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Thread: CO08 Escape Chernarus Ports for Altis and Stratis.

  1. #1

    CO08 Escape Chernarus Ports for Altis and Stratis.

    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


    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.


    Git Repo (Warning: Debugger options will often be left on, they can be found at the top of ServerInitialization.sqf)
    Last edited by Vormulac; Jan 2 2014 at 11:11.

  2. #2
    Well, this saved me some time .

    This version of the original revive script (which IMO is better for this mission) should work with ArmA 3: https://www.dropbox.com/s/4p8bkxxl2w...revive_sqf.zip.
    This version of UPSMON works on my end for ArmA 3: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip.

    Btw, instead of making a version without roadblock why not create a mission parameter and assign its value to _useRoadBlocks in initserver.sqf? Most, if not all, of the errors are harmless anyway. It's just the dev build forcing them to be printed in the middle of your screen as it would with the -showscripterrors command in the stable build. This won't be a problem once the patch is out.

    Lastly, the correct player types:

    Spoiler:


    and you might want to copy-paste this to work off of (minus the ammo depot part that's missing in mine):

    Spoiler:



    Anyway, glad to see this mission is almost ready. Was one of my favs from A2 .

  3. #3
    Oh man, YOU just saved ME a bunch of time

    I was't looking forward to digging through the configs for the right class names.

    Good call on the roadblocks, I was thinking of doing that but decided I was too tired to deal with it tonight.

    Have you had a chance to dig through the roadblock code yet? I can see a few ways to improve finding a road segment (ie: taking advantage of the fact that the array is sorted by distance) but the actual error that's tossed is confusing the hell out of me. It's also sporadic because of the random search.

    Aside from roadblocks the next big thing is to optimize the village segments (mostly for Altis. I got a bit lazy and although the soldier counts were amazing it wasn't exactly running smoothly, especially around Kavala).

    Thanks for pointing out the updated UPSMON, UPS is great for a lot of missions but Escape Chernarus really depends on some of those extra features.

    When I get home from Uni tomorrow I'll plunk those in. Thanks again, I owe you.

  4. #4
    Quote Originally Posted by Vormulac View Post
    Oh man, YOU just saved ME a bunch of time

    I was't looking forward to digging through the configs for the right class names.

    Good call on the roadblocks, I was thinking of doing that but decided I was too tired to deal with it tonight.

    Have you had a chance to dig through the roadblock code yet? I can see a few ways to improve finding a road segment (ie: taking advantage of the fact that the array is sorted by distance) but the actual error that's tossed is confusing the hell out of me. It's also sporadic because of the random search.

    Aside from roadblocks the next big thing is to optimize the village segments (mostly for Altis. I got a bit lazy and although the soldier counts were amazing it wasn't exactly running smoothly, especially around Kavala).

    Thanks for pointing out the updated UPSMON, UPS is great for a lot of missions but Escape Chernarus really depends on some of those extra features.

    When I get home from Uni tomorrow I'll plunk those in. Thanks again, I owe you.
    The upsmon file in my first post had the init file missing, fixed: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip

    Yeah well, you saved me more time with the town, ammo depot and comm center markers, so thank YOU ^^.
    But no I haven't skimmed trough the code with the intention to find stuff to improve. My personal goal is/was to have a port that is fully identical to the A2 version, just on a different map and on A3 .
    I think Escape Takistan had some modifications to the original that might be useful since many (including myself) considered it to be better than the Chernarus one. I think it also had more CIV traffic on the roads.
    Your versions performance was fine on my system. And Kavala will always run like sh*t even on an empty map hehe. I think any performancce issues that are left are down to the game and not the mission.
    Reasoning behind that is that the ArmA 2 version is one of the smoothest running missions that still has plenty of AI. So most performance loss will be because of bugs such as the one that forces it to be run on the dev build for now.

    EDIT:

    Well since we're both trying to achieve the same thing we might as well work together on it instead of having 2 versions with stuff copy/pasted from each other.
    If you add the UPSMON, revive_sqf, player types for the mission file and the UnitClasses code I posted it'll be near complete and on par with the version i have right now.
    I'm currently looking at fixing/tweaking the dynamic weather and replacing some of the functionality BIS removed.
    Btw, did you change anything apart the things that needed fixing for the port?
    Last edited by Hyperz; Sep 26 2013 at 12:27.

  5. #5
    Quote Originally Posted by Hyperz View Post
    The upsmon file in my first post had the init file missing, fixed: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip

    Yeah well, you saved me more time with the town, ammo depot and comm center markers, so thank YOU ^^.
    But no I haven't skimmed trough the code with the intention to find stuff to improve. My personal goal is/was to have a port that is fully identical to the A2 version, just on a different map and on A3 .
    That was more or less my plan too. I do want to do an expanded version eventually but for now I just want some good old fashioned escaping

    Quote Originally Posted by Hyperz View Post
    I think Escape Takistan had some modifications to the original that might be useful since many (including myself) considered it to be better than the Chernarus one. I think it also had more CIV traffic on the roads.
    Definitely. The original was always my favourite (on default settings anyway) because the AI seemed to be the deadliest (we play on ultra AI a lot on takistan/podagorsk/trinity because they just don't seem to be a threat otherwise, some of my clanmates aren't happy with me about that sometimes though :P). One thing I'd really like to do is add in the helicopter extracts from takistan. (leave in some boats too, add a bit of variety. But we can cross that bridge when we get there. For now though I'd just be happy with boats that don't plough into the shoreline lol.

