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Posts posted by NeoArmageddon
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May someone post a bug report about that? http://phab.anzp.de/maniphest/task/edit/form/2/
And another question for you folks.
Is there any interest in the following stuff:
- Another platform for Escape discussions/feedback than this thread like a (small) dedicated forum or a steamgroup?
- Is there a real interest from A3 squads/groups in me putting SteamWS mirrors of the Escape mission up?
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Finding the map is indeed optional but I will not mark it as "optional" as the default workflow is "Escape -> Find map -> Locate/Hack Comcenter -> Get to Evac". Getting to a com and escape without a map is a rare edge case. Marking it as "optional" will confuse new players like "I need to get to a comcenter, but how? I don't see anything and my map is black." The map tasks points out the map as an important object to beeing able to actively locate a comcenter.
I will add that a GPS will mark the task as complete.
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if you don't mind my asking how far away is the next release?
Keep in mind that you can get the Tanoa version already from the "development repository".
Scruffy and me scheduled a personal meeting in two weeks. In my experience we get a lot of stuff done when we meet. The new release will most likely be ready the week after.
With the 1.8.0 release we will mostly fix stuff and introduce some stuff under the hood that will allow us more feature with future releases (1.8.x). Atleast that is my plan.
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There is no other way than comparing the surface type with the cfgClutter and cfgSurface entries for the current terrain. Clutter is not placed like normal p3d objects and thus they can't be accessed like other terrain placed entities.
I don't really know how arma handles this but in a lot of other engines clutter is not a real object in the world but directly generated on the graphic card.
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At the moment all I've tried is to replace the unitnames in the UnitClasses file but whenever I go to start the mission I get stuck on the black loading screen. I've seen a few other people had this problem but cant seem to work anything out. Do I have to change anything else? The units I'm using are still in bluefor.
Have a look in yoru error log. Persistent blackscreen indicates errors in the files. You most likely have a typo or missing comma or bracket.
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My friends and I sincerely appreciate all work put into this project.
You are welcome! And I will definitly continue improving the civ spawning scripts when I get to it.
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^ Also wondering. Last time I tried Tanoa (Apex beta), it had some AI pathfinding issues/civilians weren't spawning. - Is it being worked on by chance? We're all really anxious to try Tanoa again. :)
Pathfinding is not a mission problem. We have that with "normal" missions aswell.
Civilians have some spawning problems on the smaller islands, but the larger ones and the main islands work well in my experience.
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Not (directly) Escape related. It is just the server/clients getting to maximum load with the amount of units in an escape mission. You will most likely encouter that problem on terrains with large cities (and thus large patrol desity) like Tanoa or Lingor. You will experience the same problem, if you place 200 units (~50 groups) in editor and give each of them some waypoints.
Unfortunatly that is how arma handles a large amount of scripted units.
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When we got to the extraction point, three helicopters came, and all three of them were shot down. The crew jumped out to their deaths and the helicopters crashed as well. Is this intentional?
No but that is life/ArmA. You have to find another ComCenter to get a new evac point. Call it "bad luck" ;)
Receiving the following repeating errors in RPT shortly after start.
Completely halts the mission. Notice similar errors in in T95 in your ticketing system, though as these halt the missions, i feel they may be different.
EDIT: Must have removed something important when attempting to get ace incorporated into the mission,
Please document your changes and think about contribution them back (when they are not breaking stuff for non ACE users)
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Oh thanks , its kinda sad since one of my friend really wanted to try the UAVs on this mission. Anyways great job with the mission.
When you get your hands on an enemy drone/backpack just pretend to "hack" it and spawn one of your side with the debug console (same with the drone terminal). Than your friend can use it ;)
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The quality of many trees is bad, even when you are nearby. The player sees only 2 textured polygons in a cross position.
If you zoom out the camera or player look, then trees become worse. This is reminiscent of the technology in 2001, when we played in the OPF.These issues can be seen easily in Chernorussia map:Note, this is ultra game settings!1) Check what zgmrvn wrote above. If that doesn't help you should lower your graphics setting. The game mightbe switching to the far LOD because your computer runs out of VRAM. The tree has a perfect, quality 3D model. Next time please verify if the problem is on your end before posting.
2) Regarding glass and destructible buildings: We only have limited time and people to "upgrade" those buildings from A2 standards to A3 standards. It takes us many hours to upgrade a buildings to the A3 standard. But if our pace is not fast enough for you, you are invited to help us with this stuff.
3) Also you might have noticed that we push every 2-3 month an update that nearly always improves every aspect of the mod.
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Hey , great mission , i love playing it with my friends but i have a question. How am i supposed to use the UAVs ?
I know there is some kind of "class" , but even when i choose the "UAV Specialist" i cant manage to start the UAV, i get the terminal and that small "drone" but i cant make it work.
The drones are enemy drones, you just can't use them with the opposing forces drone terminal. Unfortunately that is how drones work.
