Hello ARMA community,   today I release my third RAVAGE mission. Have fun!   Short overview:   Title: RAVAGE CASTAWAY TANOA   Version: 1.3   Author: tourist   Type: SP/COOP 1-10 Roleplaying Game   Respawn: Base/Markers   Game Version: created and playtested in SP and MP on 1.78 Stable   Language: English   Sceenshots:     YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE missions:   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 beautiful Tanoa Archipelago. Once a tourist paradise, but now a very dangerous place to be!   Further enhanced by usage of Bad Benson's immersive script suite tailored for RAVAGE:   Temperature system makes campfires an absolute necessity – so getting wet from a little moonshine swimmig tonite is not a good idea if you can't warm up afterwards!   Random Helicopter/airplane crashsites, vehicle spawns and airdrops make every playthrough different even in SP   Random start and respawn locations in MP for all players – go find yourself a crew, Captain! And if your online friends let you down because of this lame excuse called „RL“, you can recruit any blufor AI with the RAVAGE recruiting system...   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! If you have any AI subordinates 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 „Combat Medic“ class.   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...   Different win endings depending on your success and playstyle as a loner or as a team   I'm happy to announce that my new "Tanoa Castaway" mission offers a persistent task with several sub-tasks. I achieved this by utilizing the convenient fact that ALiVE saves a vehicles position, health, ammo AND fuel state if any player has accessed the vehicle just once before the ALiVE savegame is made.   Subtasks are to find three radio relays, then refuel their generators (depicted by a generator trailer and a truck with empty fuel tank) to finally power them up and send out a long range SOS.   NOTE: Once a truck is refuelled, a player has to hop in&out once and then the session can be saved. After loading the ALiVE savegame, the trigger for checking the generator trucks which is set to repeatable on purpose will fire again due to ALiVE object persistency having saved the fuel level of the trucks. And once the "refuel" tasks are complete, the preliminary "finding" tasks also complete once again   Did I mention this mission features a "digital sailing course"? You have to move from island to island either by paddling a PBX boat or motorboat with empty fuel tank (max speed 9 km/h) OR by sailing a yacht with up to 20km/h IF you sail it well and according to the "ropes" you get tought by a Field Manual entry and by an in-game GUI!   Mission designed to make use of the improvements that came with RAVAGE 1.4.7, namely loot and equipment module variety: now props will spawn and lootable trash piles and furniture are there for you to scavenge. But beware: all loot types are only available in logical locations – so you won't find sniper rifles in a banana plantation's outhouse anymore!   Phronk's „Addon Free Melee Script“ used to give all players a wrench as melee weapon at game start. Since the script is meant to work on items hand-placed in Editor, I didn't litter the whole map with axes, knives and whatnot. I simply give you a showcase of this cool script and the offer to try a unique playstyle fitting IMHO very well into an A3 RAVAGE mission. This script allows me to actually let you play through the grim experience of coming to a shootout wielding not even a knife, but just a wrench! Now go and create some vids of your flip-flopped game characters charging towards a bandit armed with a gun and beat him to death! Please do so with whatever battle cry your nation habitually yells out!   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.   NOTE: it's not recommended to mix between BIS SP savegames and ALIVE saving in the same playthrough, but if you decide to risk it and for this or for some other reason want to delete the ALiVE savegame, just execute this code in the debug console as sugested in the ALiVE WIKI:   Manually clear data from the ProfileNameSpace when running Local persistence using the following commands. Be sure to use Server Exec if running on a dedicated server.   call ALiVE_fnc_ProfileNameSpaceClear //removes current mission data only   call ALiVE_fnc_ProfileNameSpaceWipe //removes all mission data completely           CREDITS:   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 my older missions   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 in general   Evil Organ for lots of mission ideas we exchanged during RAVAGE testing
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   phronk for his Addon Free Melee Script   rpgteamx for his YouTube tutorial on markers and how to change their appearance with triggers   Sgt Justin [GCF] for his Simple Vehicle Locking System
  Here comes the required addon list:
  CBA A3: http://www.armaholic.com/page.php?id=18767
  CUP Terrains Complete: http://www.armaholic.com/page.php?id=30045
  CUP Vehicles: http://www.armaholic.com/page.php?id=29716
  RAVAGE: http://www.armaholic.com/page.php?id=29638&highlight=RAVAGE
  ALiVE: http://alivemod.com/#Download
  HAFM NAVY: http://www.armaholic.com/page.php?id=32207&highlight=HAFM
  Sailing Mod: http://www.armaholic.com/page.php?id=32570&highlight=SAILING
  Little Yacht: http://www.armaholic.com/page.php?id=32131
  Paddle Mod: http://www.armaholic.com/page.php?id=26055
  MrSanchez Headlamp: http://www.armaholic.com/page.php?id=32777&highlight=HEADLAMP
 
