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About scruffy

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    Name hat kein BAS!
  1. Nearly finished the campaign, just need to clean up now and probably find some memories. I really like it, very well made and it's something different from normal Arma missions. The memory effect and switching between the two is impressive. Something that was a bit unclear for me: So that is why I had to aim so high... The VR strike mission was also a bit of trial and error, but without restarting. Both the wildcat and Abigail drone did nothing for me and the CAS plane with laserguided bomb also never dropped the bomb. I had the laser active on the already disabled truck, everyone else was dead. Had to call in mortar fire until one landed close enough. On the VR mines mission when the civilians were spawned after clearing the very last objective, 4 of them were thrown in from the side and a few meters in the air. They obviously died on landing, but that didn't seem to count as a casualty, because I was complimented for finding all UXOs.
  2. Can you maybe spawn those remnants as another type of submunition?
  3. To maybe save you some searching: A velociraptor addon had that effect for me
  4. All extraction positions are chosen from a handplaced pool, which was hardcoded to exactly 8 before. At each location there are two markers on which an invisible heliH is spawned for the two extraction choppers. I think the problem with no reaction to smoke grenades was that because of a small error the visible marker when playing was spawned on the second preplaced marker, while the trigger is checking for smokegrenades near the first one. Especially on newer missions I placed those two markers further apart than before (if the landing zone was big enough) to try and minimize the times the AI pilots would crash into each other. Because of that the issue was kind of random and we couldn't reproduce it in testing (only playing "live") as the code worked, you just stood at the wrong position. The marker on a completely wrong position (probably 0,0,0) as in your screenshot is something else that we haven't seen yet. I guess it could be a problem with my code for checking how many markers are available when I made more than 8 possible. The new debug messages in .rpt from the new dev version will probably help with that, so please send the servers .rpt if possible if it happens again. And thank you again for reporting and helping us here :)
  5. jgaz-uk: I added some additional debug stuff for the extraction to the .rpt, please try build 127 from the development version at Edit: I think I found the error, the bacon will guide the way ;) If it works we'll do a hotfix release It also includes missions for FFAA's Lythium terrain which I finished today.
  6. 1) If it happens again, could you or someone else as logged in admin check the debug console (in Esc menu, put it in one of the 4 "watch" fields) for the variable a3e_var_Escape_ExtractionMarkerNo ? But I double checked Everon (mod doesn't matter) and the markers are in the right spots and all worked when triggering the extraction there. 2) That's right, units will randomly get some NVGs by the mission. For all WW2 packs you should disable it in parameters (NVG-Goggles and TWS Scopes) for immersion domokun: As Shadow quoted, it's not guaranteed to work on anything but a dedicated server. It seemed to work without errors when Neo and me last tested it hosting ourself quite a while ago, but there are a bunch of reports from others who had problems. You could try, maybe you are lucky. jgaz-uk: Can you send us your servers and a clients .rpt from that session? We had that happen on a mission too, we suspected some mods grenades to not work anymore, but all tests so far couldn't reproduce it. An admin can spawn the helicopters with [3] spawn A3E_fnc_RunExtraction; where 3 is an example for the the variable a3e_var_Escape_ExtractionMarkerNo
  7. Hey Talyn First, let me thank you for remaking this classic :) Sadly the mission crashes our server, just when having the file in the mpmissions folder. So I investigated and it's not your fault, but BIS MP compatibility... The default #include params are (currently ?) broken and seems like they have been for a while. If you put them there by hand it works: I haven't played the mission properly yet, but already have a small suggestion: Maybe place one or two empty backpacks in the crates, as apart from MG, RPG and medic no unit has a backpack and you can't pick up the explosives without one. Edit: Tried it today, hasn't lost a bit of difficulty. The two RPG units are missing their uniform on our server, though. Maybe something on our end. But we blew up the convoy in our briefs :D Regards Scruffy
  8. Are there US forces available in IFA3? We don't use it, so I will probably not port it to the terrains. Currently I'm working on Lythium, Comcenters are done but villagemarkers are a chore...
