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Found 56 results

  1. GEORGE FLOROS GR

    Discord

    Discord Information : Feel free to share and discuss , about Ravage Discord. Join our Discord !
  2. 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:
  3. MuRaZorWitchKING

    [SP] [PVE] Ravage Releases

    I have been using the Workshop recently and have released multiple Scenario's to the workshop, I will compile the list of links below and a description of each, Please feel free to comment! Hope you all enjoy! :) "THE BURNING RAIN": https://steamcommunity.com/sharedfiles/filedetails/?id=1431963030 "THE BURNING RAIN" is set 35 years after the bombs fell, you are a sole survivor in the desolate landscape of Chernarus. There is scarce loot, the dead are everywhere, and there are bandits constantly on the lookout for you. Also this scenario has a built in Temperature system, the scripts used are from JohnO and they display your current status or even ailments "sickness, cold, freezing" at the bottom left of the screen, I have made a big dent in editing the script (throwing in more outfits, tweaking the colors of the notifications, and I tweaked the distances required from items such as campfires and the like required to get warm) The Features of this map: Unique player base location Located by the abandoned food shelter. Offers full lighting control, storage, and base defences. Dynamic Body Temperature System Keeps the player notified of Overall Weather, and sickness. (freezing, Cold, Sickness... etc...) Dynamic Ship Wreck Spawner Dynamically Spawned Ship wrecks with loot across the map on the Coasts of Chernarus. Dynamically Spawned Animals Wandering, randomly spawned, food source... Dynamic Traders both wandering and static around the map. Traders Guild Recruitable Survivors Some wandering AI and Townsfolk are recruitable! Towns some are marked, some you'll have to find. Dynamic Weather system Rain, Fog, Sunny, cloudy all Randomly changing. Vehicles some wrecked some you can hop in and drive without repairing. Vehicle repair System Dynamic loot system Dynamic Bandit camp spawning system Bandit camps randomly spawn across the map, and have loot! Infected Crawlers, runners, and the usual Walkers. Chemical Contamination zones you'll need special equipment to enter these areas. Dynamic Survival System Your gonna need food and water to stay alive. Bandits Bandits have always Stalked the lands looking for someone... Someone as unaware as you... Random spawn You never know where you're gonna spawn, always different. Random Loadout on Spawn Each time you restart, your loadout will be randomated. Save System Don't worry, you can pick up where you left off. :) Pure Atmosphere Map Credits: CHR Team Credits, and thanks to : @haleks, @Vandeanson, JohnO, RHS Team, CUP Team, Lord Frith, Lord Booka, EPOCH Team, CBA Team, Assualtboy, MrSanchez and JSHK, Their Scripts, textures and Modules were used, I also received help from @kodabar The next mission on my list is "THE BROKEN" https://steamcommunity.com/sharedfiles/filedetails/?id=1491990072 "THE BROKEN" is set after the events that occurred from the outbreak in Chernarus, mass deployment of nuclear weapons shifted the earths regular seasonal cycles and devastated landscape. Altis, being a somewhat arid and desert type climate was altered and shifted with the events that had happened, making it a vast cold and unforgiving landscape... Once people knew what was happening and it got colder people shifted towards a more easier way of hunting they resorted to fishing rather than hunting wild game for meat, people were hunting because there were no longer anymore incoming shipments of supplies for food markets, people were starving... They thought the fish would keep the hunger at bay, and it did. That was until the fish became infected with the virus that plagued Chernarus.for the longest time, it made its way across the globe affecting all sorts of wildlife, but it didn't have any negative affects of the wildlife. No, the virus was searching for the perfect hosts and it found it, it was the humans consuming the fish. You will be tested here, the cold doesn't forgive any, and your hunger and thirst will also test your true human limits as you battle against the frigid weather. Features: Traders Guild Location can be found on the map! Trading Caravan Their path, and rest areas are located on the map Air Patrols hostile air forces looking for remnant survivors... Dynamic Body Temperature System Keeps the player notified of Overall Weather, and sickness. (freezing, Cold, Sickness... etc...) Dynamic Ship Wreck Spawner Dynamically Spawned Ship wrecks with loot across the map on the Coasts of Altis. Dynamically Spawned Animals Wandering, randomly spawned, food source... Dynamic Traders both wandering and static around the map. Recruitable Survivors Some wandering AI and Townsfolk are recruitable! Towns Dynamic Weather system Snow, Fog, cloudy all Randomly changing. Vehicles some wrecked some you can hop in and drive without repairing. Vehicle repair System Dynamic loot system Dynamic Bandit camp spawning system Bandit camps randomly spawn across the map, and have loot! Infected Crawlers, runners, and the usual Walkers. Dynamic Survival System Your gonna need food and water to stay alive. Bandits Bandits have always Stalked the lands looking for someone... Someone as unaware as you... Random spawn You never know where you're gonna spawn, always different. Random Loadout on Spawn Each time you restart, your loadout will be randomated. Save System pick up where you left off. :) map credits: Crazy Mike Credits: Bohemia, @haleks, @Vandeanson, JohnO, Crazy Mike, and the CUP TEAM, their scripts, and textures were used in the making of this Scenario! I also thank our Amazing Community! Both of these scenarios are Singleplayer PVE and will test your skill in ravage, "THE BURNING RAIN" has many mod requirements as It was my first release on the workshop, "THE BROKEN" has many less both offer almost the same experience but "THE BROKEN" is much harder to adapt to. I constantly try to update these and am always looking to learn more about mission editing, if you have any thoughts or implementations please let me know! Thanks, and enjoy! PLEASE READ: KEEP IN MIND I DO NOT UPDATE MISSION'S FEATURES IN THIS LIST, CHECK THE MISSIONS IN STEAM WORKSHOP IN ORDER TO SEE RELEASE'S CURRENT STATE/VERSION. THANKS :)
