Lol thanks LSD. I've tried it in single player and it's damned hard but I managed to get pretty far. Porting to Altis has been a challenge. We had to adapt some systems to Altis in ways I didn't think we'd have to (most of the maps it was ported to in A2 are roughly boxes, much like Chernarus, while Altis is definitely not box like). Still more to be done before it can be called finished but after testing 1.3 tonight I think it's coming along pretty well.
Awsome mission. Have probably played it 50 times now. Any chance that you could integrate vehicle/weapon mods in this? (Aka have the AIs spawn with loadouts based on what mods you have) :)
What was the April fools Jericko? I missed it! :\
Escape provided hours upon hours of fun and replayability in Arma 2 and I am well on my way to many more hours of the same in Arma 3. I really enjoy the changes being made and the support for additional maps. I'm hoping I'll see Panthera and Lingor added to the list at some point!
You have no idea how thankful i am for your effort! I haven't touched my old favorite mission since i started playing arma 3, missing it often, now i'm back at it thanks to you guys :) tears in my eyes hahaha
Description:
In this mission you and your squad was send out to scout the military CSAT and AAF presence on Altis in preparation for an NATO invasion. But your squad got captured by AAF and you are now held in an improvised prison awaiting CSAT officers to arrive for questioning. But NATO loyal insurgent managed to hide a backpack with weapons in the prison. Your task is now to overwhelm the guards, escape the prison, find a map of the island, make contact with NATO forces, reach the designated evacuation zone and escape Altis!
The mission is fully dynamic. Every playthrough will be different. Also the mission is quite hard to beat completely. You will definitely fail at the first try. But the mission is meant to be played more than once (in fact our squad plays it several times the week).
About the mission
Escape was first developed by Engima of Östgöta Ops for ArmA2. Original Escape Chernarus by Engima of Östgöta Ops
At that time me (NeoArmageddon) and Scruffy ported the mission to different islands and began customizing the mission.
When ArmA3 was released, Vormulac and HyperZ made the effort to port the mission over to ArmA3. From that point on Scruffy and me improved and fixed the mission to the current state.
Most of the scripts are replaced and were updated to A3 standards (but there is still some more room for improvements).
The the official version of this release is 1.7.
Features:
Most scripts rewritten and/or updated to ArmA3 standards!
Improved the mission flow and performance!
Added versions for different islands and mods!
Reworked the missionstart (there is now a backpack hidden bei local resistance in the prison instead a guard with a weak heart).
Added more (believable) randomization.
Parameter saving between missions.
More features, bugfixes and optimizations... I can't even remember everything...
Installation:
Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.
Terrains and Mods:
We ported the mission to the following terrains:
Altis
Stratis
Chernarus (AiA TP)
Chernarus Summer (AiA TP)
Sahrani (AiA TP)
United Sahrani (AiA TP)
SMD Sahrani
Porto (AiA TP)
Takistan (AiA TP)
Bornholm
Celle2
Podagorsk
Isla Duala
Also there are several flavours of the mission with different unit sets. At the moment there is a version without any mods (except the terrain you are on)
and the following mods:
RHS
RHS and CAF Agressors
RHS and Leights OPFOR Pack
We tried to compose a unitset for every terrain that match the scenery.
We plan to add more mods and terrains in the future but we also want to release the tools to port the mission.
Notes:
Escape was first devloped by Engima of Östgöta Ops for ArmA2.
At that time me (NeoArmageddon) and Scruffy ported the mission to different islands and began customizing the mission.
When ArmA3 was released, Vormulac and HyperZ made the effort to port the mission over to ArmA3. From that point on Scruffy and me improved and fixed the mission to the current state.
Most of the scripts are replaced and were updated to A3 standards (but there is still some more room for improvements).
The the official version of this release is 1.7.
Roadmap:
From now on, Scruffy and me plan to release updates on a more regular basis. We want to port the mission to even more mods and terrains and have a lot of ideas for new features.
