Jump to content
tourist

SP/CO 11 RAVAGE TOURISM ESSEKER: Survive the Zombie Apocalypse - and maybe save mankind!

Recommended Posts

RAVAGE TOURISM ESSEKER

 

 

Hello RAVAGE Fans!

 

 

 

Today I present you my personal vision of surviving the Zombie Apocalypse using the perfect framework, RAVAGE, and the perfect map, Esseker.

 

Short overview:

 

Title: RAVAGE TOURISM ESSEKER

 

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

 

 

 

Credits go of course to all the addon creators who made this possible in the first place. All addon makers do deserve our respect and gratitude, but in this thread I'll name especially those who were most important for this particular mission:

 

Haleks for the awesome RAVAGE Mod and mission making framework

 

 

 

ronhillultra and the rest of the team behind the Esseker map for their dedication to create an ideal staging area for apocaplyptic missions

 

 

 

hcpookie for his Battlebus

 

 

 

MrHuachuca for his atmospheric music and sound collection that greatly inspired the music selection in this mission - even if I have decided to not use his pack anymore in a published mission to avoid the copyright controversies it may cause.

 

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

 

 

 

Next to credit are my fellow RAVAGERS that helped my with scripts, advice or templates:

 

 

 

Bad Benson who not only made the Enhanced Movement addon so crucial for surviving in RAVAGE missions in general, but also offered the immersive script suite to the community that enhances SP and MP RAVAGE alike with vehicle crashsites, bandit camps, and, the most important element IMHO for immersion: The Temperature System! Bad Benson also helped me kindly with tailoring his script suite to my special needs for this mission - thanks a ton, buddy!

 

 

 

cosmic10r for building and presenting the first Escape! Mission for RAVAGE

 

 

 

Jimmakos for his awesome Esseker Mission that was a major source of inspiration for my own vision of RAVAGE on Esseker.

 

 

 

Haleks himself for his continuous tips in the PM thread while testing the DEV versions of RAVAGE or in the forum when I had mission making questions

 

 

 

And last but not least my buddy reforger for playtesting with me in MP and giving advice on mission design!

 

 

 

What to expect from RAVAGE TOURISM ESSEKER?

 

 

 

11 different random start locations in SP and a spread out start for the survivor team in MP- some are better, some are worse in the sense that you spawn far away from the AI teammates in SP or far away from your buddies in MP.

 

 

 

Random gear in MP for all but one player slot who is designed to be the SP hero of this adventure and who is a die-hard prepper

 

 

 

Music that is part of the missions design and will be heard during the course of the mission in key locations.

 

 

 

An open world with a lot more to discover than just an escape vehicle, if you so choose... Just read the Briefing and hints carefully!

 

 

 

Epic fights against bandits and zombies while constantly struggling to keep your needs satisfied in a world more than one year after the apocalypse - that means ultra-rare loot (the challenge becomes even bigger the more people you are in coop - then you need in the worst case 11 times the amount of food and drink than in SP) and a total of just two driveable vehicles availble "for free" on the entire map besides the escape vehicles - and you must walk there first...

 

 

 

Carefully crafted locations which are there to provide specific loot in logical locations or which were created to help in building immersion and some more storyline

 

 

 

Additional food sources in the form of rogue farm animals that live and thrive in the more rural areas of the map - but you must find them first since they are set to wander, not to stay put!

 

 

 

Random spawns for the escape vehicles: if you are lucky, they are close to a place where you can find fuel and repair equipment for them, if your unlucky, well, hit the road and look for your loot!

 

 

Required Mods:

 

@AliVE: http://alivemod.com/#Download

 

@Alive Server (for MP only): http://alivemod.com/#Download

 

@BG21_Slaughter: http://www.armaholic.com/page.php?id=28790&highlight=BG21

@cba_a3: http://www.armaholic.com/page.php?id=18767

 

@cup_terrains_core: http://cup-arma3.org/

 

@cup_terrains_maps: http://cup-arma3.org/

 

@cup_units: http://cup-arma3.org/

 

@cup_vehicles: http://cup-arma3.org/

 

@cup_weapons: http://cup-arma3.org/

 

@esseker: http://www.armaholic.com/page.php?id=28815&highlight=ESSEKER

 

@Frith's Ruin: http://www.armaholic.com/page.php?id=31654&highlight=FRITH

 

@IFA3_LITE: https://forums.bistudio.com/forums/topic/190809-iron-front-in-arm3-lite-preview-versions/?page=58&tab=comments#comment-3239827 and SWS

 

@POOK_battlebus:http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS

 

http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS 

 

@Ravage: http://www.armaholic.com/page.php?id=29638

 

@rhs_afrf3: http://www.armaholic.com/page.php?id=27150

 

@rhs_usf3: http://www.armaholic.com/page.php?id=27149

 

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

 

@rds_A2_Civilians: http://www.armaholic.com/page.php?id=26188

 

@sanchez_headlamps:http://www.armaholic.com/page.php?id=32777&highlight=HEADLAMPS

 

@Spyder Addons: http://www.armaholic.com/page.php?id=30013&highlight=SPYDER

 

@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

 

@warfarethai: http://www.armaholic.com/page.php?id=26051

 

 


 

 

 

Recommended Mods:

 

Dynasound

The Blastcore suite

Bloodlust

MOCAP

And of course Enhanced Movement, who would play RAVAGE without it?

