Arma 3
co10 Escape
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Update: Jul 26, 2020 @ 12:10am

Added missing keys and signs for 1.10 release
Added missing mod.cpp for 1.10 release

Update: Jul 25, 2020 @ 11:53pm

Changelog for co10 Escape 1.10 (from 1.9) including Vanilla, Apex, Contact, GM, CUP and RHS versions

Highlights
Complete rework of the initialisation and bootstrapping of the mission. This not only fixes a lot of long standing bugs like spawning on client hosted mission or with exotic server configuration but also makes startup of the mission much faster and reliable.

Reworked patrol spawning and area dependent patrol densities.

Huge performance refactor (server and client side).

Added new units from CUP and RHS and added support for Contact DLC and Global Mobilization CDLC.

Added
Added vehicle lock param to lobby (with this heavy or all enemy vehicles can be locked for the players)
Added new POI templates from aussie-battler
Added custom flags to comcenter templates
Added localisation (by kuroneko)
Added new CUP setups with units introduced with latest patches (RACS, PMC, ...)
Added Contact CDLC setup (CSAT vs US)
Added search chopper FFV positions
Added virtual arsenal to "additional weapon boxes"
Added a library of porting missions to all terrains done by Scruffy and Neo
Added some QoL functions
And many more minor additions

New supported terrains
Zargabad (CUP)
Kujari (Temppas)
Livonia (Contact DLC)
Winter Chernarus
Chernarus 2020
Bukovina
Utes
Improved Podagorsk markers
MKSE (Port by DPM)
Reshmaan (Port by DPM)
Napf (Port by DPM)
Anizay (Port by DPM)
Vidda (Port by DPM)
Vinjesvingen
Mull of Kintyre

Changed
Improved object removal around comcenters.
Improved ACE medical support in regards to the missions revive script.
Improvent missionflow handling by not assuming some loading time constants but sending state messages .
Improved guards reacting faster to an alarm.
Improved nightime and daytime settings to cope with northern terrains.
Items from civilians vehicles are now mostly removed (no more free medkit for you!).
Heavy vehicle spawn is delayed to 5-10 minutes after missionstart.
Improved Porto mission.
Improvement of unitclasses (general tweaks).
Made spawn logic server side (reduces network traffic drastically).
Reduced trigger update interval from "per frame" to a few seconds (reduces server load drastically).
And many more minor changes

Fixed
Revive: Fixed JIP players sometimes becoming stuck in captive state.
Fixed: Maximum number of patrols was not always enforced per zone.
Fixed param for environmental grass.
Fixed flags not being synchronised across network.
Fixed jagged fences of the prison duw to network latencies.
Fixed a bug where a player stayed captive after escaping.
Fixed a bug in a roadblock templated resulting in statics being spawned in ground floor (and thus being slightly obstructed).
Fixed reinforcement trucks not spawning.
Fixed civilian traffic on very small terrains not spawning.
Fixed guards assuming the players position behind prison walls and shooting through said walls.
Fixed BI CAS module (again...).
Fixed "mapconfig\logo.paa" error.
Fixed HMDs not always removed from players ivnentories on startup (with mods having NVGs in vest for example).
Fixed comcenter 2 and 3 not rotated correctly.
Made terrain config available to all clients.
Fixed daytime settings being always at 01:00 in the morning
And many more minor fixes

Removed
Duplicated and depreciated files and functions.
Removed a motorized search group that started right after the alarm sounded (known as the instant BTR/BMP).

Update: May 12, 2018 @ 4:21am

Changelog for co10 Escape 1.9 (from 1.8.1) including Vanilla, Apex CUP and RHS versions

## Highlights ##

Improved extraction chopper AI. They should now fly more reliable, land most of the time, even when under fire and crash less frequent. Althou crashing can not be prevented in every situation because if Arma AI.

Added statistic tracking. Some basic statistics are stored at the end of the mission (time played, tasks archieved, etc). Statistics can be accessed in end screen and in briefing under "Statistics". Optional: Statistics can be send (anonymous) to the Escape statistics server for future infographics and global statistics.

New prison templates by DPM.

