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Vormulac

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Everything posted by Vormulac

  1. Vormulac

    co10 Escape

    My schedule is crazy right now, finishing up the thesis and just got a new job. When things settle down I'd love to get back into it :D
  2. @Psychobastard I got it sorted. Ace (w/o medical pbo files) and AIS seem like they're playing nicely. Going to run a few tests with my group tonight. I swear I'd tried this solution but I probably did something dumb somewhere while I was messing with it before. All I did was change any relevant ace_main checks to ace_medical, and that would let me have Ace and AIS running at the same time, but to fix the missing interaction menus I removed the following from AIS/Core/fn_preinit.sqf. removeAllMissionEventHandlers "Draw3D"; That's what was preventing the ace interaction menu from working as the Ace interaction menu uses that event handler. I know there are a few groups that use ACE without the medical system so if any of them come asking about how to get AIS and that Ace subset to play nicely this should work for them. As always, thanks for the scripts! Update: There are a few things that I haven't bothered to deal with like being able to use the ace menu while down (leads to being able to do ace things like set explosives while down, which is morbidly funny at times) but overall it works pretty well.
  3. Yeah I think that's likely where the issue is, I'll have to do some digging. If I do happen to come up with a solution I'll post it here. In any event, this is a great system.
  4. Vormulac

    co10 Escape

    @NeoArmageddon Hey man, glad to see you guys still chugging away on this mission. Love the changes in 1.9 :D
  5. @Psychobastard First I would like to thank you for the awesome revive/wounding system! It's definitely been fun to play with and really easy to use. But I do have a question for you. My group likes to use Ace but not the Ace wounding/revive system as it's too complicated for the kinds of missions we play (scavenging for weapons, ammo, and gear as we go, no base of operations, etc.). As such we've just plain old deleted the ace medical files so we have the stock Arma 3 medical system but get to keep the parts of Ace we like. What I'd like to do is get your revive working with this subset of Ace. I've found I can go through AIS and change a few existence checks from ace_main to ace_medical and it works great with the one exception that the interaction/self-interaction menu ceases to work (unless you're looking at your map/gps, you can still use Ace interaction to turn on/off map reading flashlights). Could you recommend any places I could look in AIS to allow the interaction menu to still work? I've tried a few of the changes in the thread and it seems they all leave me with either the Ace interaction menu xor the AIS wounding/revive. Again, thanks for the awesome wounding/revive system and any help would be greatly appreciated.
  6. This mission is no longer supported. Continued development was handed off to NeoArmageddon and Scruffy and can be found here. Many thanks to both of them for their time and effort. Latest Update: CO08 Escape Altis, 0514 CST, 28.12.2013 Recommended for play on dedicated servers. You are a RECON-team sent to Altis to scout the situation but, you were captured by CSAT loyal AAF forces. You are being held in a temporary AAF prison waiting to be transfered to CSAT troops for interrogation. The guards took everything you had, weapons, maps, compasses, everything. If you manage to escape your cage, be sure the AAF will send what they have along with more experienced CSAT troops to try to find you.All enemy units have heard about your activities and capture. If you are detected by an enemy unit, the unit will contact its headquarter within seconds. To find your way home you will need to establish radio contact with your own HQ. Find a map, hijack a radio, and call for extraction. Features Randomised Starting Position: Your mission could start anywhere, from the salt flats to the mountains. Randomised Infantry Patrols: The numbers, locations, and loadouts of infantry change with each play through. Unique revive system: You might be down but you're not out. Crawl to safety and even provide covering fire until a teammate can rescue you. Randomised Objectve Locations: Weapon depots and radios could be anywhere. Find a map, compass or even GPS to plot your course. Randomised Vehicular Traffic: Military and civilian traffic move about the island and can be hijacked for your use. Intelligent Enemies: The enemy will actively hunt you down or even call artillery on your location if you are spotted. They will send search choppers, helicopter gunships and even paratroopers to find, capture, and kill you. Obey the rules of war: Civilians are neutral, killing one will turn them against you and they will inform the AAF and CSAT of your whereabouts. Every game is different: Play it one time or a hundred times, no two games will be the same. Click here for Escape Stratis BI Forum Thread CO08 Escape Altis 18.12.2013 Requirements Arma 3 v1.08 minimum Changelog Highlights 1.6 Optimized and reworked complete mission framework More use of A3 engine functions (faster and more reliable) Completely new AI-Scripts (removed UPSMON) New searchleader engine (for easier implementation of advanced AI and other new features) Patrol Boats Enemy artillery more AAF - less CSAT Completely new weapon and equipment balancing Missionloading improves (no more 1 minute intro) JIP loading improved New Revive script No more center map cheating Attackchopper at escape Extraction placement can be set to random, close or far. Installation Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common Contact us BI Forums: Vormulac or NeoArmageddon http://escape.modfact.net/ Credits and Thanks BIS - OFP to ArmA3 Engima - Creating one of the greatest Arma missions ever. Vormulac - Scripting and general confusion NeoArmageddon - Scripting and configs Hyperz - Scripting and configs Special thanks to all voluntary and non-voluntary testers: Armed-Tatics: Scruffy Freshman Maike DERyoshi Team Generhater: YayOrbitGum Mefy Koda DrKillinger Wilson Dunkar TotalConScience Felix Holo License This mission and all of it's content is released unter the Creative Commons Attribution Non-Commercial Share Alike Licence. This license lets you remix, tweak, and build upon this work non-commercially, as long as you credit the author and license your new creations under the identical terms. Others can download and redistribute this work just like the by-nc-nd license, but you can also translate and make remixes based on this work. All new work based on this will carry the same license, so any derivatives will also be non-commercial in nature. Disclaimer We take no responsibility for (im)possible damage to your game/system that may be caused by installation of this Mission. Changelog For a complete changelog please look at the official BIF-Thread A Little Hint For a Better Game Escape Chernarus is best played at difficulty level Veteran or Expert (since the mission's story is based on the idea that you are lost). Known Issues Inner guard seems to have an unlimited number of pistols. If the revive system acts up kill the person affected then revive them, it should be fine afterwards. There are still a few scripting errors (big black boxes with code in them) that pop up from time to time but these shouldn't be showstoppers. Notes Turning down spawn range, enemy frequency, and village patrol populations will increase performance and lower the difficulty. Downloads Escape Altis Escape Stratis (Stratis updates will lag behind Altis) Armaholic Mirror Escape Altis and Stratis Co-08 Steam Workshop Pages Escape Stratis Escape Altis Please post any errors or fixes or suggestions. The original and subsequent island ports were and still the most played missions on our server. I hope a new generation of Arma playerscan now enjoy them. Changelog for Escape Altis. Changelog for Escape Stratis. Changelogs available on the workshop. Escape Stratis Escape Altis Git Repo (Warning: Debugger options will often be left on, they can be found at the top of ServerInitialization.sqf)
  7. Vormulac