MagRepack since I don't need ACE for just this one feature...

The LOW Mine Detector system to get safely through the Minefields around the Military camps... IF you decide to turn those cheap-ass red triangles off, that is. I don't force that at you.

 

The compatibility PBO for Warefarethai and RHS that is availble, although outdated, will still make some Magazines interchangeable.

 

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

 

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


 

UPDATE 5 (the updates 1-4 were just WIP steps and never saw a release :f: )


 

(Mostly)Fixed the ending triggers not registering properly if just one Lone Survivor or a whole group has made it out of Esseker. 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: all of the playable slots can play „Doctor“ and do a full Revive in MP if they have FAK's or Medikit. If you have just AI with 1 player 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 in their own group. You can help the RAVAGE spawned BLUFOR Survivors though, and will receive radio messages and map markers informing you about wounded BLUFOR survivors' locations.


 

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


 

Added a few simple quests (default A3 Task system used) to the Double Tap Gun Range and the Science Camp; will be obtained automatically on entering certain areas


 

Added a recruitment Flag to the Double Tap Range: You can now recruit desperate survivors who have lost everything into your team – if you load @inidbi2 in SP or MP clientside, up to 11 of these recruited AI Teammates get full ALiVE persistence, i.e. their position, health, inventory and ammocount are saved and will be automatically restored upon ALiVE loading your persistence savegame.

Beware: the playable slots which if unoccupied by a human player will join you upon coming into view range to their start locations are not affected by this in the same way; they only teleport to your location, but will re-load their editor set equipment. So if you want pack mules to store your loot, go recruit at the Double Tap Flag since only these units will keep whatever you gave them before saving/quitting. Also ofc ANY vehicle or crate is good for saving now with ALiVE active. (See below!)


 

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.

 

 

WOHOO! The Mission itself:

 

https://www.dropbox.com/s/e59fbbd4h1t96w9/RAVAGE_TOURISM_ESSEKER_ZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0

 

And the version without Zombies:

 

 

https://www.dropbox.com/s/hktvielmo8ju3jk/RAVAGE_TOURISM_ESSEKER_NOZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0

 

Also available via Steam Workshop!

 

 

THE „CUP-ONLY“ HIGH PERFORMANCE VERSION IS NO LONGER MAINTAINED!!!

 

Some Screens from my SP testing and the successful playthrough with my buddy reforger in the following post - show your screens here as well!

 

 

Edited by tourist
Mod+Game+Mission Updates
  • Like 8

Share this post


Link to post
Share on other sites

Reserved for author's screenshots and videos!

 

 

 

Blow Zombies to pieces with mighty weaponry!

 

MkxROSuz.jpg T96kQEpm.jpg pyF4g6H6.jpg qL2VDWMc.jpg

 

Enjoy Barbecue!

 

 

e8fpmmic.jpg VPlf7iTt.jpg kdccSmB6.jpg QuVICvZl.jpg QQ9x8zSW.jpg gMgWdgK9.jpg

 

Live in a world where drinking is a serious 24/7 job that needs expertise and equipment!

 

z1MCZvsU.jpg

 

 

LOOT! LOOT! LOOT!

 

sZeSgsRM.jpg iFah0MOH.jpg

 

ESCAPE WITH STYLE!

 

swIjj34v.jpg OqAD4Fp8.jpg

  • Like 2

Share this post


Link to post
Share on other sites

Wow, that's some heavy requirements, like 90% size-wise of everything that's been made for Arma3 not counting maps ;).

 

An open world with a lot more to discover than just an escape vehicle

This is not saying much. This may as well mean that there are less empty cans in loot than in vanilla ravage missions :). Any actual goals for SP gameplay or just the vanilla "see how long you can survive" ?

 

Also, according to the screenshots, you have running zombies? Is this configurable?

Share this post


Link to post
Share on other sites

My Arma 3 folder has just reached 70 GB...OMG !

 

PS : is there an other way to get @mh_sound has i don't use steam and PWS is pretty buggy...I browsed the files on PWS and @Mhsound doesn't exist there...

