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SP/CO 1-12: HOMO HOMINI LUPUS Escape RAVAGED Winter Chernarus

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Hello ARMA community,

 

today I release my third mission. Have fun!

 

Short overview:

 

Title: HOMO HOMINI LUPUS

 

Version: 1.5

 

Author: tourist

 

Type: SP/COOP 1-12 Roleplaying Game

 

Respawn: Base/Markers

 

Game Version: created on 1.56 Stable and playtested with my buddies reforger and cosmic on 1.56 Stable; updated & tested on 1.76 stable

 

Language: English

 

Sceenshots from the ACE Masochist Edition:

 

http://steamcommunity.com/sharedfiles/filedetails/?id=671943490

http://steamcommunity.com/sharedfiles/filedetails/?id=671943797

http://steamcommunity.com/sharedfiles/filedetails/?id=671945102

 

YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE mission:

 

https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg

 

 

Features:

 

Survival Roleplaying Mission featuring the awesome RAVAGE Mod in an "Escape the Island" Scenario inspired by cosmic's mission

 

Play in the snow-covered wasteland of Chernarus Winter -  Snowstorms included!

 

Further enhanced by usage of Bad Benson's immersive script suite tailored for RAVAGE:

 

Temperature system makes campfires an absolute necessity

 

Random Helicopter/airplane crashsites, vehicle spawns and airdrops make every playthrough different even in SP

 

Detailed briefing expanding throughout the mission progress

 

Custom music a-plenty!

 

Make your way through an all-out hostile winter nightmare to escape from this „White Hell“

 

Possibility to choose from various respawn locations in MP

 

Play as a small group through an adventure challenging you to show if you're ready to stand by your friend's side or rather choose to abandon one or even all of them in the face of mortal danger...

 

Two different win endings depending on your success and playstyle as a loner or as a team and also depending on your decision to do or leave aside the optional objectives

 

Four standard versions to choose from: NoACE with and without zombies, ACE with and without zombies

 

And additionally the ultimate challenge: ACE with zombies and the ACE AI unconsciousness active – NOT for the Faint of Heart! Downed zombies will come back to life if you get too close to them and will only die for good after several minutes – this will make you jump out of your seat even more then playing normal RAVAGE already does!

 

 

 

First I'll credit the creators of the used tutorials and templates because without their work I couldn't even have started A3 mission making, modded game or vanilla, and of course special thanks goes to all RAVAGE specific tutorials!

 

Haleks for his kind help in the RAVAGE release thread and the MP testing PM thread

 

cosmic10R for his RAVAGE templates

 

MacScottie/Jester814 for providing his very motivating and beginner friendly YouTube Tutorials

 

Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System

 

rsoftokz for his ROADS mission

 

sproyd for his A3 Editing Guide in English

 

 

 

Next to be credited are the friendly forum members or YouTubers (listed alphabetical, not by amount of help) that helped me either with code, with direct communication to solve various specific problems during the creation of this mission or by testing the mission together with me

 

bad benson for his script suite, for his general tips on mission balance and our broad exchange on the different approaches to achieve a high realism level in the ARMAVERSE and of course for playtesting

 

 

cosmic10R for his RAVAGE templates, for his great Escape! Mission that inspired me to try my own approach to this kind of RAVAGE mission, for the great exchange of mission ideas and for playtesting

 

Evil Organ for lots of mission ideas we exchanged during RAVAGE testing

 

Goon for his snowstorm script used in the versions up to 1.3

 

Monkey/MKY for his sowstorm script used in version 1.4

 

haleks for creating his awesome RAVAGE Mod and for letting me take part in the MP testing, also of course special thanks for all his coding tips

 

reforger for playtesting extensively with me and giving good advice on mission balance

 

rpgteamx for his YouTube tutorial on markers and how to change their appearance with triggers

 

 

 

Here comes the required addon list:

 

 

CBA A3: http://www.armaholic.com/page.php?id=18767

 

Chernarus Winter: http://www.armaholic.com/page.php?id=29752&highlight=WINTER

 

CUP Terrains Complete: http://www.armaholic.com/page.php?id=30045

 

CUP Units: http://www.armaholic.com/page.php?id=29301

 

CUP Vehicles: http://www.armaholic.com/page.php?id=29716

 

CUP Weapons: http://www.armaholic.com/page.php?id=27489

 

RAVAGE: http://www.armaholic.com/page.php?id=29638&highlight=RAVAGE

 

