das attorney 858 Posted July 14, 2017 2 hours ago, Evil Organ said: Come to think of it, i've never seen any rabbits on Tanoa either, the map configs are still in EBO format so unable to check to be 100% certain. Adding rabbits to Tanoa is fairly easy to do if there is appetite for them. I just looked through the Tanoa Ambient cfg and couldn't find any Rabbits either. In fact, there's only birds, fish, insects and pollen/leaves. No mammals or reptiles ! Share this post Link to post Share on other sites
nelo_riot 8 Posted July 14, 2017 7 minutes ago, das attorney said: I just looked through the Tanoa Ambient cfg and couldn't find any Rabbits either. In fact, there's only birds, fish, insects and pollen/leaves. No mammals or reptiles ! I'll have a look at jamming a quick rabbit mod over the weekend Share this post Link to post Share on other sites
FireWalker 329 Posted July 14, 2017 I guess either the Volcanoes took out all the land dwellers or the zombies already got them!! 3 Share this post Link to post Share on other sites
das attorney 858 Posted July 14, 2017 If you're okay with writing a config mod, then you can write a replacement cfg for AmbientA3. I would copy it out in it's entirety and add in some new entries for rabbits, sheep, snakes etc. Heres the one at the moment: Spoiler class AmbientA3 { maxCost = 500; class Radius440_500 { areaSpawnRadius = 440; areaMaxRadius = 500; spawnCircleRadius = 30; spawnInterval = 4.7; class Species { class Kestrel_random_F { maxCircleCount = "((1 - night) * 2 * (1 - (WaterDepth interpolate [1,30,0,1])) + (2 * (hills))) * (1 - night)"; maxWorldCount = 4; cost = 3; spawnCount = 1; groupSpawnRadius = 10; maxAlt = 200; minAlt = -10; }; class Seagull { maxCircleCount = "((sea * (1 - night)) + (2 * houses * sea)) * (1 - night)"; maxWorldCount = 8; cost = 3; spawnCount = 1; groupSpawnRadius = 10; maxAlt = 200; minAlt = -10; }; class Crowe { maxCircleCount = "((1 - night) * 2 * (1 - (WaterDepth interpolate [1,30,0,1])) + (2 * (hills))) * (1 - night)"; maxWorldCount = 8; cost = 3; spawnCount = 1; groupSpawnRadius = 10; maxAlt = 200; minAlt = -10; }; }; }; class Radius40_60 { areaSpawnRadius = 50; areaMaxRadius = 83; spawnCircleRadius = 10; spawnInterval = 1.5; class Species { class CatShark_F { maxCircleCount = "(4 * (WaterDepth interpolate [1,30,0,1]))"; maxWorldCount = 30; cost = 6; spawnCount = 1; groupSpawnRadius = 10; maxAlt = 10; minAlt = -80; }; class Turtle_F { maxCircleCount = "(2 * (waterDepth interpolate [1,16,0,1]) * ((1-houses) * (1-houses)))"; maxWorldCount = 12; cost = 5; spawnCount = 1; groupSpawnRadius = 10; maxAlt = 10; minAlt = -80; }; class Salema_F { maxCircleCount = "(12 * ((WaterDepth interpolate [1,30,0,1]) + 0.07))"; maxWorldCount = 20; cost = 5; spawnCount = 2; groupSpawnRadius = 5; maxAlt = 10; minAlt = -80; }; class Ornate_random_F { maxCircleCount = "(12 * ((WaterDepth interpolate [1,30,0,1]) + 0.05))"; maxWorldCount = 15; cost = 5; spawnCount = 3; groupSpawnRadius = 5; maxAlt = 10; minAlt = -80; }; class Mackerel_F { maxCircleCount = "(8 * ((WaterDepth interpolate [1,30,0,1]) + 0.07))"; maxWorldCount = 14; cost = 5; spawnCount = 2; groupSpawnRadius = 5; maxAlt = 10; minAlt = -80; }; class Mullet_F { maxCircleCount = "(8 * ((WaterDepth interpolate [1,30,0,1]) + 0.07))"; maxWorldCount = 7; cost = 5; spawnCount = 2; groupSpawnRadius = 5; maxAlt = 10; minAlt = -80; }; class Tuna_F { maxCircleCount = "(8 * ((WaterDepth interpolate [1,30,0,1]) - 0.2))"; maxWorldCount = 20; cost = 5; spawnCount = 2; groupSpawnRadius = 5; maxAlt = 10; minAlt = -80; }; }; }; class Radius30_40 { areaSpawnRadius = 30; areaMaxRadius = 40; spawnCircleRadius = 3; spawnInterval = 3.75; class Species { class DragonFly { maxCircleCount = "4 * (1 - night) * (1 - (WaterDepth interpolate [1,30,0,1])) * sea * (1 - windy)"; maxWorldCount = 2; cost = 1; spawnCount = 1; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; class ButterFly_random { maxCircleCount = "3 * (1 - night) * (1 - (WaterDepth interpolate [1,30,0,1])) * (1 - windy)"; maxWorldCount = 3; cost = 1; spawnCount = 3; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; class FireFly { maxCircleCount = "(8 * night) * (1 - sea) * (1 - houses) * (1 - windy)"; maxWorldCount = 20; cost = 1; spawnCount = 3; groupSpawnRadius = 3; maxAlt = 30; minAlt = -5; }; }; }; class Radius15_20 { areaSpawnRadius = 15; areaMaxRadius = 20; spawnCircleRadius = 2; spawnInterval = 2.85; class Species { class