Arma 3
CO-08 Escape Stratis
46 Comments
Vormulac  [author] 17 Apr, 2017 @ 7:30pm 
This version is no longer maintained. Updated versions (including new maps/mods) can be found using the link in the description [forums.bistudio.com].
Orz 16 Apr, 2017 @ 9:50pm 
I really enjoy this but the problem as everyone said, the APC and tank react too quick. I am ok that serveral Mrap coming but those tanks just make the escape hopeless.
Vormulac  [author] 17 Mar, 2017 @ 8:45pm 
This version is no longer maintained. You can obtain newer versions using the link in the description. [forums.bistudio.com]
TRDLL 2 Nov, 2016 @ 8:49pm 
Ok, Great addtion but Way to F-hard even with full crew! the Problem the AI APC, Tank and ext hit way harder to the point the game is impossible to play. Adjusted the setting all the way down to 0.05 on AI still same issues. need a middle ground on the Ai they are way to OP
Vormulac  [author] 6 Jan, 2016 @ 11:37am 
You can play it alone but you have to go through the multiplayer menu. You'll have to open it as a lan game. The mission is not recommended for playing alone however.
Liberty_Valance 5 Jan, 2016 @ 10:19am 
cannot be splayed single player
TenryuuKaiNi 15 Jun, 2015 @ 9:29pm 
It would be awesome to make a Escape for some of the custom maps out there like Wake Island and such.
JimmyJazz 27 Apr, 2015 @ 2:57am 
any chances to skip this intro ? :)
Vormulac  [author] 10 Apr, 2015 @ 4:29pm 
Updated version 1.7.1 is out now. Includes many updates and works for a tonne of maps.

Many thanks for NeoArmageddon and Scruffy for their continued efforts on this mission.

BI forum thread with downloads. [forums.bistudio.com]

For now this is where to grab the new version. I'll post links to the workshop page when NeoArmageddon gets it set up.
Roberto 24 Jan, 2015 @ 1:53pm 
hey how do i dowload this?
Young 11 Dec, 2014 @ 5:21pm 
IMPOSSIBLE by your self just to let you know.
Alimex 28 Aug, 2014 @ 12:12pm 
I cant connect to a server because i havent got the version 1.26? Can anybody help me :/ ?
Vormulac  [author] 16 Mar, 2014 @ 6:22pm 
FYI, mods/maps/missions are all separate things in arma. If you're using a dedicated server (recommended) then you just have to add it to the mission rotation. Personally I use Tophe's dedicated server tool to manage my server http://www.armaholic.com/page.php?id=11656

If you're trying to host it not on a lan then you can go to multiplayer and start a new server, choose the map (Stratis) then the mission (escape). If you want to play in single player (this mission is recommended for multiple people but sp is supported) then you can do the same thing you would for an MP server but instead make it a lan server. Saving is enabled but hasn't been tested by any of the development team.

There may also be new bugs that have cropped up with recent A3 updates. Our collective effort has been going into remaking Escape Altis and when that's done we'll port it back to stratis (and chernarus, podogorsk, takistan, etc) in short order.
voneiden 1 Mar, 2014 @ 2:22pm 
Sweet!
Vormulac  [author] 26 Feb, 2014 @ 12:55pm 
Thanks voneiden! We're currently working on a more complete bottom up rewrite of several systems for the Altas version. Once that's done we'll be porting it over to Stratis (this version hasn't had gotten any love for too long). Once we get the workflow cleaned up we'll be porting to most of the A2 maps as well. Woohoo variety :D
voneiden 15 Feb, 2014 @ 6:58am 
So far the most fun I've had with ArmA 3 and a bunch of friends! Works great with asr_ai dev release. The chase done by the opfor is really intense.

Thanks Vormulac!
Vormulac  [author] 24 Dec, 2013 @ 3:31pm 
Thanks!

Just a heads up for anyone playing the Stratis version of Escape instead of the Altis one: Stratis is going to lag behind Altis a bit because of how many changes there have been to the mission code. When Altis is stable again we'll port it over to Stratis (shouldn't take too long, only a few things that are map specific).
^4|FUN|^2Optimus 24 Dec, 2013 @ 3:04pm 
awesome first game! nice escape plan!
Vormulac  [author] 13 Nov, 2013 @ 1:55am 
We're still working on 1.6 and there are a lot of gameplay and back end changes but here's a quick update.

Patrol boats are in and working but there're a few kinks to work out. The current revive system doesn't handle drowning so we'll have to hold off until we solve this one. There's also an issue with boats despawning (found this one out in a rather hilarious and confusing fashion while we were tooling around in one). These are pretty much all that's holding us back from releasing 1.6.

