thevoid 18 Posted October 24, 2015 Thanks for the updates Haleks, works brilliantly. The horde is frickin terrifying. Question about the modules, are the default values fairly close to the vanilla (original) version? I want to set the difficulty for my missions pretty close to how the first release played, just slightly higher chance of finding ammo and food/water. Question is specifically around zed spawning and loot chances. Two suggestions for the future: 1) A definable chance to find loaded weapons and/or attachments in the loot module would be cool. 2) now that zeds can follow you into houses, may i suggest a new clothing item to be added to the loot table: brown trousers! Good times 1 Share this post Link to post Share on other sites
EO 11277 Posted October 24, 2015 now that zeds can follow you into houses, may i suggest a new clothing item to be added to the loot table: brown trousers! That's where Bad Benson's Bad Boy comes into play...... ;) 2 Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 24, 2015 ive always wondered why zombies die with 1 single shot? shot to the head yeah sure but to a leg? im sure its on the to do list i hope :P and yeah i agree i still think loot table is still unbalanced. only way around it is to make your own scenario :) Share this post Link to post Share on other sites
dlang 24 Posted October 24, 2015 No project to make a MP gamemode ? The SP one is perfect, it just need the abilty to play with some friends ;) Great work btw Share this post Link to post Share on other sites
giorgygr 61 Posted October 25, 2015 OMG tried to deploy my tent inside a house (to look for options to pass the night) ..and i 've being killed by it. 3.5 hours of hardcore survival game got smoked :///////// There are more times i hate ArmA than loving it.. Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 25, 2015 Edit. A little gameplay created with Ravage modules and Shpook's Lightning script.... Love that Lighting man! Share this post Link to post Share on other sites
haleks 8212 Posted October 25, 2015 Having much fun with the Mod.....running all the supported mods except ACE.....much smoother performance than v1.0.0.......no issues after 2 hours play.....except for wearing out the edge of my seat....... As generous as the Module suite is........would sure love to see an Ambient Lightning module somewhere down the line.....similar to Shpook's script...... Keep doing what you are doing Haleks... The strength of both Mod and Modules on offer here is frightening....... :clap: Edit. A little gameplay created with Ravage modules and Shpook's Lightning script.... Nice video, and great atmosphere - took me a few seconds to realize this was Esseker.Too bad those bandits ended it so soon! ^^ Very interesting mod Haleks Just to report this little script error 22:14:57 Error in expression < distance _pos > 2000}; { deleteVehicle _x; } forEach [_eFire, _eSmoke, _light];> 22:14:57 Error position: <_x; } forEach [_eFire, _eSmoke, _light];> 22:14:57 Error Undefined variable in expression: _x 22:14:57 File ravage\functions\main\fn_createFireEffect.sqf, line 69 22:14:57 Error in expression < distance _pos > 2000}; { deleteVehicle _x; } forEach [_eFire, _eSmoke, _light];> 22:14:57 Error position: <_x; } forEach [_eFire, _eSmoke, _light];> 22:14:57 Error Undefined variable in expression: _x 22:14:57 File ravage\functions\main\fn_createFireEffect.sqf, line 69 22:14:57 Error in expression <> 2000}; { deleteVehicle _x; } forEach [_eFire, _eSmoke, _light];> 22:14:57 Error position: <_eFire, _eSmoke, _light];> 22:14:57 Error Undefined variable in expression: _efire 22:14:57 File ravage\functions\main\fn_createFireEffect.sqf, line 70 22:15:01 Error in expression < distance _pos > 2000}; { deleteVehicle _x; } forEach [_eFire, _eSmoke, _light];> 22:15:01 Error position: <_x; } forEach [_eFire, _eSmoke, _light];> 22:15:01 Error Undefined variable in expression: _x 22:15:01 File ravage\functions\main\fn_createFireEffect.sqf, line 69 22:15:01 Error in expression < distance _pos > 2000}; { deleteVehicle _x; } forEach [_eFire, _eSmoke, _light];> 22:15:01 Error position: <_x; } forEach [_eFire, _eSmoke, _light];> 22:15:01 Error Undefined variable in expression: _x 22:15:01 File ravage\functions\main\fn_createFireEffect.sqf, line 69 22:15:01 Error in expression <> 2000}; { deleteVehicle _x; } forEach [_eFire, _eSmoke, _light];> 22:15:01 Error position: <_eFire, _eSmoke, _light];> 22:15:01 Error Undefined variable in expression: _efire 22:15:01 File ravage\functions\main\fn_createFireEffect.sqf, line 70 Thanks for reporting! Thanks for the updates Haleks, works brilliantly. The horde is frickin terrifying. Question about the modules, are the default values fairly close to the vanilla (original) version? I