    Quote Originally Posted by Hyperz View Post
    Your versions performance was fine on my system. And Kavala will always run like sh*t even on an empty map hehe. I think any performancce issues that are left are down to the game and not the mission.
    Reasoning behind that is that the ArmA 2 version is one of the smoothest running missions that still has plenty of AI. So most performance loss will be because of bugs such as the one that forces it to be run on the dev build for now.
    Lol true. I'm probably still going to go through the markers again, some just aren't placed very well. What Engima covered in four (Cherno) I covered in 10 or so (half of kavala). It might be nice for some future computer but for now I'd like to get it as smooth as possible so I'll clean it up a bit.


    Quote Originally Posted by Hyperz View Post
    Well since we're both trying to achieve the same thing we might as well work together on it instead of having 2 versions with stuff copy/pasted from each other.
    Sounds good to me. I'll stick you in the by line. No point in having competing versions. Should I just use your forum name or do you want something else? (should we set up a git repo?)

    Quote Originally Posted by Hyperz View Post
    If you add the UPSMON, revive_sqf, player types for the mission file and the UnitClasses code I posted it'll be near complete and on par with the version i have right now.
    I'm currently looking at fixing/tweaking the dynamic weather and replacing some of the functionality BIS removed.
    Btw, did you change anything apart the things that needed fixing for the port?
    I'd forgotten about the player init code in editor so I had to change a few things around to get errors to go away. But now that I've remembered it (thanks btw) I can go and change it back.

    I fixed a memory leak in military traffic (script handles were getting lost) and removed the init commands (removed in beta for security reasons) but mostly it's unchanged. The only real gameplay change I made was to attempt to add a medikit to the guard and make FAK's a bit more rare to ensure the medic stayed somewhat relevant. I had to change a few other things here and there, off the top of my head the only thing I can remember is changing the paradrop script to prevent the helicopter from seemingly forgetting it had waypoints to follow. Which reminds me, I have to credit spunFIN for that. His AI spawn scripts helped me out with that.

    Between the two of us we should be able to get this thing done in short order. Glad I'm not the only one that was itching for it. The Escapes that shipped with A3 just didn't cut it. (Sorry BI, you know i love you).

    I'll do a merge of what you've given me with what I have and update sometime this evening.
    Last edited by Vormulac; Sep 26 2013 at 13:35.

  6. #6
    Quote Originally Posted by Vormulac View Post
    Sounds good to me. I'll stick you in the by line. No point in having competing versions. Should I just use your forum name or do you want something else? (should we set up a git repo?)
    Hyperz is the nickname I use everywhere so yeah that's fine. A git repo sounds like the best thing to do in any case since it'll allow anyone to easily report issue or create pull request etc.

    Quote Originally Posted by Vormulac View Post
    (Sorry BI, you know i love you).

    I'll do a merge of what you've given me with what I have and update sometime this evening.
    Me thinks BIS made the only kind of escape mission they could make after having broken most 3rd party scripts relevant to it, removing widely used functionality and being constrained by the engine's performance ^^.

    This is what I have atm: https://www.dropbox.com/s/p8f4hbm2fm...cape.Altis.rar
    I doubt there will be much that needs merging though since we likely made the same or very similar changes to get it to run. Maybe some vehicle class names or whatever. I know I use "o_installation" for ammo depot markers instead of the normal X marker. And your map markers for debugging work while mine don't.
    Do you have a teamspeak server or something you're usually active on?
    Last edited by Hyperz; Sep 26 2013 at 14:32.

  7. #7
    Sent you a PM.

  8. #8
    Awesome work. A friend and I started to try and port it and gave up. Cant wait to see a non dev build for the altis version

  9. #9
    Thanks! At this point it's up to BI. As much as I like being able to see what's in the pipe it's easier to play and script in a more stable environment.

  10. #10
    Just a quick update. sometimes the rocks trees and such knock down the pow camp fence. Anyway to make them stay upright?

    Hopefully BI updates the stable soon.


    Edit from hours later...: sadly we were stuck with the stratis version and the only issue i really saw after a completion was the stratis map isnt really friendly to vehicles as far as this mission needs. The base we had to hijack was almost empty, where the chernarus version would be a shit storm of vehicles to infantry. Also no tanks yet but I assume you just havent transfered over the class names yet.
    Last edited by deethree; Sep 27 2013 at 02:50.

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