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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    co10 Escape

    The newest development build contains some additions by @belkon to make escape work with ACE medical. Testing and feedback would be awesome. The Build has #128 (There are mission and addon builds available)
  2. NeoArmageddon

    co10 Escape

    Opening a LAN server and play for yourself should work but will be very hard to beat (as the mission is designed wirh coop in mind).
  3. NeoArmageddon

    co10 Escape

    For the first one it is Massi's addon collections and RHS. The zombie missions are not supported anymore but they used "Zombies & Demons" AFAIK.
  4. NeoArmageddon

    How much Arma have you played?

    Steam says I have 2,504 hours in A3 on record since release. But I played all other titles before nearly as frequently (or maybe more as A3) but not with Steam. So when I extrapolate my playtime in A3 to all titles back to the OFP release in june 2001 I get around 8757 hours in all armaverse games (not counting Take On, DayZ and Carrier Command).
  5. NeoArmageddon

    co10 Escape

    Thanks for your commend. Would love to have you back working with us on Escape!
  6. Instead of just complaining about CUP Sahrani, why don't you do something constructive and write your objective problems with it down in the CUP bugtracker?
  7. NeoArmageddon

    co10 Escape

    Ruha is already in but we noticed some huge performance problems (seem to be related to some corrupt objects in that map). That is the reason we did not included it in the last release.
  8. NeoArmageddon

    co10 Escape

    When you are playing solo, yes, as there is no respawn.
  9. NeoArmageddon

    co10 Escape

    Please hide long logs in a Spoiler-tag. This looks like your servers scriptengine is bugged as those error messages don't make any sense (defining a variable throws undefined variable). Make sure you are not starting your server with -init commandline parameter and you don't have a mission rotation/autostart mission configured in your servers config. These are known to break a lot of scripts (engine bug most likely).
  10. Make a ticket in our bugtracker and attach some screenshots.
  11. NeoArmageddon

    Script obfuscating

    Correct me if I am wrong, but one can still exchange stuff like authors name even if the scripts are obfuscated. Obfuscating is more geared towards making a scripts logic unreadable and making it hard to reuse parts. Obfuscation is not encryption. If you really want to protect your whole mission from being relabeled and reuploaded, your best bet is DCMA claims. Steam workshop makes this quite easy. Report an upload, include the link to your original release and in a few hourd the reupload is gone and the theft may even get banned from SteamWS.
  12. NeoArmageddon

    Teleporting at Dedicated Sever

    Gate1 and Gate2 variables don't exist at other clients. Make them public: gate1 = "mercenaries_gorka" createVehicle(position player); publicVariable "gate1"; gate2 = "mercenaries_gorka" createVehicle(position player); publicVariable "gate2"; [gate1, ["Yeeehaaw", {player setPos getpos gate2}]] remoteExec ["addAction", 0, true];
  13. NeoArmageddon

    Script obfuscating

    This. One of my larger missions is played, hosted and downloaded thousand times per month and I have only seen slightly modfied versions were people exchanged weapons and units (allowed per license) but I never encountered someone who has ripped stuff out of the mission for use somewhere else. I assumeit is too time consuming to unravel all the modules, scripts and parts to make use of them in other missions. The default "script kiddie" wants fast results, so he looks somewhere else. The serious modder writes me a PM with "Hey, I really like that one script in your mission, mind if you can send me a sandalone version?". Also something that was not mentioned here, and in my opinion it is the biggest objection towards obfuscating script: In a few years you look for that one script you wrote back in A3 (maybe to use in A4 or something like that) but you can't find it on your HDD/backup. So you search it online, download it and unpack it. If the code was obuscated, you are out of luck. Releasing something is actually the second best backup method (after having a real backup of course).
  14. NeoArmageddon

    co10 Escape

    Post your RPT please and make sure you are only loaded what is needed for the mission.
  15. NeoArmageddon

    co10 Escape

    AT is our own internal modset with basically a mixture of CUP, CAF, RHS and some compatibility addons not released. They are packed with the normal missionnwhen dev versions are generated and I am too lazy to filter them from the public folder. Please ignore them, they are not meant to be played (but if you are curious you can checkout the classnames directly in the unitclasses.sqf on git or when unpacking the pbo).
  16. AFAIK that model is already broken in the A2 MLOD pack by BI. I thought it was fixed in the last TP update thou. Which CUP version do you use as base? If it is the newest, can you open a ticket in our tracker?
  17. NeoArmageddon

    ExecVM from triggers

    Just for the record, if a trigger is created in a script and local variables need to be used in the activation call of the trigger, all forms of parsing variables into strings can be used: private["_casSpawn","_casPos","_casGroup","_trg"]; // Setting _casSpawn,_casPos,_casGroup to some values _trg = createTrigger ["EmptyDetector", getPos _casSpawn]; _trg setTriggerArea [20, 20, 10, false]; _trg setTriggerActivation ["CIV", "PRESENT", true]; _trg setTriggerStatements ["this", format ["null = [%1,%2,%3] execVM 'mount.sqf';",_casSpawn,_casPos,_casGroup], "hint 'Test'"]; This will parse the variables into the string and it will become a static expression like "null = [someObject,[2312,54234,234],SomeGroup-1-2-West] execVM 'mount.sqf';" that can be called uncoupled from the script creating the trigger. In some cases, the str command needs to be added to the parameters of format to have the variables added correctly (needed for string to have correct escaping of quotes). When debugging this, it is good to make your called script (mount.sqf) print all parameters and their type into the rpt or chat to check if everything worked as expected.
  18. NeoArmageddon