  4. Tales From Nowhere is a compilation of experimental missions for the Ravage Mod, showcasing fun or interesting ideas, concepts or game modes for singleplayer and multiplayer. Those missions will usually require 3rd party addons, or make use of various script techniques to achieve better immersion and explore what can be done with the tools provided by the Ravage Mod. Feel free to use or adapt any of the TFN missions or any part of it, as long as you give credits. All episodes of Tales From Nowhere are released under the Arma Public Licence If you enjoy the weird stuff I do with my spare time, want to support me, or simply buy me a coffee - good news! I have a donation thing :
  5. MISSION FILE : https://drive.google.com/open?id=1rfREN-Q6eimKlN_LvLi8HVJr12a9mO7W STEAMWORKSHOP LINK : https://steamcommunity.com/sharedfiles/filedetails/?id=1593390487 What is it ? Its a persistent cooperative scenario for dedicated server, the player start on a little island near the main island of Napf. The players must gear up and recruit an army to be able to defeat a mysterious faction called LFDA. To be able to recruit an army the player must build a colony in predefined area, if there enough structure the recruitable friendly survivor will join your colony. The basic item and the structure (house) are buidable at the workbench in your colony, the main ressource are the junk pile, they can be find every where but you can build only junk house. The other component must be find and refined, for exemple to be able to build better house or better defense wall the player must find a stack of cinder block and transform it into concrete wall at the concrete factory. The crafting component are heavy, so they cannot be transported in a bacpack, the lighter item can be carryed and loaded in vehicle, a truck is required to transport the biggest item. The house can be loaded in the vehicle and unloaded, once placed they cannot be carry, the player must repeat the process if he want to move an house (load/unload in vehicle). For more information read the description below. Its a persistent scenario, cargo content (mag, food...) and static object (building) are saved between each server restart, more explanation at the bottom of the description. Situation The main threat are the LFDA they must be pushed out of the island, the raiders are just interesting by stealing the LFDA vehicle and gear. The scavenger have decided to kill the LFDA officer, he is hiding in the LFDA main base, but to do that they must build an army. FACTION -Raiders They are really bad guys, there main activity its to raid the scavenger camp. Over the time they managed to gather good equipement and today they are able to oppose resistance to the LFDA. -Scavenger (players faction) They are peacefull people, the good guys, unlike the Raiders many of them got enough knowledge to build a lot of thing with scrap or raw material. -LFDA Its a mysterious military force who have invaded the island of Napf and they kill every infected or survivor on their path. The rumors say they are here to eradicate the infection by killing every infected and survior who are living in the infected area. Main Objective Kill the LFDA officer in the LFDA base. Dynamic event There is 40 dynamic event that pop up randomly over the time for exemple rescue, raid a camp, dynamic LFDA checkpoint.... How to recruit an army You must gather ressource, and build houses in the settlement area. More house builded = more settler. All the friendly unit are recruitable. The raider own few armored vehicle and aircraft that can be helpfull to attack the LFDA. Crafting Description There different place to craft different item, in each place there a visible area to place your item, for exemple if you want to build a bathmobile (Wreck vehicle Builder) just place 5 pile of junk + 1 pressure washer + 1 car battery on the concrete block and that will take few second to build the vehicle, the component will be deleted and the vehicle will spawn few meter away. Material Wreck and pile of junk can be found everywhere, near road or urban area. Concrete, brick, battery, motor (pressure washer) can be found in industrial area or harbor. Military wreck can be found in military area or airfield. Wood log can be found in the forest, (find icon tree on your map) ///// Recipe for the Settlement - Workbench ///// ///worbench/// *pile of junk = tine fence, tine pole, plank, pallet *1 tine fence + 1 plank = 2 medium tin fence *5 tin pole = ladder *1 tin fence + 1 tin pole = storage crate //Junk House// (at workbench) Low attraction, less survivor will join your colony. *5 stack of pallet + 3 tin fence = slum house small *1 red cargo contenair + 1 tin fence = slum house contenair *10 tin fence = metal shed *10 wood plank = wood watchtower ///// Recipe for the Settlement - Yellow Scaffolding ///// This building will attract more survivor to your colony *5 stack of brick + 1 stack of pallet = small house abandonned *10 stack of brick + 5 cinder block + 5 planck + 20 concrete pillar = large unfinished building *2 cinder block + 6 medium tin fence = grey metal shed 3 stack of plank + 10 medium tin fence + 1 wood pile = Grey shack medium ///// Recipe for the Concrete Factory ///// *2 cinder block + 1 plank = concrete wall *1 cinder block + 1 tine pole = concrete shelter. *1 cinder block + 1 stack of pallet = concrete stairs *1 concrete wall + 1 plank = 5 concrete pillar. *4 concrete wall + 10 tine pole = small canal wall *3 small canal wall = 1 big canal wall *1 big canal wall + 1 concrete stairs + 6 tin pole = canal wall with stairs ///// Recipe for the Lumber Mill ///// *2 wood pile = 1 stack of plank *1 stack of plank = 5 shoot house wall long *1 shoot house wall long = 2 shoot house tunnel (pour le toit) ///// Recipe for the Wreck