-
Content Count
1795 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by NeoArmageddon
-
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
Just played a round with new 1.10 Patch and 5 players. Performance stable at 42 FPS with All medium settings. We sneaked a while around, ambushed a roadbarrier, gathered a Fenec and a Varsuk and made our way to comcenter and the coast. And by the way: It doesn't say "Mission complete", it says "Task complete, roundevous with allied forces" :D So, make sure to download the newest version and the latest serverpatch. Try to lower the difficulty. Some of the hints are old. I recommend "Few Enemys" for groups up to 4 players and the medium settings for 5-8. -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
We always run the mission pretty well on a i7-3770k with 8GB Ram. Medium or Low Enemyscount 3-5 player. Far spawn distance. ServerFPS at around 40 FPS, can drop to 25 near large cities due to increased enemyspawn. Vormulac and his mates play with a similar server and even more enemys and players. Most of the time we sneak this mission. Sometimes we barricade ourself in a building if the enemy forces are pushing to strong. But we never feel like "Rambo against the world". Enemys don't spawn if you stop moving. The caching and procedural patrol generation generates new patrols as you move on, but there are no unlimited respawning waves of enemys. The spawn system don't work this way. "Missions successful" means your made it to the extraction. You can still fail by getting shoot down (or survive the crash and get to another extract). Would be strange to get killed after extraction and also win. Are you sure you are running the correct version (1.6). Sounds to me like you are using a very old build without our changes of the last months (new spawnsystem, gunship, better balanced AI and loadout, performance optimization). EDIT: Some serveradmins report that the overall server performance had a significant drop with the new 1.10 patch. This sould also affect Escape. -
Loading @iniDB without startup "-mod=@inidb;" parameter
NeoArmageddon replied to IKShadow's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Won't work. The yellow icon means "Server is using other addons than you". The only way to make it green, is to make everyone to connect with iniDB too. And by the way: Extracting addons directly into your AddOns-directory is a bad idea. -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
Thanks for your feedback: Standart Settings are meant to be used for a full squad of players (eight) and a good dedicated (as the params say). But even with high settings we get around 30 FPS on our i7-server rig. Would be good of you can say something about your server and game/machine settings. Objects are not loaded the whole time except for a very low amount of static objects. Everything else is created on the fly, cached and cleaned up if out of viewdistance. The numeric AI values are not standart settings, they were build in as a request for more granular AI tweaking. I recommend using the "normal" difficulty param (first or second) only. With ArmA3 AI "Easy" and "Normal" is quite challenging It's planned but not easy, as a lot of script were written before HC was even possible and we need to disentagle some things. We didn't want to alter the original gameplay. Maybe you should say something about this in the original A2 Escape thread. Also scripted Civ interaction is always very errorprone, especially with the dynamic character of the mission. Turn down the amount of enemys and the difficulty. You obviously set it to high. The mission is hard, but there are a lot of videos on YT showing 3-4 players beating the mission. You can try hacking another comcenter for a new extraction. And what happened to the gunship escorting the helicopters? I also recommend to secure the extraction zone before the helicopters land. The reinforcement time simply depends of the distance a patrol has to your location. The reinforcement is not really scripted: patrols get redirected to your location by other patrols distress calls. If there is only one patrol (because you killed all other silent) there won't be any reinfrocement (except helicopters or a motorized patrol). The original mission used BIS Alice module. This is not in A3 so we removed it from the mission. And you complain about bad perfromance and to many AI and ask for adding more civilians and scripts? The Alice-Module and all comparable script are always very resource heavy. And why ask a civilian in his garden, if you can just read the village name at a sign? :D And I hope you have seen our planed features list on our site, some questions are already answered there: http://escape.modfact.net/index.php?page=dev -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
My local branch is already updated for 10 players, so this change will probably be in the next update. -
Neo's Revive Script
NeoArmageddon replied to NeoArmageddon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No Problem. I will add you this feature with the next update. I just had a look into VAS: If you have this in your description.ext class CfgFunctions { #include "VAS\cfgfunctions.hpp" }; You can add the Revive-include like this class CfgFunctions { #include "VAS\cfgfunctions.hpp" #include "include\functions.hpp" }; BUT you have to remove the first and the last line from "include\functions.hpp" as there is already a cfgFunction. The file should then look like this: class AT { class Revive { class debug {}; class handleDamage {}; class revive {}; class addReviveAction {}; class removeReviveAction {}; class initRevive {}; class setUnconscious {}; class setConscious {}; class playMove {}; class switchMove {}; class animDone {}; class animChanged {}; class respawn {}; class startCrawling{}; class washAshore{}; class killed{}; class consciousHandler {}; class copyGear{}; class handleHeal{}; class ragdoll{}; class hide{}; class unhide{}; }; }; }; I will redesign this in the next update to be more "out-of-the-box"-compatible with VAS. -
Neo's Revive Script
NeoArmageddon replied to NeoArmageddon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Heyho and thanks for your feedback. I will add a deathtimer right after new year (but as optional feature). If you want to apply the revive on a unit you just have to make a call to the init on the client where the unit is local: [unitname] call at_fnc_initRevive; You can also call the init on a unit on every client, so you can also use the script in a units init-field or via bis_fnc_mp on server or remote client: Init-line [this] call at_fnc_initRevive; Remote exec (on server or remote client): [[unitname],"at_fnc_initRevive"] call bis_fnc_mp; Regarding the AI: While writing the script I had COOP play in mind so AI was not my first priority but I will look into it. Obviously this is not easy, just imagine your AI mates trying to revive you in every situation... they will propably die while reviving you. -
Neo's Revive Script
