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Found 61 results

  1. Hello, I create this topic to inform you that a new persistent mission for dedicated server using the ravage mode is now available!!! The scenario is a team versus team on the map Ruha. I will describe step by step the goal of the mission. Mission File : https://drive.google.com/open?id=1EkEUWnESTgwZdBKbatfm1xI8vYtjCxhk After 68h of testing on dedicated server here the performance result : So its highly optimised, all the main features are spawned, simulation of AI, static object, weaponholder.... are perfectly managed. Solid 50 server fps/Low bandwith usage with 220 AI Primary objective and relating information Quick description : -Each team got a protected main base (off map) and a contested outpost (center of the map). The main goal is to evolve its 2 bases by bringing the cargo box that can be found on random crash sites. The player must find a truck to be able to load the crate then bring them in a predefined area (at base). Every 6 crate there is an upgrade (fortification, AI guard...). Note, this cargo box can be also used to stock loot. So the main objective is to survive, secure and upgrade the base, then raid the enemy base to steal the cargo box and equipement. Every player will be informed if any hostiles forces (player or AI) are approaching the base. Additional information about the main base : The main base (out of map) is protected except that it is not 100% protected, the enemy side got 5 minute to go trough a 800m radius then come back out of this radius, if not they are killed instantly. So if the main base is upgraded its impossible to raid it. The main base is also the respawn area, there is a map where the player can choose an insertion point, the insertion point are refresh at every server restart. Additional information about the contested outpost : The outpost didn't benefit from any special protection, so the player must hurry up to upgrade and defend this place. Take note that the outpost are closer from everything (loot, crashsite, point of interest...). The 2 ennemy outpost are close to each other to facilitate encounters between players and thus create hot zones. Secondary Stuff Secondary Camp : There is more than 10 static secondary camp on the map, they are hidden and the player must find them, this camp are identifiable cause they got the same set up, an abandoned house, 2 trailer and a white CUP flag. This little place are usefull to hide and secure loot, if any player is able to occupy a secondary camp for more than 1 hour (that also work with a friendly AI), a small team of friendly AI survivor will come to guard the area, there is no side restriction so if a blufor come then occupy the area for 1 h a small team of blufor survivor will guard, if an opfor player kill the guard then occupy the area for 1 h an opfor team will guard the area and vice-versa. Take note this zone can be triggered only 1 time for each side and the player didn't recive any information if the area is under attack. Base Building : There is a simple base building system, there is only few crate that can be found (mainly in warhouse), where the player can select from a panel of asset to build is own safe place, there is no restriction a player can build any asset anywhere or provide more fortification for the main base or secondary camp. AI recruitement : Every friendly AI are recruitable, make sure they got a first aid kit in their inventory to be able to revive you. Other playable unit : Playable Zombie : There is 2 playable Z slot if the player want have fun by doing Zombies stuff, they can jump and got a higher HP than the normal infected. Asian Bandit : There is 4 playable slot, Asian Bandit are the main AI roaming faction, they didn't get any base, protected area or secondary camp, so the player bandit respawn randomly on the map but they got a huge advantage, they can recruit any Asian roaming AI and can approach the crashsite without being attacked by the guard. Renegade : There is 4 playable slot, Renegade are hostile to everyone, this playable slot was added for the lonewolf player or for a more hardcore gameplay. Take note this Playable slot got a forced identity, so the playable Asian Bandit have an Asian face and speack Chinese, the Renegade have a ravage renegade face and speack french. Danger and weird encounter The player will be confronted to an hostile environement, horde of infected, bandit, dynamic radioactive area, radioactive rain, highly dangerous and unidentified threat (no spoil). Information on the loot system There 3 loot system in this scenario : -Ravage loot (ability to search in box, trashpile...) -Loot on the floor, they are part of easy loot but limited loot, this loot are generated only on server restart, so it will more difficult to get easy stuff over the time. -Custom loot where the player can search in closed woodshack structure, train (wagon), boat wreck, plane wreck, big cargo... Credit and community script used in the mission GF AutoLoot Crashsite : GEORGE FLOROS Environement effect and weird stuff : Alias Persistence : GRAD Team Mag Repack : Outlaw AIS : Psychobastard R3F_LOG : R3F Team LARS_Searchloot : LARS Lootspawner : Bangabob Advanced Towing : Duda AI Recruitement : Grumpy Old Man Boss Script : LSValmont Special thanks : Mods used for make this mission Haleck for the Ravage mode CUP team Temppa for Ruha CBA Team Bnae for project infinite CZ 584 by ЛИБЕРАХУ ПОРВАЛО Robert Hammer for the pistols pack Ryan for Zombies and demon. And a very special thank to the arma community who are very helpful.
