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haleks

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Everything posted by haleks

  1. haleks

    Ravage

    Mod version : 0.1.90 (2022.05.26) Hello and welcome to the Ravage Mod Thread! Ravage is a survival mod focused on immersive and dynamic gameplay. Players are to survive in a post-apocalyptic world, where bandits, hunger and the infected will be constant threats. About "Ravage" Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel. The Ravage mod has been in development since 2013 and is still an ongoing project. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes. Ravage is designed to be easy to use, performance-friendly and is compatible with many addons. Features SP & MP compatible : Ravage comes with a set of easy-to-use modules, allowing you to create your own survival experience. All modules are designed to work in every environment : single player, locally hosted or dedicated servers. Survival mechanics : Hunger and thirst system connected to Arma 3 fatigue simulation : The more gear you carry running around, the hungrier & thirstier you will be. Eating and drinking will restore a small amount of health (with a bonus near Fireplaces), your health will decrease at low hunger & thirst levels. Zombies : Ravage includes a dynamic zombie spawn system. As the sun goes down, more infected will be roaming the land. Beware! Some zombies are extremely fast and will outrun you if you don't manage your fatigue. (Includes animations from Teacup's pack, Breaking Point and custom skins by Bad Benson.) Bandits & survivors : Survivors are despaired and don't hesitate to kill to obtain whatever they can scavenge. You will stumble upon clans of bandits fighting each other, searching towns for loot or hunting you down. Not all survivors are hostile though; some of them are willing to join you. Quality OST : Including soundtracks from the STALKER games with permission from GSC Game World, as well as a selection of Arma 3 tracks. WIP. And many more : Accelerated time factor. New items (usable by double-clicking them in your inventory). Realistic vehicle repairs. Dynamic weather. Ability to sleep (requires camping items). Radiations, gasmasks (includes breathing sounds function) and Geiger counter. Loot and Dynamic Furnitures systems. Wrecks and derelict vehicles spawning on roads. Character persistency in Multiplayer. Compatible with many addons (details below). How to play? Just launch one of the scenarios listed under "Scenarios/Ravage Mod"; everything you need to know will be explained along your journey. Make sure tutorial hints are enabled in your settings! Kodabar kindly made a video showcasing the demo mission, with instructions on mod installation : If you play a Multiplayer mission wich has character persistency enabled, your equipment, survival status and position will be saved and restored next time you join the same server. All your saved characters can be previewed and/or deleted from the MP save manager (scenarios>Ravage). Mission Making Several modules are available under modules >> "Ravage" in Editor mode. Amongst other things, these allow you to : spawn hostile and friendly ambient AI. spawn zombies. enable the dynamic weather function. cover the map with wrecks and damaged vehicles. enable the loot system and spawn ambient furnitures inside buildings. enable the survival and radiation systems. enable character persistency in Multiplayer. Each module controls one particular aspect of Ravage features and can be used independently. You will usually need only one module of each type, except for the zombie hordes module. Creating a mission for Ravage, be it a singleplayer or multiplayer scenario, requires close to zero scripting knowledge : the modules will detect what kind of environment they are working in (SP, locally hosted or dedicated server) and adapt accordingly. Documentation More informations are available on the Ravage Wiki. It provides valuable informations on survival mechanics or mission-making using the Ravage modules. @MuRaZorWitchKING also compiled a usefull guide on Steam. Make sure to have a read there first if you have any doubt or question! Ravage on Youtube Thanks to Gunter Severloh, the Ravage Mod has its own Youtube Channel! Most, if not all, the videos related to Ravage will be compiled there; if you want to see just how modular Ravage can be, how people play it, or just looking for tutorials, it's definitely the place to go. Make sure to subscribe if you want to stay tuned with the latest additions to the mod! Supported Addons This mod requires CBA_A3! Ravage is designed to be compatible with many addons in order to bring in more variety : Recommended Mods Besides the supported addons, the modding community has been producing many mods for any taste. Here's a list of selected mods that will enhance your ingame experience with Ravage : Performances Tips If you are going to play Singleplayer, consider launching Steam in OFFLINE mode. Always set the Arma3 Launcher to close itself after clicking "play". Be aware that the new Water Reflections can cost up to 10 frames per second, you can turn this feature off from the video options. Credits & Thanks Special thanks to Bad Benson, Cosmic10r, Evil Organ & Tourist for their numerous contributions and precious help testing Ravage MP! Thanks to Kodabar and Gunter Severloh for their support, and to anyone spreading the good word! Gasmasks and Shemags made by Cunico and included with permission (http://forums.bistudio.com/showthread.php?174221-Hidden-Identity-Pack-V-2). STALKER:Shadow of Chernobyl soundtrack by Mooze, included with permission from GSC. Loot System based on concepts by Larrow and Na_Palm. Weather system based on randomWeather2 by Meatball (http://forums.bistudio.com/showthread.php?172817-randomWeather2-Script-Dynamic-Weather-For-A3). Scorch's Inventory Items by Scorch_052 used by some of the new items (http://forums.bistudio.com/showthread.php?159535-Scorch-s-Inventory-Items). Radioactive Zone Warning Sign texture by Bossmann. Additional models & textures by Giorgygr. Infected skins by Bad Benson. Additional sound FX and config tweaks and dynamic compositions by Evil Organ. Retextured weapons by Cosmic10R. The MP save system was inspired by zooloo75's concept. Zombie animations by Teacup and the Breaking Point Mod team. The "Ghost Hunters" showcase uses VFX based on @aliascartoons's work for his Strigoi concept. License Ravage Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available on request. Using Ravage Mod on monetized servers is strictly forbidden. You may not reupload this mod on Steam. Changelog Download Links : Ravage v0.1.90 Mirrors : Ravage Wiki (thanks to Kodabar) : http://ravage.wikia.com/wiki/Latest_version_of_Ravage How can you support mod development? Any contribution can help and will be used to acquire content related to Arma3, and/or survival games, such as DLCs and future BIS releases. Or coffee. Feel free to donate whatever you want, no matter how modest your contribution may be, tokens of appreciation always boost moral and creativity.
  2. Mod version : 0.1.1 (2021.10.11) Here come the perfect avatars for Arma 3 AI : Androids ! This mod was made with Singleplayer in mind, and to provide a more immersive experience when leading AI units. Although it is possible to play as an android, please remember that the primary goal is to offer credible virtual companions for players. Features - Android units and groups, ready-to-use, split in 3 factions for NATO. - New uniforms and gear. - SP showcases based on the Combat Patrol mode. - Edited surfaces config : AI will favor the “crouch” stance over the “prone” stance in stealth and combat modes. - Disabled some of the most annoying idle animations. - Edited radio protocol to eliminate useless chatter. - In 2035, crickets have gone extinct. - ACE3 compatibility : androids are machines, and as such are excluded from the Medical Simulation. More factions, skins, loadouts and demo missions are planned. Credits This addon is based on @lordfrith's original project : Frith Robots. Download :
  3. haleks

