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haleks

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  1. haleks

    Ravage

    Mod version : 0.1.83 (2019.12.20) 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 v0.1.83 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. Like Grumpy said, the most important thing is why you use it. FindIf stops the evaluation as soon as a matching result is found, whereas count evaluates all elements in an array. On small arrays it won't make a big difference, and not in a reliable way; but if you don't need to actually iterate through all elements, stick with findIf. One thing to keep in mind : the more elements matching the evaluated criteria, the more you have to gain by using findIf. It can be fast too if used to "find a needle in a haystack", but you're basically relying on luck in such a scenario (and hoping the match doesn't happen to be the last element in your array).
  3. 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.
  4. haleks

    MyST

    Holy smoke That looks perfect, thanks buddy! That first demo is gonna fun...
  5. haleks

    MyST

    Oh it stays buddy. ^^ Regarding additional parameters, some are planned indeed, like a custom coef applied to damage received by Phantoms (actually, the code is already in - I forgot to add that one to the settings module...). Same goes for a Surge Output, although that one might be trickier to balance. By the way guys, anyone has a good, 100% vanilla underground-type composition to recommend?
  6. haleks

    Ravage

    All the function needs is a group : _group spawn rvg_fnc_ambientChat So if you use the group's init field : this spawn rvg_fnc_ambientChat Or if you prefer the group leader's init field : (group this) spawn rvg_fnc_ambientChat 😉
  7. haleks

    Ravage

    Hi! I'm afraid it's not possible to exclude players from the 'turn' feature at the moment. But I've received a similar request for the 'AI Looters' feature and I'll push a small update soon(ish) to make life easier for mission makers. But before I tweak the Zed resurrection thing, I could certainly use more data on that glitch. 😉 Does it happen on bodies inside vehicles only? Low framerate may be part of the problem, but I wanna make sure I ain't missing something.
  8. As it happens, I began fiddling with Machine Learning very recently... ^^ The first thing that comes to mind, is that you probably need a network of neural networks if you want to achieve something meaningful in such a complex environment : on its own, a neural network is a super dumb and super specialised machine, often offloading a range of tasks before another one takes over (that's how I understand it anyway). It's tough to even imagine what can be done, but I can a picture an AI going through all SQF commands to gather huge amounts of data (although that alone would be a headache of its own) - which could be fed to another network trained in solving tasks in mission-making or system-design. But in any case, I can't see this being achieved without some amount of external programming. FYI : the Finland government recently released a free course on ML : https://www.elementsofai.com/ Google's colab is also a good place to start I reckon. 😉 EDIT : also, as @.kju mentioned, the lack of low level engine access is a big hurdle : it leaves a lot of grey areas as to what should be considered when defining training guidelines. At best, it is a limiting factor, but there is also the risk of training a network biased by false or vague assumptions (which is becoming an emergent problem already IRL).
  9. That's a cool idea! Although I would avoid using "sleep" in this context (the pause can lack precision depending on the framerate - you definitely don't want that if you're making music), waitUntil used along the "time" variable might be a better option. 😉
  10. 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!
  11. haleks

    MyST

    And there we go, MyST Concept #3 is up on Patreon! The Steam release should happen within a few weeks, once I have a nice SP showcase up and ready. 😉 The next steps will most likely focus on Phantoms-related gear and interactions : new ways to detect or distract them, new weapons, defensive gear and (optional) tweaks to NVG-battery and O² consumption... At the moment, any weapon will work on them, but expect that to change guys.
  12. haleks

    MyST

    Hey everyone! A quick update on the project : As hinted in another thread, I wanted to publish a first release for Christmas - but that ship has sailed... I made some important design changes to the "Phantoms" and I think it's wiser to focus on getting them right before proceeding further. A lot of stuff has been tweaked since the last Patreon demos, especially audio fx, visual fx, and both the "attack" and "killed" sequences : overall vfx are less "flashy" and eye-straining - the previous versions were using intense lights during those sequences, which gets old rather fast and feels at odds with the ethereal nature of Phantoms. The new attack sequence is also more in-line with Arma3 mechanics : older versions were using over-complicated scripts depending on the target being on foot or in a vehicle - it didn't work reliably and the result on screen was rather underwhelming... I won't reveal more details on the new one just yet, but let's just say I finally feel like I have something simple, flexible and efficient enough. Short term plan is to release a final preview on Patreon before the public release : the preview will include updated functionalities and modules, and the public release will be shipped with a SP showcase focused on the Phantoms. From there, subsequent releases will add new features and associated modules, and most likely additional showcases for all of them. See you in 2020 guys!
  13. haleks

    MyST

    Death and evaporation of a Phantom :
  14. haleks

    Ravage

    Are you trying to do that from the editor or are you looking for a script? iirc, BIS_fnc_spawnVehicle allows you to create any vehicle for any side. I'll take a look at that traders problem, thanks for reporting. 😉 It adds an "EntityKilled" mission EH that forces AI units to loot any ammo they can from their kill - within reason and depending on the situation. That includes special items such as survival stuff from Ravage. By the way guys, I've pushed a quick fix for the antirad pills : This should the last update to wrap up 2019, I'm focusing on a little something for Christmas at the moment, related to one of my other projects... 😉
  15. haleks

    Ravage

    The code does account for latitude, so you should end up with seasonal zombie migrations. ^^ That bit of code returns all alive zombies : debug_zeds_a = true; 0 spawn { while {debug_zeds_a} do { hintsilent str (count (entities [["zombie"], [], false, true])); sleep 0.5; }; hintsilent ""; }; I haven't witnessed this myself - any mods involved, either Animations or Vehicles? Good catch mate, it's going to be fixed very soon. 😉 Also thanks to @Barmalei75, those are useful informations! I'll get started on an xml file soon, and probably share it here if people want to help with other languages.
  16. 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. 😉
  17. 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!
  18. 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! ❤️
  19. 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. 😉
  20. 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. 😉
  21. 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! 😉
  22. 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.
  23. 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!
  24. 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. 😉
  25. haleks

    Ravage

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