Vehicle Builder ///// *5 pile of junk + 1 pressure washer + 1 car battery = bathmobile *3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 offroadwreck = Scavenger Offroad *3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 Hatchback wreck = Scavenger Hatchback *3 pile of junk + 1 pressure washer + 1 car battery + 1 URAL wreck + 1 Truck wreck = Scavenger Bus ///// Recipe for the Military Vehicle Builder ///// *1 slammer wreck + 1 slammer wreckturret + 1 tank tracks + 1 tank engine + 1 ammobox = slammer *1 hunter wreck 1+ 1 hunter wreck 2 + 1 car battery = 1 hunter (that need 2 different type of hunter wreck) *1 hunter + static (gmg or hmg) = hunter armed ///// Recipe for the Vehicle Upgrade ///// *1 offroad + 1 static hmg = offroad hmg *1 offroad + 1 static gmg = offroad at *1 slammer + 1 slammer wreck + 1 static hmg = slammer up ///// How to craft Ammo ///// You need to put a tin pole and create a fire camp near the green camping table at the settlement and an ammo crate will pop up on the table, just choose the ammo you want craft with the action menu. You can craft only basic ammo for hunting rifle, old rifle and barrel handgun. Persistence To save your progression the server admin need to be logged and copy this line in the chat box : #gradpersistenceSave. Or use radio menu (0-0-Save) So every vehicle, vehicle cargo, tent content, crate content and static object will be saved, at the settlement (blue circle). The crafting component (car battery or stack of brick) are considered as static object and will be saved, but they must be unloaded from the vehicle before saving, if they are not unloaded they will be lost. More Info and script used Vehicle towing Sling Loading Mag repack AIS first aid R3F Logistic Strigoi and Farty (Alias anomaly) Bangapop loot script Zbe cache system AI spawn script pack GF Crash site Its an inbuild crafting system so if you have question or you are not able to craft something just ask. Its a hard sandbox mission, that will take many hour to be able to kill the LFDA officer but the player is free to choose his own strategy. Special thanks to @pierre MGI anf @killzone_kid for their help.
  6. Full disclosure: I'm very new to scripting - I know I'm probably not doing things the most efficient way, so any tips will be warmly welcomed! I'm making an Exile WWII zombie server using Ravage zombies. The built-in ambient spawner for Ravage works okay, but I wanted to add greater variety in uniforms, loot, etc, so tried to write something myself. As disclosed above, this isn't my strong suit at all. I want the script to trigger at certain locations. I'd got in mind that I'd create an array (called _trgPos) that would hold the positions and radii of each trigger then create each trigger in a loop. This is what I've got so far: _trgpos = [ [[7365.57,2201.88,0],200], // A [[6422.59,2424.74,0],200] // B ]; { pos = _x select 0; _rad = _x select 1; _trg = createTrigger ["EmptyDetector", pos, true]; systemChat format["Creating trigger at %1",pos]; _trg setTriggerArea [_rad, _rad, 0, false, _rad]; _trg setTriggerActivation ["GUER", "PRESENT", true]; _trg setTriggerStatements ["this", "null = [pos] execVM 'zombiespawner.sqf'; systemChat format['Spawning zombies at %1',pos];", ""]; } forEach _trgpos; It's meant to pass pos to the script, which then causes the zombies to spawn when an Exile player enters the area. What actually happens is both triggers are created at their correct location, but when either A or B trigger is activated, the zombies spawn at the location of B. I've seen it works like this in 3DEN or when executed on the server. It seems that B's location is being passed to the script on both triggers. Have I missed something basic? Any insight anyone could offer would be fantastic! (Including zombiespawner.sqf in case it's useful):
  7. GF Ravage Static Traders Script by GEORGE FLOROS [GR] Description: GF Ravage Static Traders Script , configurable script. 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: Place in your mission the files . There is everything included , in the init.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 colours 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/ Notes: Spawn Static Traders on random or certain position, for Ravage mod. Configurable script. #Caution : in order to get this work you need to add in the Editor, a Ravage Ai module. 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 Requirements : Community Base addons A3 Ravage Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40162 Armaholic GF Ravage Static Traders Script
  8. haleks

    F3llout

    You want some Fallout in your survival experience? Keep an eye on this thread! Planned Features * Survival experience in the wastelands of Altis, using the Ravage Mod. * Unique companions, with their own scripted behaviours. * Underground vaults to discover and explore. * A radio station system, bringing you your grandpa's favorite songs and artists : Billie Holiday, The Delmore Brothers, Louis Armstrong, and stuff you probably never heard before. * Weird NPCs and quests. * Custom factions and mod support. Screenshots Release Date TBA
  9. Ravaged and Frithified GEAR: Using the source files generously provided by Lordfrith, this project will re-texture a selection of vanilla assets thus providing additional equipment to complement the original Frith's Ruin mod. Zero background in image-editing so final quality may not be to the highest of standards, but my unorthodox methods using GIMP will be done with love and feeling. Thanks to @lordfrith for inspiration and encouragement, and @haleks, who's Ravage mod has motivated me to go beyond merely playing A3 to creating actual content for it. Going forward, hopefully most of the content will be included in the RAVAGE mod and possibly a separate release too. I'll keep this thread updated as this small project progresses. (some screenshots will include the uniforms from Frith's Ruin, I'll tag each screenshot with the content I'm adding to the mix) The story so far.... Plain Balaclavas. Safari hat. Balaclava and Safari hat. Thanks for taking a look.