  9. Damn, I knew I'd mess something up. The AT stuff is just a version for ourselves using our uniforms and a whole bunch of other addons we use. They are basically the old RHS+CAF versions plus a lot of missing stuff and errors for anyone who would try to use it. I deleted those files from the archive, still the same link. Sorry for the confusion and thank you for asking domokun. rudyreyes: We tried RHS-US on Abramia yesterday, only two players but no problems with units sinking beneath the ground. Mostly northern and middle part of island if that matters. I still think it is a conflict of different versions of the island on your side. daedum: As Neo said, it depends very much on the island (and location on there). You get a few different types of enemy spawns: - Villagemarkers: Marker areas placed on the map beforehand over towns/villages/houses/bases and all places that then spawn one or more groups (depending on size) to patrol there if you get close enough - search groups: spawned randomly in the "inbetween" areas. If unaware they might stick to roads, but can be found everywhere. If you are seen somewhere they will be sent to search for you in that area - Guards: spawned around the camps, comcenters use preplaced locations, mortar/ammo/vehicle camps and roadblocks just need enough space - random traffic: spawned somewhere on a road randomly, then sent to one of several preplaced markers on the edges of the island. Depending on the roadnet, your location, spawn distance and marker placement they might all use the same route because there is nothing else available, so you sometimes see very heavy traffic in a specific location - "surprises": all additional stuff the enemy might send your way if they spotted you like trucks with reinforcements or a drop chopper (or the artillery) Apart from the dense roadnet Malden 2035 is an island with a dense grid of structures. There are a lot of small houses and farms in between the villages and towns, and most of them have villagemarkers, so you are never far from the next group. So it's harder to break contact, you will be spotted more often and the AI commander can easily send his search groups to you, which will make it harder to run, you are spotted again, meanwhile some enemy traffic comes around and when you finally get to search the bodies for much needed amunition some paratroopers are dropped on your head... Best to stay hidden as much as possible and avoid civilization as best as you can while traveling. Pick your fights until you are properly equipped and if you can get into position unnoticed and quickly dispatch a group they can't call for reinforcements. Of course there is a famous saying about plans and s*** will hit the fan sooner rather than later anyways ;) DantePrkl: Apart from island choice (see above) the modset you use can help with difficulty. Some factions have a less advanced pool of vehicles, so for example with the CUP versions against the SLA and RACS (on Sahrani) or the Takistani Army and Insurgents (on desert terrains like Takistan or Duala) you will see less or softer armor. Of course it's very much random which vehicle the mission chooses to spawn, so maybe you were just really unlucky. If you are a bit familiar with editing you can open the unitclasses.sqf file and either remove some APC/tank classes or just copy-paste and increase the number of softer vehicles like cars and trucks to stack the odds in your favour. Just look for the arrays "a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses" and "a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses_IND" near the top of the file. No idea if it's feasible to add a setting, Neo will have to think about that when he's back.
  10. Time for another full release: Complete Pack 1.8.0 co10 Escape (Complete) 1.8.0 No full changelog here, but since the last official release a lot happened, most notably the Apex release. If you didn't follow the development versions you will find: - new islands (BIS Tanoa and Malden 2035, CUP CWR islands, Al Rayak) - new or improved mod versions (CUP, RHS, Massis AFR, IFA3 Lite) - a lot of bugfixes and hopefully not as many bugs ;) I want to thank everyone that helped us by reporting bugs, porting the mission to new islands, making mods versions, or just by giving feedback.
  11. New build 121 is up at with a new test version of IFA3 and IFA3+LEN versions (thanks to both Nils5940 and TheSurvivorOfZeds) Nils5940: There where some syntax errors, missing comma or one too many, missing ", that kind of stuff. Also some "Strumtruppen" ;) I didn't really try them, just some short SP tests, so please play them properly and we'll see how they work. I added both to Altis, Stratis, Malden 2035, Chernarus, and the 4 CUP CWR islands. But the extraction still uses a standard BIS chopper rudyreyes: Still sounds fishy, but's Arma! How many players are you? Has everyone got the problem, or is it only specific ones that see others sink/sink for others? For example 1 and 2 can revive each other, but 3 sinks for them and 3 cant see 1 and 2? Maybe it's the player units used, then it should happen on other islands, too. Have you checked RHS-US on other islands? We'll try it when we play next time.
