Arma 3
CO-08 Escape Stratis
Vormulac  [developer] 5 Oct, 2013 @ 3:10am
Pleae post bugs here.
Hello!

As much as we try to test everything there will be things that we miss. Please Post them here.

Some things I know about:
-Traffic: In towns (or on bridges) vehicles will get stuck in a loop attempting to take a corner or turn around. They'll just repeatedly bash into things and seem generally brain dead when this occurs. Not sure if there's anything I can do about this, it may be up to BIS. Vehicles will also leave the road for no apparent reason (their travel is always defined from a road to a road) so you'll likely see civilian cars missing their front wheels abandoned by their drivers. This again may be a BIS issue (I remember similar complaints in A2 in the beginning). I have a few things left to try to make them stay on the roads but it will need testing.

-Helicopter extraction: No matter where I put the markers sometimes the AI decides that both choppers need to land in the same place. It's better than it was (they land now at least :D) and I have one more trick up my sleeve to attempt to make them land intelligently.

-There will be some issues with UPSMON (the system that drives the squad behaviour) depending on what is going on around you. I have managed to fix or at least mitigate some issues with UPSMON and generally it works fairly well but it may still pop some errors (it is now being maintained by the community. As UPSMON improves, so will our Escape missions.

-For reasons not fully understood sometimes vehicles will explode when they're spawned (even if the area is clear).

Thanks for playing, we hope you enjoy it and like I said please post any issues you run into.

Cheers
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Showing 1-5 of 5 comments
Not so much a bug but changes to the unitskills.sqf in \Escape_Altis.altis\Scripts\Escape do not work. I have attempted to change default weapons, vehicles in arrays, the starting pistol for the dead guard, etc and none of them work. Is the unitclasses file no longer used? Do I need to edit something else?
Vormulac  [developer] 4 Jan, 2014 @ 11:42pm 
Right now the default loadouts per soldier are used so the arrays for weapons don't do anything. If you want to change the types of weapons for now you'll have to change the types of soldiers that can appear. These are in the arrays drn_arr_Escape_InfantryTypes, drn_arr_Escape_InfantryTypes_Ind, and a3n_arr_recon_InfantryTypes.

Some loot is randomised in the drn_fnc_Escape_OnSpawnGeneralSoldierUnit function (line 47 Scripts/Escape/Functions.sqf).

If you want to change what the dead guard carries he's created and outfitted on line 582 of ServerInitialization.sqf.

We're still in the process of rewriting a lot of the code and full kit customisation hasn't been finished yet. Eventually it'll be much simpler to go about changing the loadouts and gear available.

Chains has created a version with different weapons[forums.bistudio.com] that you can check out if you want to see how he did it.
I actually found his post and was fooling around with it last night. I'll go over the functions.sqf.
The Kenosha Kid 24 Apr, 2016 @ 7:47am 
When i host i am the only one who can pick up maps and NVGs so i have to pick them up for my freinds and put them in my backpack is there any way i can fix this so they can pick them up for themselfs.
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
Last edited by TRDLL; 2 Nov, 2016 @ 8:49pm
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