  10. GF Ravage Heros Money Reward Script by GEORGE FLOROS [GR] Description: GF Ravage Heros Money Reward and notification script . 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 Ravage Heros Money Reward Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and in the Description.ext , 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 colours 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/ Notes: The money reward , is based on kill distance. Select the money reward , for Ravage or Heros Survive. Select where the money will be stored to uniform, vest or backpack. Credits & Thanks: Special thanks to: Haleks for Ravage mod and Heros for Heros Survive mod. 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: v1.1 The AI kills where showing also in the notification but, this issue is fixed. A kill counter notification is also available. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40235 Armaholic download GF Ravage Heros Money Reward Script
  11. Hello ARMA community, today I release my next RAVAGE mission. Have fun! Short overview: Title: RAVAGE MORGENTHAU PLAN SCHWEMLITZ Version: 1.0 Author: tourist Type: SP/COOP 1-5 Roleplaying Game Respawn: Base/Markers Game Version: created and playtested in SP and MP Dedicated Server on 1.84 Stable Language: English or German Sceenshots: YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE missions: https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg Features: Survival Roleplaying Mission featuring the awesome RAVAGE Mod in an "Escape the Island" Scenario inspired by cosmic's mission Play in the rural area of Schwemlitz County. Combined RAVAGE with HEROS Survive for added level of immersion and gameplay value: HEROS offers a temperature system, sawing wood, trading goods, quest items... Generally speaking the HEROS items work with double-clicking them in your inventory like the RAVAGE items do. Some of them can be merged via action menu; most important for this mission: water purification pills+water container of any size=purified water Mission puts you in an alternative timeline where after WW2 the Morgenthau Plan has been enforced upon Germany. Google it, and google the novel "Morbus Kitahara" by author Ransmayer as well. THIS is a setting where a Sandbox Survival game can shine! The map is Schwemlitz cuz it's quite rural - and looks like really German coutryside, not polish or ukrainian like the IFA3 maps. There will be a few „modern“ items in loot and purchase – but the gunplay is deliberately limited to the WW2 tech. Play alone or as a small band of brothers in arms, all of you German soldiers returning from the time in a Soviet POW camp with nothing but the rags on your body. You have to fight for your life against Bandits and US Soldiers who roam Germany. The former to fulfill their needs by whatever means necessary, the latter in search of these Bandits and with the task to eliminate all "Rebel/Werewolf" units as well (represented by the armed BLUFOR RAVAGE Survivors who fight the Bandits) because NO German man is allowed to have guns! EVER! AGAIN!!! Choose to play it as sandbox until you die. Or you could try to do the quests: find enough Dollars to bribe an Allied Forces Official to give you a Passport for, say, France or USA. Or steal blank forms out of his safe and then forge yourself a passport. Or maybe search for one of those - nowadays privileged - former victims of Nazi crimes who might have such passport - and kill him for it! Really? Who would play a person like this? I don't know, but ARMA is about freedom. So ofc it's also a possibility to play as an absolutely ruthless "Inglorious German Bastard"... Civilians, farm animals and wild boars present and some loot to be found in settlements, but VERY FEW vehicles - after all, the Morgenthau Plan was about to crush Germany's economy and society for good. Weapons? Ammo? Hmm, try to pull off a Silent Takedown Attack on a Bandit or sneak into an US ARMY post and steal some hardware. You might try to scrape the money together to buy a combat knife from the stationary trader/questgiver, but he will NOT have guns in stock!!! Also there is rumors about a couple of US supply airplanes that have crashed in the Schwemlitz region - maybe the Russians have found a few Nazi super weapons to bring down airplanes with soundwaves or magnetism? But dontcha think these crashsites were freebies: the US Rangers are heading out to each of the crashsites FAST; and if they see you there, they consider it trespassing and shoot you. Wait, what? why don't they shoot you anyways? Because of INCON INCOGNITO!!! I've tailored this script to my mission with great detail so you can wear Frith's Ruin clothes or CIV clothes from IFA3 & RDS & BIS to pass for a civilian as long as you keep any weapons concealed and don't come too close to the soldiers. Also the bandits will leave you and the "real" CIVS alone, making it possible to sneak up on them and do the silent takedown if they see through your disguise too late. The script options I've tried to make OPFOR shoot ALL CIVS don't work fully yet. They do just aim at the CIVS - kinde like extortion or "Your Money or your Life“ style. Stationary trader and questgiver in a shop opposite of the Weste Train Station where you start. Go there at least once to receive the main quest and it's subquests! (Keep the book he gives to you in your inventory) Further enhanced by usage of George Floros immersive script suite tailored for RAVAGE: GF Crashsites creates random airplane crashsites with Recovery Recon Teams hurrying towards them make every playthrough different even in SP GF Drop Loot lets all killed people drop money or other items you might sell to the trader. Only two start and respawn locations (Weste Station as start and additionally a hidden camp in the woods for respawn) in MP for all players – go find yourself some old comrades, Feldwebel! And if your online friends let you down because of this lame excuse called „RL“, you can recruit any blufor AI with the