want to set the difficulty for my missions pretty close to how the first release played, just slightly higher chance of finding ammo and food/water. Question is specifically around zed spawning and loot chances. Two suggestions for the future: 1) A definable chance to find loaded weapons and/or attachments in the loot module would be cool. 2) now that zeds can follow you into houses, may i suggest a new clothing item to be added to the loot table: brown trousers! Good times Yup, default values for most modules are based on the Altis scenario - so it should be fairly easy to tweak those. OMG tried to deploy my tent inside a house (to look for options to pass the night) ..and i 've being killed by it. 3.5 hours of hardcore survival game got smoked :///////// There are more times i hate ArmA than loving it.. Lemme guess: tent spawned right on top of you and killed you? Guess I'll have to add another safeguard... ^^' 1 Share this post Link to post Share on other sites
haleks 8212 Posted October 25, 2015 No project to make a MP gamemode ? The SP one is perfect, it just need the abilty to play with some friends ;) Great work btw A MP version is planned - but you will have to be patient : I'm focussing on having a solid SP experience first, given that I have more experience in that aspect. But I am fully aware that there is a large demand for COOP/MP gameplay, and I do intend to tackle it. EDIT : I don't remember who (and I'm a tiny tad drunk at the moment), but someone asked how is the horde module working. It spawns zombies at the specified location once the player enters the defined trigger radius - and that's it. It is a one time thing, no respawn or anything. A thing worth noting though : those zombies won't be deleted until someone kills them. Of course, they don't affect the ambiant spawns either, so you can create as many hordes as you want without fear of causing issues with the other spawn methods. Share this post Link to post Share on other sites
thevoid 18 Posted October 25, 2015 horde mode, or why I don't go to church... 1 Share this post Link to post Share on other sites
Ranwer135 308 Posted October 25, 2015 horde mode, or why I don't go to church... Is that a mix of Ravage and DSS? :wub: Share this post Link to post Share on other sites
thevoid 18 Posted October 25, 2015 Is that a mix of Ravage and DSS? :wub: No I didn't realize they were compatible! :) That's just vanilla Ravage with some lighting and environment effects from Stronghold. I haven't published the mission cos I can't get hold of the Stronghold author to ask permission to use bits of his script for it, he seems to have dropped off. 2 Share this post Link to post Share on other sites
global corps 0 Posted October 25, 2015 omg... this is amazing! i've been having lots of fun with this. thank you so much maybe bugs?: 1- i noticed with the delete script option on, zombies would spawn in and be deleted a few seconds after 2- i would have to check again but it feels like zombies don't spawn if i set them to 500 meters or more (400 seems like the sweet spot) things i would love to see be added: 1- zombies attack vehicles when you are in them, even if it does very little damage (they just stand there atm) 2- zombie health option (headshots only style) 3- more zombie clothes variety (those recommended addons you list, like rds_a2_civ_pack looking zombies) 4- zombies eat victims and dead resurrect with their gear 5- more zombie animations (i tried to mix in "zombies and demons" slow zombies for more creepy vibe, but your zombies and those fight each other, plus that mod messes up blufor and stuff) 6- option for some zombies to stay indoors (i put 2 zombie spawn modules, one for 300 zombies to spawn 400 meters and the other to spawn 5 zombies 20 meters. cause i noticed zombies spawn indoors and walk out, so i was trying to get a few to spawn close hoping to simulate them being indoors but some spawn on roads making it distracting) 7- more bandit spawn options (time between bandit spawns and amount of them, maybe some with pistols. seems like i am always hearing them shooting, i don't get that feeling of being alone long enough) slow zombies for life y'all :581: Share this post Link to post Share on other sites
BossMann 26 Posted October 25, 2015 Looking at Evil Organs video, god damn that is a nice scene. It would be nice to see the lightning script in the mod too, as the creator states that you can do whatever you want with it. http://www.armaholic.com/page.php?id=26200 Share this post Link to post Share on other sites
BossMann 26 Posted October 25, 2015 4- zombies eat victims and dead resurrect with their gear They're EVOLVING! Share this post Link to post Share on other sites
