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NeoArmageddon

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Posts posted by NeoArmageddon


  1. 9 minutes ago, maxl30 said:

    I know, i expect this mod as a DLC + EW not a "make yourself a DLC" DLC with pure "cosmetic" stuff, thats a really bad joke, A REALLY BAD ONE !

     

    No it is not and just releasing them with no hardcoded function makes perfect sense. There are dozen of missions, scriptrs and addons out there that emulate stuff like this and releasing a DLC with "official" function will render most of these script broken or duplicated. As a official function would be rather limited, it will make the situation worse as "normal" players will have to discern between the official functions/keybinding and scripted solutions that are already around. Releasing this stuff as cosmetic only and leaving it to the people to use it however they like is the best way. 

     

    Simple example: They add a radiation function that can harm or even kill the player. That would instantly break a lot of revive and medical scripts (ACE for example) and will require updates/fixes by the authors.

    When the objects are only cosmetic, the author of a mission can decide himself, if he adds radiation and a medical script that works with it.

     

    The range of use for this kind of stuff is to diverse across all possible scenarios to implement some hardcoded behaviour. For everything else you can always take what is in the SP campaign and put it in your own scenarios.

    • Like 4

  2. The grass setting is actually broken in the last builds of 1.10 but the rest of the selection works in all my tests and for all other people I asked to test it. If that is the only setting you use to test the params, please try another one.

    Also checking your rpt on server/local would be helpful.

     

    9 hours ago, PSYKO_nz said:

    up until last week this didn't happen

    There was no change to escape for a while, so your server must have changed something.

     

     

    Zargabad is in internal testing right now.

     


  3. On 4/11/2019 at 1:40 PM, maxl30 said:

    CUP is Arma 2 Vanilla quality not Arma 3 Vanilla quality, i think in A3 Vanilla quality many would buy it.

     

    How do you come to that conclusion? CUP adds new textures, models and animation in every update and is constantly improving the quality if its content. There are some assets that are more or less a direct port from A2 but the majority was either completly remade or was atleast impoved in some aspects. The rest is scheduled for rework/upgrading. Also CUP includes A1 and CWA stuff. Upgarading that many stuff just takes time.

     

    Than there is RHS which contains a lot of stuff we had in A2. Together you already have all of A2 (except the campaign) in A3 and that is why I think it is really unlikely to see something like that as CDLC.

    Nevertheless you a free to pitch this idea to BI yourself, if you are up to the task.

     

    P.S. Also consider the huge s***storm that is inevitable when the player see a DLC where BI is charging money for stuff they already released 10 years ago. It doesn't matter if the stuff is polished or not, the reviews would read "BI is selling the same game twice!11 RIPOFF! Don't buy!"

    • Like 7

  4.  

    17 hours ago, DnA said:

    Hi, I'm afraid not initially. We are at least distributing the EBO files to every Arma 3 player, but I understand why PBO would help more. We're internally discussing how we may approach this (for example via Arma 3 Samples) to facilitate terrain modders on a reasonable timeline.

     

    I understand why keeping the assets EBO before release (objects in the wild will stay in the wild, older versions may stay around and conflict with later updates, etc).

    But it would be really helpful to get something like untextured, first-LOD-only p3ds of the terrain assets before or right after release (through samples or Licensed-data pack maybe) as a kind of placement proxy on terrains.

    I know of a mod that maintains a few well known terrains where the new, opened and polished buildings could be used as a replacement instantly.

     

     

    Also adding +1 to what @.kju said.

     

    • Like 9
    • Thanks 1

  5. 3 hours ago, danny96 said:

    When you're talking about that Cold War stuff, addition of stuff like T-80 would be sweet.. I mean we have T-34, T-55 and all these beasts, but T-80 is still active AFAIK

     

    Maybe 😶

     

    1 hour ago, LSValmont said:

    By the way... porting buildings from DayZ SA's Chernarous Map into CUP is not an option? As you know most of the buildings in DayZ SA have detailed interiors now. And since it is possible to port things from Arma 2 into Arma 3 maybe there won't be an issue porting for other BI game (DayZ)...

     

    It is not allowed by the DayZ license.


  6. 3 hours ago, badanov said:

    Try the Open Chernarus Project:

     

    Only problem is that AI will use a tiny fraction of the building interiors, but it works for live players:

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=786777307&searchtext=open+Chernarus

     

    I contacted  the author a while ago (if I don't mix this mod up with another one) but unfortunatly he rejected the idea of working together because of CUP's license.

     

    We also looked at the original opened buildings by Augment (https://steamcommunity.com/linkfilter/?url=https://forums.bistudio.com/topic/171990-wip-buildings-of-russian-village/) this mod bases on. They were made complete open source, but unfortunatly the (technical) quality is far from our standards we use in CUP. For example the buildings are missing selections for glasses/doors and they only contain the first view LOD. Working around this is as nearly as much work as needed for 

    • Like 2

  7. Heyho, there is a rather large overhaul of the initial mission bootstrap in the dev version. Mostly getting rid of a lot of A2 legacy init and adding a single server/client entry point.