Also we want to continue to update the missions scripts to A3 standards.
For the next month we plan among other things:
Fixing the drowning issue.
Reworking the roadblocks.
Reworking the boats (also we want to add civilian boats)
Adding different base layouts for ammo depots and comcenters.
Adding the crashsite start.
Merging more scripts from the 2.0 branch (Ambient Inf, Military Traffic, ...).
Adding the new DLC.
More awesome stuff
Changelog:
v1.7.5
new missions for Icebreakrs Isla Abramia and Makhnos Al Rayak
new CUP versions for more terrains, with the new units that were released
new RHS stuff from the latest updates for the RHS versions (most notably desert camo for the desert terrains)
new prison and roadblock layouts
enemies now have a better grasp of suitable positions for their sites (thanks to Abelian) and also employ a greenkeeper for the prisons and comcenters
new and improved camera while unconscious
improved briefing, also consideres switched side versions now
the parameters are sorted now and should be saved even after a server restart
a new parameter for search chopper type (depending on modset used!), you can choose to not be hunted by a Mi-17 with rocketpods right from the start (or have them always appear)
the extraction is now triggered by throwing a smoke or a flare, so you can (try to) clean up the area without triggering the helos
your civilian killing teammates will still be able to drive you
v1.7.4
CUP Version (along with CAF and/or LOP)
Reversed side edition (play as OPFOR escaping BLUFOR - RHS version only)
Fixed and updated Revive (A3 1.54 bullet penetration, Only medic can revive to 100%, FAK to ~90%, rest to ~75%). Attempt to fix drowning issue.
Some fixes that were sent to my be dystopian1 (e.g. wrong extraction point iteration).
New supported terrain: Esseker
More stuff I will write later
v1.7.3
Added debugging for startsequence.
Added new RHS 0.3.7 bipods, 1p78 optic and M1911 to ammo depots and random arrays
Added mission file for Capraia (village- and comcenter-markers still missing)
Added a3e_arr_Bipods to all mod versions
Added a3e_arr_Scopes_Sniper to all mod versions (not used yet)
Separated explosives array in ammo depots, not all or nothing anymore
Added new BIS Marksmen DLC bipods and scopes to ammo depot crates
Added Thirsk and Thirsk Winter
Removed unused function.
Reworked start.
Captivity state is now managed by server via remote exec.
Added alarm (gates opened, player with weapon detected, player escaping).
Added "gate opened" event.
Guards are only alerted, if alarm is set off.
Added some checks and player flags for consistency across network.
Added 3 min idle time at militarytraffic script for enemy vehicles.
Added loudspeaker for alarm.
Added global variables for some prison objects (gate and loudspeakers).
Removed duplicated creation of box at crashsite.
Removed the ammo duplication for revive ragdoll.
Added dedicated side creation in server.
Added "War-torn" param. With this, CSAT and AAF will be enemies to each other.
Increased version number.
Wrong magazines for HK417 in Crashsite Bbox
Fixed new classnames for Rahim and Zafir mags (762x54 instead of 762x51)
v1.7.2
Fixed: Player are unable to take maps, compasses and gps from enemies after A3 patch 1.42 (BIS!!!) with a workaround.
Changed: Completly redone the area markers and boat markers on Bornholm (more action!)
Fixed: A few missing/unused variables.
Added: Default value for A3E_MinComCenterDistance.
Fixed: Bug in the extraction point selection for param "Far" and "Near".
Added new Marksman content to Vanilla version (your move RHS )
v1.7.1
Soundbug (loud sound) in revive camera fixed.
New loading image
v1.7
Reworked most of the missions core functions.
Moved most code from scripts to functions (better performance)
Removed some outdated functions and work arounds.
Updated most of the code to A3 standards.
UPSMON was replaced with our own AI handling (less overhead and suits the mission much better).
