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I think it's fair to say most end-users don't have the luxury of using/adding scripts for extra content, much better to produce a mod, even better to add it to Ravage.

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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  !  

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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 :dozingoff:

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I guess either the Volcanoes took out all the land dwellers or the zombies already got them!! 

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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;
                    };
                };
            };
        };


 

 

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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.

 

 

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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 !!

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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!

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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

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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.

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THUMBS UP FOR UPDATE! THANKS HALEKS and EVERYONE ELSE WHO WORKED ON IT! WOOT WOOT!!!

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These guys don't even read the OP, do they? :dozingoff:

 

Anyway, the upload has been reported, thanks Roadkill!

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Congrats and Two Thumbs Up to the release from your humble tester and novice mission maker tourist! :thumbs-up:

 

Time to check the playability of my existing missions then and also go for the scenario we talked about in the DEV thread... 

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@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

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Does ravage work with Malden 2035 yet?

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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

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Okay thought so because nothing about it on the last update. Thanks!

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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. 

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Yes, I was wondering just about those colored buildings, but no problem because of the  old vanilla buildings!

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My Group ran it last week.Intro scene etc. Was Fantastic! We had a Blast! Cheers!

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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.

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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

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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¢

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