    Ravage

    Continuation of the Ravage mod from Arma 3. That means Survival and Zombies ! The project is in very early development, and may contain placeholders or incomplete features. With Bohemia letting go of the decades-old and venerable RV engine for Enfusion, it's time to begin anew... And to learn everything again. I have zero background with Unity-like workflow or C# programming, so this is going to be quite the adventure. What to expect (for now) The first release comes with a GameMaster-ready faction for the infected, a single player scenario and a MP mode later down the line. Just zombies, and action/horror showcases at first, survival will come later. Right now, I want to experiment with the AI as I learn the new language and tools. The next steps ...are hard to define at this early stage. But as development on the infected AI progresses, I'll dedicate more time to sounds, animations, and possibly new 3D assets. Work on survival mechanisms will begin once infected are in a good place. Features : * Infected faction with individual characters & groups * Custom appearance & sounds * The infected have their own AI and are playable * They react to gunshots and can climb most obstacles * Interactions such as opening doors or driving are disabled for the infected Known Issues : * Infected can inadvertently kill each others when clumped together Enfusion Showcase Workshop
  4. haleks

    Ravage

    Honestly, being a Single Player kinda guy, and now that it's clear that Reforger won't ever be SP-friendly, my interest in modding it has pretty much vanished... I might boot it up some day and fix it, but I reckon it will be the last time I touch anything Reforger-related. Although I do need to fix (ideally replace) my CPU first... 😑
  5. haleks

    Ravage

    @MuRaZorWitchKING, you're welcome my friend ! It's always amazing to see the passion and dedication Ravage can spur - congratz on the release guys ! 😉
  6. haleks