Stormforge 37 Posted October 25, 2015 That's where Bad Benson's Bad Boy comes into play...... ;) Hell yes. Haleks thank you so much for recommending this. Ravage feels great right now. Need to work on my pistol skill though. Once I get a rifle I am good. Getting to that point is pain for me, as it should be. Like how the loot is more centered on the survivors/bandits, but still limited. Share this post Link to post Share on other sites
BossMann 26 Posted October 25, 2015 I am having a troubling time with radiation poisoning, it might just be bad luck but it seems the first places nearest to where I spawn are radiated and pills to counter the poisoning are nowhere to be found. Share this post Link to post Share on other sites
giorgygr 61 Posted October 25, 2015 I am having a troubling time with radiation poisoning, it might just be bad luck but it seems the first places nearest to where I spawn are radiated and pills to counter the poisoning are nowhere to be found. + Haleks I enabled the Geiger i found and it shows Rad level 61. Took Anti-rads ..but hasn't changed nothing. Can you confirm Haleks plz? *also an extra check needed for the sleeping bag placement maybe. Today a 3rd one in a row disappeared into the ground-lost forever :/ Share this post Link to post Share on other sites
BossMann 26 Posted October 25, 2015 + Haleks I enabled the Geiger i found and it shows Rad level 61. Took Anti-rads ..but hasn't changed nothing. Can you confirm Haleks plz? *also an extra check needed for the sleeping bag placement maybe. Today a 3rd one in a row disappeared into the ground-lost forever :/ Geiger counters shouldn't be showing your rad level, it shows the environments. On anti-rads effectiveness, they are on something of a bell curve, you will have to wait to see its effects, that being said, staying in a radiated area will negate the effects. Share this post Link to post Share on other sites
haleks 8212 Posted October 25, 2015 + Haleks I enabled the Geiger i found and it shows Rad level 61. Took Anti-rads ..but hasn't changed nothing. Can you confirm Haleks plz? *also an extra check needed for the sleeping bag placement maybe. Today a 3rd one in a row disappeared into the ground-lost forever :/ Thanks for reporting - there is a problem indeed with the pills... :/ The sleeping bag issue should be easy to fix - I will probably push a minor update next week. The good news is that it probably won't require a new save : the fixes should kick in right away - including on already saved games. Unless there are other issues to be adressed!^^ EDIT : I'll add debug markers for the radiation module. Share this post Link to post Share on other sites
haleks 8212 Posted October 25, 2015 Hi guys! Another small update incoming - here's the current changelog for v.0.1.2, to be released sometime around next week : Fixed :AntiRad pills were not working.Fixed unfolded sleeping bags disappearing into the ground inside houses.Minor RPT errors.New :Added debug markers for radioactive areas (survival module).Added low grade food and drink items.Added new map item (alternative icon by Scorch).TRYK uniforms addon is now supported (WIP). 1 Share this post Link to post Share on other sites
interectic 8 Posted October 25, 2015 So how do the zombies spawn. Do they only spawn in towns? The zombies never spawn for me but when they do it is only in towns. And I have to be in the town for them to spawn, the spawn radius doesn't seem to work. Please help!! Share this post Link to post Share on other sites
interectic 8 Posted October 25, 2015 Will this mod work with Helvantis? Share this post Link to post Share on other sites
haleks 8212 Posted October 25, 2015 Will this mod work with Helvantis? Please read the OP... Ravage also supports all terrains based on Arma3 and AiATP Share this post Link to post Share on other sites
Alexmoyer123 0 Posted October 25, 2015 Please Help! I want to play this so badly! I load up arma 3 and start the ravage mod, which loads to completion and ends with an error message. "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.A3_Data_F_Curator_Characters." Anything will help, I have tried re downloading the mod and arma 3 completely. Share this post Link to post Share on other sites
rsoftokz 288 Posted October 25, 2015 Please Help! I want to play this so badly! I load up arma 3 and start the ravage mod, which loads to completion and ends with an error message. "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.A3_Data_F_Curator_Characters." Anything will help, I have tried re downloading the mod and arma 3 completely. you need to update the Arma 3 you have loaded up. "F_Curator_Characters" have been implemented with ZEUS DLC some times ago..... the latest release version of ARMA 3 is 1.52.132676 Share this post Link to post Share on other sites