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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    co10 Escape

    Still as fast as usual on my dedicated server (1-3 seconds "Loading..."). When joining a runnining session the only thing that is done while "Loading..." is shown is just a waituntil{!isnil player}, so I suspect it is mod/server configuration is delaying the player initialization. I don't think it is mission related.
  2. NeoArmageddon

    co10 Escape

    Pretty sure it is your soundmod making changes in the base sound config of the game and basically excluding CUP/RHS from these soundfiles. Just think of this: CUP and RHS rely on a specific config entry for a weapon sound from the base game but when you load some soundmod it changes that entry or might even remove it for its functionality. Now CUP/RHS can not load this base config entry and overwrite it with their own sounds thus making these weapons inaudible. AFAIK he did not assistest in latest patch, so I would check if JSRS was updated after the latest CUP release. Otherweise I would just play without any soundmod, especially server side.
  3. NeoArmageddon

    co10 Escape

    That happens in MP when versions of a mod or if different mods that change some gunsounds are used together. It even might happen when the mod is not used by the mission but only by one player. We had a similar problem when we played CUP escape (with RHS also installed on the server) and one of our players connected with an outdated RHS version. He could only hear is own weapon sounds and we couldn't hear his sounds. I recommend you double check that server and all players are using the same CUP version and nobody is using any extra addons that may contain weapons with their own sound. So if you play CUP escape, make sure server and no player is sideloading RHS/ACE or something like that. Not sure where is bug comes from, but it does not seem to be a config inheritance problem but something deeper in the engine (maybe soundfiles with same name in different locations, but just speculation)
  4. NeoArmageddon

    co10 Escape

    I am always happy to hear that someone is having as long and as much fun with this as I do. Back in A2 the first type of this mission was by Engima. You may also have played my edited and ported version back then. AFAIK Scruffy and I were the first who ported Escape from Chernarus to terrains like Podagorsk and added some more randomization to weapons and stuff. Have nothing better to do and play a couple of times a week myself. Keep it up to date and enjoyable. Just throw more CPU power at Arma, that always helps.
  5. 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.
  6. NeoArmageddon

    co10 Escape

    See
  7. NeoArmageddon

    co10 Escape

    😘
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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™.
  14. 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
  15. 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. 😞
  16. NeoArmageddon

    co10 Escape

    That is the offset from the center position [y,x,z].
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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
  23. NeoArmageddon

    co10 Escape

    In 1.10 dev branch. See first post in this thread for more information on how to get dev releases.
  24. 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.
  25. NeoArmageddon

    co10 Escape

    Complete list of currently configured terrains:
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