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[SP] ROADS for RAVAGE

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current version:  V.0.0.5P HOTFIX on 22th jan 2016

 

now for ALTIS and CHERNARUS, CHERNARUS_SUMMER and CHERNARUS_WINTER_A3 maps

see below


 

ROADS

 

 

 

 

 

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ALTIS

 

 

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CHERNARUS and CHERNARUS_SUMMER

 

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CHERNARUS WINTER
 

                a survival mission for RAVAGE mod by Haleks

 

 

Introduction

After the White Plage Pandemia and the World War that followed, Altis is a ravaged hostile world covered by bandits of different sides, renegades and survivors.
On the early hours of this cold morning of December 2041, you were trying to rally a survivors camp with an another survivor in a truck on the small ROADS of Altis.
You've been ambushed in total pitch black and left for dead close to the burning wreck of your vehicle....
Dead ???... maybe not.....


what is ROADS

ROADS is a survival oriented, single player,semi randomized and open to whole island mission based on the original showcase of RAVAGE.
you'll be alone trying to find the essentials to survive.
Made exclusively for RAVAGE (required) , the mission is also MODS-Friendly (at least all mods supported by RAVAGE-see below, section "recommanded mods" )


what's inside ROADS:

all you find in RAVAGE:




- post-apocalyptic world

- bandits

- renegades

- survivors

- abandonned vehicles (need repair and refuel )

- radiations zone

- survival loot and system to survive (need to eat, drink,heal and rest )

- hunting animals to survive (need combination of specific items to achieve)

 

....but no Zombies (for now. see below why) and no color filter....

 

(zombie version of ROADS is here: ROADZ )

 

 

 

 

and more:

 

- time factor x1 (default RAVAGE: x4)

- 14 random aeras for starting points for the mission (even you spawn in the same aera when you restart the whole mission, you will never be at the same place) for ALTIS and ALL Chernarus map versions

- chemlight on player system (require chemlights in inventory) -added in RAVAGE functions since RAVAGE V.0.1.3.2 -

- modified places all over the map to simulate a world of survivors (more than 4000 added objects of Chernarus maps, not visible on maps- script to spawn a new world)

- bandits camps, here and there

- bandits bases, a few ones

- seized and fortified Fuel stations on Chernarus maps

- bandits patrol, everywhere

- "Survivors style" quadbikes (in some places, not many of them, with low % of chance to be spawn to random them on each mission (re)start )

- SFX about atmosphere: never ending sand storm on Altis, snow fall on Chernarus_Winter.

- SFX about some assets : IE -NVGs, if you find some, are mostly damaged due to radiations and will help to roam through the night but not to fight as the image will be highly altered.

- NVG can't use scopes nor iron sights to aim

- hours of fun enjoying roaming all over Altis for some stuff to survive... and some fight.

- enlarged Gearlist for Bandits : new weapons, accessories and uniforms since ROADS V.0.0.3

- specific winter uniforms for Chernarus Winter map (will require Tryk and Massi's mods ) 

- new loot system since V.0.0.4 (you can search in most of trash on Altis and even in some world objects on Chernarus maps)

- rearm function for vehicle from an another vehicle since V.0.0.4

 

- mission ported to Chernarus map for CUP terrain pack and Chernarus Winter A3 maps.

- tweaked RAVAGE and ROADS additional loot system.

- SMA weaponry compatibility added

- Random type of patroling helos with KYO MH-47 Mod and all Special Forces Massi's mod UH-60

 

see changelog below

 

 

due to Arma 3 1.54 upgrade, you might have some errors messages linked to the mods you are using

 

It is highly recommanded to watch for latest mods updates.

 

 

 

 

 

and more to come:
 

on Ravage's side as the mod is WIP:

- please follow news on RAVAGE thread.

 

on ROADS side too , as it is also WIP:

- maybe a special mate.....

- caching system for added objects and items to save some CPU/GPU ressources

- scripted modified world 

- a story line

- a task (for now the main goal is to survive the longer you can, see the "day counter" when you open the inventory)

- several alternative ends depending of your game

 

 

DOWNLOAD LINKS   updated to V.0.0.5P 22th jan 2016: HOTFIX for Chernarus Pack (error related to "Xcam source deleted"  fixed for Summer and Winter version )

download, copy and past into your arma directory in the "missions" folder, start ARMA3, enjoy....

 

 

 

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V.0.0.5P ALTIS                            (1 pbo file for ALTIS)
 
V.0.0.5P CHERNARUS PACK      HOTFIX (3 pbo files, one each for Chernarus, Chernarus_Summer, Chernarus_Winter_A3 maps, see below for required mods for this pack)
 
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V.0.0.5.P_ARMAHOLIC  HOTFIX (all 4 of the pbo files: Altis, Chernarus, Chernarus_Summer, Chernarus_Winter )
 
 
 
WARNING
 
due to "missing locations" on Chernarus maps, ROADZ cannot be updated for now (Zombies will not spawn). I have to wait for CUP guys to fix the matter.