Fixed a lot of bugs in position finding (too many ComCenters/AmmoDepots etc)
Fixed the minimal distance between POIs.
Added mortar bases and removed preplaced artillery.
Added param for the amount of artillery and their fire frequency.
Weapons at the ammodepots are now random as they were intended to be.
Added a third person cam to the revive where you can watch your squadmates while they are desperatly trying to pick you up.
Players are now able to revive when they have no weapon.
Added gunners to all static weapons.
Incoporates a lot of code from unreleased Escape 2.0 branch.
Added two new player slots.
Reworked mission.sqm, config and unitconfig to allow the use of a mission autocompiler.
Added configs for different terrains and mods.
Reworked init and mission bootstrap for server, client and JIP clients.
Reworked briefing and tasks. Tasks are now completed as intended.
Added new tasks to briefing to make the missionflow more clear to new players.
Added: Fasttime/Accelerated time. One day in one hour gametime? No problem!
Fixed: CommonLib is loaded in init AND server bootstrap. Should fix the missing commonLib error.
Changed: Briefing now incorporates the new start with the hidden backpack.
Changed: Tort_Weather debugmode disabled.
Fixed: Starttime parameter is now stored between sessions.
Changed: Task order
Added: "Hints"-tab in briefing with some useful hints and tips about the mission (contains minor "spoilers").
Respawn button is disabled (there is a param to reenable it).
Fixes in Revive. Geting stuck in ground/objects/ocean should be no problem anymore.
Added "No Nightvision and TWS"-mode (that one is very nice! But be sure to set the game to good weather).
JIP players are teleported to the group again (complete rework of JIP scripts).
Less guards at spawn with low playernumbers.
Finetuned BIS body and vehicle remover. Should take more than 30 min to delete a body.
More fixes and optimizations I forgot.
Merged Parameterhandling from 2.0 branch (you can now save missionparameters between sessions).
Fixed a bug that could cause the mission to start before a player picked up a weapon or escaped the prison.
Ported tortuiost weather script to MP and implemented it in the mission.
Made the start a little bit easier.
Added random pistols to backpack.
Added new weather and time handling in parameter (including dense fog at low altitude!)
Added 5 drone backpacks to ammodepots.
Increased the chance to encounter enemy drone operators
Changed the default parameters (preset is now "Easy").
Added a new way of handling the "Hijack Terminal" action to counteract a bug where a action added to a non simulated object won't add the action.
Fixed a possible bug in the revive which could spawn the player in the ocean when FPS are low.
Removed the additional AI control in mission params.
Added the possibility to hack enemy drone terminals and capture drones.
More bugfixes and features I forgot... it's more than a year since I started with 1.7 ...
v1.6 (Altis)
Optimized and reworked complete mission framework
More use of A3 engine functions (faster and more reliable)
Completely new AI-Scripts (removed UPSMON) New searchleader engine (for easier implementation of advanced AI and other new features)
Patrol Boats Enemy artillery more AAF - less CSAT
Completely new weapon and equipment balancing
Missionloading improves (no more 1 minute intro)
JIP loading improved
New Revive script
No more center map cheating
Attackchopper at escape
Extraction placement can be set to random, close or far.
v1.5.3.3
EnemySkills 1) Manual Settings 2) Setskill free. 1) Manual will take the settings you provide (using a preset will ignore these). 2) Does not use Setskill (for Zeus AI etc).
v1.5.3.2
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.
v1.5.3.1
Added AI skill option to create ai with skills defined by your profile.
v1.5.3
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.
v1.5.2
Enabled hacking multiple comm centres if extraction is destroyed (one per comm centre)
Class name errors (popup window with something something .cfg) should be fixed.
Added new items and ammo to the ammo depots.
v1.3
Altis:
New village patrol count option.
Stratis:
New options for village patrol populations.
v1.2
Altis:
Minor bugfix to search groups. Should hunt players properly now.