RHS US and Russian Packs: http://www.armaholic.com/page.php?id=27149 and

http://www.armaholic.com/page.php?id=27150

 

RHS GREF: http://www.armaholic.com/page.php?id=30998&highlight=GREF

 

TRYK Uniforms: http://www.armaholic.com/page.php?id=26661&highlight=TRYK


 

TAC VESTS: http://www.armaholic.com/page.php?id=29622&highlight=TAC%2BVESTS


 

ALiVE: http://alivemod.com/#Download


Additional requirements for the ACE versions:

 

ACE3: http://www.armaholic.com/page.php?id=28557

 

(already includes compatibility for RHS)

 

CUP Compatibility for ACE: http://www.armaholic.com/page.php?id=29782 and

https://drive.google.com/file/d/0By04o_GxOry3dXluZVlMeWNabEk/view?pref=2&pli=1

 

 

Optional Addons:

 

ASR AI: http://www.armaholic.com/page.php?id=24080&highlight=ASR

 

Why ASR AI or VCOM AI? These two (use only one of them at a time ofc!) are my personal preference and IMHO the best plug-and-play solutions for SP and MP alike! They make bandits real crappy shooters and Army STALKERS dangerously effective!

 

 

MOCAP:

 

http://www.armaholic.com/page.php?id=27262&highlight=MOCAP

 

For when you have ran out of ammo amidst a zombie horde or want to finish off an unconscious opponent with the rifle butt...

 

ENHANCED MOVEMENT:

 

http://www.armaholic.com/page.php?id=27224&highlight=ENHANCED%2BMOVEMENT

 

Get! That! Mod! Now! You WILL find it incredibly immersive and helpful to survive the zombie versions of the mission!


 

ALL THE SUPPORTED EQUIPMENT AND WEAPON MODS:


 

See the frontpage in the RAVAGE Release thread to find out which mods are supported by default!

 

UPDATE 1:

 

Added Farooq Revive to NOACE Zombies Version



UPDATE 2:

Removed the dependencies on ASR AI and WarfareThai - this time for good!





UPDATE 3:

Adjusted the mission to the possibilities of RAVAGE version 1.39.1 hotfixed: Spawn distance for Zombies and Ambient AI is between 100 and 1000 meters, meaning you CAN get surprised and ambushed, but you also can snipe all enemies from a distance

Added support in the Equipment Pool for Iron Front LITE (all content) and Frith's Ruins (equipment only atm)

 

UPDATE 4:

 

Fixed the issue with the extreme brightness/lighting problem (blindingly bright snow) introduced into the mission after the graphics engine updates of ARMA 1.62 and newer by utilizing another snow script. 

 

Mildly updated the mission to make use of the improvements that came with RAVAGE 1.4.1, namely loot and equipment module variety: now props will spawn and lootable trash piles and furniture are there for you to scavenge! 

 

UPDATE 5:


 

(Mostly)Fixed the ending triggers not registering properly if just one Lone Survivor or a whole group has made it out of Winter Chernarus. All works perfectly well in SP, but can still fail sometimes in MP. Have not yet found out why...


 

Switched to AIS/A3Wounding System for the Revive – this is the HOT stuff cuz it works in SP also! See ingame Briefing hints for instructions on using that awesome piece of code and for the settings active in this mission! Basically it's like this: one of the playable slots is a Doctor. Only he can do a full Revive in MP if all slots are occupied by human players. If you have any AI or play SP, your teammates will all be able to heal each other and you. In „mixed MP“ with some humans and some AI, the AI will also help the humans, even if those AI buddies are NOT the „Storyline Doctor“.


 

Added TAC VESTS dependency because it's used to fix the Armor values of the TRYK vests


 

Added ALiVE saving (local save, NO WarRoom Account necessary!) and player modules to the mission – this means you can use BIS save or ALiVE save in SP and only ALiVE save in MP.


 

I have chosen to do so because the ALiVE save gives full object and inventory persistence for any and all boxes or vehicles or even loot objects left on the ground which players access during a SP or MP session. The usage in this mission is just for the persistence; so you don't need a Master Degree in ALiVE Gameplay. In fact, you won't even need a B.A.