FxWindGrass1 { maxCircleCount = "2 * (1 - (WaterDepth interpolate [1,30,0,1])) * (windy interpolate [0.1,0.25,0,1])"; maxWorldCount = 10; cost = 1; spawnCount = 3; groupSpawnRadius = 2.5; maxAlt = 30; minAlt = -5; }; class FxWindGrass2 { maxCircleCount = "2 * (1 - (WaterDepth interpolate [1,30,0,1])) * (windy interpolate [0.1,0.25,0,1])"; maxWorldCount = 10; cost = 1; spawnCount = 3; groupSpawnRadius = 2.5; maxAlt = 30; minAlt = -5; }; class FxWindLeaf1 { maxCircleCount = "2 * (trees + 0.5) * (windy interpolate [0.1,0.25,0,1])"; maxWorldCount = 3; cost = 1; spawnCount = 3; groupSpawnRadius = 2.5; maxAlt = 30; minAlt = -5; }; class FxWindLeaf2 { maxCircleCount = "2 * (trees + 0.5) * (windy interpolate [0.1,0.25,0,1])"; maxWorldCount = 3; cost = 1; spawnCount = 3; groupSpawnRadius = 2.5; maxAlt = 30; minAlt = -5; }; class FxWindLeaf3 { maxCircleCount = "2 * (trees + 0.5) * (windy interpolate [0.1,0.25,0,1])"; maxWorldCount = 3; cost = 1; spawnCount = 3; groupSpawnRadius = 2.5; maxAlt = 30; minAlt = -5; }; class FxWindPollen1 { maxCircleCount = "(3 * (1 - (WaterDepth interpolate [1,30,0,1]))) * (windy interpolate [0.05,0.15,0,1])"; maxWorldCount = 6; cost = 1; spawnCount = 1; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; class FxWindPaper1 { maxCircleCount = "(4 * (1 - (WaterDepth interpolate [1,30,0,1])) * houses) * windy"; maxWorldCount = 1; cost = 1; spawnCount = 1; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; class FxWindPlastic1 { maxCircleCount = "(4 * (1 - (WaterDepth interpolate [1,30,0,1])) * houses) * windy"; maxWorldCount = 1; cost = 1; spawnCount = 1; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; }; }; class Radius6_10 { areaSpawnRadius = 6; areaMaxRadius = 10; spawnCircleRadius = 1; spawnInterval = 0.1; class Species { class HoneyBee { maxCircleCount = "4 * (1 - night) * (1 - sea) * (1 - houses) * (1 - windy)"; maxWorldCount = 3; cost = 1; spawnCount = 1; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; class HouseFly { maxCircleCount = "(3 + 3 * (houses)) * (1 - night) * (1 - (WaterDepth interpolate [1,30,0,1])) * (1 - windy)"; maxWorldCount = 3; cost = 1; spawnCount = 3; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; class Mosquito { maxCircleCount = "3 * (1 - (WaterDepth interpolate [1,30,0,1])) * (1 - windy)"; maxWorldCount = 5; cost = 1; spawnCount = 1; groupSpawnRadius = 1; maxAlt = 30; minAlt = -5; }; }; }; }; Share this post Link to post Share on other sites
das attorney 858 Posted July 14, 2017 Thinking about it, why isn't there any rats in the base game? They're EVERYWHERE and BI didn't think to represent that. I might see if I can mod a rat particle effect or animal into the game. 5 Share this post Link to post Share on other sites
FireWalker 329 Posted July 14, 2017 6 minutes ago, das attorney said: Thinking about it, why isn't there any rats in the base game? They're EVERYWHERE and BI didn't think to represent that. I might see if I can mod a rat particle effect or animal into the game. They would look spectacular to be spawned around the trash/garbage piles in ravage !! 1 Share this post Link to post Share on other sites
djporternz 27 Posted July 14, 2017 40 minutes ago, FireWalker said: They would look spectacular to be spawned around the trash/garbage piles in ravage !! All I'm seeing is 'Rat-on-a-Stick' franchise opportunities! And thanks as always to halek for another great update to the best -- IMHO -- survival MOD for ArmA ever! 2 Share this post Link to post Share on other sites
FireWalker 329 Posted July 14, 2017 4 minutes ago, djporternz said: All I'm seeing is 'Rat-on-a-Stick' franchise opportunities! Can't wait to see what the traders start selling !! lol Share this post Link to post Share on other sites
nelo_riot 8 Posted July 14, 2017 3 minutes ago, djporternz said: All I'm seeing is 'Rat-on-a-Stick' franchise opportunities! Comes in 3 flavours, Stratis Spiced Rat, Nutty Altis Murids & Tanoan Pulled Lemming. 4 Share this post Link to post Share on other sites
Caluu66x 11 Posted July 14, 2017 THUMBS UP FOR UPDATE! THANKS HALEKS and EVERYONE ELSE WHO WORKED ON IT! WOOT WOOT!!! Share this post Link to post Share on other sites
R0adki11 3949 Posted July 15, 2017 @halekssomeone has uploaded your work to steam - http://steamcommunity.com/sharedfiles/filedetails/?id=972419458& Share this post Link to post Share on other sites