 

 

 

previous versions:

 

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GOOGLE DRIVE  V.0.0.4

 

 

 

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ARMAHOLIC MIRROR V.0.0.4

 

 

V.0.0.3 links:
 

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GOOGLE DRIVE    V.0.0.3

 

 

RfNcSU.png   V.0.0.3
ROADS (@)

 

 

changelog:

 

V.0.0.5P Chernarus_Winter/Chernarus_Summer/Chernarus/ALTIS/ general mission:

 
 
- due to CUP Terrains Pack latest update (V.1.0.1, _Core and _Maps) some Ravage functions might not work properly on Chernarus maps ("missing locations" error  will not spawn properly bandits random squads, wrecks and more...)
- re-written scripts to match new RAVAGE Update V.0.1.34 (no more LV2/LV3 uniforms)
- re-arranged map (triggers, objects)
- re-written spawn gear for player: now player spawn with random uniform on mission start (and two blue chems on Altis, clear nights and lights "on" in Chernarus).
- re-written uniforms selection for AIs to match Chernarus_Winter map (winter uniforms from Massi's recommanded mods, Tryk mods) -most of AIs will have warm clothes, some still in summer/spring clothes
- randomized anti personnal bounding mines spreading on whole map (approx 400 mines all over the map, randomly)
- script to modify Chernarus maps on some specific places (more building from Arma 3 config added, bandits base and camps, fortified bandits seized fuel station ) more than 4000 objects added (not visible on map)
- weapons and accessories from SMA (mod compatibility extended)
- ambiant helos flights with  random type of helos (compatibles with all UH-60 from Massi's mods and KYO MH-47E)
- tweaked additional Trashloot system - now compatible with CUP_terrains pack classnames- extended aeras to search - places might be searchable once or twice before declared "empty "
- tweaked RAVAGE loot system (percentage of chance to spawn items and weapons)

 

V.0.0.4 : release 13/12/15

 

new ROADS loot system based on Larrow 's script:

 

you can now search in Trash piles or containers (some types, not all of them) and some vehicles wrecks for items, uniforms (LV1 military/sf grade and LV3 radiations protective), ammos and weapons.
those items are from RAVAGE mod and/or all compatible mods listed for ROADS and RAVAGE.
no mod dependency unless RAVAGE and CBA_A3 required.
search in the same aera is limited and  cannot be searched again when empty before  defined time.
tweaked loot list for the mission to stay survival

 
- lighter mission.sqm file :
 
most of predisposed AI removed from map. spawn triggers for Bandits camps instead.
FPS style dropping but less than previous versions. weather and atmosphere spotted to make FPS dropped too in certain conditions. still working on FPS save solutions.
 
- possibility to rearm your armed car: 
 
find ammos from other armed vehicles if weapons on each veh have same ammos.
 
- extended gearlist to RHARD_Mk18 mod (weapons)
 
- ZBE_Cache added to safe FPS.
- Gearlist for Flay_Archery Mod 
- Gearlist for EricJ Weapons Mod 
- Gearlist for RH Pistol pack Mod 
- Gearlist for RH Accessories pack Mod 
- Gearlist for M4 Super90 Benelli pack Mod 
- Gearlist for FFAA Mod 
- Gearlist for GPNVG-18 Mod (add one model of GPNVG-18 )
- Gearlist for new uniforms from TRYK's Uniforms Mod (to upgrade existing RAVAGE uniforms LV1/LV2/LV3* list)
- Geartlist for HLC mods pack (add a few weapons missing in Ravage addonlist_HLC)
Gearlist for B&T_MP-9/MP45  by Alwarren and GvsE
- Gearlist for WarefareThai mod (weaponery)
 
Newest functions from RAVAGE V.0.1.33 supported 
 
 

 

V.0.03 : release 07/12/15

 

ROADS has been modified to increase Mods compatibility and enlarge the weaponery and gear lists.
this means no dependency to the mods, ROADS still required ONLY RAVAGE mod (and CBA_A3) but the script added allow the player to choose between several optionals mods to customize his weaponery and live a new experience with ROADS and RAVAGE.

BIG thanks to Haleks for support and help to bring ROADS on a better level with scripting teaching and corrections.