  2. This will be the intial release. Its sat on my harddrive long enough. This retexture is designed for post apocalyptic game play and was designed specifically for the Ravage mod. They could work for a few things depending on your needs but do not necessarily fit a full Milsim scenario. The vanilla guns look out of place as a common firearm in the post apocalyptic setting and I started with just an idea of how to get them looking more worn and rusted. Keep in mind I own guns and I realize that in some cases the rust displayed could render a real firearm inoperable so please suspend belief and enjoy the textures for how they were intended. Also please realize I am not an artist, a texture artist, or artsy at all so I am working from the bottom here. (LOL) The real goal was to allow the vanilla guns to become the rare or military quality guns and the Rusted ones to be the default that bandits and others would spawn with. The vanilla guns seem out of place and this would provide some value to the vanilla gun textures and hopefully make it so that when you found one, you would get a great loot moment and dump the rusted gun for the sweet brand new one... I had a few moments where it felt odd to be working on crappy stuff people would want to throw away but I digress... Whether I accomplished that is arguable as some of the early textures were fairly basic and some like EO's favorite Kir look good while others look a tad homogenous and washed out. Since I have come back, some of the textures have improved and I think the latest batch of patchwork guns like the Mar 10 are quite decent. I have included all of the early patchwork tests in an effort to round out the package a bit and provide as much variation as possible for the gear arrays from Ravage. There are about 45-50 guns in the package (I have since added a bunch more patchwork as pictured in the Ravage thread that are not included in initial release.) Hopefully Armaholic will host them and from there we may see a steam release but I make no promises on when that may be... NOTE, There is no key right now. I may add them if needed but I am assuming that most people are playing private cooperative games in which they would not be needing keys. Change my mind. lol 😉 Edit- v0.2 has a key and is signed. Let me know if it doesn't work right. Thanks EO! There will temporarily be a doubling up of about 6 rusty guns until those are removed from Ravage. Haleks will remove those in the next update and this will be the only PBO for the rusted weapons There is some discussion on how to add these to the gear pool arraysby a script or module but at this point the best way is through the gear pool arrays in the ravage module. Edit-This is now the updated situation. Classname list will be updated to remove Ravage "exclusives" and RR only classes. Ravage will natively support the 8 Ravage weapons and RR guns can be pushed into the arrays via the gear pool. ////////////////////////////////////////////////////////////////////////////////////////////////////////// Now v0.2/////////////////////////////////////////////////////////////////////////////////////////// v1.4/ Released as Rusty Retexture v0.2 (07/13/19), Removed 8 guns that will remain in Ravage Reset to/ REmoved Ravage weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", v0.2/ "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version contains all current projects including latest PW guns Total count in this release is 46 now due to 8 removed to stay in Ravage and addition of patchwork Variants. 54 combined between both mods. 38 rifles,1 Launcher, 7 pistols in RR = 46 Total. 8 Rifles in Ravage - for a combined total of 54 ///////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////// RR v0.1////////////////////////////////////////////////////////////////////////////////////////////////// was v1.3//// Released As Rusty Retexture (07/12/19), This was first public release and it also contained 8 guns that will remain in Ravage. So Update required. weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version had 45 Total Rifles, Pistols and the 1 launcher. Pictures of some of the guns. Picture of WIP patchwork that are not included in this version but may follow in an update NOTE - These are included in v0.2 Possible work that may happen, no promises Download - link may be swapped out if Dropbox has a fit Classnames for Rusty Retexture (also updated in the addon file as the changelog.sqf), add these to the appropriate gear pool arrays that you wish. I have included Patchwork tests prefaced by the PWT tag so if you dont like those pull out the ones that start with that Classname. Special Thanks to Haleks - for the glory that is Ravage EO, Tourist, Bad Benson, Roadkill- for the great fun in our MP sessions and all the help in scripting and mission making as well as their respective mods that have helped flush out the Arma world Kodabar - for his dedication to the Ravage Wiki And everyone in the Ravage thread Thanks to everyone who contributes to the Armaverse as well. You all are to be commended and it makes this one of the greatest games of all time imo. Cheers! Thanks to BI for the Lego pile they give me and let me learn to my hearts content!