RAVAGE recruiting system or at two places in the mission via Spyder Addons Recruiting mechanics... AIS/A3Wounding System for the Revive – this is the HOT stuff cuz it works in SP also! See ingame Briefing hints for instructions on using that awesome piece of code and for the settings active in this mission! If you have any AI subordinates or play SP, your teammates will all be able to heal each other and you. In „mixed MP“ with some humans and some AI, the AI will also help the humans, even if those AI buddies are NOT the „Combat Medic“ class. Play as a small group through an adventure challenging you to show if you're ready to stand by your friend's side or rather choose to abandon one or even all of them in the face of mortal danger... Different win endings depending on your success and playstyle/ways & means to achieve your goals (still WIP) I'm happy to announce that this mission offers a persistent task with several sub-tasks. I achieved this by utilizing the convenient fact that ALiVE saves a player's or a container's inventory. Subtasks are either repeating tasks for the stationary trader to help you earn some money or different ways to achieve your overall goal of obtaining a passport that allows you to leave the mission area and thus „win“ the mission. Loot in props and furniture is very scarce and weapons and ammo even more so. Go hunt a few boars or other animals, or trade non-edible loot for food. Added ALiVE saving (local save, NO WarRoom Account necessary!) and player modules to the mission – this means you can use BIS save or ALiVE save in SP and only ALiVE save in MP. I have chosen to do so because the ALiVE save gives full object and inventory persistence for any and all boxes or vehicles or even loot objects left on the ground which players access during a SP or MP session. The usage in this mission is just for the persistence; so you don't need a Master Degree in ALiVE Gameplay. In fact, you won't even need a B.A. In SP, just press the ESC button and then you can choose between the usual „Save&Exit“ button or the „ALiVE SP Save“ button. Loading happens automatically when you start the mission. Even if you don't see the usual „continue“ button in A3 Scenario list, don't worry. ALiVE essentially emulates it's MP save resuming system when you use it in SP. So once you are ingame again, it will load the previous session's state automatically. You can also use ALiVE for managing your survivor team or for some debug/cheat options. If you want this, just press the „application“ button or whatever you have chosen to associate with ALiVE Menu. If you die in SP while using ALiVE save, you won't get a „reload“ button. Instead, quit to main menu and „restart“ the mission. You will load your last manual ALiVE Menu „Player Save“ or your last „ALiVE SP Save“ made on exiting the mission last time. In MP, you should try to get access to the GUI that lets you make an individual player save with ALiVE. You'll need that save if you want to leave the server before the other players or before the player who is Admin shuts it down. Speaking of which: easy as well! As Admin, press ESC, then choose „Server Save & Exit“. That's it! Once you do that, you save any players still on the server. Also in MP, the resuming of the mission is automatically. Oh, and you can move stuff around in the gameworld if it's not too heavy to lift. Crates, barbed wire, dropped weapons... Also you can load boxes (and their inventory) into your vehicles and later unload these again with mousewheel actions if the boxes are in a distance of 2 meters or less from the vehicles. ZOD unarmed/silent takedown Script used to give all players the ability to defend themselves with their bare hands at game start and/or support a covert gameplay later on. After all, you are former WW2 soldiers who have fought on the Eastern Front and were then imprisoned in a Stalinist GULAG. You have learned all there is to learn about unarmed and melee fighting! This script allows me to actually let you play through the grim experience of coming to a shootout wielding not even a knife (if you load KA MELEE, you can buy a combat knife from the trader, though...), but just a pair of empty hands! Now go and create some vids of your ragged game characters charging towards a bandit armed with a gun and beat him to death! Please do so with whatever battle cry your nation habitually yells out! HINT: Germans would most likely yell „YAAAAH!“ or „HURRRAAA!“ if it goes into real primal/trench fighting. More sophisticated battle cries depend on the unit: „Horrido – Joho!“ for most infantrymen, „Panzergrenadiere – Dran! Drauf! Drüber!“ for mechanized infantry, „Panzer – Hurra!“ for tank troops. CREDITS: First I'll credit the creators of the used tutorials and templates because without their work I couldn't even have started A3 mission making, modded game or vanilla, and of course special thanks goes to all RAVAGE specific tutorials! Haleks for his kind help in the RAVAGE release thread and the MP testing PM thread cosmic10R for his RAVAGE templates MacScottie/Jester814 for providing his very motivating and beginner friendly YouTube Tutorials Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System rsoftokz for his ROADS mission sproyd for his A3 Editing Guide in English Next to be credited are the friendly forum members or YouTubers (listed alphabetical, not by amount of help) that helped me either with code, with direct communication to solve various specific problems during the creation of this mission or by testing the mission together with me bad benson for his general coding tips, hints to useful scripts and general ideas on mission balance and our broad exchange on the different approaches to achieve a high realism level in the ARMAVERSE cosmic10R for his RAVAGE templates, for his great Escape! Mission that inspired me to try my own approach to this kind of RAVAGE mission and for the great exchange of mission ideas. Engima for his COS Script used to populate the map with CIVS and