on a dedicated server and will break your trigger statement (locally it is defined, and that is the reason it works when testing locally). If there is only one group with players, you can instead use allplayers (or playableunits). Your trigger: (isServer) && {vehicle _x == blackhawk || !alive _x} count allplayers == count allplayers I am using similar triggers in my Escape missions without any noticable performance problem (altou I use playableunits for the case somebody enabled AI): if(isserver) then { _trigger = createTrigger["EmptyDetector", [0,0,0]]; _trigger setTriggerArea[0, 0, 0, false]; _trigger setTriggerActivation["NONE", "PRESENT", false]; _trigger setTriggerTimeout [0, 0, 0, false]; _trigger setTriggerStatements["isServer && isMultiplayer && A3E_EscapeHasStarted && ({(_x getVariable ""AT_Revive_isUnconscious"")} count playableUnits == count playableUnits)", "a3e_var_Escape_AllPlayersDead = true;publicVariable ""a3e_var_Escape_AllPlayersDead"";[] spawn A3E_FNC_FailTasks;", ""]; };
  7. NeoArmageddon

    co10 Escape

    _state This should not affect gameplay.
  8. NeoArmageddon

    co10 Escape

    Typo
  9. NeoArmageddon

    co10 Escape

    What does corrupted mean?
  10. Because that command were not available, when I wrote MB. No, it is for assembling compositions for terrain editing (not placing objects for missions). Aka export to Terrain Builder™.
  11. Because p3d is for objects/models and that wouldn't make any sense.
  12. NeoArmageddon

    co10 Escape

    https://community.bistudio.com/wiki/Arma_Dedicated_Server#Installation
  13. NeoArmageddon

    co10 Escape

    There is no hardcoded limit, but I wouldn't go over ~300 or so. Every marker is translated in two triggers and I assume there will be some performance loss on the server when the server needs to maintain too many of them. The statement might be a bit misleading, as it was written for "normal" Arma maps, aka terrains from A2 and Altis. For escape it would be perfectly fine to place a large marker over Pyrgos on Altis, it will be ~800m-1000m in diameter. Some community maps have much larger cities and placing a single marker here is not adviced. There are two reasons for this: A large city with one marker is either active or not. That could mean that the players enter the city on one end, but the server spawns patrols 2 km away, behind the view distance of the players. The other reason is, especially for small terrains with a single, central city: The zone will be always active, as some parts of the city are always in view range. I suggest placing markers with a maximum diameter of around 800m. When a city is larger, use several smaller markers with a slight overlap. This also gives you some design opportunities. For example on Beketov I recently placed larger markers in the outskirts, but the POIs in the city center, like stadium, police and military base got their own, smaller markers. This will result in enemies always patroulling these areas. The mission will look more realistic and "hand-crafted". With the default settings, the game will try to spawn one enemy group for every 40000m² of city marker. That sounds much but is just a square of 200m side length. BUT there is a hard limit of 10 groups per marker, which you will run into, when the marker reaches 2km side length. Manually place them or let them spawn on a bridge? Manually placing units in the editor is not recommended for escape, as those units are not cached or controlled by the AI commander. Regarding spawning: Arma has some problems with AI and bridges. I can't do much here than hoping bridges won't get everybody killed.
  14. NeoArmageddon

    co10 Escape

    X-Ray vision is a myth. There were some cases of not defined viewlods on some A2 bushes but those are fixed. What the AI does is shooting at your perceived position. You can easily see this, when a machine gun is shooting at you, and you run behind a thin metal fence and stop. The AI will shoot your percieved position, which still moves further behind the fence. Same for bushes. If AI sees you running behind a bush, they are likely to shoot that bush but with an increasing inaccuracy. The AI does the same stuff as the players to. And supressing fire can sometime be effective. If you have doubt, you can test this stuff with the "knowsAbout" command. What I imagine VCOM or other mods do, is make a raycast/Line of sight check and just stop the AI from shooting if it can't see you, which is, atleast in my opinion, not realistic. The high level flanking is in Escape already, just not on a squad basis.
  15. NeoArmageddon

    co10 Escape

    Basically what Valken said. I have bad experience with most AI mods. They work well with small scenarios with a couple of hand placed groups but when dynamic spawning is included, these mod seem to become performance monsters. Dunno why that is the case but I assume they don't handle spawning and despawning and the amount of AIs very well. I suggest playing Escape without VCOM. The AI is not that bad, especially because we added some high level AI coordination into the mission. If you are missing some AI behaviours, just write them up, and I can check if I see fit for them to be directly included in the next Escape release.
  16. NeoArmageddon

    co10 Escape

    No need to write me a PM AND write here, normally one is enough. Regarding your question: Use the newest release 1.8.1 or the development snapshots. Stuff like this, that was broken with A3 patches like the shift to 64bit is fixed there. Also make sure you don't use the "-init"- commandline argument, when starting your server/client.
  17. Units init field: [this,"FlyingMonkeysInSpaceInsignia"] call BIS_fnc_setUnitInsignia; and this in your missions description.ext: class CfgUnitInsignia { class FlyingMonkeysInSpaceInsignia { displayName = "Flying Monkeys In Space"; // Name displayed in Arsenal author = "All mighty NeoArmageddon"; // Author displayed in Arsenal texture = "insig\us1.paa"; // Image path. Not sure this is right, try "\insig\us1.paa" otherweise textureVehicle = ""; // Does nothing currently, reserved for future use }; }; Dictated but not tested™
  18. Pretty sure we didn't changed the classname of CUP_Worlds. I looked it up and the last change to that file was in Oct 2017 and even than only some minor fixes and no rename. So I am pretty sure CUP_Worlds is there and intact.
  19. Isn't that the proper Arma2 behaviour? :P
  20. NeoArmageddon

    co10 Escape

    See fn_initServer.sqf.
  21. NeoArmageddon

    co10 Escape

    Good time with public escape and regulara? Never imagined that is possible :D Glad you worked it out!
  22. NeoArmageddon

    co10 Escape

    In initplayer.sqf. But disabling revive will break the gameplay and respawn won't work.
  23. NeoArmageddon

    co10 Escape

    That depends which version of Escape and which Malden do you want to play. There are several Escape missions for two different versions of Malden. The modset you need is written in die mission name, it is either Vanilla (so no addon) or CUP/RHS. For "old" Malden you will need CUP Terrains, for the new Malden you should only need the free Malden DLC from BI. If the later is a problem, your server might be misconfigured to download the official DLCs. You can try uploading the DLC content from yoru local game directory manually.
  24. Torndeco fixed this already in our internal branch. Will be fixed Soon™ for everyone. Sorry for the inconvenience :(
  25. NeoArmageddon

    No more Armaholic.com ?!

    If you need technical assistance (if it f**ks you all up) drop me a PM.
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