    co10 Escape

    I can't thank you guys enough for your continued efforts. REALLY looking forward to being able to play the newest versions with my group. Thanks again for not letting this mission die! :D
  8. Thanks guys. @Meatball: Going from 8 to 10 is probably the most requested change so I'll talk it over with Neo. It'll make it easier because you have more eyes and weapons on the field but harder because ammo will be shared among even more people. If there's no technical hinderance to adding two more slots then I guess we'll just have to see how it affects the balance :D
  9. Yep, I'll be making a few changes so that it's easier to control what soldier types show up during which events. For now the scout (possibly recon, can't remember off the top of my head) array is used for paradrops and the other two are used for everything else.
  10. Hope that helps, let us know if you get it working. Cheers
  11. Neo beat me to it but Chernarus was always planned. Always glad to hear someone that enjoyed Engima's original also enjoys our version. As always there's more to come. If a mod sees this post could they change the thread title to "CO08 Escape Altis and CO08 Escape Stratis"? Thanks in advance (if i'm able to do it myself I couldn't figure out how).
  12. This version is a prerelease (beta) of 1.6. There's been some rebalancing of soldier types/counts but mostly this version is a LOT of backend changes. Neo's built a new revive system that I've been having a lot of fun with. If you find anything weird happening feel free to post them here. Oh, piece of advice for you: Move.
  13. Vormulac