animals Evil Organ for lots of mission ideas we exchanged during RAVAGE testing FHQ for his Briefing Editor George Floros for his script collection which greatly enhances this mission and for exchange of thoughts during the mission's creation Haleks for creating his awesome RAVAGE Mod and for letting me take part in the MP testing, also of course special thanks for all his coding tips Heros not only for his Survival System but also for his friendly help with making the RAVAGE food & drink items consumable by that system INCON for his Undercover script and also for his Squad Persistence script (latter is included, hence the credits, but it's not working on this map and with current ALiVE version for me ATTOW) ZOD for his Silent Takedown Script Required addons list: ALiVE: http://alivemod.com/#Download CBA A3: http://www.armaholic.com/page.php?id=18767 CUP Terrains Complete: http://www.armaholic.com/page.php?id=30045 CUP Terrains Maps: http://www.armaholic.com/page.php?id=30046&highlight=CUP%2BMAPS FRITHS RUIN: http://www.armaholic.com/page.php?id=31654&highlight=FRITHS HEROS Survive: http://www.armaholic.com/page.php?id=31161&highlight=HEROS%2BSURVIVE IFA_AIO_LITE: http://www.armaholic.com/page.php?id=34169 MBG Buildings 3: http://www.armaholic.com/page.php?id=14828 RDS Civilian Pack: http://www.armaholic.com/page.php?id=26188&highlight=RDS%2BCIVILIANS RAVAGE: http://www.armaholic.com/page.php?id=29638&highlight=RAVAGE RAVAGE APEX: http://www.armaholic.com/page.php?id=34078&highlight=RAVAGE RAVAGE CUP: http://www.armaholic.com/page.php?id=34079&highlight=RAVAGE Schwemlitz, Germany: http://www.armaholic.com/page.php?id=18147&highlight=SCHWEMLITZ Spyder Addons: http://www.armaholic.com/page.php?id=30013&highlight=SPYDER Warfare Thai:http://www.armaholic.com/page.php?id=26051 Optional Addons: ASR AI: http://www.armaholic.com/page.php?id=24080&highlight=ASR OR VCOMAI: http://www.armaholic.com/page.php?id=25381&highlight=VCOM Why ASR AI or VCOM AI? These two (use only one of them at a time ofc!) are my personal preference and IMHO the best plug-and-play solutions for SP and MP alike! They make bandits real crappy shooters and trained Army soldiers dangerously effective! ENHANCED MOVEMENT: http://www.armaholic.com/page.php?id=27224&highlight=ENHANCED%2BMOVEMENT Get! That! Mod! Now! You WILL find it incredibly immersive and helpful to survive being hunted by zombies while still unarmed at mission start and you WILL still love it even later in the mission to save ammo by doing a little E&E or find a vantage point in firefights with bandits! KA MELEE: only available in SWS ATM Advanced Urban Rappelling: http://www.armaholic.com/page.php?id=31357&highlight=RAPPELLING Advanced Towing: http://www.armaholic.com/page.php?id=30575&highlight=TOWING Dual Arms/Two Primary Weapons: http://www.armaholic.com/page.php?id=33837&highlight=DUAL%2BARMS 9Liners & Notepad: http://www.armaholic.com/page.php?id=28180&highlight=NOTEPAD Shoulder Mounted Light: RUG DSAI IFA3 Voices: only available in SWS ATM Shoulder Mounted Light: http://www.armaholic.com/page.php?id=32143&highlight=SHOULDER And finally the mission itself: Now go get it at Steam Workshop or via this BIS Forums release thread! English Version: https://www.dropbox.com/s/e5wf2ebl3873cno/RAVAGE_PLUS_HEROS_MORGENTHAU_PLAN_DEV_SCHWEMLITZ_ENG.WL_Route191.pbo.7z?dl=0 German Version: https://www.dropbox.com/s/z8hia9jycq5l6st/RAVAGE_PLUS_HEROS_MORGENTHAU_PLAN_DEV_SCHWEMLITZ_GER.WL_Route191.pbo.7z?dl=0
  12. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
  13. (WIP) Weapon Attachment Trader Script for Ravage Fellow Ravagers, in case you want to be able to buy weapon attachments such as scopes, silencers, flashlight or laser pointers in your Ravage mission, in addition to the original Ravage traders, look no further;) Functions of the script - Spawns a trader at a marker position (multiple markers are possible if you want the trader to move around) - Matching attachments for weapons as defined per array - the first item the trader sells matches the players current weapon (if carrying any) - uses rvg_money as currency - checks if you have enough money and enough space in your inventory before you are able to buy an item - the base price per item is set at 90 with some randomization (per item sold) each time the script is triggered - currently the items sold refresh after you select "Back" in the scroll menu. Each time you press back you get to call for new items to be offered. - after successfully buying an item, the position will be removed from the scroll menue How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "TraderspawnAtt.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. init.sqf: Step 2 - Back.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> Back.sqf 5. Move the Back.sqf to your mission folder. ========================================= Back.sqf : Step 3 - TraderspawnAtt.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> TraderspawnAtt.sqf 5. Move the TraderspawnAtt.sqf to your mission folder. ========================================= TraderspawnAtt.sqf OR: add custom items: If you want to define the attachments that may be sold by yourself, copy the below code into TraderspawnAtt.sqf instead of the above and add your attachment classnames in the array AttachementArray =["classname1","classname2"]; Script Dependencies: - Ravage mod is required to run this script - CBA (required by Ravage) Using the script without Ravage mod: If you want to use this without the Ravage and CBA mod, you would replace the currency ("rvg_money") with whatever classname of an item that you use as currency. Setting up the Script in the editor: 1. Start your mission via editor and place markers named: mrkrTR_1 2. To name a marker, add the above name into the Variable Names field like this: mrkrTR_1 Place your player and start your mission. Personalize the script - (additional markers) The trader will keep respawning at one location, if only one marker is placed. 