Fixed potential infinite loop that would prevent server from initializing properly. Units should be better balanced (first pass). Made changes to traffic and enemy squads that should help things feel more populated.
Helicopter extraction should actually land now.
Stratis:
Minor fix to searchgroups. Should hunt the players properly now.
Fixed version number. (forgot to mention that performance should be improved).
Removed infinite loop preventing the server from properly initializing. Enemies should spawn everytime.
Pushed wrong map.
Helicopter extraction should actually land now.
v09-30-2013
Altis:
AI tweaks.
Performance boost.
UPSMON errors mostly cleared up.
Stratis:
AI tweaks.
Performance boost.
UPSMON errors mostly cleared up.
Forgot to put in version name
v09-29-2013
Altis:
New Ai settings. May still be too good with a rifle. Let me know what you think.
Fixed description.
Left Debug info turned on.
Fixes for bad push. Infantry and vehicles should behave correctly now. (AI still needs to be toned down.)
Marker fix.
Random short freeze should be fixed. Let me know if it persists.
Removed extra AI script (should have been removed some time ago but I missed it). This may increase performance.
Reduced likelihood that enemy infantry will spawn with titan AT/AA.
Stratis:
New AI settings. Worse shots all around.
Code up to date with Altis.
Forgot to change waypoints to account for chopper extraction.
Updated to use the same code base as Escape Altis.
v09-27-2013
Added the cfg changes from Hyperz.
Switched from UPS to UPSMON (please let me know how this works out, seems ok in my testing, AI seems more aggressive).
Roadblocks can now be turned on and off as a mission parameter. (I recommend keeping them off but that's because I like things to run error free even if the errors seem to be harmless).
Credits & thanks:
Original Mission (Arma2) by Engima of Östgöta Ops.
Mission ported to Arma3 by Vormulac and HyperZ.
Continue devlopment by NeoArmageddon.
Island ports and unit configs by Scruffy.
Testing: Maikeks, Darcy, Memphis Belle, Aurelia, Freshman, Roy and many more.
The official co10 Escape mission for Arma3 is currently developed and maintained by NeoArmageddon and Scruffy.
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Not suitable for singleplayer.
Great job I know it had to be a pain in the ass porting this over to Altis.
It is suitable for single player. You just need to be one Bad Ass Mother trucker.
Lol thanks LSD. I've tried it in single player and it's damned hard but I managed to get pretty far. Porting to Altis has been a challenge. We had to adapt some systems to Altis in ways I didn't think we'd have to (most of the maps it was ported to in A2 are roughly boxes, much like Chernarus, while Altis is definitely not box like). Still more to be done before it can be called finished but after testing 1.3 tonight I think it's coming along pretty well.
Would be a whole lot easier if saving actually worked.
Although I haven't tried with the save cheatcode.
Fantastic mission. Our team of 3 think it's super.
Awsome mission. Have probably played it 50 times now. Any chance that you could integrate vehicle/weapon mods in this? (Aka have the AIs spawn with loadouts based on what mods you have) :)
love the new update, great work guys. its a lot better now, not too hard anymore

You are welcome, Jericko!
it was one of the best April fools i have experienced yet :D. but for real, great work on the real mission you guys have done a great job.
What was the April fools Jericko? I missed it! :\
Escape provided hours upon hours of fun and replayability in Arma 2 and I am well on my way to many more hours of the same in Arma 3. I really enjoy the changes being made and the support for additional maps. I'm hoping I'll see Panthera and Lingor added to the list at some point!
How can I got about removing fatigue from this mission? Great mission.
Always love playing these, might there be any chance of making the revive system toggle-able for use with ACE3 and whatnot?
You have no idea how thankful i am for your effort! I haven't touched my old favorite mission since i started playing arma 3, missing it often, now i'm back at it thanks to you guys :) tears in my eyes hahaha
You are welcome Stoasha_Madjic :D
Everytime we try to call the helis they crash each other and we are left alone with the apache
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