In the meantime, due to ROADS wide modification of the world by adding building and compositions, Cache system is on test to try to upgrade the framerate and save  the more FPS possible.
here is the detail of work done:

 

 

- ZBE_Cache added to safe FPS.(on test since there are several options to use  cache for saving FPS and some new ones with the 1.54 and the newest EDEN Editor and Composition Tool Mod )
 
 
- Lightly modified mission.sqm file in Editor: buildings and vehicles removed. new type of vehicles added. new places modified. more dynamical Bandits camps and car spawn points added.
 
 
GEARLIST compatibility for several Mods (not required but highly recommanded) : script added to  add weapons, items and uniforms to spawned bandits.
see details below: 
 
- Gearlist for Flay_Archery Mod added ( add Compound Bow and arrows)
 
due to specificity of the FLAY's cfgMagazines (one arrow only, reusable) of the bow, quivers have been added to general loot, so arrows in quivers can be found on Bandits even they don't carry bows.
 
Compound bow
Quiver precision arrows
Quiver broadhead arrows
Quiver Explosives arrows
 
 
- Gearlist for EricJ Weapons Mod added (add some weapons and accessories and uniform)
 
 
Surefire light, 
SRS sight,
IBEX sight,
SMG Reflex sight
AN/PVS-14 NVG
AA-12 Shotgun
HK416  60 rnds mag
HK416 Masterkey
M4A1  60 rnds mag
M4A1 Masterkey
FN SCAR
FN SCAR Masterkey
RAVEN PMC uniform (civilian)
 
 
Gearlist for Massi Nato/Russians SF Weapons Mod, USSOCOM-DEVGRU-75th RANGERUK Special ForcesItalian Special Operations Forces   and RUSSIAN GRU OMON Spetsnaz added ( add a few more weapons, items, NBC suits  for RVG_Uniforms LV3
 
 
SAIGA shotgun
AK74S wood SF railed version
AK74S-GL wood SF railed version
GRACH pistol
Glock Pistol
Pistol Light-Laser-Module
Pistol silencer
AK serie Silencer
GPNVG-18
 
a wide range of NBC and "Hood on head"  suits from Russian, US, UK and IT SF
 
 
 
- Gearlist for RH Pistol pack Mod added (add several pistols, revolvers, SMGs and weaponlights)
 
Colt Python INOX 357
CZ-75
FN-5.7
GLOCK 17
GLOCK 19 TACTICAL
TEC-9
RAGING BULL INOX
RAGING BULL BLACK
MICRO UZI
USP 45
FNP 45 TACTICAL
KIMBER .45
M6X LIGHT
X2 LIGHT
MX300 LIGHT
 
 
- Gearlist for RH Accessories pack Mod added (add weaponlights and valuable sights)
 
SUREFIRE M952V
SUREFIRE M952V TAN
Eotech XPS3 Black and Tan
AN/PVS-10 DAY/NIGHT RIFLE SIGHT
 
 
- Gearlist for M4 Super90 Benelli pack Mod added (add a few M1014 and Super 90 variants -long-entry-folded and fixed stock)
 
 
M1014 "ENTRY" COLLAPSIBLE STOCK RAILED
M1014 COLLAPSIBLE STOCK RAILED
SUPER 90 FIXED STOCK RAILED
SUPER 90 "ENTRY" FIXED STOCK RAILED
 
 
- Gearlist for FFAA Mod ( add  Shotguns, SMG and NVG)
 
 
FABARM SHOTGUN FOLDED STOCK
FABARM SHOTGUN COMPACT
HK UMP
AN/PVS-7 NVG
 
 
- Gearlist for GPNVG-18 Mod (add one model of GPNVG-18 )
 

GPNVG-18 HEADMASK + BATTERIES
 
 
- Gearlist for new uniforms from TRYK's Uniforms Mod (to upgrade existing RAVAGE uniforms LV1/LV2/LV3* list)
 
 
Tactical uniforms missing in Ravage addonlist_Tryk
"HOOD ON HEAD UNIFORMS" added to simulate realistic Radiations protective suits in addition of gas mask.
*LV3 uniforms are radiations protective in RAVAGE mod: to increase realism, TRYK's uniforms "hood on head"  have been added to the original list.
 