  12. Hey Nils. No problem, when you get it to work we can add it to the builder. Small problem with your files in the link: - mission.sqm is binarized, can't look at it just with Notepad - as it's binarized and you omitted the .island part in the filename I don't know which island to put it on - you didn't include the Units\unitclasses.sqf If you save the mission and uncheck the "binarize" option at the bottom you can then read it with a text editor It was enough to take a look though, it's the alliance part that's wrong in your mission.sqm. In the editor look under the menu Attributes -> General and change Indep to be friendly with West and enemy to East. It's the part I posted above with "resistanceEast" and west, if the mission.sqm is readable. The never ending "loading" is most probably a syntax error in the unitclasses.sqf, if you have a backup try the one before that again, might be easier than finding the missing comma.
  13. Nils5940: But the parameter for Wartorn mode is off? Hard to say, even if you mixed classes in the unitclasses (e.g. east units in independent arrays or west or whatever) it should spawn them for the right side. Maybe disable wartorn mode in include/params.hpp for all settings to test, again, check the sides at the top of unitclasses as I posted above and double check your mission.sqm for class Mission { class Intel { resistanceWest=0; resistanceEast=1; That should mean Indep is friendly to east, but maybe I'm mixing it up, so better double check that too ;) rudyreyes:That sounds like a problem you get if the players use different versions of the island. Make sure everyone uses the same one. A problem that already existed in CWC :D
  14. TheSurvivorOfZeds: Try again now, apparently the LEN units were bugged (which is why I had problems with them too), but there was a fix for them last friday. cyprus: That was close one. Well, not for you obviously, but you took one for the team like a great leader :D I can however ease your pain a little and tell you that Neo was killed in the escape chopper too, just yesterday while leaving Dingor ;) Nils5940: You can, there are a few "red vs. blue" versions for CUP and RHS. (Didn't we have a BIS one once, what happened to that...) To change an existing mission you need to: 1. change the player units side, obviously 2. change the unitclasses.sqf, pretty much at the top you'll find the sides A3E_VAR_Side_Blufor = east; A3E_VAR_Side_Opfor = west; A3E_VAR_Side_Ind = resistance; Blufor is always the player side, here it's already switched to east 3. change and double check the alliance of the independent side, so you don't get the "War-Torn Mode" activated
  15. Sure: enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { authors[] = {"Project Genesis Team"}; author = "SWTX"; name="Rhino .357 Magnum"; requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion=0.1; units[]={}; ammo[]={"B_357_JHP"}; magazines[]={"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP: B_762x51_Ball { hit=12; caliber=1.6 deflecting=15; audibleFire=50; cost=1.2; typicalSpeed=825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder { ammo="B_357_JHP"; author="Project Genesis Team"; author = "SWTX"; picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName=".357 Magnum 6Rnd Speed Loader"; descriptionShort=".357 Speed Loader"; initSpeed=825; count=6; mass=6; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class CfgWeapons { class hgun_Pistol_heavy_02_F; class hgun_357_Magnum : hgun_Pistol_heavy_02_F { class WeaponSlotsInfo; }; class hgun_Pistol_heavy_02_357_F: hgun_357_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; model = "\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d"; picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[]={"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; reloadAction = "GestureReloadPistolHeavy02"; recoil = "recoil_pistol_zubr"; drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\reload_Zubr", 0.562341, 1, 10}; modes[] = {"Single"}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; }; class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; class SilencedSound : BaseSoundModeType {}; recoil = "recoil_pistol_heavy"; recoilProne = "recoil_prone_pistol_heavy"; reloadTime = 0.25; dispersion = 0.00145; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet2[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet3[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet4[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet5[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet6[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet7[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet8[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet9[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet10[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet11[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet12[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; inertia = 0.3; aimTransitionSpeed = 1.5; dexterity = 1.7; initSpeed = 480; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 30; holsterScale = 0.85; class CowsSlot : CowsSlot { compatibleItems[] = {"optic_Yorris"}; iconPosition[] = {0.4, 0.3}; iconScale = 0.15; }; class MuzzleSlot {}; class PointerSlot : PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight_pistol"}; iconPosition[] = {0.35, 0.6}; iconScale = 0.3; }; }; }; class hgun_Pistol_heavy_02_357_F; // External class reference class hgun_Pistol_heavy_02_357_Yorris_F: hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; }; There was another }; missing to close class Single : Mode_SemiAuto { I recommend you use an editor that can show you the corresponding bracket and has plugins for SQF syntax, like Notepad++ or Visual Studio Code, that helps when searching for errors like this.