    I suspect this may fix all the locally hosted and singleplayer problems with Escape. I also found out why autoinit+persistent options break escape and how it can be prevented (in this configuration the mission starts without players). Automatic mission rotations should now be possible aswell.

     

    It would be awesome if some people can test this and confirm the fix.

     

    Direct link to dev 132 archive :https://gitlab.anzp.de/escape/co10_Escape/-/jobs/230/artifacts/download


  8. 4 hours ago, vredg said:

    I'm having problems with Escape 1.9 on maps Takistan and Isla Duala (I have tried several other including Tanoa, Chernarus, Lingor, etc and they all work fine).

     

    The error I get is

    "Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    cup_misc3_config"

     

    Heyho,

    Cup_misc3_config is definitly a problem with CUP Core and not with the mission itself. Fortunatly for you, I am both, developer of Escape and CUP Terrains, so I might help you nevertheless.

    The mission only depends on the terrain addon you want to play on and this is most likely cascading down to cup_misc3. What I am wondering is, that misc3 is are objects from Chernarus. For Takistan and Duala you need Misc_e, which seems to load fine. Albeit misc_e depends in misc3. But that does not explain why Chernarus works fine (it should throw an error aswell if the addon is really missing).

    Can you post your servers rpt of that time you tried to start Escape?

    I suspect something is not working with your servers linux environment (it behaves quite different in comparison to windows based hosts).


  9. 1 minute ago, Chrome526 said:

    To load the mission it was necessary to return back "-autoinit and persistent = 1". I send you a file "rpt " where errors are indicated when loading a mission. https://drive.google.com/open?id=1iDgP15y4IAiDZ7fqvv1KscpM70V8SSFe

     

    You simply can't run this mission with these settings on, it just doesn't make sense to run a non persistent mission in persistent mode and without any players. Your problem is elsewhere and likely in your server configuration. From all of your parameters and configs it looks like you are not running your server "out-of-the-box" but with many modifications and tweaks. Please checkout the official Arma3 dedicated server tutorial and run your server in the most simplest configuration. That means: No mission rotation, no autoinit, no missiontomemory loading. Start the server to the mission selection, log in as admin, choose the Escape mission from the dropdown, choose a slot and start.


  10. 1 minute ago, Chrome526 said:

    NeoArmageddon, I did everything, but the mission cannot be read

     

    Without any log information from your server or the console, your statement is very cryptic and I can't do anything.

     

    It seems you are using an Addon version of Escape (from the Workshop). You should probably also remove loadMissionToMemory from startup.


  11. Okay, there are several settings that don't make sense. You tried to start the mission as "persistent = 1". That means the mission is run even without players which does not make sense in terms of a COOP mission. That is also the reason the mission is not shown after autoinit is removed. Change persistent to 0 and remove the autoinit from startup.


  12. 5 hours ago, Cheome526 said:

    Hi everyone!  I have a question, I decided to launch the mission "co10escape v 1.9" on a dedicated server. The problem arises - that in the mission there are no patrols and arsenals are not protected by anyone. There are errors in the logs, but I do not know how to fix them.  If I launch the mission through the game itself, then there are no problems. Tell me, how can I fix this problem when launching a mission on a dedicated server?

     

     

    Hey @Cheome526,

    could you post your servers startup line (arma3server.exe -something ...) and your servers config file?


  13. 3 hours ago, Wurstkoffer said:

    The mortars are another subject. A mortar launcher and a few sandbags somewhere in the wilderness I find quite unrealistic. I once played around with the Map Builder, but unfortunately I am too unimaginative. 

     

    Yes, that is something that bugged me aswell for quite some time. In an early version we had all random artillery vehicles be available for artillery, but we found that in most cases those vehicles are too close to the player to actually shoot indirectly.

     

    3 hours ago, Wurstkoffer said:

    For the motor pools I would know a small improvement possibility. They should contain such a small repair station (Land_RepairDepot_01_tan_F) where you can repair your vehicle completely. This would make absolute sense and give the motor pools additional gameplay functionality.

     

    So, and to make not only demands, but also to contribute something small: My mates and I were a bit annoyed by other players (mostly strangers), who like to sit down in Ifrits or Marids and shoot everything until the rest of the troop has nothing more to do. That took some of the fun away from us. So we wrote a small script which minimizes the ammo of vehicles (but also turrets) as soon as a player occupies them. We are bloody beginners when it comes to Arma Scripting, but it works as intended. And I could imagine that it would be easy for @NeoArmageddon to embed it into the mission and perhaps give players the ability to set the amount of reduction per mission parameter.