haleks 8212 Posted July 15, 2017 These guys don't even read the OP, do they? Anyway, the upload has been reported, thanks Roadkill! 1 Share this post Link to post Share on other sites
tourist 617 Posted July 15, 2017 Congrats and Two Thumbs Up to the release from your humble tester and novice mission maker tourist! Time to check the playability of my existing missions then and also go for the scenario we talked about in the DEV thread... 3 Share this post Link to post Share on other sites
FireWalker 329 Posted July 15, 2017 @haleks and/or others: Have you seen this? : Crawler I came across it a while ago and forgot about it. I never really investigated it much, but thought I'd throw throw the link in here just in case. Fire Share this post Link to post Share on other sites
EO 11277 Posted July 15, 2017 This should scratch that Ravage rabbit itch on Tanoa. @haleks, If this ain't cool a moderator can remove the link if it's deemed out of place here. 1 Share this post Link to post Share on other sites
HMF 5 Posted July 16, 2017 Does ravage work with Malden 2035 yet? Share this post Link to post Share on other sites
UnDeaD. 82 Posted July 16, 2017 8 minutes ago, HMF said: Does ravage work with Malden 2035 yet? It's probably not (yet), but i'm sure it will support it in the future updates. It could work but not all the buildings will have loot in them Share this post Link to post Share on other sites
HMF 5 Posted July 16, 2017 Okay thought so because nothing about it on the last update. Thanks! Share this post Link to post Share on other sites
EO 11277 Posted July 16, 2017 7 minutes ago, HMF said: Does ravage work with Malden 2035 yet? The only part of Ravage that won't work on Malden 2035 is loot spawning in the new colored buildings, however there are still buildings on Malden 2035 that were used on Altis so loot will still spawn in those. And of course there are still plenty of static loot spawn objects (garbage piles, etc.) scattered around Malden. 1 Share this post Link to post Share on other sites
HMF 5 Posted July 16, 2017 Yes, I was wondering just about those colored buildings, but no problem because of the old vanilla buildings! Share this post Link to post Share on other sites
_Kilo_ 5 Posted July 17, 2017 My Group ran it last week.Intro scene etc. Was Fantastic! We had a Blast! Cheers! 2 Share this post Link to post Share on other sites
brunohxcx 21 Posted July 18, 2017 Hello, I'm doing a mission on the Malden map and I have a few questions, Indep Raiders are not attacking me if I do not attack them, should that be? (I'm nato btw) In several missions I've seen a mark at the airport on editor, does it do anything? Would it be possible to improve the loot in the irradiated areas? If so, how? Ai's are not using flashlights (I know its not a smart move), but if I can not see, they should not see too, right? (They can not see me, but how can they see where they are going? At least they should walk slowly and not run around in blind) How can i make the night less darker? (Because clear nights with no fog still very dark) I'm sorry if these questions have already been answered.. Thanks. Share this post Link to post Share on other sites
R0adki11 3949 Posted July 19, 2017 17 hours ago, brunohxcx said: Hello, I'm doing a mission on the Malden map and I have a few questions, Indep Raiders are not attacking me if I do not attack them, should that be? (I'm nato btw) Have you set Independent to enemy in the mission, as by default they are usually friendly to NATO 1 Share this post Link to post Share on other sites
miasdad 94 Posted July 19, 2017 On 7/16/2017 at 4:21 AM, Evil Organ said: The only part of Ravage that won't work on Malden 2035 is loot spawning in the new colored buildings, however there are still buildings on Malden 2035 that were used on Altis so loot will still spawn in those. And of course there are still plenty of static loot spawn objects (garbage piles, etc.) scattered around Malden. Made a Ravage mission on Malden 2035 the day I got it & ran flawlessly.Also i have to add despite the lack of spawns in the new buildings there were enough of the originals from vanilla to make up for it. Just my 2¢ 3 Share this post Link to post Share on other sites
EO 11277 Posted July 19, 2017 @miasdad Ever since haleks added outdoor looting, i never use the indoor looting option anymore, in my scenarios, bandit kills, junk piles and bunnies are all i need to live of the land.... ......Hardcore Scavengers FTW! 4 Share this post Link to post Share on other sites