Share this post


Link to post
Share on other sites

@neofit: you can discover the story behind the outbreak of the White Plague, find a gun nut community at their former club house and shooting range to interact with trading-wise and you will encounter all sorts of zombies, including runners.  At Military Bases and scrapyards you will find pre-placed loot that makes sense at the actual location, but with randomized spawn probability. 

 

The goals are therefor:

 

- To get access to the Bases through minefields and zombie hordes or bandit gangs (or both at once [;)] )
- To find either the Battlebus or a Hind Helicopter as escape vehicles
- To find repair supplies and fuel for your escape
- To find information about the White Plague that might help end it
- To make your escape with that information to other parts of the world where still some semblance of order exists


 

 

In MP, you can decide if you want to find your buddies the easy way by using the prepper rally call radio option or the hard way by asking them: "How does it look like where you are now?"

 

It's like I said: read the briefing and use the description on Esseker Map itself to find the points of interest.   RAVAGE is mostly about the challenge to survive as long as you can.  I added a few little story elements only, but not some sort of campaign.

 

@ extaz93: on PWS and steam it's called "A3 Sounds and Music Pack @MH_Sound" so maybe type A3 Sounds and Music Pack to find the DL better.

  • Like 1

Share this post


Link to post
Share on other sites
RAVAGE is mostly about the challenge to survive as long as you can.  I added a few little story elements only, but not some sort of campaign.

That's the info I was looking for, thanks (please hide the other spoilery details ;) ). Just surviving gets boring after a few hours of looting empty cans, sorry guys. A few tasks here and there plus a princess to save an escape, now that's more like it.

Share this post


Link to post
Share on other sites

@neofit: thx for the reminder to hide the spoilers; will do so now.

Share this post


Link to post
Share on other sites

@ extaz93: on PWS and steam it's called "A3 Sounds and Music Pack @MH_Sound" so maybe type A3 Sounds and Music Pack to find the DL better.

 

I found it, i just refuse to use steam....And on PWS it doesn't work, the interface is completely buggy as the sync.exe is...

Is there an other way to get this addon ? I really would like to play your mission but if i have to use steam for that, sorry, i won't try it.

Share this post


Link to post
Share on other sites

@extaz93 : You could send a polite request to Foxhound so he can upload it on Armaholic.

Share this post


Link to post
Share on other sites

Would there be any way to drop back some of the mod requirements? Trust me, I love mods. I use a super mega boat load in my own missions (see my signature). But this requires more mods for any mission I think I've ever seen. Including some I've never heard of (never thought I'd see the day :) ).

Mods are my jam so we have a lot in common. And I get it if dropping some would kill the experience you laid out. I wouldn't want you to compromise what makes the mission special so it's cool if no is the answer. But would it be possible to make some of them optional?

Share this post


Link to post
Share on other sites

Well, I guess I could...

 

  • double-check if WarfareThai is definitely optional since it is quite a big download and not that common - although it deserves more attention :D  

 

  • admit that TRYK is optional as per mission.sqm; my mistake to list it under required.

 

  • admit that RHS GREF is optional.

 

Let me have a look at these - but the rest is needed due to placements in the map/requirements for Esseker itself.

 

EDIT: OK, GREF and TRYK are definitely just optional.  To remove WarfareThai dependency, I must make a "lite" version of the mission or maybe just change the settings in the Equipment Pool Module - I'll tell you what I found out tomorrow!

Share this post


Link to post
Share on other sites

Isn't there a large intersection between for instance RHS* and CUP*? That would give us what, like 37 M4 variants and 28 AK-74s? I bet getting proper ammo is a nightmare, isn't it? Or is it for other purposes?

 

Edit: now that I have downloaded/updated everything on my low bandwidth, "yay I'm away from the city" 500KB/s DSL link, make everything optional, sure, I'm not bitter :).

Share this post


Link to post
Share on other sites

CUP is needed for the civilian clothing in the mission. I have disabled the spawning of CUP weapons in thr RAVAGE equipment module to avoid thar ammo incompatibility.

The soundmod is, however, NOT optional in the "full" version that is available right now.

Edited by tourist

Share this post


Link to post
Share on other sites

First impression: too many zombies, which are too tough for the amount of ammo we spawn with or can find and the teammate's accuracy/dps, plus runners. I do not find that gameplay interesting.

 

What I would play: no runners, zeds one-shottable with a handgun. Seeing them is already like seeing elf wizards, as in "does not compute", but if they must be there, they should be a mere nuisance, not that serious a threat.

Share this post


Link to post
Share on other sites

@neofit: discussing the pros and cons of certain addon sets relative to their size is a viable feedback option to which I responded reasonably. One possible answer still can be that as author I cannot or want not change the exact addon set. That is for the player to accept "take-it-or-leave-it-style"

 

But your comments about the zeds?