 

In SP, just press the ESC button and then you can choose between the usual „Save&Exit“ button or the „ALiVE SP Save“ button. Loading happens automatically when you start the mission. Even if you don't see the usual „continue“ button in A3 Scenario list, don't worry. ALiVE essentially emulates it's MP save resuming system when you use it in SP. So once you are ingame again, it will load the previous session's state automatically. You can also use ALiVE for managing your survivor team or for some debug/cheat options. If you want this, just press the „application“ button or whatever you have chosen to associate with ALiVE Menu. If you die in SP while using ALiVE save, you won't get a „reload“ button. Instead, quit to main menu and „restart“ the mission. You will load your last manual ALiVE Menu „Player Save“ or your last „ALiVE SP Save“ made on exiting the mission last time.


 

In MP, you should try to get access to the GUI that lets you make an individual player save with ALiVE. You'll need that save if you want to leave the server before the other players or before the player who is Admin shuts it down. Speaking of which: easy as well! As Admin, press ESC, then choose „Server Save & Exit“. That's it! Once you do that, you save any players still on the server. Also in MP, the resuming of the mission is automatically.


 

Oh, and you can move stuff around in the gameworld if it's not too heavy to lift. Crates, barbed wire, dropped weapons...

Also you can load boxes (and their inventory) into your vehicles and later unload these again with mousewheel actions if the boxes are in a distance of 2 meters or less from the vehicles.


 

And finally the mission itself:


 

Now go get it at Steam Workshop or via this BIS Forums release thread!    

 

 

Basic version with Zombies:

 

https://www.dropbox.com/s/0gr180vfulc1ze8/HHL_ZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0


 

Basic version without Zombies:

 

https://www.dropbox.com/s/rpieqikllf24kpd/HHL_NOZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0

 

 

ACE version with Zombies:

 

Update TBD/On Hold 

 

 

ACE version without Zombies:

 

Update TBD/On Hold 

 

 

ACE "Masochist Edition" with Zombies that come Back 2 Life before they FINALLY DIE ALREADY, DAMMIT!:

 

Update TBD/On Hold 

 

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Congratulations man.

Mission has awesome snow filled ambiance ;)

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Gonna need to try this after i download the RHS packs, just one question, since its for SP & Co-Op do i copy the mission file to both the mission and mpmission folders?

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Well, technically it's no problem to put the mission pbo in either folder, be it mission or mpmission.  I tested it that way and both worked. 

 

I do admit you need a rather powerful rig to get SP savegames loaded without crashes since a lot more items in the world are saved in their exact location in a SP save than in a RAVAGE MP save system save. 

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I do admit you need a rather powerful rig to get SP savegames loaded without crashes since a lot more items in the world are saved in their exact location in a SP save than in a RAVAGE MP save system save. 

 

I doubt that'll be an issue for me at least, i tend to get shot by AI long before i even think about saving :)

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@davidoss: I'll be glad for any advice from more experianced ARMA coders and modders like you.  Would you be so kind to list the bugs you have found so far and -if you find the time- share some advice on how to tackle them?

 

Thank you in advance for feedback and/or help! :thanx: 

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Oh i am not experianced ARMA coder.

I am just saying there are errors.

You can find them all in your RPT or on screen if you lunch arma with -showScriptErrors parameter.

But that is not all.

There are some locality and performance problems i think.

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@davidoss: thank you for the first tips - it's true, I had disabled the showscripterrors param.  Will give it a try. 

 

Performance as in FPS isn't so bad IMHO, but I agree that crash on loading saves in SP moght hint towards performance problems. Maybe I have too many of those editor placed units I made in for certain story elements - might get some spawning system into the mission to profile them like in ALIVE. 

 

Locality... you  mean MP scripting in SP environment or vice versa doesn't work well? What does RPT or error console say then? Any "keywords" typical for that?

 

@wiki: Niice! That's a cool picture for overview or mission preview screens!

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Performance for eg

 

You have in a part of init.sqf  code where you want to set skills.

This code will be executed on every machine including server.

Result of that  is  that the every machine will set  skills for allunits in a loop of 10 sec.

What reason is to doing that?

 

Local variables are only visible in a specific script.

The whole code in this script has access to the variable, that includes also functions called within the script.

In functions you should additionally mark variables as local using the command private.

Otherwise you may modify local variables of the calling script that are visible in the function.

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@coul: only in the "Masochist" version.  There it is intentional that you can only stop them/make them fall down and then have to leave the immediate area until they are bled out.

 

Normal ACE version should allow to drop them in one shot of a high calibre rifle. 

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Performance for eg

 

You have in a part of init.sqf  code where you want to set skills.