1. To place more markers and achieve that the trader is "moving around", just add additional marker names under _traderspawn = [.....]. in the script. 2. The last marker needs to end without comma "mrkrTR_5"];. Leaving a comma at the end of the array "mrkrTR_5,"]; would not work. 3. Place the new markers on the map. Adding items The script selects Weapon Attachments based on randomly selected weapons from WeaponArray =[...]; Add remove weapons there to ensure attachments that match your weapons will spawn. To Dos: - find a way to sell back Weapon Attachments (to a lower price) - general code/script optimization and simplification - i might add some delay before the item list can be refreshed with "Back". - gather your input and change stuffs to make it better;) - MP not tested, happy to receive input on how to make this MP friendly Other stuff that is in the pipeline @ Vandeansons script factory: - Different Tier of traders connected to a reputation system (would be a separate script) - Vehicle trader (Planes, Helis, Cars,...) - currency exchange to allow for two different money systems (e.g. trader ravage currency versus the currency from HG Simple Shops) - Adaptation of the EDN_Fortification Base building mod to include it into your Ravage mission (spawn in collectible Blueprints, spawn in building materials, customize and add own blueprints) - Dynamic and infinite ongoing task generator connected to reward system (e.g. Money, equipment...) - tasks are either automatically assigned one after the other upon completion or document folders are spawned into in buildings around the player that, after collecting it, will assign a new task =================================== Changelog v.0.1 2018.08.22 - release of working version
  14. Original post obsoleted Check here: https://forums.bohemia.net/forums/topic/221056-weather-effects-ravage/?tab=comments#comment-3333711
  15. GEORGE FLOROS GR

    GF Skinning Script

    GF Skinning Script by GEORGE FLOROS [GR] Description: GF Skinning Script , configurable script. 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 Skinning Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , 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 colours 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/ Recommended and/or optional addons and mods to use with GF Skinning Script: - Ravage mod - Heros Survive mod - dbo cows mod Notes: Configurable Script. It is working with every mod. You can skin animals or men or anything else modded. You can select the dropped items ( meat or anything ) to be from , Ravage or Heros Survive mod , or any other mod , by adding the classnames of the dropped items. Once you are close to the victim , you will get an addaction: "Skin and quarter the body". You can add your custom sounds when skinning , 3 sounds are included. 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 . Special Thanks to : Big thanks to Killzonekid , for his ArmA Scripting Tutorials. Haleks for Ravage mod. Heros for Heros Survive mod. Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40173 Armaholic GF Skinning Script
  16. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  17. I have got the "Heroes Survive" scripts to semi work on my template scenario, but when you start "freezing" no damage is shown, and you basically drop dead when your body temperature hits 89F. No warning, just dropping dead. I am no coder, so someone may find the issue right away lol. Thanks for the help!
  18. GF Vehicles Configurable Loot Script by GEORGE FLOROS [GR] Description: GF Vehicles Configurable Loot Script , spawn Weapons , Mags , Items , to every vehicle , configurable script. 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 Vehicles Configurable Loot please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.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 colours 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/ Notes: Configurable Script. There is included , a ready Loot List for vanilla and Ravage. one pic: Credits & Thanks: 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: Version 1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40046 Armaholic download GF Vehicles Configurable Loot Script
  19. vlad_ptu

    [SP] Armed Fallout

    Hi everybody! I've just finished this mission and would appreciate if somebody try and test it. Provide your feedback if you will play. Armed Fallout is open world survival type mission based on Ravage mod by Haleks. Creation of this mission was inspired by good old games Fallout 1-2 and great Ravage mod. It's story is crossover of Ravage and Fallout plots, so it combines elements from both Fallout 1-2 games and Ravage. The gameplay is mostly a standart Ravage survival with infected and raiders, but there are many interesting locations present. Such as friendly towns, raiders camps, some Fallout style encounters, easter eggs and more. Detailed description and objectives in briefing. Addons needed: Arma3 Apex + DLS's; Ravage by Haleks Download link: https://drive.google.com/open?id=1JVMmnVGE0xtUcjmdlGJrxI5LgoukhcXs No filter version: https://drive.google.com/open?id=1eSdFgOKAeMC8yOEwmw_N035JNsfF8ZYL