 
- Geartlist for HLC mods pack (add a few weapons missing in Ravage addonlist_HLC)
 
 
HK MP5K
HK MP5K PDW
M4A1
AK12SU
1P29 sight for AK serie
 
 
- Gearlist for B&T Mp-9/MP45 by Alwarren and GvsE
 
B&T MP-9 Sand
B&T MP-9
 
- Gearlist for WarefareThai mod (weaponery)
 
 
COLT single action revolver
CZ75 Tactical
MP44 
Norinco MP-5
AK105
Norinco M4 CQBR
 
 
Newest functions from RAVAGE V.0.1.33 supported (no issues found for now)
keep in mind that NVGs are altered in the mission to simulate damaged NVG system (with or without Enhanced Mouvement NVG effect) , that NVG CANNOT be used with iron nor rifle optical sights)

 

due to Arma 3 1.54 upgrade, you might have some errors messages linked to the mods you are using, since the latest update  deeply change lot of functions in Arma 3 and all the mods are not updated for all of this functions.
wait and watch for updates of the mods you are using

 

 

 

V0.0.2: release 11/23/2015

 
-"chemlight on player" now inclued in Ravage's functions since RAVAGE UPDATE  V0.1.3.2  - function deleted from mission files
 
- RAVAGE original tutorials added to mission files
 
 
V0.0.1: release 11/20/2015
 
-first release.

 

 

 

 

known issues

 

- Lights "ON" on Chernarus map and some RAVAGE functions to spawn AIs not working because of "missing location" error on CUP_TP and Chernarus maps.

- starting mission  without burning  truck and dead buddy on Chernarus maps: restart the mission.

_ unable to save on start: restart the mission.

- error messages linked to CUP mod ( animation missing): click OK and go on playing mission.

- error messages linked to A3 weapons recoil since 1.54 update: click OK and go on playing the mission.

-some weapons dissapear once bandits killed since 1.54 update  -- MP-5 / UMP from FFAA

- weapons wobble and slide away from bodies or float upon body since 1.54 update  -- HLC and FFAA

- missing weapons on some spawned AIs since 1.54 update
- FPS drop in some case due to large amount of objects added on the map. might require some tweaking on game settings
- music will not play on mission Start .
- actual implanted chemlight system (attached to player) menu will fail to work fine fixed: function inclued in RAVAGE
- desynchronization at the intro (sound/anim ) due to CPU/GPU charge (on basic PC with budget GPU card)

basically all issues into RAVAGE (fixed when reported to Haleks in Ravage's thread)

 
about ROADS project and me

ROADS is the very first mission I make to public release

I hope you'll be kind enough to understand I have lot to learn about mission making and scripting and I share here what like to do since I discovered Arma and the ability to mod and edit the game.

I hope you'll enjoy this work which was previously just made for my son to play Ravage at home without thinking it might be public shared one day.

Why Zombies are not present in the mission for now?

because I wanted, in the first glance, a survival oriented mission, based on the novel "The ROAD" and my son didn't want zombies. (but he asked for them a few days ago ;) )

Yes Ravage is certainly the next "DayZ" like mod for Arma 3 (and/or some other mods still WIP too), but the most interesting thing to me is the survival aspect of RAVAGE more than the Zeds aspect.


How to play ROADS


Thruly, everyone has is own way to play a mission, but some advices might help.
the best tools to survive are.... your mental and your brain.

Observe, Understand, Think and Act. (and sometimes, just Run.....)
keep the essential for the instant moment and let the other things for later (one thing at the time, one time for each thing )

survive and fight.... or run....

required mods

RAVAGE by Haleks (already have Unlocked Uniforms functions )

Ravage requires Community Base Addons CBA_A3

CUP_Terrains_pack to play on Chernarus and Chernarus_Summer  (and Chernarus Winter )

Chernarus_Winter_A3 to play Chernarus Winter map (CUP TP is required for this map too )

 

 

the gameplay can/will be highly upgraded with a few mods I recommand:

Enhanced Movement improved movements to climb, jump... but also enhanced NVG SFX to improve the specific effect made for the mission (damaged vision )
Incognito by RYDYGIER (winner of MANW contest with PILGRIMAGE) will allow you to stay incognito in some specific occasion... and maybe to be stealth enough for some actions
MOCAP hand to hand close combat, takedown.....will help with Incognito to be close enough to bandits and to kill them with bare hands
TRYK's Uniforms custom uniforms to improve the atmosphere of RAVAGE
Nato-Russians SF Weapons  for weapons by Massi

USSOCOM-75th Rangers-DEVGRU for weapons, winter uniforms, NVG and alternative helos by Massi

UK Special Forces for weapons, winter uniforms, NVG  and alternativea helos by Massi

Italian SOF for weapons, winter uniforms, NVG and alternative helos by Massi

Russian GRU OMON Spetsnaz for weapons, winter uniforms (AIs only) and extra helos by Massi

Flay Archery by Mr Flay

EricJ_Weapons for weapons, Accessories and Uniforms by EricJ

RH Pistol pack  for weapons by Robert Hammer

RH Accessories for weapons accessories by Robert Hammer
M4 Super 90 benelli Shotgun for weapons by Purple

Spanish Army mod FFAA  for weapons and NVG by FFAA Team
GPNVG-18 mod for NVG by Teeha and Warlord554

B&T MP-9/ MP-45 for weapons by Alwarren and GvsE

RHARD_MK18 for weapons by Robert Hammer and ArdVarkdb

Specialist Military Arms for weapons by Blasenchamber

JSRS3 DragonFire for upgraded sounds by JSRS Studios;

MH-47E for alternative helos by Konyo.