As for stuff that is done:

-AI preset tweaks
-UPSMON is gone, we've got a more event driven custom replacement
-faster startup
-new pressures on the players
-Extraction chopper fix (if they don't show up, they're probably underwater, this is fixed)

As soon as the issues with the revive system and boats are dealt with 1.6'll be out the door and we can get back to adding more events to the mission.
Vormulac  [author] 7 Nov, 2013 @ 8:49pm 
I just saw a few posts on the BI forums saying BIS_mp_fnc may be broken on dedicated servers using DEVBRANCH. I have not been able to confirm this myself though. If you find you cannot hijack the radio, are playing on a dedicated server, and are on devbranch this is probably the issue. If so we'll have to wait for BI to fix it.
Vormulac  [author] 2 Nov, 2013 @ 4:58pm 
After some testing on both listen and dedicated servers I've found that the settings for AI difficulty in your arma 3 profile do nothing. I will likely include a "setskill free" option for those that wish to try something like Zeus AI [forums.bistudio.com]. With something like Zeus you can tune the AI to your heart's content.

As a work around I will also be including mission parameters for you to set the individual skills manually (this'll be tedious but at least it'll give you the options).

Alternatively, you can find the preset skill values in Scripts/Escape/AIskills.sqf

If you'd like to have the ability to more easily tailor your experience to your own tastes I implore you, go yell (be nice about it) at Bohemia until they make the settings in your profile actually matter.
Vormulac  [author] 31 Oct, 2013 @ 6:29pm 
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.
Vormulac  [author] 30 Oct, 2013 @ 11:40pm 
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.

1.5.3.1: Added AI skill option to create ai with skills defined by your profile.
Vormulac  [author] 27 Oct, 2013 @ 10:06pm 
Thanks :D Still working on it. At some point the bugs'll be gone.


1.5.2 is up, not a big update, just a few fixes here and there. Still more content coming, 1.6'll be done SOON™
NedStar|Cryo| 26 Oct, 2013 @ 8:52pm 
Fantastic mission that plays different every time, great to play with a bunch of friends.
Few issues here and there but highly recommended.
Vormulac  [author] 25 Oct, 2013 @ 4:45pm 
1.5.1: AAF joins CSAT. Fixed search/drop chopper surprises (choppers reversed). Debug console for hosts/admins. Enabled saving.
Vormulac  [author] 14 Oct, 2013 @ 10:13am 
1.6 is going to take a little longer than expected because of work. Just to keep you guys in the loop here're a few things that are coming:

Technicals are making a comeback.
Patrol Boats.
New Revive system. (Might be held until 1.7)
Randomized loadouts for enemy soldiers. (Might be held until 1.7)
Tweaks to weather to level the playing field with AI in fog.
FIA units loyal to CSAT.
Vormulac  [author] 9 Oct, 2013 @ 7:04pm 
It'll be a little bit but 1.6 is coming. If not this weekend then the weekend after. Not quite ready to discuss what's going to be in it yet.
Captain Bert 9 Oct, 2013 @ 12:14am 
Your idea is better, I would love to see something like the marked depots!

I did see something like extended map info. I'll try turning it off. Thanks!
Vormulac  [author] 8 Oct, 2013 @ 10:04am 
I'm not sure I want to add constant spawns because that sort of goes against the dynamic nature of the mission. If I were to put them in i might have it marked (sort of like how depots are marked) so you know something is going to be there but it won't be in the same spot each time.

I think the option you're looking for is "Extended Map Info." If you hit ESC -> Configure -> Game and choose the Difficulty tab you can customize your difficulty levels (ai and hud options). I think it's Extended map info but I can't remember off the top of my head.
Captain Bert 8 Oct, 2013 @ 9:35am 
I like the idea of useful random spawns, but it might be fun to have some things for the player on fixed positions. I will travel to a place if I know I can find a quadrocopter there. You can't really search something if it spawns randomly, and I'm not going to travel a long distance for a 1 in 4 chance of finding a quadrocopter...

I was playing with only one friend so the spawn parameter was set to the recommendation for 1-3 players. And I didn't mean the main airfield, the only airfield I've extensively searched was the small airfield in the south-east of Altis.

I already flew around in a helicopter that survived a crash :) But it was heavily damaged and was very hard to fly properly.

By the way, every time I find a map my position is immediately marked on it, even without having a GPS in my inventory. Is that caused by 'Perma GPS'? You write about it, but I don't know how to turn it off....

Thanks for the help and quick responses!
Vormulac  [author] 8 Oct, 2013 @ 9:18am 
Just a quick question, how'd you get to the airfield? Did you have spawns turned down (the military base is usually crawling with opfor when I play) or did you swim?

On a related note, helicopters will probably not be something made accessible (unless you can shoot one down and it survives the crash) as the excessive speeds available can sometimes "break" the mission (it still runs, but the spawn routines need to play catch up).
Vormulac  [author] 8 Oct, 2013 @ 9:16am 
Currently no, we've talked briefly about having random spawns that may be useful to the player. If you played the original mission in A2 there was a secret of sorts that is missing from the A3 versions (I'll probably put that back in in an update soon) that I only know about because I had to look at the mission files to do the port. I'll bring it up with Hyperz the next time I talk to him.

