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thevoid

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About thevoid

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  1. thevoid

    Ravage

    From a mission making perspective, you don't have to use the horde to spawn thousands of zeds every time. I've used it in some missions I'm making to spawn just a few zombies to make sure an objective is infested when the player gets there. (e.g. 10 spawning in a small zone which is placed in a house). It works really well, most times one or two spawn outside the target building, and as soon as they see the player, the rest come pouring out. Brown trousers mode. Having said that, I've also used it to spawn 200 zeds trapped inside a stadium , surrounded by strategically placed cargo containers. (in the story line it was a refugee center where infection broke out while they were waiting for evac helicopters which never came. The military just sealed it up and left them there.) You should hear them! At some point in the mission, the player has the option of using explosives from a safe distance to let them out so that they attack a nearby bandit base. Hilarity ensues. Failing that, I concur with what has already been said, if you do encounter a free range horde of any size, RUN! ..or maybe throw empty cans at them
  2. thevoid

    Ravage

    Yeah, I really like the vanilla Ravage look with the rain and all, sort of reminds me of the latter half of 28 Days Later when they're out in the country. Gloomy and spooky. I've been playing around with the dusty post apocalyptic feel of late, a little more "Fallout-ish" or Fury Road even is what i was going for. It's horses for courses I guess. . As if Haleks doesn't have enough to think about...it would be cool if the atmosphere module allowed mission makers to pick a "theme" for ambiance...one day :)
  3. thevoid

    Ravage

    Yeah, it gives a different vibe, check this out:
  4. thevoid

    Ravage

    Cool, I'll wait. Thanks for the tip and Keep up the good work mate! I still haven't played vanilla ARMA3 since Ravage was released. I'll make a post when I update the mission, for anyone interested in playing it, let me give you a tip...keep searching for the objective and conserve your ammo!
  5. thevoid

    Ravage

    Hi Haleks, I was hoping to publish the updated version of my "Revenant:Homecoming" Ravage mission today (finally got some spare time). Do you think the new updates will break the mission, or in other words, should I wait until after the weekend? The mission doesn't use ambiant AI module (ie there are no bandits) just the horde and zombie spawn, loot and survival modules. Also, a question for you all: I have been trying (and failing) to get in contact with the maker of another mod (Stronghold) because I have used a script from his mod which creates a dust storm effect and the colour correction settings from it as well in my SP missions. No luck making contact. He isn't active in the forums so I friended him on steam but he hasn't answered my questions. Seeing as how this is a SP mission, not a mod, can I credit the author in the description or do I need his express permission to publish my mission?
  6. thevoid

    Ravage

    No I didn't realize they were compatible! :) That's just vanilla Ravage with some lighting and environment effects from Stronghold. I haven't published the mission cos I can't get hold of the Stronghold author to ask permission to use bits of his script for it, he seems to have dropped off.
  7. thevoid

    Ravage

    horde mode, or why I don't go to church...
  8. thevoid

    Ravage

    Thanks for the updates Haleks, works brilliantly. The horde is frickin terrifying. Question about the modules, are the default values fairly close to the vanilla (original) version? I want to set the difficulty for my missions pretty close to how the first release played, just slightly higher chance of finding ammo and food/water. Question is specifically around zed spawning and loot chances. Two suggestions for the future: 1) A definable chance to find loaded weapons and/or attachments in the loot module would be cool. 2) now that zeds can follow you into houses, may i suggest a new clothing item to be added to the loot table: brown trousers! Good times
  9. thevoid

    Ravage

    That sounds awesome. Also, i laughed when i worked out what the money was for!As far as suggestions...with the fixes and new modules, it's pretty much Christmas from my perspective, can't wait. The abillity for the player to board up doors (and for tge zeds to eventually break through) would go well with your enhanced indoor pathfinding, probably a big ask though. Just an idea. That and melee with knives/rifle butts would pretty much make this perfect IMHO.
  10. thevoid

    Ravage

    I posted the first SP mission from my campaign for Ravage on Armaholic. Won't link to it here because I don't want to threadjack, but will start another thread if any of you Ravage users want to give feedback. Halek, I know you were kind enough to post some info earlier about spawning infected using createagent, problem is I couldn't get it to work, I.m not very experienced with scripting. For the next episode I need to have some a couple of specific areas that are extremely infected by zombie hordes for the storyline to work. If you have time would you be kind enough to post a little more detail on how to do this? I also couldn't get the AI to holster weapons, is the code you posted supposed to work for editor spawned units or just for agents? I tried putting it in the init line and also calling it from a trigger, but no luck. I ended up spawning the NPCs with no weapons in the meantime.
  11. thevoid

