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Posts posted by NeoArmageddon
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I got the same Errors:
You can safely ignore those. Both don't affect the execution of the misson. If you have scripterrors enabled and/or dev branch and you are bugged out by the popups: I will fix the display of that stuff in the next week.
@callmesarge: Yes, please upload.
Also I changed some stuff with the mission compiler. Addind your mission.sqms to the CI may be easier now.
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Hey Guys,
maybe someone could help me. Im trying to put up my own server based on escaped missions.
Im super newbish about this whole server thing but im trying to get everything working right now.
So here is the problem when i start f.e. a stratis or altis escape mission, the player spawns randomly with complete gear (map, weapons etc.) somewhere on the map. No prison on sight.
Do i have to configure the serverconfig before launching a escape mission or something?
Hope you guys could help a newbie out. Thanks!
Remove the default mission and mission rotation from your server config. It is known to break some stuff.
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Hmm okay thanks, is there any way to increase it other then staying around roads?
Not without sacrificing the number of enemy patrols. The amount of groups is very fine tuned between playable and "OMG my server is burning down".
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Is anyone else now seeing a happy smiley pinnochio face on those T90s, or is it just me?
For me it looks somewhat bored, like "Meh... Roadblock... no shooting thingies...". :D
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Hey just wanna say I really love the mission me and my friends play it nearly daily and it feels like its in a near perfect state, the only thing missing(both me and my friends agree) is the civillian ambiance, while vehicles are present we feel like they're a very rare occurance(compared to the arma 2 escape chernarus vehicle population) and i think it would really complete the mission if you guys could rework the civ or traffic framework :) thx
Civilian traffic strongly depends on the map and the density of roads. For exmaple Altis has far more civilian traffic than Chernarus back in the original A2 Escape. In comparison Thirsk has nearly no civilian traffic.
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For some reason after 1.64 update hideObjectGlobal command does'nt work on Takistan hangars!
hideObjectGlobal is a very buggy command and I had my fair share of problems with it aswell, not only with terrain objects but with units and vehicles aswell.
Can you test your script with remoteExec and hideObject (non global) and see if you get the same problems? I strongly suspect the problem is not the hangar itself but the command not being reliable.
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I've become a fanatic with these missions so I decided to try building one with Massi's USMarine/Chernarus Conflict using Podagorsk. I followed the advice Scruffy laid out,editing the Units.sqf and the mission yet Opfor doesn't show up.No guards,no patrols and prison backpack was empty.So I jumped into the camera & peeked at all the locations & they were empty also except for the structures.Now I've done some small changes before like change guard types & backpack weapons w/ no errors.Looking @ the log really didn't help much but it did spit out alot like Error Undefined variable in expression,positions,possible infantrytypes,etc.Can someone put me on the right track,eager to use this mod on other terrains.
Sounds like spawning errors aswell and the missin pistols strongly indicate there is an error in your unit config and/or the array are empty.
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Hi,
I can't change the parameters in the game lobby. I searched through this topic and someone else got the same problem but there wasn't any solution.
I kinda bypassed it by depbo the mission file and changing the default values.
Also there a repeating errors in the console log. It doesn't break the mission but it generates a huge logfile.
The first error only appears once, the rest multiple times.
I got those errors both on 1.7.5 and 1.8.0 Altis, Stratis and Tanoa.
That sounds like a problem on your end. I can't reproduce your errors. They look like the engine spawning of units fail (scripts tries to create unit -> engine fails to create unit -> unitvariable is null/nil -> error). Are you missing some mods for the mission or are some outdated?
Also the problem with the unchangeable parameters were solved somewhere in this thread: It happens when the server config has a default mission and/or mission rotation setup (most likely a bug in the game).
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Hello sorry for the stupid question but what mods should i use to play the Escape us tanoa version? cause every time i load only the rhs mods with cba i got that ace script error
ACE script error sounds like a ACE problem not a mission problem as the mission has nothing to do with ACE.
Or did I overlook something that changed these values?
Most likely: Parameters are cached between sessions and automatically restored when you don't change the first parameter to "Use below and save" from default "use saved values...".
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That would case other problems. Without the radio the chat wouldn't work (Like unconscious messages etc). That is why I decided to not remove them.
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Or directly add my code to the can's init without the (unelegant) need of hardcoding positions.
@Jnr4817 You add the script only to one object in the center of the city. It marks the center of distruction. You DON'T add it to all objects that you want damaged
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You can also run this from the init of a gamelogic/player/invisible helih/whatever.
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*Remove chopper options from Parameter options (maybe remove the script completly - debugger was going crazy)
Why not replace them with light planes?
*Remove NVS + TWS options from parameter options
Better just remove the TWS/NV classnames. Otherweise the spawning might break
*Fix a few cases of "blue on blue" (i heard gunfire in distance)
Make sure Indfor and Opfor are friends (also in mission config AND editor).
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Small update:
Thanks to crcerror1970 and Scruffy Malden, Kolgujev and Nogova are now available for Escape with a broad range of different mod setups. Available in latest dev repository entry.
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There a basically two ways to use SQF in Arma: As scriptfile or as function.
A scriptfile is loaded from disc with execVM. This will load a file, compile its contents and run execute them (if valid).
A function is a body of code with a name and is defined either in config or by defining them in a scriptfile. After they are loaded/defined the compiled code exists as the functions name in a variable (typename of this variable is "CODE").
This compiled code can now be executed in two ways: Either by using call or by using spawn.
If the function is called, the calling script will be suspended until the called function finished. This allows the function to return a value to the calling script. The called function will not support timing commands like sleep and waituntil.
If the function is spawned the calling script is not suspended and continues with its own procedure. The spawned function is executed in parallel to the invoking script but that also means it can never return any value. Timing and suspending the execution is allowed in spawned functions.
