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7 hours ago, UnDeaD. said:

GRAD Persistence doesn't save Ravage variables (hunger, thirst)?


GRAD can take some time to get working properly. I’d suggest reworking the Ravage vars to a playernamespace system rather than attempting GRAD. Also, I wouldn’t attempt broadcasting them.

 

You will find that the best persistency systems for A3 are usually “hybrid” meaning you work with playernamespace and GRAD.
 

(Essentially Clients data to clients PC, World or “Server data” to the server database -much more efficient-) 

 

if you need some examples look at my post here:

 

 

Best of luck! 🍻

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Here it is, my first campaign on the ARMA 3 steam workshop: Heart of Evil for ARMA 3

Experience Captain Percy Freeman's mission to eliminate the elusive Colonel Bob Kurtz during the Vietnam War.

The campaign consists of 13 scenarios and quite a lotta walking with some occasional rides along the way! 
------------------------------------------------------------------------------------------------------
Heart of Evil for ARMA 3 is a -loose- fan recreation campaign of the classic single-player mod for Half-life released on 01 January 2002.

 

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2861021603

Edited by Recaldy
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I just recently worked the iBuild framework into my mod release, absolutely phenomenal work Nerdmod did with this framework. I've already started tinkering with some custom recipes for some of the more intermediate crafts. It is working flawlessly with Ravage and adds a more homestead feel in the deep wilderness of the ruined world. 😁

Some screenshots:

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The framework fits quite nicely with my crafting system as well:

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I Hope all has been going well for each one of my fellow Ravagers! It's been a while! 🙂

🍻

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 Next planned update:

MINING!!!!!!! 💎

I've worked in some models for the forge and anvil, as well as a pickaxe!
(models imported from Sketchfab | CC : BY License) 

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(Newer pick variant is rotated to fit the terrain) -also re scaled- 

Very early WIP; but the progress is promising! 

Players will be able to mine for iron ore and coal, smelt them down for ingots to craft items like Iron nails, or even repair their broken pickaxe! 

I'm also looking into a gemstone system, and gold ore - obviously much rarer to obtain, but it'll all be good fun 🙂 

Sorry to "'Hijack" the thread a bit, I just like to show what Ravage can be molded to work with 😝 (maybe I should start a TCRP thread... 🤔)

Hope all is well guys! 

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This is some truly impressive work. I would never have thought of this, yet you've already taken it so far. I'll look forward to seeing more. Wow.

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3 hours ago, witchking-0532138bc6bf6b0b said:

Wow MuRaZorWitchKING that looks really good. Will your mod get posted on the workshop at some point? I look forward to testing it out


On Steam

 

2 hours ago, kodabar said:

This is some truly impressive work. I would never have thought of this, yet you've already taken it so far. I'll look forward to seeing more. Wow.

 

It’s crazy man, looking back starting on just basic scripts and what I could find around on the forums and stuff, now I got a fully fledged mod… 😫

 

It’s an addiction the more you learn and seeing projects evolve more and more… 

 

Over 4 years in development and using Ravage as the sole backbone of it all. ❤️ 

 

I’m still very very early in modeling; but I’ve learned quite a lot over the past year, There’s no rigging or anything just yet and I’m not even sure how to get roadmapping down with LoDs and such. But I look forward to learning, I’ve already helped a couple good people with some models for their work. 🙂 The true heroes are these absolutely STUNNING modelers on Sketchfab that offer their assets for free for others to use.

 

Thank you guys for the kind words. 😊

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Happy Halloween!

My "Silent Hill"-esque spooky scenario: [SP] Ravage: Somber Valley is now on the steam workshop in celebration for Halloween!

?imw=5000&imh=5000&ima=fit&impolicy=Lett

https://steamcommunity.com/sharedfiles/filedetails/?id=2880031448

 

Do you own the Western Sahara CDLC? My recently released scenario: [SP] Ravage: Water Road is available on the Steam workshop!

?imw=5000&imh=5000&ima=fit&impolicy=Lett

https://steamcommunity.com/sharedfiles/filedetails/?id=2873484771

 

Thanks for playing my scenarios. 🙂

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Just wanted to let everyone know that I'm running a new server that mixes elements of Ravage, Exile and Breaking Point. We are using Zombie and AI elements from Ravage, the loot and basebuilding elements from Exile, the weapons, gear and other custom items from BreakingPoint as well as added BreakingPoint zombie skins and faces to the infected.

  • The entire BreakingPoint weapons arsenal, including several new weapons made just for this mod and server.
  • Play as the classic Independent faction from BreakingPoint with a ton of custom uniforms added.
  • Five custom levels for players with better starting gear at respawn for higher levels and better gear/weapons can be purchased at higher levels at Traders.
  • Custom Ravage solo roaming AI that play as BreakingPoint factions. They will fight each other, zombies and players.
  • Huge variety of AI Missions with the HUNTER FACTION from BreakingPoint as the enemies.
  • Load AI mission weapon crates directly into your vehicle for sale at the traders.
  • Custom Ravage Walker Zombies.
  • Heli Crashes.
  • Supply Drops that show a marker on the map, creating a special interest point for potential PVP.
  • Trader Zones ran by the RANGER and OUTLAW factions.
  • Revive players using a surgery kit.
  • Special dangerous radiation zone on the map with top tier loot potential.
  • Four selectable respawn points at the North, South, East and West.
  • Custom gear made for this mod and server.
  • Short night sessions that last only 11 minutes total time. Just long enough to worry about your surroundings and short enough to keep you playing. We also have illuminated custom night skies so you can still see around even at night... and a specially made custom Tac Glasses for Night Vision that offer full screen night vision.
  • Custom weather systems.
  • Full basebuilding and baseraiding.
  • Lock Grinding.
  • Safe Hacking.
  • Virtual Garage for your base.
  • Customized client and server code to give you a higher FPS experience.
  • Better swimming and ladder climbing.
  • Leaderboards for the server.

JOIN US ON DISCORD

SERVER INFO:
BreakingPoint - Exile - Ravage - Missions - Zombies - Baseraid
Server is located in New York, NY (US East)
SERVER IP:
104.243.32.174:2502

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A little question to the more experienced: Is it possible to create an area that exclude vehicle spawns?

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Is there a way to set up different "gear pools" to spawned ambient AI units? What I'd like to achieve is to have OPFOR/bandits using gear from one set-up while BLUFOR/friendlies have other stuff. By default all spawned factions use items from the same gear pool and it makes them undistinguishable from each other. This is for scenario purposes, I would like to avoid having to create a patch addon.

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