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Hey I'm playing the Tanoa version on the Apex sneak peek branch and it has been a great experience so far. I'm just wondering if anyone knows a way we can add randomized boats to the shoreline. Altis and other maps were manageable without them but its impossible to avoid swimming on Tanoa unfortunately
Are you using the (unofficial) SteamWs version from phantom or the official but unreleased bleeding edge/dev version? The later has random civil boats at piers and also enemy boats patrolling the coasts.
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But... maybe I am just being dumb... Does the dedicated server act like a local host and should allow you to double click the options to get to the value menu for that option? Or is there a different way to change the options that I am just not aware of?
That should normally work as you describe. But I remember there was a problem like this in early Arma3. I suspect it is your server, not the mission (can you verify that?). I will ask around.
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Hidiho,
do you were unable to change them in the lobby or does changing just didn't had an effect? Escape remembers parameters and loads them the next time except when you change the first parameter to "Use below an save" or "Use below (and don't save)". Just want to make sure you didn't make the obvious failure before I start digging in the code.
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Shamelessly copied from Skype:
Check the pathes of the objects you have placed. Most of the cfgpatches are identical with the path (for example CUP_Terrains_ca_buildings2). But you can also add the legacy cfg patches from arma 2 "CAMisc" or "CABuildings2" for example
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Hey Neo,
Is it possible to only get the "new" weapons and vehicles into escape?
I meant by changing some parameters.
Your mission i awesome!
Grtz,
Not yet, we still need to add the new units to a modset. We will release it a few days after Apex is released.
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Can you clarify the license/usage of those buildings? When the had the source p3ds from A2 that would imply APL-SA.
For considering adding your buildings to CUP Chernarus we would like tohave your explicit consent ;)
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Maybe you try the CWR block textures for this one?
The CWR texture make the panelaks look much more damaged than the original OFP ones or even the other buildings on nogova. To me it looks ultra unnatural if most buildings look new or just renovated and the panelaks look like 10 years of civil war. Also the CWR panels have to much features resulting in an unnatural copy&paste look. The new panelaks are better matching with the current state of the art. I may retexture the first floor to use concrete but the overall texture will stay.
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In my experience an error like "No entry 'bin\config.bin/CfgModels.default'." is just Arma telling you, that everything is fine and no more serious problems happened.
In what branch are you? Since I switched to APEX/DEV I have a lot of such errors. When I switch back, they disappear.
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Only for strelok93: A complete brick panelak: http://anzp.de/upload/2016-06-24_21-03-31.png :lol:
Maybe I will retexture every building on Nogova to be out of bricks. Muhahaha
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The difference is not only the texture but the quality of the building. The original panelaks by CWR2 were not enterable (besides the main entry and the roof) while the CUP panelaks are fully enterable. Because the floors are proxied, the additional star was introduces. Otherwise the fully enterable first floor would have intersected with the main hallway. Also the CUP panelak has a higher texture resolution. The exchanged panelak is far more open andthe texture looks much better and less noisy. If we had choosen to add the non-enterable model with the texture/layout you prefer, people would complain "Uhhhh... the panelak is totally stupid because it is not enterable. The panelaks on chernarus are way better. EXCHANGE THEM!!!1111"
CWR: http://anzp.de/upload/2016-06-24_20-45-52.png
CUP: http://anzp.de/upload/2016-06-24_20-46-50.png
I have seen many CUP like panelaks (here called Plattenbauten) with a first floor out of brick walls. It is not uncommon. Also AFAIK the CUP panelak was texture after a real building.
If you don't like the texture or model, feel free to create a better one, open a ticket in our tracker and attach it. Other wise: Either live with it, uninstall CUP or shut up.
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Quick question / request, any chance 'OFP World' might make an appearance down the line some time?
Maybe ;)
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To download only the changed files you could do this:
- Get a copy of wget.exe (if you have RHS you can get the exe from their updater) and make sure it's in your %PATH% (c:\windows\system32 should work fine)
- Open a cmd.exe in the @CUP_Terrains_Core folder
- Run the following:
I do the same for syncing CUP with my squad but be advised that this is not a solution might also redownload everything and you will end up with the same download size. When we patch the Terrains, we recompile all Addons as a lot of configs have changes that need to be reflected in all of the pbos, resulting in new files. Depending on wget/FTP server you get the same files as you already have.
There are the reason we only provide full downloads and no patches:
Nearly all pbos change with a patch and a patch archive would be nearly the same size as the complete download (unless differential update is used, but that involves expensive or time consuming software). Also with a patch we can't control the deletion of unused pbos and the results with modified installations (yes, people delete/add pbos to the @CUP folders and wonder why stuff breaks). People will end up with depreciated pbos and will complain about duplicated stuff, bugs and errors.
Also the "bug reports" about broken WS workshop downloads are already bringing us near our support capacity. We simply couldn't handle the support overhead by false bug reports due to patching problems and even more versions/download.
Thats why we only provide complete downloads is not because we want to f**k over people with slow internet, but to provide a stable and reproducable mod environment.
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co10 Escape
in ARMA 3 - USER MISSIONS
Posted
You can do it with 2-3 people, you just tried enough^^
Sometimes I think the mission is even easier with just two people (more stealthy).