Here are some simple examples.
Call:
my_fnc_degToRad = { params["_deg"]; private _rad = _deg*3.14/180; _rad; }; SomeDirInRad = [180] call my_fnc_degToRad; //Should be ~pimy_fnc_killThePlayer = { private _success = false; if(alive player) then { player setdamage 1; _success = true; } _success; } if(!(call my_fnc_killThePlayer)) { hint "Player already dead!"; };Spawn:
my_fnc_watchPlayer = { while{alive player} do { sleep 0.5; }; hint "Player died!"; } //Do something before function spawn my_fnc_watchPlayer; //Code after this will not wait until player died //Do something before function call my_fnc_watchPlayer; //Will throw an error as sleep is not allowed in a called scriptTL;DR: Small functions that produce a instant sideeffect or need to return a value are called. Larger functions/scripts that do a lot of work, manage the mission flow or watch the states of objects and don't need to have a return value are spawned, so the calling script doesn't have to wait for them to terminate.
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Otherwise (and to have more control) place a trigger/logic with
{_x setdammage ((random 0.5)+0.4)} foreach ((getpos this) nearObjects ["House", 500]);This will damage all houses in a radius of 500 between 40-90%. You may want to repeat that command with "Building" instead of "House".
Also keep in mind that massdamaging of objects may cause a drop of framerate and stutter on the clients, so exec this at init and before missionstart.
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Thats why I am posting in here. :) I think the winter kolgujev in CWR didnt require anything outside the mod which was very rare between winter maps. I might be totally wrong though. :D
We have some winter assets/textures but not the ones from CWR AFAIK. So most likely no direct port of the CWR winter terrains soon.
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Because I'm not entirely sure how easy it is to do that. And I'm still learning! But if they would want that I'm not opposed to helping! :D
(Most) of the terrains (and their objects) are released as APL-SA. That means you can retexture them as much as you want provided, that you release them as APL-SA yourself (or keep them for yourself ;) ).
And if you have made anything nice looking, please post screenshots ;)
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Transferring ownership breaks waypoints and such. So it seems it would be a matter of having the units spawn on the HCs instead of transferring them. I could be reading wrong, I am not an experienced programmer, but it seems that you are using one script to decide what and where, and another to spawn and, another to control the units. If that is correct running the spawning scripts on the HC would produce the results I am looking for, right? Something like changing the
It is not that easy. Infact you need to put all scripts that interact with AI to the HC as otherwise the whole AI control will break apart. And doing so will cause other problems like JIP will cease to work, etc
As I said: It is not simply changing a few lines.
(And changing !isServer to !hasInterface will just cause the scripts to never run at all ;) )
I was looking at the first page and there isn't really explicit instructions on how to port the mission to another map. Is there a tutorial or wiki on how to do this?
Here, first page, twelfth entry: https://forums.bistudio.com/topic/180080-co10-escape/#entry2838479
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The code above was just me testing HC and offloading.
But especially AI commanding and the search leader are linked with many other parts of the mission. AI will just cease to react properly in escape (patrols won't engage reported enemies, vehicles won't move to your last known position, artillery strikes will never be executed, etc) when simply offloaded to HC. The traffic problem is similar: Your script/HCkit offloads them to a client and the server loses track of the vehicles and spawns new ones. It is not that simple. Otherwise it would already be in ;)
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That I had not checked yet. Would you be kind enough to explain how the HC is handled when detected by the mission? Are you creating the AI on the server and moving them or creating them on the HC?
It doesn't handle it at all. I wondered how you managed to "added headless clients to the mission in an attempt to help out server performance"^^.
Just addind a HC slot won't change anything. The serverside AI managment is in parts still from A2 and thus not compatible with HC. Making it compatible would mean changing nearly every script and function in the mission and is out of scope for me right now (not enough spare time).
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server/fn_RunExtraction.sqf line 84 but you most likely need to edit /common/fn_GetPlayers.sqf so it doesn't count the HCs as players. I assume with your HC also the mission won't fail properly when everybody is unconscious ;)
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That being said, I'm not an expert on the under the hood stuff that missions do to initialize things... I'm just curious if you have tried converting the mission from 2D to Eden and had any luck?
In any case I'm gonna give a try and if I have any luck with it I'll make my ports available to you guys.
Since last patch the 2D editor is gone, so yes, we used 3DEN for latest ports.
The mission.sqm only relies in three things: The player characters, two logics which span the usable area of the map (that helps to improve performance on maps with a lot of water/unusable area) and a "bootcamp" logic for caching units.
The description.ext can stay as it is. All variables that need to be changed are in the defines.hpp and/or are automatically changed by our compiler.
For really porting the mission you need the porting missions which you can find on the first patch. You can load them in 3DEN aswell and move the markers there. As the export is scripted, it is editor agnostic.
What cup maps are you porting to that there arent already a version for? i saw cup/RHS and both versions for most maps?
AFAIK the ACR and CWR terrains are still missing as Scruffy and me are very lazy people (also I was busy including the CWR terrains in CUP in the first place :P )
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During that time, I was wondering if you guys would consider porting this to the Unsung Mod to replicate the the last moment in the movie Platoon where the squad escapes the Viet Con run over?
Scruffy and I mostly only add terrains and mods that we actually play but there is a porting guide on the first side of this thread and when somebody does a port, we can include it into our development stream for further updates.


Community Upgrade Project - CUP Terrains
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
When JBAD buildings are readded the terrains stay untouched and the buildings are replaced as JBAD buildings are (most of the time) the vanilla buildings with upgrades (added rooms, working doors and glass, etc). A few buildings were already replaced on AiA terrains but because of some misalignments we decided to not merge that change into the first releases of CUP TP.
And no worries: Some ALiVE devs are already working with/in CUP