  Optional Addons:
  ASR AI: http://www.armaholic.com/page.php?id=24080&highlight=ASR OR VCOMAI: http://www.armaholic.com/page.php?id=25381&highlight=VCOM 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 trained Army soldiers dangerously effective!  
  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 being hunted by zombies while still unarmed at mission start and you WILL still love it even later in the mission to save ammo by doing a little E&E or find a vantage point in firefights with bandits!
  ALL THE SUPPORTED EQUIPMENT AND WEAPON MODS:
  See the frontpage in the RAVAGE Release thread to find out which mods are supported by default!
  And finally the mission itself:    
  Now go get it at Steam Workshop or via this BIS Forums release thread!
 
  Version with Zombies:
http://steamcommunity.com/sharedfiles/filedetails/?id=1235056836   or   https://www.dropbox.com/s/hltxztqt0w8v6a5/RAVAGE_CASTAWAY_ZEDS_1.Tanoa.pbo.7z?dl=0
  Version without Zombies:
  TBD/on user request      HERE YOU GO:    http://steamcommunity.com/sharedfiles/filedetails/?id=1241325229   or   https://www.dropbox.com/s/efvq6ab4bjmzaos/RAVAGE_CASTAWAY_NOZEDS_1.Tanoa.pbo.7z?dl=0     UPDATE 1:   Changed the Hypothermia damage you receive due to BB's temperature script being active when having low body temperature to increase much slower - after all, the original settings were ideal for a mission on WInter Chernarus, but are too harsh for a mission set in the tropic climate of Tanoa. Updated mission's modules to take advantage of the fixes in RAVAGE 1.48     UPDATE 2:   Fixed:   Mission had dependencies on Warfare Thai and IFA3; removed these so that both mods are just supported, but not required now   Fixed the playable slots/AI buddies being invulnerable   Fixed Team Switch being unavailable in SP by re-saving and re-uploading the mission with newest RAVAGE version which has this problem fixed  
  Added:   Script allowing to lock and unlock vehicles. Only becomes really necessary to use if you play with one of the recommended AI mods. Wether it's ASR AI or VCOM, you WILL face the problem that RAVAGE ambient AI is stealing any cars they come across – and that could break some of the tasks in this mission. Usage of the unlock/lock script is via action menu. And just in case that you
  a) use VCOM or ASR AI and
  b) still forget to lock the Radio Relay trucks after (partially) refuelling them
  I have set the trucks to lock automatically once all players leave the area to spare you from rage quitting after you haul some fuel across the whole island to your radio relay truck... only to see some dirty thieves drive away with it right before your eyes!     UPDATE 3   Fixed:   Fixed a possible exploit with the refuelling tasks: now there is a check if you syphon out the fuel again after a generator vehicle has been checked as „refuelled“ - now you can no longer refuel one generator and then syphon the fuel out to use that very same fuel on the other generators as well ;-)   Updated mission's modules to take advantage of the bugfixes in RAVAGE 1.52
  Added:   Radio messages in response to players using radio codes „Alpha“ and „Juliet“ after having successfully refuelled all generators and thus established a radio contact to the EVAC vessel. This way you get a more noticeable feedback on whether your SOS call actually got through to the rescue party and what to do next.   A task directing you to meet the EVAC ship which gets completed once you come close to the vessel at the designated rendezvous location.   A final task ordering you to actually board the EVAC ship which completes after doing so and thus make more obvious what you have to do to trigger the mission end screen.   Availability of the Debug Console for all players to extend a helping hand to all the victims of black computer magic who can't access the console in SP...     UPDATE 4

Fixed:   Fixed a problem with trigger locality preventing the mission from ending properly