Arma 3
CO-08 Escape Altis
Vormulac  [developer] 5 Oct, 2013 @ 2:57am
Please 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
Last edited by Vormulac; 5 Oct, 2013 @ 3:10am
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Showing 1-15 of 47 comments
Vampwood 26 Oct, 2013 @ 10:52pm 
Sometimes when we are killed we are teleported to a random spot on the map as a Blufor Rifleman, really annoying as the player has to rejoin to get back and loses all his gear.
Vormulac  [developer] 27 Oct, 2013 @ 2:23am 
This is an issue with the revive script. Are you running any mods on your server? I've heard a few have caused this.
Vampwood 27 Oct, 2013 @ 7:52am 
Firefight improvement system and TMR Modular Realism
Vormulac  [developer] 27 Oct, 2013 @ 11:53am 
devbranch or stable?

I've enabled the console so in the meantime you can teleport him back if you're host/admin
Vormulac  [developer] 27 Oct, 2013 @ 11:56am 
I just got confirmation that FFIS doesn't play nice with the respawn system currently used.
Vampwood 27 Oct, 2013 @ 2:28pm 
Aight thanks. Any plans for headless client support?
Vormulac  [developer] 27 Oct, 2013 @ 4:13pm 
After the mission is more or less "complete" I want to add HC support definitely. Not sure how easy that'll be but it is definitely something I'll be looking into.
Vampwood 27 Oct, 2013 @ 5:28pm 
Thanks for all the quick responses bro! You rock and this mission rocks! Can't wait for HC support to lighten the lag and the few bugs there are to be fixed!
Last edited by Vampwood; 27 Oct, 2013 @ 5:29pm
Vormulac  [developer] 27 Oct, 2013 @ 5:56pm 
Thanks man, was my favorite A2 mission. Still a lot to do but it's coming along.
TangoWrangler 4 Nov, 2013 @ 3:18pm 
I have noticed that when the initial creation of the fenced in area at the start there are some issues related to positioning of the fence.

There is always the fun hillside placement where the guards will go prone and proceed to make mince meat out of the team inside the fence. Not so much as a bug but a twisted game start.

There are a few spots where the walls are intact until the armed guard inside the fence will die. When the guard falls there are walls being knocked over and sometimes the surrounding stone walls or trees will also fall over. This breeches the fence and makes the first person getting a weapon a sitting target. Sometimes your team will need to sheild the first one getting the weapon to have a fighting chance.

I would also mention that the fences will often still allow ghosting to occur with the guards as the will pass through the walls even if it wasn't knocked down. A good moment of confusion and often a nasty end to a potentially good location.

I dont know if it is possible to perform a placement pre-check to ensure other objects aren't in the path of the fence. If you have placed the prisons in an array (haven't looked at mission yet) there is one spot on the map with destroyed houses where the stone walls are less than a meter (three foot) tall. This location when the fencing is placed here will knock down two wall sections and also unearth the stone wall and place the walls on their side. It seems to be nasty collision in game.

If there are some additional details you would like (e.g. videos, logs, etc) PST in steam and I will get them for you.

FYI: My favorite maps/missions of all time are: 1. DayZ, 2. Escape Maps, 3. Domination, 4. Old school Evolution (banana phone days), etc

We don't care to win although we have but the fighting and decision making this map challenges you with is what it is all about.

Also I have played BI games since Operation Flashpoint and all of the ARMA series, so don't let the DayZ ranking downplay my comments. That hunter/hunted feeling and blood pumping PVP action is pretty nuts.
Last edited by TangoWrangler; 6 Nov, 2013 @ 5:12pm
Captain P. Star  [developer] 5 Nov, 2013 @ 5:46am 
Thank you Tangowrangler for your feedback. I also noticed the fence get ragdolled from nearby object right after the server finished the initialisation process. There are some vars I can tweak to improve the "is the area flat and clear"-check. The placement of the prisons will be improved in the next version (1.6).
Pretty good. I would just like to point out a few glitches. The revive system sometimes randomly puts me under water after I have been downed. I'm not liking that we don't have the drag option either, but thats just me. Some guys couldn't pick stuff up like Binos and med packs.
Just a few to report. I still love this mission though :D
Vormulac  [developer] 29 Dec, 2013 @ 8:47pm 
Thanks Skunkk. The drag option has caused issues for long time so we went with you being able to move yourself (but if you do then the AI might shoot at you and cause you to roll onto your back).

If you go down and you can't move around, try holding your sprint button to get yourself started.

I've run into the issue with bino's and I'm not sure what it is, it may be the way it's added to the enemy inventories. We'll look into it.

Thanks for the supoort and bug reports :D Still more to come.
Captain P. Star  [developer] 30 Dec, 2013 @ 2:29am 
The binocular and medpack problem is a Enginebug and not related to the mission. I already checkt this.

For the revive: Could you tell me some more about the underwater problem? Are you dying before you get unterwater? Are you in a animation while underwater? What do your friends see?
King Pelinor 18 Jan, 2014 @ 12:39am 
Switch back to farooq's revive mod please. The new script is buggy as hell.
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