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