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haleks

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Everything posted by haleks

  1. Oh, my bad. ^^ I was thinking about the configured wild life spawns.
  2. Unless things have changed, Arma 3 handles animals locally and those entities aren't synchronised across the network. I guess it's fine for small stuff like birds, snakes and rabbits; but that would be more noticeable and problematic for the bigger species. I reckon that's why wild life in Arma 3 has always been a discreet feature; I don't think we'll ever see anything bigger than a rabbit... :/
  3. haleks

    Ravage

    Mod version : 0.1.774 (2019.07.08) 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 v0.1.774 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.
  4. haleks

    Ravage

    Hello sniperb! It's not a stupid question at all mate; right now that's not possible though, the code isn't designed to check for blacklisted objects. But that's a good idea; I could add an entry to the module to input classnames and/or varNames. Mission makers could blacklist either a set of building types, or an array of unique structures named via the 3den modules... It would also be more reliable and less expensive to process compared to the blacklist area module.
  5. haleks

    Contact

    Mod version : 0.1.1 (06/28/2019) Disclaimer : "Contact Mod" is not related in any way to the Arma 3 Contact Expansion. It is a continuation of an original project released in July 2018. Greetings Earth Welcome to the Contact Mod. Contact is a lightweight modification bringing aliens to Arma 3 : meet the "Hexos", a hive mind species from outer space. Contact adds a new faction, available to all sides, with scripted UFOs. It is designed to provide an easy-to-use tool for mission making and offers a flexible solution for your close encounter scenarios. Alien ships are editor-ready and can be manipulated through the usual editing tools : turn them into killing machines, have them control occupied cities after the invasion, or make them fight each others... The only limit is your curiosity. Features Alien ships available to all 3 sides : Includes scripted features, designed for seamless integration with the 3den editor. UFO customisation modules for 3den : WIP Immersion modules for 3den : WIP Screenshots Known Issues - UFOs are invisible in 3den editor : they are dynamically generated after mission start. - AI doesn't use launchers on UFOs. - UFOs can't be remote-controlled with Zeus. Changelog Download Link : Contact 0.1.1 License Contact 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 Contact Mod on monetized servers is strictly forbidden. You may not reupload this mod on Steam.
  6. haleks

    Contact

    @aussie battler: Have a look in the modules section : there is a settings module under "Contact". You can use it to adjust the damage resistance of UFOs.
  7. haleks

    Ravage

    Well there aren't too many weapons in rvg_weapons; I reckon it will be much simpler to keep it (especially to avoid breaking older missions), I'll be happy to update the data. 😉 Congratulations on the release by the way! You gave us a lot of new toys there! \o/
  8. haleks

    Ravage

    Not at the moment, but I'll make some changes to make that possible. EDIT : Here's a simple background music script if you need : if !(hasInterface) exitWith {}; waituntil {!isnull player}; my_ost = [ "AmbientTrack01_F_EPB", "AmbientTrack01_F_Tank", "AmbientTrack01a_F", "AmbientTrack01a_F_EXP", "EventTrack01_F_EPB", "BackgroundTrack03_F_EPC", "Fallout", "Wasteland", "Skynet", "AmbientTrack01_F_EXP", "AmbientTrack02a_F_EXP", "AmbientTrack02b_F_EXP", "AmbientTrack01_F_Orange", "AmbientTrack03a_F_Tacops", "AmbientTrack03b_F_Tacops" ]; c_ost = my_ost; _ehID = addMusicEventHandler ["MusicStop", { _this spawn { c_ost = c_ost - [_this # 0]; if (c_ost isEqualTo []) then { c_ost = my_ost; }; sleep 3; playMusic selectRandom c_ost; }; }]; addMissionEventHandler ["Loaded",{playMusic selectRandom c_ost}]; playMusic selectRandom my_ost;
  9. haleks

    Ravage

    I see 2 solutions for that : - I can add them to the default weapons lists. Since they are more numerous, vanilla guns would have less chances to spawn. Ravage has a classname check, so players not loading the rusty weapons addon won't see a difference. There is one downside though : people are going to wonder why rusty guns are spawning while there is no exposed option for them. - or, we could set up a module bundled with your mod, and its role would be to rewrite the ravage lists to replace vanilla guns with rusty variants : they all use the same ammo so that should be easy. The module would also spawn the jamming script for each player.
  10. @DnA: The above issue is even more disturbing with the new CBRN suit :
  11. haleks