 

 

see also RAVAGE's Thread "recommanded mods section" about TRYK's Uniforms, HLC mod Pack, WarfareThai mod

 

Medias

 

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Chernarus, Chernarus summer and winter edition

 

 

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Wow! Just started my first mission with the new release. I love it. Great job!

 

After being burned to death the first two times I spawned (too close to the burning truck), on the third try (with no usable weapon - a 4-five sidearm with 9mm ammo) in total darkness I avoided a imminent patrol by going in the opposite direction. Lucky for me I did because what's this I see? ...A distant glow. (Campfire?). After as much straight line travel as I could manage -up and down hills in the dark (new chemlight feature is cool), losing sight of then trying to re-orient myself to the glow- I finally arrived at a camp of eight raiders. I creeped up behind one straggler and did away with him using the MOCAP mod. (What fun! Never used that mod before.) He had a Rook sidearm (I can now use my 9mm ammo!) and couple of grenades. I sneaked away then came back from a different angle and from cover the grenades got me four more quick kills. With the Rook I dispatched two apparently deaf AIs (can't hear grenade explosions 40m away?) standing at ease side-by-side around another nearby fire, and the final AI: he ran away. As dawn is breaking I'm currently in pursuit of him after loading up on gear, weapons, ammo, and water (but alas no food) from the dead bodies. Maybe he has some Tactical bacon. BTW, I found my favorite weapon on a raider: the ASP-1 Kir with three clips. I'm in heaven.

 

This is FUN. I like the no-Zombies. I also like lots of Raiders to engage or to avoid. I'm a big fan of Cormac McCarthy's book and I'm really happy you put this together. Thank you, Rsofokz.

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yep.... murphy's law...

 

I guess the dead buddy's 9mm gun burned into the truck... and so did the backpack with proper ammos for the 4-five  ;) ...

so...   B)

 

and yes, running in pitch black with only a short halo of light makes you easy to be lost....

Ravage put Altis in pitch black at nights (only a few lights survived....) and light source will often be a danger warning then....

this is a great mod!!

Great you're enjoying the mission.

you're welcome

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Just a quick question, how do you play it without Zombies in future like "shoki" mentioned? "This is FUN. I like the no-Zombies".

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@vengeace 1:

ROADS is build to be played on RAVAGE mode, that use to include Zombies (it is the main goal of this mod) in ARMA 3

Haleks made his mode with "modules" for mission makers.
each module is made to activate/desactivate some items of Ravage: dynamic weather, music, loot spawning, wreck spawning, abandoned vehicles spawning, survival etc.....

 

it's on mission maker's choice to activate/desactivate and set up each modules and to place all the available modules or just a few, depending of what you want to do

.

ROADS is not oriented to be " a zombie mission" as many other missions/mods since DayZ appeared on ARMA 2.

ROADS is survival oriented, all is about your ability to search for survival needed items, to avoid to be killed etc....
each time you will start a mission, as all is semi-dynamic, almost all will be different than the previous  mission you played
 

the only opponents you will meet are humans and maybe, later, animals are they are future project for RAVAGE- wild dogs - but not activated yet due to the BI recent updates of ARMA 3 which crashed the Animals AI behavior...(at least for dogs...)

so my mission is NOT made with any Zombies (for now but it might occurs Zeds to appear in further updates as one of the optional ends... still lot of work to be done about this.)

if you want to play RAVAGE with Zombies, try the  original showcase or mission made for RAVAGE with zombies inside.

I might make also an alternative version of ROADS with Zombies.... why not? ( ROADZ so....something that will look like playing "the Walking Deads" I guess )

I have to think about this.
 

I hope I answered to your question.

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Yes thank you, have not done much survival mods, I visted the forum on Ravage but I don't see any instructions for things like HOW TO?  Drink, Eat, refuel? I figured out how to drink, but can't find any food and found an empty fuel can and gas station but can't figure out how to fill up the vehicle or can.  Also can't find a Tool Kit.  I assume there are some instructions somewere on how to do these things?

 

Thanks for the response.

