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CRCError1970

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About CRCError1970

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    Abarrach

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  1. co10 Escape

    One other thing that's happening to our group is the guards are walking straight through the walls of the corrugated steel version of the prison. Regarding the alarm being bugged... I kind of liked having the alarm tied to the door only, but that made escaping the prison *too* easy, since the guards would not fire back at all once they were engaged. Our playing group abused that one a lot since we use the Enhanced Movement mod. We would equip the pistols and then climb up the H-Barriers and shoot the guards from above, then open the gate.
  2. co10 Escape

    In regards to AI sharpshooting... Our playing group noticed that the difficulty in successfully escaping seemed to increase quite a bit since Malden 2035 released. No settings on our dedicated server have been changed. I'm not terribly worried about, we've come to accept that Escape is a cruel game... :) Also, I think I've uncovered yet another bug that can prevent the extraction helos from activating on smoke. There is a common problem with the 3DEN editor that cropped up when they went 3D. When map makers copy & paste markers, they sometimes get pasted into an invalid elevation state. For some reason they don't snap to the proper AGL elevation and it can render them unusable, especially for scripts that rely on proximity to fire. I don't think there is anything you can do to avoid this happening, other than not pasting markers and manually placing them each time. This can be seen by opening up the Malden 2035 escape and checking out evac markers at 17. When in the 2D editor, select one of the markers at 17. Then right click on it and select "Go Here." You'll notice that the 3D camera clips into the terrain and you get the old "hall of mirrors" effect on the screen. I can attest that every time we've received that position for extraction, smoke grenades have never worked. The only way I've been able to fix this is to delete the existing markers and manually placing new markers on the map to replace them. Dragging a bugged marker doesn't seem to ever fix it, nor does manually editing the elevation in the SQM file. I've been meaning to contact the devs of 3den Enhanced and asking if they could make a function that would allow you to snap a marker to ground level.
  3. co10 Escape

    Just a heads up... In the UnitClasses.sqf in the RHS versions, the "Additional Weaponboxes" are calling a class name that spawns empty crates. I think the reason for this is they are "Arsenal" classes of crates, but when a player accesses them in Escape, the "Arsenal" option is not available and they open the "Inventory" dialog instead. Since they don't have contents defined anywhere, they are empty. ////////////////////////////////////////////////////////////////// // fn_AmmoDepot // What kind of weapon boxes are spawned when the parameter "additional weapons" is activated // use to add boxes from mods to the ammo depots ////////////////////////////////////////////////////////////////// a3e_additional_weapon_box_1 = "rhsusf_weapons_crate"; a3e_additional_weapon_box_2 = "rhsusf_ammo_crate"; The changes I have made for my server: ////////////////////////////////////////////////////////////////// // fn_AmmoDepot // What kind of weapon boxes are spawned when the parameter "additional weapons" is activated // use to add boxes from mods to the ammo depots ////////////////////////////////////////////////////////////////// a3e_additional_weapon_box_1 = "rhsusf_weapon_crate"; a3e_additional_weapon_box_2 = "rhsusf_gear_crate";
  4. co10 Escape

    Ok, I've looked on your FTP and in this thread and I'm not seeing any references to a 1.9 build download... Am I blind or is it a private release?
  5. co10 Escape

    Hey, for what it's worth, I just tried a map with the drn_Escape_ExtracionBoatSpawnPosX markers removed and the extract sequence did not fire.
  6. co10 Escape

    Well, I *had* made a scenario with the "Malden Defense Force 2035" available on the Steam Workshop, but something with how the author made the faction is incompatible with co10 Escape. The units spawn without any equipment in their uniforms and vests. I'm pretty sure it's something wrong with the MDF addon that can't be fixed within Escape. When I used the Eden to make custom loadouts for the MDF units, no matter what they spawned in game with their default gear. EDIT: It turns out that the MDF 2035 author used the "ALiVE Order of Battle Creator" tool to make the new faction. Units made with this tool are incompatible with both the Eden Loadout Editor and scripts that modify loadouts when they are spawned.
  7. co10 Escape

    I just now downloaded the 1.8.1 hotfix version and had an observation and a few questions. First, the questions... So I understand - The number of extraction points possible is now globally greater than 8 now? Is 20 a new hardcoded limit or can there be more? Also an observation: On the vanilla Malden 2035 map, there are 4 extraction markers for "drn_Escape_ExtracionBoatSpawnPos19" and none for "drn_Escape_ExtracionBoatSpawnPos20". I think that the markers for 20 may have been inadvertently named "drn_Escape_ExtractionPos19_2" and "drn_Escape_ExtractionPos19_3" instead of "drn_Escape_ExtractionPos20" and "drn_Escape_ExtractionPos20_1" respectively.
  8. OH! MY! GOD! THANK YOU! No, really, the whole idea of the throttle not being one continuous axis was driving me nuts. I've been playing Elite: Dangerous for some time and the "Spaceship Controls" ruined me for real life controls. Thanks to you I now understand that Throttle ≠ Collective.
  9. crCTI Kastenbier Edition