    Escape Chernarus Problem

    Hey hey, Hyperz, NeoArmageddon and I have Altis and Stratis versions of Escape Chernarus we're working on and I ran into the same problem early on. I'm guessing you haven't run it on a dedicated server yet? If so, hell even if you have, the problem (as it was for us anyway) was that InitServer.sqf was being called by both Arma and init.sqf. This was a while ago but IIRC the problem is that in A2 the init and initserver file names were case sensitive where in A3 they're not. What I did as a workaround was change the name of initserver (or was it serverinit?) to serverInitialization.sqf and called it from the init. Least amount of changes required this way. Hope that helps. If you run into any other problems along the way feel free to drop me a line. Cheers Edit: Just saw your post in the request thread. When we're done with Altis and Stratis I'll be porting it back to Chernarus using AiA (probably Takistan as well).
  14. Neo'll have to answer that one ssechaud. That's all him :) What I can tell you for sure about it is that it's got some interesting features that I'm pretty excited about. As a "in the mean time" I did try to reintegrate norrin's updated revive but ended up with a lot of problems (teleports to respawn location on being knocked unconscious) and haven't had a chance to work it all out.
  15. 1.5.3.3 is up. 1.5.3.3: EnemySkills 1) Manual Settings 2) Setskill free. 1) Manual will take the settings you provide (using a preset will ignore these). 2) Does not use Setskill (for Zeus AI etc). What that horrible pidgin english says is that if you want to set the AI skills directly set Enemy skills to manual settings then set the skills. The setting "Use this setting for AI mods" does not use setskill anywhere so it should work with Zeus AI type mods.
  16. Hello! I hope I'm posting this in the right spot so if I am here goes: I've got a mission where the players can set difficulties using mission parameters. I'd like to give them the option of using the values in their personal profile but for the life of me I can't figure out how to go about this. I've tried using createunit without using setskill, I've tried placing a soldier in editor and copying his skills to an array (the skill I'm after in particular is accuracy which seems to always come out this way at .6). To be honest I can't remember what all I've tried at this point. Does anyone know how to go about this or if it is possible? I've looked through the docs and have spent quite some time searching the interwebs but to no avail. I'm hoping I've just overlooked something simple. Any help would be greatly appreciated. Cheers
  17. Just tested it and createUnit still creates units with skill 1. I'm looking for a solution at the moment. Unfortunately I have to hit the undo button on the local settings AI option. CreateUnit makes units with skill 1 and I haven't found a way to get the settings from your profile yet. Once I do the local settings option will be reintroduced. In the mean time, the cadet setting no longer creates units with random skills. I'm not sure how that happened, either way it's fixed now. Sorry about the local settings option. If nothing else at least you know what you're in for as all soldiers should have their skills set properly. 1.5.3.2: Rolled back "Local Settings" option for AI. CreateUnit spawns soldiers with skill 1. When a solution is found this option will be reintroduced. Fixed Cadet ai skill option, should no longer be random.
  18. Oops, thanks for catching that Dystopian. That'll be taken care of next update.
  19. 1.5.3 is up: 1.5.3: AI should be completely independent of local AI settings. Changed enemy as civilian and drop units to scouts. Lowered maximum starting wind. More soldier sets will have equipment randomization. Hotfix: 1.5.3.1: Added AI skill option to create ai with skills defined by your profile. Edit: This may be an issue.
  20. Huge thanks norrin. I'll be integrating this into my missions ASAP.
  21. New version is up: 1.5.2: Enabled hacking multiple comm centres if extraction is destroyed (one per comm centre); added more random equipment; fixed briefing; fixed AAF NVG counts; more NVG's at night; added flashlights at night and a new parameter for extraction selection. The options are "Close","Far" and "Random" Still much on the way. Fixed.
  22. I'll put the evac change in today along with a fix for the IND always having nvgs. Boats should make it in shortly thereafter.
  23. I'll have to check the marker placement for that set again. I'm not going to change the fact that your extraction can be killed, that was a part of the original mission I always liked. But if your version of hijack will allow you to go back and get another extraction point I'll throw it in. Huge thanks for that :D The only time you're marked as captive is right at the beginning. Which version were you on? Were you on a dedicated or client hosted server? The more heavily loaded your cpu is by arma the worse the AI gets (ie: reaction time goes way down). On our server the mission is quite hard. Unless it's a bug, but I haven't run into it either locally or on our server. I will be attempting to convert the mission for headless clients over the next week which should make the ai scary as hell if you run it that way.
  24. 1.5.1 is out for both.: AAF joins CSAT. Fixed search/drop chopper surprises (choppers reversed). Debug console for hosts/admins. Enabled saving. @LSD: The coords are set by markers which I've tried moving around and it seems like sometimes they just want to land in the same place... I'm not sure how to fix this. There're two markers, each chopper gets its own marker, sometimes they land in the same place... Goddamnit lol. I've moved them (markers) around a bit so hopefully they're better but no guarantees I suppose. The boats were just as bad (only instead of ramming each other they just decided they'd rather be on dry land). I'm still working on the mission as time permits so hopefully they'll get fixed someday. I've been reading about headless client scripting lately and when I get a chance I'd like to give that a go, which'll mean a complete redo for AI numbers (for HC users anyway).
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