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see the briefing of the mission  ROADS by pressing M on your keyboard.(accessible even if you don't have a map) 
there will be some explainations how to use RAVAGE functions

most of them are called by the inventory: just open it (key" I " ) and you'll see your usual inventory AND your health status.

double click on food, drink, medics (antirad pills) to use them.

to light fire you'll need to combine paper (notepad, bank notes, etc...) AND a box of matches. double click on the box and you'll light a firecamp.
same to sleep: double click on a tent or on a mat to deploy it and be able to sleep (you can choose how long ) 

eat: double click on food

drink: double click on water bootles, soda cans.....

some items, like TOOL KITS are more difficult to find but there are not that "rare".... (better chance to be found in some places than others, or sometimes on bodies )

so maybe you have to make a "base" somewhere and save all items you found in an abandonned vehicle's crate (the safest way to store weapons , ammos and items ) even the car is not repaired and will not drive.

never store in loot containers..; they are deleted when you're away within a certain distance.

explore, observe....


RAVAGE is intended to be upgraded on those functions ( batteries needed to use electronics, etc...), see the RAVAGE forum about this here

 

 

for now and until further modifications in ROADS build, ROADS need only one thing: survive! (see the day counter in the health status.)

ROADS is made for you to search and find weapons, food, drinks, better clothes (@Tryck's Uniforms highly recommanded) , vehicles (RAVAGE native ones or those added in ROADS files - the Survivors Quadbikes)

there are many places to find/visit where you'll find this and much more.

some places are dangerous but worth the risk to confrotation with bandits to find cool stuff 

well, it's up to you to roam and explore the whole island, by foot (stealth and safe most of the time) or by vehicle (faster but easly spotable by Bandits )
you'll certainly meet some other survivors , make a team , recruit them (a buddy can cover your back, or spot what you didn't spot yourself )

 

ROADS if FREE ROAMING mission, and will be what you'll do with it.

until I add tasks, goal, ends..... (this is for now the first release, I guess it will go further and better )
 

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Yes thank you, have not done much survival mods, I visted the forum on Ravage but I don't see any instructions for things like HOW TO?  Drink, Eat, refuel? I figured out how to drink, but can't find any food and found an empty fuel can and gas station but can't figure out how to fill up the vehicle or can.  Also can't find a Tool Kit.  I assume there are some instructions somewere on how to do these things?

 

Thanks for the response.

Hi there!

 

I'm sorry for the lack of documentation so far, I need to make some time for it; meanwhile the demo mission comes with tutorial hints explaining all that.

Those tutorials can also be accessed from the pause menu or the main menu : LEARN>>FIELD MANUAL>>RAVAGE.

Hope this helps! ;)

 

EDIT : ninja'd! ^^

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Tutorials deleted on ROADS, still remain on RAVAGE showcase mission you'll have when you install the mod.
 

@Haleks : do you think it would be better for I add your tutorial to ROADS ???? 

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Well, it won't do no harm. ;)

Feel free to grab the script from the demo!

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I have been saving periodically just fine during game but after 4 hours I exited game and then started again but it won't run, appears to not be able to load saved game on Resume after closing Arma 3?  Rats, got to start over?

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I have been saving periodically just fine during game but after 4 hours I exited game and then started again but it won't run, appears to not be able to load saved game on Resume after closing Arma 3?  Rats, got to start over?

 

Did you change any of your addons between saving and resuming? Specifically, did you remove any of your addons?

 

A few days ago, I removed a magrepack addon from my start up and that was enough to make my resume not work. I added the addon back and it let me right back in.

 

Just a thought.

 

Fire

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I have been saving periodically just fine during game but after 4 hours I exited game and then started again but it won't run, appears to not be able to load saved game on Resume after closing Arma 3?  Rats, got to start over?

 

as Firewalker said, it might occur for several reason, mostly on ARMA 3 side than on the mission side.

 

do you have an error message? then which one ?

most of time it is when you have removed a Mod (then the game cannot load the items from this mod saved before this.)

sometimes it appears to be the last save file that is corrupted.

you'll find this files here from Windows:

My documents> Arma 3 directory folder> Saved>missions>name of the mission you played> continue.Arma3save  //this one is the save made when you exit the game

 

you also be able to see some other files : save.Arma3save , save2.Arma3save... 

 

if you choose to open your folder with "detailled view" in Windows, you'll see the date and at what time your files were created.

 

continue.Arma3save  modified:  11/22/2015   21:20

save.Arma3save        modified:  11/22/2015   20:02

save2.Arma3save      modified:  11/22/2015   20:15

...

 

 

delete the continue.Arma3save file (or rename it changing the extension for anything that won't work with Arma like  continue.Arma3saveORG )

 

find the save that is the closest one from the continue.Arma.save you deleted  ( from the previous example above it will be save2.Arma3save )

 

remane it changing  save2 with  continue

restart Arma3 and see what is happening then.

 

let us know.