    I'm sure I've seen this somewhere but I've searched with no results... What does the array do in the init field of the flagpoles? I.E. towns=towns+[[this,"Pyrgos",400,2,10,2]];
  10. crCTI Kastenbier Edition

    No, just CUP and ShackTac. I'm not sure exactly what they ended up being, I didn't get close enough to find out. :) Sure, I can send you the SQM when it's "ready". It's not quite to my liking yet, finding suitable start spots for the sides is proving tough with this one. Town balance is a bit wonky, too. The inland river has a lot more villages/building clusters on the west side.
  11. crCTI Kastenbier Edition

    Hey, did you add a new behavior regarding the AI placing explosives on the map? I just made Nogova into a crCTI map and today while playing I saw at least 2 explosives icons that neither me or my brother had placed.
  12. co10 Escape

    The only old school map I've worked on is Nogova. I'm only planning on doing CUP versions at first. I really like the European landscape vibe that it has.and it is pretty friendly to your GPU. There's enough terrain detail to keep it interesting and the cities are dense enough for urban shenanigans. The road network is decently optimized for AI traffic, too. CUP Sahrani's roads, while better than the original Arma imports, still drive me nuts when I see AI driving. I plan on eventually turning my attention to Malden, Everon, and Kolgujev. The ACR's Bystrica might be interesting since it's kind of a "Cherno Lite" and may be good for a shorter game. Bukovina would just be Porto style sadism... Although the lack of patrol boats might give you an advantage. :)
  13. co10 Escape

    Hey, my brother and I are loving trying to two-man these missions lately. I am kind of the resident mission editor/porter in the squad and I'm fixing to try to port the mission to the other CUP Terrains for some more variety/sadism... I noted that earlier in the thread you said that the mission (obviously) wasn't created with Eden in mind... In my experience, porting a mission from the 2D format to the 3D format doesn't really break stuff until you try to define game play rules from within the editor. It seems like most missions are scripted to rely on description.ext to do a lot of the heavy lifting for mission init, and Eden has the option to move some of those functions to the mission.sqm. Stuff like game type, player slots, respawn rules and garbage collection. That being said, I'm not an expert on the under the hood stuff that missions do to initialize things... I'm just curious if you have tried converting the mission from 2D to Eden and had any luck? In any case I'm gonna give a try and if I have any luck with it I'll make my ports available to you guys. EDIT: I'm not against using the 2D editor to do it... I've just really become a lot more proficient using Eden these days.
  14. So, this is strange thing I've never encountered on a local server... Playing a map (DUWS) that often spawns vehicles that I cannot operate. When I get to an enemy site, the vehicles that are there are quite often non-functional. I've tried running the map without any mods loaded and it still happens. For example, the Vehicle Refit Station site spawns 3 vehicles. An unarmed Ifrit, and two Zamak transports, one covered, the other not covered. Most of the time the uncovered Zamak and Ifrit work fine, but the covered one will not work. The Camp Site spawns a Quad Bike and an Armed Offroad. The Offroad virtually never works, but the Quad seems to have a 50/50 chance. For the extra weirdness, when I'm playing the mission co-op with my brother, he can always operate the vehicles. I find that extra odd since I'm hosting the game and he isn't. One side note... when my brother is driving a "broken" vehicle, the vehicle is silent. No engine noises at all. I looked at the script that spawns the vehicles and I'm not seeing any reason why they don't work, however I wonder if somehow they are spawning with a minuscule amount of terrain collision. I still don't understand why a client would be able to move the vehicles and I cannot even if collision was the cause. _vehicle_39 = objNull; if (true) then { _this = createVehicle ["O_Quadbike_01_F", [1818.0513, 5627.2832, 0.11207256], [], 0, "CAN_COLLIDE"]; _vehicle_39 = _this; _this setDir 211.33353; _this setPos [(1818.0513)-_centerX+_centerSpawnX, (5627.2832)-_centerY+_centerSpawnY, 0.11207256]; };
  15. I've been playing the workshop version of this without any major issues. My only problem I've encountered is when I get to an enemy site, the vehicles that are there are quite often non-functional. I've tried running the map without any mods loaded and it still happens. For example, the Vehicle Refit Station site spawns 3 vehicles. An unarmed Ifrit, and two Zamak transports, one covered, the other not covered. Most of the time the uncovered Zamak and Ifrit work fine, but the covered one will not work. The Camp Site spawns a Quad Bike and an Armed Offroad. The Offroad virtually never works, but the Quad seems to have a 50/50 chance. For the extra weirdness, when I'm playing the mission co-op with my brother, he can always operate the vehicles. I find that extra odd since I'm hosting the game and he isn't. One side note... when my brother is driving a "broken" vehicle, the vehicle is silent. No engine noises at all. I looked at the script that spawns the vehicles and I'm not seeing any reason why they don't work, however I wonder if somehow they are spawning with a minuscule amount of terrain collision. I still don't understand why a client would be able to move the vehicles and I cannot even if collision was the cause.
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