  3. Welcome to Vandeanson’s Apocalypse Version 2.17 Vandeanson's Apocalypse (VA) is a dynamic spawn system that spices up ever mission you play or create by adding sites of interests, events, enemies and loot to your world. NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings. THIS MOD CREATES NO DEPENDENCY THE MOD MUST BE INSTALLED ON BOTH SERVER AND CLIENTS TO WORK Check the FEATURES to see what is added by the mod. Link: Vandeanson's Apocalypse INSTALLATION: USAGE: FEATURES : GENERAL: KNOWN ISSUES/WIP: REQUIREMENTS : THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to Dedmen, sarogahtyp, gc8, LSValmont, George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone I might have forgotten right now. The biggest thanks goes to @zagr for all the hours he and his crew tested every aspect of the previous versions of VA and provided valuable feedback! HELP TO IMPROVE: Please subscribe & rate on Steam and let me know about any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Please be specific when reporting a potential issue and try to test your potential issue with as little mods as possible, in order for me to replicate and fix a problem. Cheers VD
  4. Ravage Guide This is a Small guide concerning how to Survive in Ravage. Made by Myself, Haleks, Gunter, EO, And Gill. Hope you all enjoy it!
  5. Sirens is a single player survival mission influenced by Silent Hill, and powered by the Ravage mod. This short mission serves as a prelude to future episodes. Altis has been laid to waste....a strange malevolant force has taken over it's towns and villages. The distant wail of the Siren brings out the dead, shrouding everything in a creeping fog.... Only evil remains. Your main objective is to locate and destroy the source of the Siren. Your secondary objective is to live long enough to perform the main objective! This scenario is probably not without it's flaws, poor mission design and maladroit implementation, but like everything I create for Arma it's made with big love. But if you like sneaking around a village trying to avoid some badass Boss Zeds then this could be for you. Speaking of Boss Zeds, meet the guys... Credits: Haleks for the cool wandering Boss Zed code and generally being awesome. Kodabar and Tourist for kindly play testing. Download: Steam
  6. GF Object Spawner Script - Mod by GEORGE FLOROS [GR] Description: GF Object Spawner Script - Mod , a simple object spawner. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Object Spawner Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Object Spawner Script - Mod , a simple object spawner. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. 3 presets included ,vehicles , wrecks and structures. There is also , an autodetection mods script , for the classnames , instead of lists. There is an option for the spawned vehicles , to add the Ravage addactions. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40415 Armaholic GF Object Spawner Script - Mod
  7. Welcome to Vandeanson's Basebuilding! In this thread I will cover everything about my WIP basebuilding mod. V0. 2: feature showcase and introduction V0. 3 - I have re-written the blueprint creation function. It is now easy for users to add new custom blueprints or delete default blueprints when creating a mission. - added an option to rotate the object (the object that is being built) - added an option to get object closer or further away (max distance can be limited, currently at 5m) - GRAD persistency enabled for placed stuff (tested in client hosted and dedicated) - placed objects can be destroyed, you get back scrap materials (which can be refined into other materials again later) - moving an object will save its new position via GRAD - added a few new materials - added place-able light source with on / off switch. I plan to add a feature that requires a generator connected. See light showcase: next steps: - release updated showcase video - add more blueprints - add GRAD setting to save collected material per player - "Move" and "deconstruct" addactions to be saved via GRAD - adding possibilities to destroy other players placed objects - adding blueprint spawners, so players can collect and learn new blueprints - material traders - loot system for all materials that may be found (currently wood, stone and sand can be farmed) Looking forward to receive any input, suggestion or ideas from the community. A playable mission demo will follow shortly. Cheers VD 
  8. Place to report mods that use & repack Ravage Mod files , despite Haleks's clear statement "You may not reupload this mod on Steam" at the original Ravage Mod topic. Extinction Mission Mods - https://steamcommunity.com/sharedfiles/filedetails/?id=882350776 11thmeuzombieX - https://steamcommunity.com/sharedfiles/filedetails/?id=1206802838
  9. Youtube Ravage Channel Information : Feel free to share and discuss , about Youtube Ravage Channel.
  10. GEORGE FLOROS GR