 

I played/tested my mission for hours and never had this issue about saves

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What I would like to see here as well as in Ravage is crafting system - example: for medical (bandages=rags+gauze+ducktape), for fireplace (woodpile+matches+stones), for toolkit (box+wrench+screwdriver+ducktape+WD40 - if you cant fix it using these, it's unfixable :D ), IED (string+hand grenade), hunting animals for gutting meat and skinning leather in order to eat and fashion improvised backpacks (crafting it with rope, leather, string, branches), boiling water on fireplace using cans and bottles of water, fishing... you know, some cool stuff. Just a few ideas.

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I guess all of thoses functions are future plans for RAVAGE, that is mostly the best place to do this.
it's quiet hard to make all thoses "modifications" in a single mission from files.

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since RAVAGE was updated to V.1.3.2:

ROADS update 0.0.2 :

 

changelog:

 

V0.0.2: release 11/23/2015

 
-"chemlight on player" now inclued in Ravage's functions since RAVAGE UPDATE  V0.1.3.2  - function deleted from mission files
 
- RAVAGE original tutorials added to mission files
 
 
V0.0.1: release 11/20/2015
 
-first release.

 

DOWNLOAD LINKS   updated to V0.0.3 12/07/2015

download, copy and past into your arma directory in the "missions" folder, start ARMA3, enjoy....

 

ltKc4O.png
GOOGLE DRIVE 

 

 

RfNcSU.png  
ROADS (@)

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rsoftokz

 

Thanks for the tip on save but didn't work. No problem I started over. 

 

I have been looking for ever for a Tool Kit however, need to repair the Helo.

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latest update of RAVAGE add "toolbox" to the loot system

can be found in loot and/or on killed bandits...


I played hours  now... never have much difficulty to find food, drink or whatever (just most of time it is not there when you need it....)
so maybe you just have to foucus on roaming first...

then things happend...

KbPzs2.jpg

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Idea:  I wonder if it would be possible to enable something like Zeus just for moving objects "Junk" around to blockade your area?  Seems like it would add some realism to trying to create your own "Safe Zone". 

 

Is there an end goal in this mission?  Get off the island or something?

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to make a safe zone or safe camp is something discussed on RAVAGE thread and seems to be made in further updates for RAVAGE mod.

There are more updates to come on RAVAGE side and those will need some time to be done.

about ROADS itself, yes there will be a goal (mission task ) in further upgrades and some other things added.

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I have enjoyed your mission a lot, the only thing after hours of play is FPS, I don't think I have a resource problem with a i7-4960 OC 4.5Ghz and GTX 980ti.  I suspect it is all the objects on the map, anyway to use ALiVe or something to manage them?

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I'm studying a cache system to make the objects added to the map to spawn  only around the player and cache them when player is away.
there are several solutions, I have to test them all.

 

on its side, RAVAGE builder, Haleks, is also  studying a cache system for RAVAGE that also requires ressources in certain conditions.
 

I'm will be more confident in a cache system when EDEN 3D  editor will be  officially released (beta DevBranch only for now )  as I'll use it with Composition Tool

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TESTING:

 

-ZBE-Cache ....seems to save  some FPS, need tweaking.

 

-additional Lootlist to increase/ improve/ add existing  RAVAGE's  lootlists.

 

this allow to use some new weapons like Compound Bow from FLAY_Archery 

 

PLXaMl.jpg

 

 

 

so ROADS V0.0.3 update on route...no ETA but should be soon.

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NEWS Update:


with  Update 39 ARMA 3 V1.54 just arrived, I will have to hold the V0.0.3 release of ROADS for  a few days to test if all the work done before the update arrived is still viable and stable.

 

it seems the new ARMA version is deeply modified and lot of mods are altered, we might need to wait for updates by all the modders to their own mods ( for example, CBA-3 is already on route for an update due to 1.54 changes)

 

for now, I can tell you the work done on the next update for ROADS V0.0.3 :

 
- ZBE_Cache added to safe FPS.(on test since there are several options to use  cache for saving FPS and some new ones with the 1.54 and the newest EDEN Editor and Composition Tool Mod )
 
I also worked on:
 
loot compatibility for several Mods (not required but highly recommanded) see details below: 
 
- Lootlist for Flay_Archery Mod added ( add Compound Bow and arrows)

due to specificity of the FLAY's cfgMagazines (one arrow only, reusable) of the bow, quivers have been added to general loot, so arrows in quivers can be found in loot containers or on bandits even they don't carry bows.
Compound bow
Quiver precision arrows
Quiver broadhead arrows
Quiver Explosives arrows

 
- Lootlist for EricJ Weapons Mod added (add some weapons and accessories and uniform)

Surefire light, 
SRS sight,
IBEX sight,
AN/PVS-14 NVG
AA-12 Shotgun
HK416 with Surefire
M4A1 Masterkey
RAVEN PMC uniform (civilian)