NeoArmageddon replied to NeoArmageddon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Of course this is possible, should only be like 4 lines of code. But first I have to introduce a config-file. I will push a update after new year. Thanks for the feedback. -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
Just start a local LAN server. Is this related to the mission? There are no AI teammates in Escape as disableAI = 1. If you want to set real players to "stealthmode" you have to talk to them via chat or teamspeak :D -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
There will be a A3 Chernarus version. I have most of the files ready. We only need to add the boats. -
Attaching explosives to a vehicle
NeoArmageddon posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Heyho, some month ago I began working on a mod about attaching satchels to vehicles, objects, terrain and even units. I just ported my script over to ArmA3 and this was the result: Current Features: Attaching explosive charges to everything with a GeoLOD Plug and play - mechanics replace the vanilla "Put Satchel"-action Clientside + ServerKeys (to prevent cheating) Works in Multiplayer. No locality problems since attachto and vanilla satchelhandling is MP friendly ToDo: Rotating placed satchels back towards the vehicle Improving the placement on terrain (the satchel floats ~5cm above the ground). Fancy Icons Alpha Version 0.1 for testing and feedback (and not finished): https://www.dropbox.com/s/z8uc2n7bxbzdzkz/%40at_satchel.rar What do you guys think about the idea? -
Attaching explosives to a vehicle
NeoArmageddon replied to NeoArmageddon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This script/addon is now part of the AT Mod pack. Sorry for any inconvenience caused. -
Arma 3 STABLE server 1.98 "performance binary" feedback
NeoArmageddon replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
I was very confused too. First I thought the new SteamCMD server has is the new "optimized" binary. It runs great too but maybe it was a placebo effect. Are there any major performance changes in the server release in comparison to the "old" arma3server.exe? -
Simplest way to record gameplay video?
NeoArmageddon replied to Barabara's topic in ARMA 3 - QUESTIONS & ANSWERS
For recording and streaming I use http://obsproject.com. You can diable streaming and enable "Save to file" for your captures. There are also multiple sound inputs and the option for push to talk. With an additional onboard graphics-chip from intel you can also use Quicksync and spare some CPU power for Arma. Performance is great with quicksync. If you have a new NVidia card you can also use NVidia Shadowplay. Works nice with ArmA3 (good performance as encoding is completly on your graphicscard). -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
Heyho, I looked into those scripts and they are not what I need for the revive BUT I disassembled the functions to extract the commands I need. This command does all the magic: http://community.bistudio.com/wiki/showHUD The new revive script ready for some internal testing. Looks pretty good so far. Some features I created so far (but I can't guarantee all features make it into the next release): Reliable revive with unconscious state. Getting out of the script should be impossible. Works with all types of predefiened respawns. First and third person supported. While "unconscious" you can try to roll over and crawl very slow. Most actions are diabled. Enemys won't shoot you while unconscious but when you are crawling. If you die in water, you will be washed ashore. If you die in a vehicle, you get ejected (will be replaced with a "Pull out injured"-action). I will keep you all updated. -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
Heyho, the new revive is somewhat different from current revives (as far as I know). It will attach a "Hit" eventhandler to the players, captures there damages and prevents them from a fatal hit. Instead the players will get unconscious. First I tried a insurgency-style revive with first person camera and animation. Even slow crawling into cover was possible. The drawback: If you are unconscious and have a FAK, you could break from the unconscious animation (what makes you an invulnerable soldier). I think removing FAKs etc via script from a unconscious player is not a good style of code. I can't find a solution to completely disable the action menu (if someone knows a solution, just tell me :D ). My second approach is a camerascript: Watching your own body and maybe following other players, while you are unconscious. I just started writing the camera script, the rest of my old script can be used here. But I still really likes the crawling while wounded thing. -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
My fault.... one C&P to much. I have taken care of it. -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
I think this was fixed a while back. I remember seeing it in the dev changelog. -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
You forgot : Also adding flashlights at night and a new parameter for extraction selection. The options are "Close","Far" and "Random" -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
You are right... seems as I changed the hijack.sqf back in the ArmA2 version for my takistan version to enable "multievac". -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
I never had problems with calling for anther extraction at a different com center. Worked since original chernarus mission. Are you using any mods? -
Armed-Tactics Mod Pack - Beta Release
NeoArmageddon replied to Maike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The script is using ATL coordinates and the eye position of the player. It's more likly related to a geolod/boundingbox issue of the Nimitz-port as the script checks for lineintersects withmodels and entitys. Not yet. The script is just altering the position of a satchel after it is put on the ground. In ArmA3 you can't place satchel while in water so you can't place a satchel while diving. But you can attach explsoives to a boat from land or while standing in shallow water. The inhaler is meant to be a tempory bugfix and a parody of the current fatigue mechanics in A3. We obviously succeeded with the parody thing :D -
Armed-Tactics Mod Pack - Beta Release
NeoArmageddon replied to Maike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, Mondkalb made a custom animation for the inhaler but we hadn't time to add it yet. -
Armed-Tactics Mod Pack - Beta Release
NeoArmageddon replied to Maike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha... maybe we should change the threads title to "Armed-Tactics Mod Pack - Beta Release" :D -
CO08 Escape Chernarus Ports for Altis and Stratis.
NeoArmageddon replied to Vormulac's topic in ARMA 3 - USER MISSIONS
Hey Vormulac... just look at the video I streamed yesterday: Foggy but the AI is shooting about 1 km out of Kavala to the castle... basicly what AstroRetro reported.

