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haleks

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Everything posted by haleks

  1. haleks

    Ravage

    Mod version : 0.1.861 (2021.06.28) 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 v0.1.861 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

    Remnant

    Mod version : 0.2.5 (2021.06.29) Remnant (formerly known as the MyST project) is a new mod 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 Remnant 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 : Remnant 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 includes demo missions to showcase new features, but the ultimate goal is to assemble an interesting premise with room for both "classic" Arma gameplay and new ways to challenge the players. Remnant will offer sandbox and objectives-based scenarios for both SP and MP. Features *The Phantoms More Coming Soon... Changelog License Remnant 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 Remnant Mod on monetized servers is strictly forbidden. You may not reupload this mod on Steam. 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. Download : Remnant v0.2.5 How can you support the Remnant Mod? If you want to support me, or simply would like to buy me a coffee, you can donate any amount you want, no matter how modest it may be, or support me on Patreon.
  3. Mod version : 0.1.0 (2021.07.18) 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 :
  4. This small addon unlocks every uniform to all factions in Arma 3. You can now loot and wear any uniform you may find (be it military or civilian clothings) - regardless the faction you belong to. Note that wearing an enemy uniform doesn't allow to pose as an enemy : uniforms don't affect side relations. This addon also fixes the "naked uniform" glitch in MP. Download : @Unlocked_Uniforms v1.0.7 Changelog : License : Attribution-NonCommercial-ShareAlike 4.0 International You may not upload this content to Steam Workshop. This mod should be compatible with most addon units : if you stumble upon any exception, please report it so I can make it compatible.
  5. haleks

    Unlocked Uniforms

    ACE3 uses a totally different (scripted) approach though. And it's not quite plug-and-play either...
  6. haleks

    Ravage

    @HereIsJones: None that I can think of. :/ It never is an ideal approach, but I guess you could monitor the player's "rvg_hoursSlept" variable from a loop, and run your code everytime it goes up.
  7. haleks

    AutoCam

    Another one!
  8. haleks

    AutoCam

    Mod version : 0.1.2 (2021.07.12) A simple and dynamic camera A little mod to auto-switch views whenever the player has his weapon lowered. Client side mod. Has no effect if 3rd person view is not enabled in difficulty options. Features - auto-switch to 3rd person view with a lowered weapon or when no weapon is equipped - auto-switch to 1st person view with a raised weapon or when sprinting - you can still change views manually Download Link
  9. haleks

    Remnant

    Is the "Loiter" option enabled in the spawner module?
  10. haleks

    Remnant

    In theory it's a possibility, but you would have to be extremely unlucky - if it happened multiple times I'd say there's definitely something wrong. I'll make a few changes with the next update to cap the maximum amount of time phantoms can linger, but there's a possibility LAMBS causes some kinda conflict...
  11. haleks

    Ravage

    It is indeed part of the vanilla system, except for the opening bags thing, but that feature only kicks in if you're stealing from someone in a traders group, otherwise Ravage doesn't touch the rating. I'm assuming you guys shot too many friendlies. ^^ Anyways here's a quick, untested, code to cancel any negative rating : player addEventHandler ["HandleRating", { params ["_unit", "_rating"]; abs _rating }]; Run that from initplayerlocal and you bad boys can go crazy. 😉
  12. haleks

    neon Clothes ?

    As far as I know, vests can't be retextured via script - the vestContainer command returns a dummy p3d. The only way to do that is to configure a new one with a custom addon.
  13. haleks

    Ravage

    A few details regarding the new feature : the way zombies interact with vehicles will be similar to how they attack humans, by that I mean that I'm trying to stay inline with vanilla mechanics. Rather than scripting damages directly, the system relies on actual impacts, and the simulation does the rest. The implication is that zombies will barely do any damage to most vehicles : they hit hard enough to nudge a van, and can flip it if there're enough of them hitting at the same time from the same angle, but they won't tear it down. There'll be some degree of customisation, but I reckon I'll keep it to realistic levels - since the feature is physX-based and relies on collisions, things would easily go out of control without some sort of limit, Arma being Arma.
  14. Are you sure your new PC is set to show hidden folders?
  15. haleks

    Ravage

    Wait until you see the system I've been making for Remnant - the Ravage one is starting to look prehistorical. ^^ I have something really robust now to work client-side... With Remnant I'm laying down the foundations for future spawn systems relying on procedural generation : a lot of things like wrecks or camps will persist through server reboots without the need to save everything. A seed combined with a few variables will be enough to repopulate the world as it was; and the client side system will be able to recognise if a player used a mission-placed vehicle and restore it to its previous state. With both approaches combined, that's near complete persistency without database management or performance cost. Still need to do a server side version though, and decide how far I can go with this...
  16. haleks