    Ravage

    Hi Haleks, Been playtesting this some more...to be honest I haven't loaded up vanilla ARMA since the mod was released! I'm putting the first mission of my planned campaign together at the moment. Couple of questions: 1) Is it possible to spawn individual zombies where you want them, maybe spawn civillians and add something to thier init lines to zombify them? 2) Is there a command to get AI to holster thier weapons until they see an enemy? 3) Do you have a classnames list for the loot items like food and sleeping bags? Cheers
  12. thevoid

    Ravage

    Played a lot more on Altis since my previous post, this mod is really addictive. One suggestion re: modules. You mentioned earlier "blacklist zones". I'm guessing this might be non-spawning zones, is that correct? This would be ideal for a mission maker module. A non-spawning area (definable like a trigger zone) would be put in certain locations. I'm starting to work on a campaign of SP missions where a player has a home base with a small group of survivors out in the wilderness and goes out on scavenging for specific supplies/items in a series of missions. An example, get to the hospital in Kavala for antibiotics/first aid kits, or raid a specific bandit camp to rescue prisoners and bring them back to home base etc. Excluding zeds and random bandits from certain areas (like the home base or the custom built bandit base) would be a huge plus for these missions. I'm thinking that the final mission could also be to steal a truck, and drive it back to the base to evacuate everyone, whilst being pursued by bandits and zed hordes ( think Mad Max: Road Warrior style) and meet up with a helicopter evacuation. Keep up the great work and looking forward to new updates.
  13. thevoid

    Ravage

    Congratulations on your release. I have been playing this for about 6 hours straight now. Very entertaining mod. Some feedback: Overall the mod works really well. I like the way that things that you take for granted in vanilla ARMA are suddenly very important, like maps and compasses. Zombies and bandits are mostly very well balanced. They work really well, especially the zombies who are a threat in numbers, best avoided by stealth when alone. I haven't yet encountered any friendly survivors, is this feature not implemented yet? Suggestions: zombies occasionally spawning in houses would be great, make searching for loot quite frightening, clearing house room by room etc. bandits should drop more ammo, it's really annoyong when you're pinned down, have a very intense firefight and the payoff is a couple of bullets. I have to agree with the comments re: survival. In five hours I came across only 1 food item and nothing to drink. Basically every game ended with me starving/dying of thirst. I get what you are going for, but could be rebalanced slightly I think. Consider starting the player with a sleeping bag, I searched through pretty much every building in Kavala in one game and couldn't find one. As sleep is an essential, it would probably be a good idea to start with one. Integrating ACE medical would be a huge improvement. Could you put a module in to play the music from your demo missions? It adds to the atmosphere and is very effective. MELEE COMBAT! So many times I came across a lone slow zombie, not really worth a bullet when ammo is in such short supply, I was wishing for a crowbar or a combat knife! Last suggestion, and I know this is a bit of a stretch, but being able to fortify would be amazing. Maybe if there were building supplies and tools in the loot items, the player could board up the doors anbd windows and have a base of operations, somewhere to stash extra equipment etc. Have really enjoyed this mod so far and looking forward to the updates!
  14. thevoid

    Feat of Arms

    Firstly, thanks a bunch, I'm currently testing this with bcombat, as a single player only guy, this is a huge improvement over vanilla. One thing I would love to see addressed in the future is CQB in urban environments. The AI teammates always seem to want to spread out and on maps like fallujah they end up getting lost. Years ago there was a game where the player lead a USMC fireteam through an urban environment. When the player moved up to a wall or a corner, the AI squad mates would naturally stack up in tactical formations. Can't think for the life of me what the game was called (anyone remember?), although I seem to remember that the Marines actually used it as a simulator IRL before it was released as a game. Anyway, I'd love to see an AI mod that changed squad behaviour in urban environments, so the squad mates automatically drew in closer, covered intersections etc. In vanilla they seem to treat cities the same way as forests, open fields etc and spread out as far as possible, get lost etc. Just a thought. I''ll be keenly following progress of this mod, great work.
  15. Can anyone tell me how to do this? My infected all have the same face at the moment.
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