    Ravage

    Regarding the furniture system for additional terrains/structures, as we were discussing with EO : I'm investigating several alternatives that wouldn't require us to create templates for each building. The best approach, I think, would be to use a hybrid system : a combination of templates for POI as EO suggested, combined to a random object spawner for the more generic structures whenever that's doable ( @Donnie_Plays provided some usefull data for Weferlingen). Such a system would only apply to Weferlingen and Livonia, the feature remains unchanged for already supported structures/terrains.
  12. haleks

    Ravage

    All planned still, yes. But with MyST taking most of my time, I don't know when those features will be ready.
  13. haleks

    Ravage

    Some of the GM items will work (the watch, the bandages etc) but I'm not sure for the toolkit... Those need to be added manually to the loot lists though.
  14. haleks

    Ravage

    I'll have a look, but I'm not sure it's doable with those EBO in the way... In any case, that's a change related to Contact Data, so I'll have to wait for the DLC release before adding it.
  15. haleks

    Ravage

    Tiny update! Note that the respirator backpacks from Contact DLC are not supported at the moment; the radiation system needs a few tweaks before that happens. Have fun guys!
  16. haleks

    Ravage

    Should be fixed within a couple hours. 😉
  17. haleks

    Arma 3 DLC - CONTACT

    @zukov: you do realize the DLC is out in less than a month?
  18. haleks

    Contact Starters

    I think we should consider 2 things when it comes to sharing or keeping informations secret : the ability to do so, and the past motivations to do so. Authorities not divulging informations seldom act for the greater good, but rather to keep a strategic advantage, or to shield themselves from backlash (except for very specific instances, like court cases). There is almost never a good reason to sit on information outside of power plays (and I'm guessing that's exactly what's going to happen in the campaign). As for the ability to keep secrets; I tend to think this would be impossible at best, dangerous at worst. I'm not talking about the visibility of aliens or anything like that, but rather the consequences of such an inconsiderate move : I can't imagine that information retention of any kind would go unnoticed in such a situation, and it would create division and rivalry during what would be the most critical event for mankind as a global species.
  19. haleks

    Ravage

    Hi Zagr (and thank you for your support!), I haven't tested them on dedi yet; they don't move at all? Including when they've spotted a target? @icarium: I'm not good at maths, but in this case it is a design problem - the AI module needs several improvements, I will work on it soon.
  20. haleks

    Contact

    Hello Earth! Do you remember when we found out Arma 3 could have been about aliens? I reckon it could have been a lot of fun, and a good occasion to transform the gameplay dynamics by opposing unconventional ennemies to our very conventional little soldiers. Some mods out there offer excellent solutions for alien lovers (FAP units, OPTRE FC and others), but I wanted to try my hand at something 100% vanilla for once... So here it is : Contact : A collection of scripts to simulate alien invasions This demo is very much WIP and will be updated with new features and optimizations. It is released as a Singleplayer mission, but all the scripts are designed to work in Multiplayer as well. The demo currently offers the following features : - A script to spawn alien ships with working AI. - Alien ships can move around, execute patrols or other tasks just like the vanilla AI. - Alien ships will attack spotted targets with semi-autonomous weapons - those can be shot down before they reach their target. - Although they may seem invincible at first glance, alien ships can be killed. Further additions are planned, such as improved audio and visual FX or new enemies for infantry combat. Have fun! Download : If you want to support me, enjoy my work, or simply would like to buy me a coffee, you can donate any amount you want, no matter how modest it may be. AAN Footage by our reporter @section 20
  21. Agreed. Bermudas have to go!
  22. haleks

    Contact

    @aussie battler: Sorry, I don't have a mission-ready script at the moment; a scripted version is possible, but it's more complex to make it user-friendly, and it can create more problems or exploits than the mod version. 😕
  23. haleks

    Ravage

    Hi everyone! MyST Demo 2 has been uploaded on Patreon : https://www.patreon.com/posts/28043582 The module is a huge improvement compared to what I've done for Ravage, I think mission makers will be very happy with it. 😉 A 3rd demo should follow on Patreon - no ETA for now as it concerns the most ambitious part of the project, but the module and the Phantoms as implemented in Demo 2 are pretty much in their final state, so mission makers can already work in advance with them. Resources used so far are 100% vanilla except for a couple sound effects; the addon weights less than 300 kbs at the moment. The first demo required Ravage and CBA, but I'm aiming for a standalone project in the end : Demo 2 doesn't require any 3rd party addon. I'll open a dedicated thread soon(ish) in the Discussion section. Have fun guys! And be warned, hiding in vehicles is not such a good idea anymore...
  24. haleks

    Ravage

    Good call. 😉
  25. haleks

    Ravage

    Thanks for the reminder : I forgot to move those configs to the derelict mod...
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