    Ravage Mod Wiki

    Information : Feel free to share and discuss , about Ravage Mod Wiki
  11. GEORGE FLOROS GR

    Installation Guide

    Installation Guide Information : Feel free to share and discuss , about Ravage Installation Guide.
  12. Streams Screenshots Videos Information : Feel free to share and discuss , about , Streams Screenshots Videos.
  13. GEORGE FLOROS GR

    Problems & Bugs

    Problems & Bugs Information : Feel free to share and discuss , about Problems & Bugs. Problems & Bugs ,should refer only to Ravage Mod and CBA , without any addons. In case of a problem that is associated to Ravage Mod , alonside with other addons or scripts added , then it should refere as : Ravage Mod MODED + [ List of addons or Scripts added ] List with the issues : [ SOLVED , UNSOLVED , CONFIRMED , UNCONFIRMED ] 1.Bug, uniform behaviour - Spawned units without clothes == SOLVED 2.Bug, in the original topic about Horde Spawn Module == CONFIRMED - UNSOLVED 3.Problem, can't spawn zombie on USS Liberty or USS Freedom == SOLVED // NOT YET ADDED !
  14. GEORGE FLOROS GR

    Server List

    Server List Information : Feel free to share and discuss , about Ravage Servers or any kind of discussion in order to group and play .
  15. Scripting General & Library Information : Feel free to share and discuss , about Ravage Scripting and Scripting general. # Follow the same form , as the first Post please . A list with the certain page , will be here available. _____________________________________________________________________________________ I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ https://forums.bohemia.net/profile/1145462-mr-h/ https://forums.bohemia.net/profile/801328-fn_quiksilver/ https://forums.bohemia.net/profile/745971-johnnyboy/ https://forums.bohemia.net/profile/754658-beno_83au/ https://forums.bohemia.net/profile/771259-sarogahtyp/ I thank personally and public , this members , for everything so far. _____________________________________________________________________________________ ______________________________ List : ______________________________ 1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom 2. How to add a Custom texture respawnable uniform on players or units 3. Ravage Zed Detector 4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few 5.How to keep Zeds within a 10-20 meters radius 6.How to disable the access of an item 7.How to make a certain unit/s to handle more damage 8.How to add message on player death 9.How to create a Mod Check 10. How to make Ravage zombies drop items when killed 11. Object Spawner Script 12. How to destroy a certain area 13. Check if player kills members of his own side, CIVS or certain animals and make him a renegade for that 14.How how to suicide bomber zombies , in editor 15. How to script a safe zone marker that deletes any unit (besides player) entering it 16. How to make AI shoot only after the player shot 17. How to create a moving rad zone 18. (Ravage) huntable animal spawner 19. How to create a restriction for the pickable items 20.How to add a random or certain , loadout for everyone 21.How to add ifinitive ammo for your group units AI 22.How to add crows over dead bodies/animals/zombies 23. How to set a Zed face to a unit 24. Template mission that will spawn haleks Ghosts 25. How to make reserved slots 26. How to make a Hostage , Join-Disband / Release-Tie addaction
  16. GEORGE FLOROS GR

    Mods Discussion

    Mods Discussion Information : Feel free to share and discuss , about Mods used alongside Ravage Mod.
  17. GEORGE FLOROS GR

    Scripts Discussion

    Scripts Discussion Information : Feel free to share and discuss , about Scripts used alongside Ravage Mod. For anyone who has interest on scripting : I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ I thank personally and public , this members , for everything so far. An updated List will be available here : List : 1.GF Unit Spawner Script
  18. GEORGE FLOROS GR

    Offtopic

    Offtopic Information : Feel free to share and discuss , about Offtopic ( any kind of discussion) .
  19. GEORGE FLOROS GR

    Mission Editing

    Mission Editing Information : Feel free to share and discuss , about Mission Editing.
  20. GEORGE FLOROS GR