This code will be executed on every machine including server.

Result of that  is  that the every machine will set  skills for allunits in a loop of 10 sec.

What reason is to doing that?

 

Local variables are only visible in a specific script.

The whole code in this script has access to the variable, that includes also functions called within the script.

In functions you should additionally mark variables as local using the command private.

Otherwise you may modify local variables of the calling script that are visible in the function.

 

that part is from the code i passed around to the guys. pretty sure it has no noticable impact on performance. it's intended to run on each client because i wasn't sure, if haleks spawns the bandits locally too like the zombies. also when i play with friends i usually want the option to mix things up by spawning units on the fly using a console or zeus. feel free to change it if you really think a spawned 10 secs loop with setskill is having a significant impact..

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Thanks men!! What a nice mission!! Actually, after raiding the airport, I got everything I want.  :D  Just need to find the doctor!!! And escape maybe. ( Incredible! raiders killed all the soldiers in the airport and guard the supply)

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@WilliamBUG: glad to hear you like it! I have arranged various situations like that in "logical" locations on the map.  But in addition to that, the RAVAGE ambient bandits and zombies spawn totally random, so you might even stumble across a three-sided battle...

 

:pistols: :638:

 

 

             :t:

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I cant get this one to work. It loads up and goes straight to the map, when i click continue it shows my player in the map for like, half a second, then goes straight back to main menu. I have the recomended mods loaded in.

 

One thing though, I have;

 

          @CUP Terrains - Core

          @CUP Terrains - Maps

 

This mod asks for, or links to CUP_Terrains complete.

 

Is there a difference? I am a bit confused on this bit, thanks

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@chrispools: sorry for not replying - somehow I didn't get a message that a new post is in the thread until today!  :blush:

 

If you have CUP Terrains Core and CUP Terrains Maps it should work - I have the updated versions as well... It was changed by the CUP DEVs to the new naming some time after my mission release.  But don't worry, I'll update the mission and I'll try to fix whatever errors all the updates to base A3 and mods have introduced to the mission. 

 

Today I checked it and found the loading time really long; also I was sent back to loading screen after a short glimpse inside the map - BUT: after some time it loaded and the mission started, the tasks appeared and my triggers worked well, too.  Nevertheless, updates to mission design and modlist are mandatory, so I'll re-work the mission anyways.

 

Hope u get the information; better late than never we say in Germany...

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Hi William Couch,

 

if the dropbox link doesn't work anymore, you can instead look for all versions of the mission in Steam Workshop - each version was uploaded individually, so you will find the ACE version with zombies there. 

 

That being said I suggest to wait for the next RAVAGE update which will feature a better compatibility with ACE wounding system.  When this update has been properly tested, I might have to update the ACE version of my mission before it becomes playable again. 

 

And don't forget: MP saves will most likely work with ACE, but SP saves NOT! 

 

This will still be true after the update, because broken and "crashing-on-load-non-resumable SP saves" are a general problem in ACE not limited to the RAVAGE mod.

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While the mission itself looks very promising, the Chernarus Winter map looks awfull to me. The white is too shiny so that it literally blind me (looks like pre 1.54 version of ligthining).

I have downloaded the chernarus winter separately from armacholic.... can somebody indicate me an optimized version for it.. if there is any?

 

Could this mission be played on the CUP Chernarus with no issues?

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There is no other versions; but unless position grids or location names are different, I guess you could rename the mission file and play it on regular Chernarus.

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@milosv123344:

 

what I wrote 1 page ago is still state of affairs: 

 

 

if the dropbox link doesn't work anymore, you can instead look for all versions of the mission in Steam Workshop - each version was uploaded individually, so you will find the ACE version with zombies there. 

 

That being said I suggest to wait for the next RAVAGE update which will feature a better compatibility with ACE wounding system.  When this update has been properly tested, I might have to update the ACE version of my mission before it becomes playable again. 

 

And don't forget: MP saves will most likely work with ACE, but SP saves NOT! 

 

This will still be true after the update, because broken and "crashing-on-load-non-resumable SP saves" are a general problem in ACE not limited to the RAVAGE mod.

 

I will consider, but not promise, to update the ACE versions of the mission as well after the upcoming 1.40 update has gone stable. 

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@All: Regular version with Zombies received an update to get rid of the brightness making the players snowblind... And some minor improvements utilizing the new RAVAGE loot options.  Check out the front page!

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