    Help needed: Quick questions

    Most likely. This is a question that can't be answered as everybody has different taste and expect different stuff from such a game. In my opinion ArmA is the pinnacle of milsim gaming. Than get it from humble!
  19. NeoArmageddon

    co10 Escape

    Would be helpful to know which version you are trying to play. All Apex reversions require Apex (what a surprise). The other versions don't use Apex except for civilian traffic but there is an option in the params to disable all DLC content. Also you shouldn't be kicken for not owning a DLC. This sounds more like some pbos are missing. Nevertheless your brother should buy Apex anyway. Tanoa is great for Escape.
  20. NeoArmageddon

    co10 Escape

    Be sure to set Debug mode in server params (in the MP lobby) to "Off" and the first setting to "Use below and save". Seems like you turned debugging on someday and saved the settings. You can check the setting also in mission in the briefing under "Settings".
  21. NeoArmageddon

    Way to treat newcomers! Gj! (sarcasm)

    Just so we are on the same page here: As far as I know there is nothing like being "invited" in the lobby (may be the case for some modded scenarios but not official ones). Also in most cases you don't have to wait to join something except for some Coop missions without respawn. In all other scenarios you can just click a slot and join the session (or spawn in spectator). Also, does on official servers someone can kick people or is only #vote kick possible? So I suspectthat either of these were the case: You waited in the lobby while you could have just joined the running session. You joined but it was some mission without respawn. You joined a server where all slots were already occupied. You were kicked because the mission at restart was full (and maybe albeit you joined an official server, you encountered a closed group playing there). Maybe you were kicked because you were idling in the lobby (see point 1 and 3). They really were some childish people not wanting you to play with them. They are not representative for this community. I don't want to defend the people on that particular server, just wanted to say there are other possible reasons you had to wait/got kicked than just stupid and toxic people. We can't be sure without knowning which gamemode/mission you tried to join. The missions/maps in arma work a bit different than in regular first person shooter games.
  22. NeoArmageddon

    co10 Escape

    It was added in the dev logs and only some files. The ports are not complete yet and thus missing from the final release and the 1.9 release log.
  23. NeoArmageddon

    co10 Escape

    Thanks for sharing the videos! That behaviour is not a bug but just attributed to how Escape spawns enemies. On large islands and large terrains Escape makes a really good job at hiding how the spawn works and the AI scripts make the enemies movements believable and athmospharic. Small islands are the weakpoints ans there is no real simulation of enemies logistics and long range troop movement. All of the spawning happens "around" the players to keep them under pressure. So on a small island it seems like the enemy is coming from nowhere and just appears (in fact they just appear right outside of the players view distance). But still for me this is just a minor inconsistency than a big flaw in the mission.
  24. NeoArmageddon

    co10 Escape

    Heyho, you are hosting locally, don't you? It was a debugging message for the new choppers I forgot to take out. On a dedicated server you shouldn't be able to see it but I will prepare a hotfix with it removed. Thanks for reporting and I really appreciate that you registred here just to tell me :D
  25. NeoArmageddon

    Potential new player with questions

    @JohnKalo Already made a good job answering your question but I will try to give you some more info. There is no learning curve in respect to skill to play the game BUT there is a huge learning curve to master it. Arma3 is straight forward to play but hard to master. You can play the game with the basic controls (WSAD, Mouse and the action menu/mouse wheel) but mastering helicopter, tank, etc requires more knowledge about the keybindings and some training (like in real life). We (my squad and me) play Arma every evening for about 1-3 hours. We play COOP missions. The heli clight model comes from Take on Helicopters which is a dedicated Helicopter sim. Both use RotorLib. The model is simplified for gameplay purposes but still has stuff like ground effect, vortex ring state, etc Every DLC came wth a patch that added features to the game. The features are free for everyone while the vehicles in the DLCs are premium/payed and can only be used for owners of the DLC. You can mix players with and without DLC. The players without a DLC can see the premium vehicles/weapon but simply can not use/drive/shoot them. The engine is old and has some quirks but nothing gamebreaking. Your computer should be finde to run the game. Arma3 is mostly CPU heavy. Yes, you can and it is easy. You can host from your client or setup a dedicated server by launching the game with -server in commandline. You find detailed explanation in the community wiki: BIKI You can even make your own missions. There is one important point: There are only few missions that come with the game. Most content is generated by the community with the games editor (and it is easy to create your own missions). Advanced mission makers use armas scripting language to write completly new gamemodes. The important concept here is: An Arma3 mission can be anything: From a hardcore milsim mission, to a free roam patrol mission or to an roleplay mission. I have also seen stuff like racing missions, zombie survival, air traffic controller simulation etc. So you just need to get comfortable with the idea, that stuff like revive, respawn, task, etc mechanic can change from mission to mission.
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