    Ravage

    As of next update, vehicles will take a pounding... At long last, zombies can actually hit and push vehicles around, with audio feedback and everything. The feature will auto-scale with the custom damage parameter - in some cases zombies might be able to knock your truck over...
  17. haleks

    Remnant

    Hi guys! Here comes a small update, with a new feature I've been working on : Phantoms finally have proper footprints! \o/ It sounds like a purely cosmetic addition, but it does change things a lot if you're playing with 100% invisible phantoms : it helps keeping track of them if there're more than one of them things wandering around you... And yeah, it does look cool too! Nothing to configure - the new footprints are auto-generated along with the "splash" VFX and will smoothly disappear after some time. Have fun people, and expect more goodies soon! Download : Remnant v0.2.5
  18. haleks

    Ravage

    Tiny hotfix : I realised the previous update messed up the configs for Malden, causing it to be completely devoid of vegetation... :/ The update only changes a few config lines, no need to update your missions guys. 😉
  19. CSAT ninjas ! Addons : MGSR, Ravage, Imperial Conquest W40k, Improved Melee System
  20. haleks

    Ravage

    Hello people! It's been exactly a year since the last update... I'd say it's time for a long overdue dust off! This is not Ravage 2.0 yet, but a rather small update to push a few "easy" fixes here and there, and to somewhat improve compatibility with SOG Prairie Fire : their terrain has a lot of underwater static objects, which was messing with the zombie spawn system and causing performance issues. Speaking of performances, the loot clean-up routine would tend to cause some very annoying micro-freezes in SP; that feature is now attached to a save event handler and won't be a bother anymore. 😉 I'm also reverting or toning down some of the edits to vanilla Arma 3 - you'll notice some changes to the vegetation clutter on vanilla terrain. I'm trying to strike a better balance between the vanilla intended look of terrains and models that don't switch LODs right in front of you... It's not perfect I reckon, but the new configs offer more variety, and the few faulty models left will be hidden by "proper" ones most of the time : you might see a few LOD switch here and there, but overall it still feels a lot better than the vanilla setup. And it looks a lot better now. \o/ Keep having fun fellas! And thank you all for your continued support! Ravage v0.1.86
  21. haleks

    What exactly do savegames save?

    As far as I know, saving does record all variables, maybe even local ones (I'm not sure on this). You can auto-delete variables before the game is saved with an EH - this is how I'd do it : [missionNamespace, "OnSaveGame", { call { { missionNamespace setVariable [_x, nil]; } forEach ((allVariables missionNamespace) select {(_x find "var_to_delete_") isNotEqualTo -1}); }; }] call BIS_fnc_addScriptedEventHandler; Attach a key word to any global variable you want to destroy before saving, and you won't have to worry about them anymore. 😉 If you have scripts running that populate those variables, you might want to terminate or pause them first.
  22. haleks

    Remnant

    Hi everyone! I've been hard at work this week, and made good progress on the saving issues... After a few experimentations, I ended up writing an alternative version of the custom save system for SP exclusively : the previous version is pretty much perfect for MP use and I'll keep working on it for both Remnant & Ravage, but it does have limits for SP, and those are difficult to solve... So rather than reinventing the wheel, I thought I would put all the work on procedural systems to good use : since we only need one seed to reproduce any configuration of terrain edits & objects creation, there's no need to try and save all that data. So i reorganised the code with a "self-cleaning" approach, and my lord is it beautiful! If there is such a thing as beautiful code. The new version keeps track of everything generated by the procedural systems : variables, created objects, hidden or modified objects, scripts etc... The vanilla "save" & "exit" buttons are modified to call a custom function before saving : everything spawned by Aradus is destroyed, all scripts are terminated, variables are cleaned up and the terrain reverts back to default - saving only takes a few seconds, the changes are invisible to the player, and we can resume where we left off, even if it's in the middle of a fight! \o/ The procedural systems will kick back in once a saved game is loaded, and repopulate/change the map with exactly the same configuration. It is a rather extreme change for a very specific problem (spawn a shit tone of useless stuff! ) but I reckon it's gonna be worth it : the post "Death Stranding" Altis is absolutely stunning! Seeing a lone eagle flying above that quiet desolation (thanks to EO's Ambient Birds) captivates the mind...
  23. EDIT : this where the save ctrl display is : ((findDisplay 49) displayCtrl 103) IDC for the load button : 119 Let's have some fun! EDIT² : list of all controls with CBA loaded for the pause menu :
  24. @sarogahtyp: I like where this is going. 😉 I'm going to investigate this too, but somehow I doubt the save EH will be useful... I'm wondering if it's possible to have the default "save" button point to a custom function, anyone? It would then be easy to revert script-induced changes before saving so that they don't clutter the saved file...
  25. haleks

    AutoCam

    Update :
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