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haleks

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Everything posted by haleks

  1. haleks

    Ravage

    Mod version : 0.1.82 (2019.11.29) 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, infected and hunger 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 v0.1.82 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. haleks

    Ravage

    Hello @Barmalei75! Sorry for not replying sooner - to you and everyone who's been PMing me recently - it has been a busy month on my end... Thanks a lot for the offer! I'm answering here rather than by PM, since this could involve efforts from several people (I can handle French and English, but that's about it!). I'm working rather slowly on Ravage these days, but yeah, I'm definitely interested. What would we need to get started on this? I'm guessing a list of all custom descriptions/names for configs would be a good start? Plus a list of all custom/contextual messages displayed via scripts, probably... I'm thinking a public spreadsheet would work well, if people fluent in other languages want to help? Some parts of the code will only execute server-side if said server is a dedicated one, but that mainly concerns background/system functions, so that shouldn't be a problem. IIRC, pretty much all scripts involving a displayed message are executed locally in Ravage. 😉
  3. haleks

    Ravage

    Hello folks, Time for another tiny update : I doubt I need to say it, but the tweaked sleep system is designed to make your life harder. 😉 It is no longer a fancy skiptime machine : you can't sleep more than 12 hours in a row, and it will take time to "feel sleepy" again. Right now it is a simple cap on how long you can sleep, but the next updates will bring more changes and tie this to fatigue and other stats - in the end it should be very similar to how it's handled in The Long Dark. Have fun guys!
  4. haleks

    MyST

    Haha, yeah! In fact I'm probably going to tweak them to make them more "DS like" : the "stay still if you wanna see them" mechanic is just so brilliant! ❤️
  5. haleks

    MyST

    * W.I.P Thread MyST is a new project stemming from many inspirations, from the good old STALKER games to more recent sci-fi titles such as Death Stranding. This is a work-in-progress endeavour, and both scope and releases will gradually evolve over time : very much like Ravage, it will start "small" and grow up... And hopefully provide fun and appealing ways to play Arma 3! Premise With this project, I want to take a slightly different route for the sandbox & survival style. Arma 3 is a great platform for survival & zombies scenarios, but its near sci-fi context is often at odds with our usual idea of what it will/should be like. The idea behind MyST is to make the best of both worlds, and to propose an alternative take on the "end of the world", more grounded in science-fiction and technology (and a bit of paranormal too!). Release Plan Tools First : MyST will be very similar to Ravage in design, providing ready-to-use modules for mission making. Those modules will include spawn systems, random objectives generators, light survival mechanics, but also less orthodox, immersion-based tools. The Endgame : The mod will most likely include a simple free roaming scenario to showcase new features as they're added along, but the ultimate goal is to assemble an interesting premise with room for both "classic" Arma gameplay and new ways to challenge the players. MyST will offer sandbox and objectives-based scenarios for both SP and MP. W.I.P Features *The Phantoms *Dynamic Tasks *New Factions *Paranormal Events More Coming Soon... Special Thanks This project would be stuck in a temporal loop if not for the help of my supporters on Patreon - thank you guys! And of course a big shout out to the broader modding community for sharing knowledge and tips.
  6. haleks

    Ravage

    And that has been bothering me like hell since the beginning! ^^ I might have found a solution though... I'll try to push a small update for that around next week, plus some tweaks for the SP sleep system. 😉
  7. haleks

    Ravage

    The entities command should return an empty array if no AI module has been placed : (entities "Ravage_ai") isEqualTo [] or : (allMissionObjects "Ravage_ai") isEqualTo [] You can also check if the "rvg_traders_s" variable has been created by the module scripts (although it's probably safer to check for entities) : isNil "rvg_traders_s" Those changes were only made to make debugging easier, the fix itself will come with a future update. 😉
  8. He he, as it happens I spent a bit of time tweaking and getting the F3llout mission up-to-date last week-end (the premise changed a bit since the old concept demo). That uniform is going to be put to good use! 😉
  9. You're being way too modest my friend. Nowadays, my typical test-play of the Altis showcase in Ravage begins like this : keep hitting dat "restart" button until the dead truck driver has an EO uniform I can take, and then I'm good to go.
  10. haleks

    Ravage

    Not yet, but I'll check it out! Although, to be honest, I'm kinda reluctant on adding more presets - it's a lot of work to keep them up-to-date with each mod release. ^^' By the way, I'm pushing a super tiny update guys : This release disables the warning message for incorrect music classnames, so make sure you get them right until the next update!
  11. haleks

    MyST

    Although the premise has room for an alien origin story, I want this to be accessible to everyone - the mod won't use anything that's not part of the base platform. You won't see alien entities in a typical MyST scenario, but it will be pretty easy to add them into the mix with the editor modules if you want to design your own mission. It should work pretty well in combination with my Invaders mod or my Contact mod. 😉
  12. haleks