## Added ##

Added support for Tanks DLC.
Added support for Laws of War DLC.
Added mag repack script by outlawled (can be activated by parameter).
Parameters for disabling DLC content.
Mission on Diyala.
Mission on Valtatie 5.
Mission on Kastellorizo.
Mission on Schwemlitz.
Mission on Isles of Cumbrae.
Mission on Beketov.
Added CUP BAF configurations.
Added more Apex configuration.
Added more RHS configurations (including desert versions).
Added daytime/nighttime parameter (known bug: Daytime results sometimes in 1am).
Added new custom leaflet to leaflet drone.
Support for new Duala, Abramia, Panthera and Winthera version 3.9
Support for new Esseker version.
Added new mission ending, when players killed civilians.
More extraction positions to Tanoa.

## Changed ##

Made mission names more coherent ("co10 Escape mod playerside vs enemyside").
Searchchopper now moves around airport when idle.
Enabled map when unconscious.
Improved removal of player hmds.
Guards now takes the players radio and watch (you need to get them back :P)
Backpacks are now removed from prison guards.
Changed old SQF constructs with new SQF engine commands (e.g. floor random count -> selectRandom). Improving script performance.
Improved extraction zone selection.
Roadblock objects are now aligned to terrain. Looks much better in most cases.
Moved reworked functions from DRN to A3E namespace, to reflect that they are not from the A2 mission anymore.
Improved placement of roadblocks. Direction is now taken from three roadsegments instead of one (mud tracks are always returning wrong orientation. A3 bug).
Improved "GetPlayers" function.
Revive now supports prone reviving.
Revive always switches back to primary now (this saves some time when revive was started with secondary/launcher).
Replaced OPFOR recons with INDEP recons in vanilla.
Improved mission loading time.
Linked "Somewhere on..." text with successful escape. Feels more epic!
Firstperson view now supported in unconscious camera (HSC).
Default parameter changed for a more finetuned experience for new players.
HSC cam now follows players better. Change prevents camera from clipping thoru the floor when player is above terrain level.
Made gamemode triggers local to server, saving network traffic and client performance.
Moved triggers for brifing tasks to client.
Made ingame mission name more readable in loading screen.
Changed mission type from "Coop" to "Escape" for server browser.
Made comcenter towers indestructible.
Changed addrating/score treatment of players killing civilians.
Made AI less deadly in long range combat.
Enemy CAS may now use bombs/bomblets. Mine detector is now useful, yay!



## Fixed ##

Planes chrashing when used as searchchopper/drone replacement (relevant for IFA3 ports)
Moved HSC camera to own layer. Fixes random error when terminating cam.
Added more handling of undefined reference units. Fixes some server rpt spam.
Fixed "WashAshore" function. Unconscious players in water are now properly washed onto the shore (and not into solid objects).
Performance leak in roadblock creation.
Fixed civilian traffic not spawning on small maps (like Porto or Thirsk).
Fixed third roadblock template (machine gun not falling throu floor anymore).
Correct amount of crashsites are now spawned (was always one less than expected).
Roadblock and comcenter vehicles are not deleted when players are in/near.
Amount of roadblocks is now a softlimit and not enforced anymore.
Extraction marker is now marked red when extraction failed.
A lot of wrong/missing classnames.
Lowered heavy comcenters antenna by 2m.
Fixed a race condition between server and client at mission end.
Enemies now have more ammo.
Fixed parameter display in briefing. Now shows current value and default value.
Default bckpacks are now removed from ammo depot boxes.
Fixed a bug prevent reveal of markers.
Fixed Sharani missions (including United Sahrani) preventing spawn of patrols and rendering the mission too easy.
Fixed broken extraction markers on malden 2035 (thanks to CRCError1970).
Fixed RHS weapon box classname (thanks to CRCError1970).

## Removed ##

Drone hack script (was broken because A3 updates)
Unused scripts and functions.
Unused entries in unitclasses.sqf.
Removed zombie mission setup (was not maintained anymore).
Remoced choppers without cargo positions (VIV) from extraction.

Update: Jul 30, 2017 @ 5:33am

Update: Jul 30, 2017 @ 1:13am

Update: Jul 29, 2017 @ 6:41am