 
 Lootlist for Massi Nato/Russians SF Weapons Mod added ( add a few more weapons and items to RAVAGE original Lootlist)
 EDIT:  NBC suits  added from Massi  USSOCOM-DEVGRU-75th RANGER and RUSSIAN GRU OMON Spetsnaz for RVG_Uniforms LV3
 

SAIGA shotgun
AK74S wood SF railed version
AK74S-GL wood SF railed version
GRACH pistol
Glock Pistol
Pistol Light-Laser-Module
Pistol silencer
AK serie Silencer
GPNVG-18

 
 
- Lootlist for RH Pistol pack Mod added (add several pistols, revolvers, SMGs and weaponlights)

Colt Python INOX 357
CZ-75
FN-5.7
GLOCK 17
GLOCK 19 TACTICAL
TEC-9
RAGING BULL INOX
RAGING BULL BLACK
MICRO UZI
USP 45
FNP 45 TACTICAL
M6X LIGHT
X2 LIGHT
MX300 LIGHT

 
- Lootlist for RH Accessories pack Mod added (add weaponlights and valuable sights)

SUREFIRE M952V
SUREFIRE M952V TAN
AN/PVS-10 DAY/NIGHT RIFLE SIGHT

 
- Lootlist for M4 Super90 Benelli pack Mod added (add a few M1014 and Super 90 variants -long-entry-folded and fixed stock)

M1014 "ENTRY" COLLAPSIBLE STOCK RAILED
M1014 COLLAPSIBLE STOCK RAILED
SUPER 90 FIXED STOCK RAILED
SUPER 90 "ENTRY" FIXED STOCK RAILED

 
- Lootlist for FFAA Mod ( add  Shotguns, SMG and NVG)

FABARM SHOTGUN FOLDED STOCK
FABARM SHOTGUN COMPACT
HK UMP
AN/PVS-7 NVG

 
- Lootlist for GPNVG-18 Mod (add one model of GPNVG-18 )

GPNVG-18 HEADMASK + BATTERIES

 
- Lootlist for new uniforms from TRYK's Uniforms Mod (to upgrade existing RAVAGE uniforms LV1/LV3* list)

Tactical uniforms missing in Ravage addonlist_Tryk
"HOOD ON HEAD UNIFORMS" added to simulate realistic Radiations protective suits in addition of gas mask.
*LV3 uniforms are radiations protective in RAVAGE mod: to increase realism, TRYK's uniforms "hood on head"  have been added to the original list.

 
- Lootlist for HLC mods pack (add a few weapons missing in Ravage addonlist_HLC)

HK MP5K
HK MP5K PDW
 M4A1
AK12SU
1P29 sight for AK serie

 
 
all this work is on test (tweaking for the loot/spawn ratios for all weapons and items) and will be  for several days again  on 1.54 version for eventual fixing /tweaking.

I might also wait for the next RAVAGE update to  test full compatibility with Haleks modfifications and adds on his mod.

and, as usual, some pics of a part of what you'll meet on ROADS next....
 
(note all shown here has been already modified with each % of chances to spawn, as much as I can, to stay focused on "survival" orientation and for valuables assets to be as rare as possible to find.

keep in mind that NVGs are altered in the mission to simulate damaged NVG system (with or without Enhanced Mouvement NVG effect) , that NVG CANNOT be used with iron nor rifle optical sights)


ZHNuzO.jpg
 
7MXwBe.jpg
 
 
and those following pictures to show you why I wanted to add EricJ Surefire on guns.....

with Chemlight on player without Surefire
 
VVWCdt.jpg
 
with chemlight on player AND Surefire on.

yMqYwY.jpg
 
 
B)
EDIT: shame on me, I forgot to thank Haleks for his precious help about the code to allow modification with RAVAGE loot system on weaponery and assets from the mission files 
 
future plans: porting ROADS on CUP terrains pack maps......
 
:)  ;)  to be continued....
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Installed the mission, started a new game, behind the first hall I passed I found this.

 

49F54F8F0D3E388526A1EFD53C913C52A37AADE4

 

 

 

So you are working on adding RH stuff into the mission? Damn, giving it those pistols would defintly bring the mod/mission up to a new level. Im very unhappy when I have to use the vanilla stuff. I would love to edit the kind of weapons which appear in the game - I would like to replace the standard weapons with weapons from HLC and RH - but I got no clue how to do that. I saw how people posted about that in the Ravage-thread, I checked some pages but I haven't figured out what to do. 

 

Also, you are playing this with your son? Ha, outstanding! I venerate my father but rather freezes hell then he would building a Arma mission for me.  :D

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