#Escape Game Mode

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plush lava
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Escape game mode for Arma Reforger inspired by "Escape from Malden" from Arma 3.
Your task is to survive and escape the hostile territory leaving no man behind.
Currently only Airfield route is available. Alternatives will be added in future.

More details: https://github.com/Kexanone/EscapeGameMode_AR

Impressions:

GitHub

Escape game mode for Arma Reforger inspired by "Escape from Malden" from Arma 3. - GitHub - Kexanone/EscapeGameMode_AR: Escape game mode for Arma Reforger inspired by "Es...

heady marsh
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How exactly does this work in terms of gameplay?

plush lava
heady marsh
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Do you play as us team or can it be custom like fia? Sounds cool though

plush lava
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The mission is a failure if everyone dies.

plush lava
heady marsh
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Roger that

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Is there a way to gm and spawn in fia stuff? Just asking as that's what we use haha

plush lava
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GM is currently only available for admins

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But I intend to document the game mode components in future, such that you can make your own scenarios with different factions and on different maps

heady marsh
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It sounds awesome tbh I wonder if it could be like the altis map where you can collect gear and fight as a Rebel force

plush lava
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I think we would just need Antistasi for Reforger for that ๐Ÿ˜…

heady marsh
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Yeah ik I'm just dreaming I remember one basic one came out but that was it ๐Ÿ˜‚๐Ÿ˜‚

rain schooner
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Is it randomized?

plush lava
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It's not that much randomized. The locations are predetermined. There's some randomization with regard to patrols and stalkers.

rain schooner
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Look into the Combat Ops framework for inspiration on Spawns and randomized locations

plush lava
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I'm not yet sure if that's in the scope of this game mode. The idea was to closely follow the game mode from Arma 3, which didn't have that much randomization either.

rain schooner
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Ah, gotcha
I've played the A3 one a handful of times and it always felt a little bit different in how it plays out

plush lava
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Familiarity can sometimes also have its charm

rain schooner
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Can't wait to try yours out and see how it feels! I'll get a group of me and my buddies on and run around with it

plush lava
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Stalkers mean, they'll follow the players

rain schooner
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I see

plush lava
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Apparently, that was already enough to generate a bit of a different outcome every time

rain schooner
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I've noticed things around like Chase Player Ball

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When looking into the files and such while making my mods

plush lava
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New route to Lamentin harbor is now available:

obtuse jungle
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HI @plush lava I tried to Play the mod on both of the public servers. In the beginning, everything was allright but i cant respawn. The 30 seconds countdown does not "count down". Im on xbox series x. Any advice what to do `? Thanks man.

plush lava
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I keep you updated when I found a fix for it.

plush lava
obtuse jungle
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i'll give it a try tomorrow ๐Ÿ‘

obtuse jungle
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Hi, works perfect ! Thanks !

obtuse jungle
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Hi (again) We are planning to use the Mod on our Server this evening.
Can you give me a brief summary of thr meaning of the Symbols?
Especially the triangles and the "!" i dont know yet. Thanks!

plush lava
# obtuse jungle Hi (again) We are planning to use the Mod on our Server this evening. Can you g...

Unfortunately, Reforger doesn't have any place yet to add diary records to the map, otherwise I would have added the details there. The map markers follow the same convention as the official escape missions in Arma 3. The red exclamation marks are enemy checkpoints, while the question marks are US hideouts or USSR outposts. They always come with a weapon cache, so they are possible positions for loots. The blue extraction markers (probably what you meant with triangle) are positions with vehicles (boats or helos) for escaping the island.

obtuse jungle
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Good morning @plush lava Kex! We had a great time yesterday evening playing your mod! It was a lot of fun, from time to time a bit tricky but thats the way it has to be.
But one thing we didn`t get to work: the Revive System. Later on read somewhere, that the V1.4. doesnt work with the escape mod. Maybe that was the problem. It was no problem for us, because we had over 40 respawn tickets, which was more than enough.
I have one suggestion for the mission design: Place a few patrols on the roads between the cities. After we had cleared a few villages, it was clear that the enemy was only in the villages. I think it would have been a huge surprise if we had suddenly encountered enemies in between.
The use of artillery is very well done. We were quite shocked by the roadblock in front of Lamentine. That was an impressive effect.
Good job, man !

plush lava
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Thanks for the nice feedback. Revive System Alpha should work fine with the mission. You have to equip bandages and then you'll see bandage interactions on the unconscious player. Once you bandaged all wounds, they will get up.

plush lava
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There are actually a few random patrols outside villages, but especially when you drive around, it seems to be rare to encounter them. Also they tend to leave their position and reinforce villages and checkpoints when you attack them. It's just how the AI behaves. There's, for instance, one patrol area between the checkpoint and Tyrone that always seems to move to the checkpoint as soon as you attack it.

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But since you mentioned Lamentin, I think that route has currently less patrols, so I could see if I can add a few more.

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It's a bit difficult to balance it. If you have too many patrols that tend to reinforce nearby villages, you end up getting overwhelmed by 40+ units all of a sudden if you're unlucky ๐Ÿ˜…

rain schooner
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Not to mention lag from all those entities

plush lava
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I added a dynamic spawn/despawn system, which already somewhat reduces the total number of AI on the map.

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Currently most lags come from spawning units the first time with the scenario framework. It isn't really good for that and I'm looking for a better alternative.

plush lava
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https://github.com/Kexanone/EscapeGameMode_AR/releases/tag/v1.3.2
The actual version in the workshop is v1.3.14, but that's just because the versions from v1.3.2 to v1.3.13 were broken because of a corrupted cache for the publisher.
Mostly just added compatibility for 0.9.9.
Unfortunately, since helos are no longer pilotable, the scenario will now end when you enter the helo.

GitHub

Change Log Summary

Trigger victory when a player enters a helo (temporary fix, since they cannot be piloted anymore) (#7)
Add briefing (#7)
Make spawn tickets compatible with new spawn menu (#7)
U...

plush lava
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Unfortunately, escape currently won't make to Reforger 1.0. I will eventually try to fix it, but I'm working on other projects atm.