    Ravage

    New update, bringing boar back to the menu - bon appétit guys! 😉
  13. haleks

    Ravage

    Thanks man, at the moment I'm semi-guessing it's an issue with dedicated servers and the way a couple functions are created and added on the fly (I do that too often in Ravage, it's definitely not the way to go...). I'm going to tackle that specific issue first, but there's a lot more cleaning to do in general. ^^' @Gill93: Is it hosted locally or on a dedicated server?
  14. Mod Version : 0.1.1 (29/10/2019) "They didn't come here to make contact, it's a goddamn invasion!" Invaders is a light addon for the Contact DLC and adds a dynamic spawn system for Alien Drones. Aliens spawned by Invaders will use scripted behaviours designed by BIS and react to hostiles : left alone, they will wander around and investigate our world, but if you are spotted, you'd better run fast... The module can be found under “Modules>Invaders”, it is easy to use and designed to work both in Singleplayer and Multiplayer. More informations about Alien Behaviour can be found at : https://community.bistudio.com/wiki/Arma_3_Alien_Entity_Behavior#List_of_available_behaviors Known Issues - Spawned Alien Drones are excluded from the “Antenna System”. - Vanilla behaviour prevents Aliens from engaging vehicles : this has been tweaked in Invaders – to some extent. (fixed with Arma 3 v1.96) - The Alien AI is significantly more demanding than the average Arma 3 AI : don't use too many of them. Changelog Download Link : Invaders 0.1.1 How can you support me? If you want to support me, enjoy the content I make, or simply would like to buy me a coffee (or a beer), you can donate any amount you want, no matter how modest it may be, or support me on Patreon. License & Credits Invaders 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 Invaders Mod on monetized servers is strictly forbidden. Thanks to Bohemia Interactive for their passion and commitment to making unique games. Special thanks to everyone supporting me on Patreon!
  15. haleks

    Invaders

    Hi folks! I'm pushing a small compatibility update for Arma 3 v1.96 : the vanilla alien AI can now target vehicles (at last)! \o/
  16. haleks

    Ravage

    Oh, sounds a locality issue with the script then... Is it a Ravage only set-up or is there other mods like Exile in the mix?
  17. haleks

    Ravage

    Right now there is no variable to stop zombies from doing their thing, but I just tweaked the code to pause zed behaviour while unconscious : the change will be included in the next update (ETA : probably a few days). That is planned for the next update too. 😉 It's possible those were killed by headshots : the script is designed to exclude units when that's the case (you can also headshot an already dead unit to prevent him from turning).
  18. haleks

    Ravage

    Hello Ravagers! I'm pushing another small update! Nothing big, just another pass at optimising various scripts : *It's basically just the brown version of the default underwear "uniform". It sounds like a stupid detail, but hey, there's no way anyone could keep their underwear that clean and white after a few weeks in the wastelands! Let me know if you guys notice any changes performance-wise with the last updates, bad or good. I don't think it will have much impact in a dedicated environment, but hopefully low-end configs might notice some improvements in local MP or SP. As always : have fun, and thanks to my supporters! 😉
  19. I took a quick look at your code, and yeah, it's pretty much the same general idea - except yours is a lot cleaner! ^^ As to what composition gets spawned, in Ravage it's basically one compo per house type - but each element of the composition has a random chance to (not) spawn. The random selection process is semi-procedural, so the results are identical on each client - no need to synchronise (the only thing that needs to be sync'd is whenever an object has been looted). Another difference is that I sort of cache objects to avoid the constant creation & deletion : instead of deleting furniture and having to respawn them back, I just hide them and move them deep underground between frames. The cache handles 150 objects max - it's only once that limit is reached that the script starts deleting and spawning objects again. That made a huge difference performance-wise. Good point regarding AI interactions on dedicated servers, I never thought about that.
  20. Only for PhysX simulated objects iirc, so cars and pretty much any kind of vehicle - but it won't trigger if the objects are foot units.
  21. Yes, that's why AI can shoot at rabbits in the Rabbage scenario. Regarding your dog vs dog handlers problem, I'm not sure it's possible to change what side an agent belongs to (beyond the negative rating trick) - have you tried the join command on your dogs? If that doesn't work, I guess the last resort solution would be to try and spawn the dogs as regular units rather than agents.
  22. That depends on the "side" attribute of the unit/agent config : the side of the agent version of "b_survivor_f" will be WEST. The Renegade unit in Ravage is configured with an "enemy" side (even though it belongs to a "civilian" faction) so you don't get a negative rating. But for regular civ units, you're gonna need more tricks, like a killed EventHandler to manage score when necessary. I think I wrote something like that for a project - I'll see if I can find it. Just flavour text, but I'm considering that as an actual feature in the mod version. 😉 For that you can override the zeds config with a custom addon that uses rvg_zed as a dependency. But if you want both nameSounds to be available, you will have to configure additional zed variants - which won't work too well the module design. You can also use a script instead : _unit setNameSound "Ghost";
  23. Wouldn't it be more practical and optimal to have the viewDistance scaled on the camera's altitude (we need to account for remote units too), with a cap on objectViewDistance?
  24. haleks

    Ravage

    Not yet. :/ If I remember right, it was the only way to disable the light projector. I'll take a look at it, and maybe remove that tweak (it is also present in the Derelict mod for people who prefer terrains with no light source). If you're talking about the one from the Settings module, yes : it deletes weaponHolders, bags, mines, but also corpses and empty groups. I'm probably going to add dedicated options for each kind of "trash" in the next update. Speaking of updates, another one will arrive in a few days, with further optimisations. 😉
  25. haleks

    Ravage

    Hello Ravagers! Time for another update guys! This release introduces a small immersion-enhancement script to improve AI reactions to nearby gunshots, plus the usual tweaks and fixes : SP players may see a slight improvement performance-wise, although a lot of work remains to be done in that area... Have fun fellas, and thank you for your support! 😉
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