    Impact

    impact Hello gents! Here comes another small size project, this time focused on immersion. Impact aims to address a simple yet overlooked feature in Arma 3 : hit reactions. The current vanilla system boils down to a weird twitching animation, with little to no "impact" to AI units. Combined with the rather solid ballistic protection the base game offers, this can lead to frustrating gunfights, with players unloading on AI hostiles that are barely affected by bullets... Non-fatal shots feel inconsequential as a result : AI units remain able to return fire immediately, and feel overpowered or robotic. How? The mod relies on a very simple approach. No over-complicated animation handling or scripted damage; the goal is to provide a reliable, efficient in-engine solution to this problem, without "impacting" (haha...) 3rd party addons. Whenever an infantry unit takes a hit, impact analyses the characteristics of the projectile, and emulates kinetic energy when deemed necessary, eventually causing a brief "ragdoll" state. Even if a unit survives a high-caliber hit or a nearby explosion, it will have a good chance of being knocked down by the impact and falling to the ground. They will get back on their feet after a few seconds, buying players some time in tense situations and adding uncertainty to situational awareness (since the ragdoll state doesn't necessarily means the unit is actually dead), leading to a more "organic" experience. Impact works in all environments, with all types of ammo, including explosives. How to use? Known issues : Important : In order to work properly, Impact has to be loaded on both clients & server machines. Download
  7. haleks

    Impact

    That 's unlikely : currently Impact is pretty much just a conditional addForce command plugged into a hitPart EvenHandler; it cannot have any effect on anything other than units.
  8. haleks

    Impact

    Hey guys, Tiny update for MP : Apparently, the addForce command I'm using requires the target unit to be local... And since the hitPart EH fires on the shooter's machine, I'm guessing the previous update wasn't properly working.
  9. haleks

    Ravage

    @honger : the condition field is used for the spawn triggers generated by the module, rather than on the module itself; but the effect is the same, yeah.
  10. haleks

    Impact

    Hello chaps ! I've pushed a small update after realizing that Impact wasn't working properly in MP. Since the "hitPart" EH I'm using needs to be added from any potential shooter's machine, it is important to remember that Impact should be loaded on both server & clients. Have fun people !
  11. haleks

    Ravage

    Correct. Good thing you're asking mate - I realize I can easily add the same workaround as the visual detection tweak to both the damage output and the damage EH. The "legacy" update isn't quite ready, but I reckon I'll try to push a tiny patch around next week-end with a few improvements I've made so far. 😉
  12. Your code won't do anything because you're not running it on any object : your mossRocks array is holding classnames, not objects. But before we dig into the syntax errors, you should know that you can't modify terrain objects; if the idea is to adjust the size of all those objects on the terrain, the process is going to be a bit more involved : - you'll need to detect all corresponding terrain object and hide them. And then spawn the same model with a random size - spawn them as simple objects to do so. - buuuuut, the sheer number of objects to keep in memory will most likely be enough to crash the game while attempting to save in SP, and/or cause many issues in MP.
  13. haleks

    Ravage

    @honger: To expand on what EO suggested : The spawn system looks for any "static" structure to generate spawn positions; that means that fences and street lights along main roads will tend to monopolize the potential spawns outside of urban areas. Ravage does have a backup method to spawn zeds in the absence of static structures, but since that's a rather generic reference, it doesn't even kick in most of the time... The spawn module does allow you to blacklist specific structures though, that could improve things in your situation. My Remnant mod has a more advanced and modular system, but I don't see any easy way to port it to Ravage without potentially breaking custom scenarios. 😕
  14. haleks

    Ravage

    Hello chaps, Here comes another update ! Ravage v1.0.5 * fixed script compilation error * added Entity Catalog to Infected Faction * fixed BT using obsolete scripted nodes * fixed infected being unable to sprint and attack at the same time * Infected can now jump over obstacles in their idle state * BT tweaks & optimization * The Request Climb scripted node now enters a FAIL state if climbing isn't needed * Infected no longer try to move to their target if they are close enough * Reduced leading movement time during chase sequence * fixed infected using an obsolete voice amplitude config * fixed obsolete keywords following recent Reforger updates * improved infected textures The mod is playable again, and the patch features several AI improvements & optimization. Note that infected audio needs further tweaks - sound occlusion doesn't seem to work properly, and audio levels need to be adjusted to work better with their amplitude config. Another thing to keep in mind, regarding zeds being able to climb in their idle state : the original plan was to limit that feature to low obstacles, but the current functions related to climbing don't seem to be 100% working right now... I was unable to obtain the data I'd need to distinguish between climbing and vaulting - at least not in a reasonable or optimized way; so that will need some adjustment too. Have fun guys !
  15. haleks