For now though we're still doing bugfixes/improvements and waiting on a couple of new systems that should actually improve the mission quite a bit from its current state.
Captain Bert 8 Oct, 2013 @ 7:58am 
Are there any 'secrets' in the mission that you don't mind talking about in public? I visited an airfield hoping to find an airplane/helicopter/drone but there was nothing. Are there any places where I can find a tank or something like that?
Vormulac  [author] 8 Oct, 2013 @ 7:44am 
Thanks!
Captain Bert 8 Oct, 2013 @ 7:28am 
I've tried the mission a couple of times in the last few days. I succeeded for the first time this afternoon! It's a great mission with a lot of replayability. Thanks for creating it!
Vormulac  [author] 6 Oct, 2013 @ 3:54am 
Important notes on AI:
[LIST]
[*]The difficulty level of the server/host (Arma's difficulty setting) will put a lower limit on the AI settings. So if you find that veteran/expert is too hard, put it on regular and turn off some of the aids like perma-GPS (to preserver the feeling of being lost).
[*]Lower performance in Arma will cause the AI to become dumber. If the AI seems exceptionally stupid and the frame rate (server or host) is low try to decrease the settings for spawn counts.
[/list]
Vormulac  [author] 2 Oct, 2013 @ 4:15am 
Quick Update for those that don't want to read through the change log: (will update the description soon)

-Heli extraction works (sometimes they land too close together).
-Option for patrol numbers in towns (this has a large impact on performance I find, especially near Kavala).
-Most of the scripting errors are fixed.
-The AI gives a much more playable experience.
-Reinforcement trucks are working again.
-Search groups should now actively hunt the players.
-Traffic should be more common around the player.

There's still more to come:
-Enemy loadout randomisation. Thanks to NeoArmageddon.
-New revive system. Thanks again to NeoArmageddon.
-More surprises!
-stuff I can't remember right now.

Thanks for the support, critiques, and suggestions. We're definitely not done yet.
Vormulac  [author] 1 Oct, 2013 @ 1:17pm 
<continued from below>

I also fixed the no enemy spawn bug at the beginning. Turns out Engima's original code could go into an infinite loop if the map isn't big enough to support a large number of comm centres.

Give it another shot, let me know if there's any improvement.

P.S. I'm not sure if fog ever affected the AI before but I think it does now, so if it's really foggy you'll likely feel more alone.

P.P.S. One thing that might help is to turn down the spawn range. The effect is that AIs don't have as much time to wander off before you're on top of them.
Vormulac  [author] 1 Oct, 2013 @ 1:17pm 
I've noticed that too. Something about both Altis and Stratis (possibly A3 AI) make it seem lonlier than the orignal. Between the road network (this is especially true of Altis) and the way the AI acts around roads now they just seem to avoid the player.

I've heard that the different ports in A2 felt more or less full of units depending on the map but I've looked at the code and haven't found anything to suggest this was on purpose. I think the way Engima built the mission is highly map sensitive. Not a bad thing, but definitely something to watch out for if I port it to other maps in the future.

Hyperz and I ran a bunch of tests against the original this morning and even though there's roughly the same number of soldiers in roughly the same area it just feels emptier. I made a few simple changes that might help mitigate this though (should get the AIs to path a bit more in the players direction without sending them directly at players.
Rhino 1 Oct, 2013 @ 11:04am 
We played it serveral times yesterday and finally made it al lthe way through but had almost no action (enemy encounters) along the way. It was almost like it was opfors nap time or something....strange.
Vormulac  [author] 1 Oct, 2013 @ 10:14am 
Found the cause of no one spawning. Will be fixed in next version.
Vormulac  [author] 30 Sep, 2013 @ 6:56am 
@Rhino: Thanks! In regards to your issue: at mission start sometimes you have to either hit F (mode select) or right click (scope up) to be able to use it properly. I'm not sure what causes this but it might be related to keys getting "stuck" when you start missions/respawn/revive. I'll keep trying to figure it out but in the meantime I hope that helps.
Rhino 30 Sep, 2013 @ 6:47am 
Glad to see you porting this over for us. This mission has always been great fun and will be even better on A3.

I would suggest that you might make the holding pens out of hesko barriers instead of sheet metal. Often times the AI will shoot under the gaps in the wall before we can get out or they will crawl right under the gaps and come in.

Second we could not get the had gun to work properly from the dead guard inside the holding pen.

Thanks for you time and efforts.
Vormulac  [author] 28 Sep, 2013 @ 6:39pm 
Now that most of the issues with porting from A2 to A3 are sorted or very close to being sorted we'll be making balance passes. Saving is a lower priority than making the AI not ridiculous murder machines at one click.
[LSD]Timewarp82 26 Sep, 2013 @ 4:55pm 
No savepoint or saving possible? Are u on crack? The mission is like what i´ve searching for,,, Played 1 hour, then 2 large groups surrounded me, not a single chance was given. Dman botshit, half of their bodys always hdden in terrain, 2013 and bohemia cant manage the Bot "Master Glitchers".... Hope u implement a saveing possibility.

Greets