     

      Reveal hidden contents
    
    
    /*
    	AUTHOR: jaz, Pyrx
    	NAME: reduceTurrAmmo.sqf	
    	VERSION: 0.2
    	
    	DESCRIPTION:
    	set ammo of turrets that can be entered to specific number
    	USAGE:
    	paste this into initPlayerLocal.sqf:
    	[] execVM 'reduceTurrAmmo.sqf';		
    */
    
    // exit if we are not a player
    if(!hasInterface) exitWith { }; 
    
    fnc_reduceTurrAmmo = {
    
    	_vehicle = vehicle player;
    	
    	// getVehicleAmmoDef ... found there:
    	// https://forums.bohemia.net/forums/topic/157732-finding-a-vehicle-ammo-value-from-0-1/?do=findComment&comment=2664114
    	
    	_magCount = 0; 
    	_mags = []; 
    	_totalCurAmmo = 0; 
    	_VehAmmoArray = []; 
    	_getVehicleAmmoDef = 0; 
    	 
    	_maxAmmoArray = [];  
    	_VehAmmoArray = []; 
    	_defAmmoCount = 0; 
    	 
    	_VehAmmoArray = getArray (configFile >> "CfgVehicles" >> typeOf _vehicle >> "Turrets" >> "MainTurret" >> "magazines"); 
    	_defAmmoCount = getNumber (configFile >> "CfgMagazines" >> ((magazines _vehicle) select 0) >> "count"); 
    	
    	_defTotalAmmo = 0; { 
    		_defTotalAmmo = _defTotalAmmo + (getNumber (configFile >> "CfgMagazines" >> _x >> "count")); 
    	} forEach _VehAmmoArray; 
    	 
    	_magCount = count (magazines (_vehicle)); 
    	
    	_totalCurAmmo = 0; { 
    		_totalCurAmmo = _totalCurAmmo + (_x select 1); 
    	} forEach (magazinesAmmo _vehicle); 
    	 
    	_VehicleAmmoDef = 0; 
    	_VehicleAmmoDef = (_totalCurAmmo/_defTotalAmmo); 
    	
    	
    	
    	// set vehicle ammo to a specific amount
    	
    	if( _VehicleAmmoDef > 0.15 ) then { 
    		_vehicle setVehicleAmmo 0.15; 
    		hint "Shit, we lost 85% of our vehicle ammo! We have to save the rest until the shit really hits the fan.";
    	};
    	
    };
    
    
    player addEventHandler ["GetInMan", {
    	params ["_unit", "_role", "_vehicle"]; 
    	
    	_vehiclePos  = _this select 1;
    	
    	if (_vehiclePos == "gunner") then {
    		[] call fnc_reduceTurrAmmo;
    	};
    	
    }];
    
    
    player addEventHandler ["SeatSwitchedMan", {
    	params[ "_unit", "", "_vehicle" ];
    	
    	assignedVehicleRole _unit params[ "_vehiclePos", [ "_turretPath", [] ] ];
    	
    	if (_vehiclePos == "turret") then {
    		[] call fnc_reduceTurrAmmo;
    	};
    	
    }];

     

     

    The next thing I wanted to look at is to implement a functionality to punish players who shoot at the Evac helicopters or even kill the pilots to fly themselves. At least as a first step only punishment. However, it would be perfect if there was a non-violent possibility that players could fly the helicopters themselves. @NeoArmageddon: maybe you can give some tips on how to do this. 

     

    Can you please make tickets in the gitlab for all this points? That would help me not to forget about it and bring it in some order.

     

    Also regarding the heli pilots I would say I add another ending where you escape in the helicopters but the mission is a fail for shooting your saviours 😄


  14. 1 hour ago, aussie battler said:

    @NeoArmageddon Thanks for all the hard work you put into this mod, you have done a great job.

     

    Thank you 😊

     

    1 hour ago, aussie battler said:

    I noticed that you had world configs for Tembelan Island. Just wondering if there is a mission.sqm for it?

    https://gitlab.anzp.de/escape/co10_Escape/blob/master/Islands/Tembelan/WorldConfig.sqf

     

    We received config and mission.sqm as a donation but unfortunatly the sqm's were binarised and as such useless for us. I will give @scruffy a headsup about Tembelan.

    • Like 1

  15. 15 hours ago, jpmisme1998 said:

    I am currently having an issue with the mod. I played this a while ago with my friend and decided to play it again. Reinstalled Arma and our mods. CUP, Arma Enhanced Movement, RHS, and CBA. I host the server on my pc. I load in to the game just fine. But my friend always ends up spawning in the air and falls to his death instantly. He even got stuck under the map a few times. Anyone have any possible reasons why this shit keeps happening?

     

    Make sure your friend has the addon loaded correctly and that he has the same version of terrains (and core).

     

    If the problem persists use a dedicated server (or start a server in the background with "-server") and the problem should be gone.

    Also make sure you don't start Arma with -init commandline param. Some launchers add this automatically and it seems to break some eventhandlers ingame.

    • Like 1
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