    Ravage

    I gotta say, even though I have no love for Reforger and its full on MP orientation, working with the workbench is always nice. The game breaking issues caused by the last updates were easy to fix, and I've already made some sensible improvements to the infected behavior. 🙂 Here's a preview of the next changelog : I'm considering lowering their sprint speed even more, now that they will happily try and grab their target while chasing it - previously they had to slow down a bit before they could attack, which made them easier to evade... I'm not sure how much of a threat they were in a solo/coop environment though, so any feedback is welcome in that regard. I'm going to take the time this week-end to rework their textures, fix some minor errors, and maybe adjust their audio configs; the update should be ready in a few days. \o/
  16. haleks

    Ravage

    @PolskiOski : Thanks for reporting! I'm working on a fix right now; beyond that error (already fixed on my dev build), that update broke the AI BT nodes... again. 😅 While I fix them, I'll probably tweak their behavior a bit more (their pathfinding needs improvements) - the next update should also feature improved textures for the infected. Sorry for reacting a bit late on this folks, RL work has kept me away from doing much modding lately. 😕
  17. I remember fixing a similar bug in Ravage - iirc, it was caused by negative damage values. You probably have a script running in your mission that heals the player, without a safeguard to make sure that damage doesn't go below 0.
  18. As far as I know, you can't modify actions defined in configs; the only way to do that would be to override the config (either in cfgActions or in the object's class config), and since this can't be done from the mission file, you'd need a custom mod just for that. 😕
  19. haleks

    ZAM Glasses

    I'm not on my "arma" PC right now, but yeah, this would require to unpack, edit & repack a PBO file. I reckon installing AGM Goggles is a much simpler solution : https://github.com/KoffeinFlummi/AGM/wiki#agm_goggles 😉
  20. AI can't see simple objects, so that would be a good option : https://community.bistudio.com/wiki/createSimpleObject Having worked on a road population system with simple objects, I can confirm that they will happily crash into them.
  21. haleks

    Repeated checks

    Oops, yep I should've mentioned that the first 2 lines should run only once... ^^' Put them somewhere in a gamelogic or init.sqf; and use the rest wherever you run your loop from.
  22. haleks

    Repeated checks

    Not sure I understood the goal, but I reckon you're looking for something like this ? all_markers = ["rm01","rm02","rm03","rm04"]; unused_markers = all_markers; _selectm = selectRandom unused_markers; unused_markers = unused_markers - [_selectm];//remove it from our list so it gets picked once only if(unused_markers isEqualTo [])then{ unused_markers = all_markers//if list is empty, repopulate it for next time }; _posm = getMarkerPos _selectm; sleep 1;
  23. I can't remember why exactly, but setFog would tend to cause transition issues in my scenarios; I've been using a small script to constantly adjust fog from its current value to avoid that. Here's a modified version that should work as an example : //fog.sqf mystforecast = 0.1; handle_forecast = 0 spawn { while {true} do { default_forecast = (rain*0.75) max (overcast*0.175); mystforecast = call { if (isNil "override_forecast") then { default_forecast }else{ missionNamespace getVariable "override_forecast" } }; sleep 5; }; }; handle_fog = 0 spawn { while {true} do { _slp = 0.05 + random 0.1; _fog = fog + (0.001 * ([-1, 1] select (fog <= mystforecast))); 0 setfog [_fog max 0 min 1, 0.0075, (getPosASL cameraOn)#2]; sleep _slp; }; }; //override from trigger override_forecast = 1; //cancel override override_forecast = nil; Not actually tested, but if you replace your setFog commands in your triggers by the last bits above, it should do the trick. Note that fog is dynamic with this example, and depends on rain and overcast; you can just change the 'default_forecast' variable with a fixed or random value. 😉 Same for the '_slp' variable in 'handle_fog' if you want faster or slower transitions.
  24. haleks

    Ravage

    That's an interesting input - there is indeed a difference in their pathfinding between their "acquired visual target" and "heard a gunshot" states. In the former state, their pathfinding is regularly updated as long as they have visual contact; in the latter, it's generated only once per gunshot as long as zeds don't have a visual target... I reckon it's a good lead to eliminate the last "conga lines" - I'll certainly look at polishing the gunshot reaction part for the update. 😉
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