    General Discussion

    General Discussion Information : Feel free to share and discuss , about Ravage General Discussion.
  21. GEORGE FLOROS GR

    Missions

    Missions Information : Feel free to share and discuss , about your Ravage Missions.
  22. GEORGE FLOROS GR

    Daily News

    Daily News Information : Feel free to share and discuss ( for any kind of content ) , about News associated with Ravage Mod , Announcements & Info.
  23. GEORGE FLOROS GR

    Mission Collection

    Missions Collection Information : Feel free to share and discuss about Ravage Mission Collection.
  24. GEORGE FLOROS GR

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  25. I've been using this script for some time by JohnO that I stumbled across in some forums and I made it a point to make his script even better! This is a good script to use to make any survival scenario better! As In my case I use this script with my Ravage releases. The Script: Changelog/ edit notes: v1.5 JohnO- Removed legacy fatigue settings and put new stamina settings in v2.0 MuRaZorWitchKING - added colorization of effects to make them more "appealing" v2.5 MuRaZorWitchKING - made script compatible with Ravage fireplaces that the player can place on ground v3.0 MuRaZorWitchKING - tweaked distances required to be from fireplaces/buildings for warmth v4.0 MuRaZorWitchKING - added in land vehicles being another form of covering for players to use for warmth so buildings and fires aren't relied upon Readme: In Order to use the script you need to have an init.sqf file that needs this script loaded into it in order for it to be used. In order for the script to work properly you ARE going to need the classnames of the list of clothing you are wanting to use for the player to get cold in. READ THIS: The classnames that you add into the script ARE THE COLD CLOTHING, everything listed will be a cold outfit, everything NOT listed will NOT be a cold outfit. THESE CLASSNAMES NEED TO BE FILLED OUT BY YOU: ////////////////////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //Civilian "", //Soldier "", //Guarilla "", ////////////////////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Once you figure out the classname of the outfit for example "U_C_Journalist" then you will place the name inside the "" and you will separate each item with a comma as seen in the example. If you want a FULL release of the script (filled out with all the classnames) I will be happy to help, this is more of a very simple layout, and should be taken as such, this script is for YOU to customize to your scenario/map wants and needs. ///////VERY IMPORTANT PLEASE READ: Please take note this is NOT my script, this is just someone else's work that I have revamped for a re-release. If the original author of the script no longer wants this up, this post WILL be removed. I hope you all enjoy this, JohnO did an amazing job on the script and is the original Author of it, I just thought it deserved a little more tweaking and a re-release. :) PLEASE REMEMBER TO GIVE CREDITS TO ORIGINAL AUTHOR: JohnO Link to Author's Original release: https://www.exilemod.com/topic/7717-detrimental-weather-effects-script/ ////////////////////////////////////////////////////////////////////////////////////////////////// Update for Frigid water Settings The Script: Simply add this script into your init.sqf in order to use it :) //PLEASE READ: YOU ARE FREE TO EDIT THIS SCRIPT, CHANGE IT WHICH WAY YOU WANT, BUT I WOULD LIKE CREDITS PLEASE. @GEORGE FLOROS GR Also helped me correct my errors after typing this script, couldn't of done it without this guy! ////NOTES: Both of these scripts are compatible with one another and work greatly paired together. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Hypothermia Script / Severe Weather based off of JohnO's weather effects script: Simply put the script in your init.sqf for it to be initialized. Please Read: This script is based off the Detrimental weather effects script by JohnO, so similarities will exist, as I used Detrimental Weather effects as a template for this script. this script uses wetness as a buildable value that can build up to a deadly level and can leave you with Hypothermia... You will need shelter, fire, and of course you will need to stay out of rough weather... This script is only active is severe weather storms, if the weather isn't above a factor of 0.6 then this script will not be called... This script is for a severe weather system only, unless edited. All three scripts seem to work together, I cannot say this is for sure or certain, but in the playtime I have been using them I have seen them work... In order to get all three to work together you must edit out all the "_rainLevel" lines in the weather effects script... So both scripts aren't searching for "rain". ALL FOUR SCRIPTS COMBINED MAKE FOR AN EXTREMELY REACTIVE WORLD THAT IS TOUGH TO SURVIVE IN. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Simple "Cold Altitude" script:
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