 

LOL, Shows you don't pay attention to the mission PBO name "RAVAGE_TOURISM_ESSEKER_TOUGH" it says there. 

 

If you don't like that kind of challenge, play another mission or feel free to de-pbo the mission, change the difficulty settings to your liking and just give me a little credit for the base mission once you release your version - and KAZOOM! YOU have the mission YOU dream of while I can have the mission I dream of. 

 

No hard feelings, man, but the toughness of the mission is intended EXACTLY as it is.  It is what I wanted to achieve. Playing this mission or my other RAVAGE mission HOMO HOMINI LUPUS is VERY tough, but also VERY rewarding if you actually make it to the escape or simply get one week of survival accomplished. Respect that as creative freedom of the author.  Take the challenge or submit to fear.

  • Like 2

Share this post


Link to post
Share on other sites

This looks pretty neat. Once I get an extra hard drive I'm gonna give this a shot. Might just be what me and a buddy have been waiting for. We'll probably get slaughtered :D

Share this post


Link to post
Share on other sites

@Heroesandvillains: I have decided that IF I am to do the extra work and publish a "LITE" or "PERFORMANCE" version as in "less mods", not "less difficulty", I'll cut out more than just WarfareThai.  I believe it must be really noteable less download size of required mods and so I will in addition to removal of WarfareThai dependencies also swap out all RHS content for CUP content.  That should be enough reduction in size for most players; and those who want RHS quality to play with like myself could still add it client-side and then live with the ammo inconsistencies or play the "FULL" version. 

  • Like 1

Share this post


Link to post
Share on other sites
I'm in the credits list...

9qcieV4u.jpg

 

 

-CUP Maps are obviously optional, CUP core is only needed for Esseker and there is no way you can add a dependency from CUP Maps in the Esseker terrain unless you save the mission with CUP Maps enabled which leaves a dependency called "Desert". (hope it will be fixed in the next CUP Maps update).

-Setting the Ravage equipment pool to spawn equipment,gear and/or weapons from CUP,RHS or WarfareThai doesnt automatically makes those a dependency,its optional and will read the gear pool only if it detect those are running, but as tourist said "CUP is needed for the civilian clothing in the mission".

 

@Tourist

Nice work on the mission mate, sadly didn't really had the time to test it yet but i hope I can find some guys and definitely play some coop with it.I know that it took you quite a while to finish it up, so hats off.

i would suggest you to change the CUP need for the AI civilian clothing in order to let people get rid of the cup units,weapon dependency and stop crying too about the amount of mods need it to run the mission.You can give your AI units random gear (which means only uniforms and/or a vest and/or a backpack not weapons or loot, will also read CUP,RHS,WFT gear if its enabled) by adding this to the init list of the unit: 0 = [this] call rvg_fnc_addGear;

or if its a group of civilians you can add this to their leader only: { [_x] call rvg_fnc_addGear; _x addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}] } forEach units group this;

  • Like 2

Share this post


Link to post
Share on other sites

@Jimmakos: thx for the additional tips.  The Random Gear function I did alfeady use for the playable slots - nice to add some variation in difficulty at start, I'd say.

 

I have decided to make a version where performance is in the center of design - that means NO RHS, but all of CUP.  This is not only because CUP is lower polycount than RHS, it is also because I have used several objects in encampments that are included in CUP Maps.  Chairs, tents, boxes... So it would be too much of a PITA to swap all these out. 

Share this post


Link to post
Share on other sites

{[_x] call rvg_fnc_addGear; _x addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}]} forEach units group this;

That one is no longer needed as of last update : CBA automatically adds that to all units. ;)

  • Like 2

Share this post


Link to post
Share on other sites

Frontpage has now

 

  • A High Performance Version with considerably less Mod requirements to offer. 

 

  • A Mod-Heavy Version where nontheless the dependencies of WarfareThai have been removed.

 

Disclaimer: It was a major PITA to hunt down all dependencies of WarfareThai and RHS, and I will NEVER do that again.

 

It is for Heroesandvillains, who asked politely and whom I know from the ALiVE forums and here on BIS as a really helpful person, that I made this mod-reduced version.  I will, however, not maintain it in the sense that eventual additions and improvements of the base mission and it's story will pass through to the High Performance Version. 

 

And now we all should, well, PLAY the mission! Have fun out there with my mission and with RAVAGE!

  • Like 2

Share this post


Link to post
Share on other sites

Wow Tourist. All the nice words really mean a lot to me. :) You really didn't have to spend all that time doing that. Just know I appreciate it a lot and hope I didn't sound demanding when I asked how possible removing some of the dependencies would be.

I'm looking forward to dying a slow and miserable death on Esseker!

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×