  20. You and up to 3 SF team members are dropped into Altis. Doctor O Neil has left a trail of destruction starting on Altis. We are currently tracking him ... That is not your concern for now. Your Mission is to find his Laptops left on Altis, so HQ can triangulate the location of the device and destroy whatever is creating the infection on Altis. You may be re tasked by Admiral Delacourt depending on how you complete the Mission. Main Mission -Download the data from the 3 Laptops hidden on Altis. Markers will be added to your map when you get close enough. You will STILL have to search the area. -Find and then Destroy the Device and get out of there. -Finding all Laptops allows final objective to be given by Admiral Delacourt, after O Neil's device is destroyed, we will attempt an extract. -Finding Laptops gives Ravage Mission Points, and destroying the device also gives Mission Points -Random number of teammates. From 0-3 teammembers. -Randomized Insertion Locations -Randomized Vital Loot on Insertion. Side Missions Zombified Skin Record The Doctor was losing his mind. Find the notes he made on Zombified skin. - Random locations around Altis -Finding Records gives Ravage Mission Points Secret Documents Reveals storyline around the White Plague. -Random Locations around Altis -Finding Plague Documents gives Ravage Mission Points Intel Photos Marks Bandit Camp Locations On map for Raiding -Bandit Camps have weapons and vital items. -Finding Bandit Camp Photos gives Ravage Mission Points Random Soldier and Civilian Missions Civilians were left on Altis, Save them. -Civilians Radio when nearby. -Find and release them possibly after defeating a Bandit Patrol. -Bandits Patrols that are around civilian give Ravage Mission points per kill. -Saving Civilian gives Mission Points and If civilian is able to extract (beyond your control), you get additional Ravage score Points. -There are a few Soldiers left on Altis. -When you Save a soldier he can join your group. Random Destory Missions -Bandits are searching for Caches, Occasionally HQ will send you the location but you must beat the bandits there or we lose postion. -Kill the bandits and Secure the weapons for your mission effort. Civilian and Soldier Graves -Find them to learn the story from that Grave and get unique loot. -Civilian graves give vital items. Soldier Graves give Military items. Kydoimos Arma 3 medals -Achievable with certain objective completions and point totals -Show up in Briefings so you can see what you have earned. -Cool Splashie when you achieve it. -6 Medals added based on mission points or objectives achieved. Uses -t800 download data from Laptop -ETG crash and drop added with Ravage vital items. -StTosins heli insert, parts of... -Kydoimos Medals for A3 -Skyhook by John 611681 -Ravage by Haleks -CBA by CBA team Required Mods -Ravage -CBA Features -Mission Score,See how high you can score on Each playthrough. -Randomized Laptop Locations. -Randomized Device Locations. -Randomized Insert Locations and team mates. from no teamates up to 3. -Randomized Extraction Location. -Randomized Intel locations on each playthrough. -Bandit camps will be marked on your map when you find the Intel photo associated with that camp. You cannot find them before that. -Random civilian Save side missions. -Save a Soldier and Recruit Side missions -Bandit Cache Side missions -All While trying to survive in a Ravaged World. -Start with a team. Loot Supplies. This could take awhile. Possible Glitches and known issues -Laptops are on desks and can look out of place outside. I did this to save the weird issues with them spawning in buildings. I will get that sorted out. -One of the tents is the Kart tent. Looks funny -auto completion of civy rescue- I think I fixed it -handling saved civs death -graves sometimes spawn on roads... good jumps tho -any number of screw ups lol. -No\Entry error on mission start - related to laptop tasks, tried pinning that down... no luck yet -crates at ETG crash sites don't have loot. Not sure why yet. Maybe -Bandit king mission -Custom sounds -custom VO -custom sounds -more missions on diff maps -intro and outro mission -different insertions/extracions -campaign retaining points (may require mods) -other random crap -further mission ideas as they occur to me Future Ideas Gameplay Notes -Not designed for a single playthrough. I'm not even sure it would be possible to find everything on a map the size of Altis and stay alive... but hey... give er a rip... -Designed to add things to the Ravaged world, with events cropping up as you search for the laptops -hints will pop up saying you are near intel or a laptop... YOU will still have to search... a lot.... -Dr. O'Neil had a thing for churches, places by the water and military installations... just sayin... Intel will usually be just outside a location to prevent it being in the floor. Same with desks... Yes.. it looks a little weird sometimes ... lol -No Markers on Landing on Altis... Head Inland and begin your search. -Don't forget to look for the sack at the Heli Position after insertion. You will begin with whatever the Pilots can spare so search that sack. -Press 0-0-6 to check your mission points -Ravage options menu is present to turn off color filter or save the game. -Don't waste time with geiger or antirad. Radiations currently below nominal levels on Altis. -Not Designed for Civ spawn mods such as TPW... Frogs... I'm looking at you :P -I had my Ai teammate cut down by the Blackhawk mini gun on insertion a couple of times... get clear of those... the hurons is high enough its not so bad.... -Every now and then the Ai civ cant pathfind out of a building... leave him behind.... -close the config bin entry on startup... not sure what it is ... mission works fine... -Report any bugs... I will try but no guarantees in arma -If you have a squad, order DISEMBARK on descent to avoid potential blue on blue fire. - When I had it all together, I went to sit down to start... and had no idea where to begin... and I made the darn thing... I think that is a good thing... we will see Thanks to the Testers for their Invaluable feedback -Evil Organ -StTosin -FroggyLuv -GigaS aka Jcae6798 -Brickwall -Mikey74 -Bad Benson A special Thanks to Haleks -Awarded the - Friendly Modder Medal -Thanks for letting me use Ravage and components of the Vanilla mission :)
  21. Description: Hello Folks, this is my first release so be kind to me if u find bugs or such stuff. I made this with the help of George Floros, so thnx a lot to him! "Ravage Ruha - Deathmatch Survival" is a simple Deathmatch mode with survival elements for up to 12 Players on the little and very beautiful Map Ruha. The goal is to survive against roaming Renegades and Zombies (and also Players, if u want to play in Multiplayer) in an endless Survival Deathmatch mode. The map is spiced up by some random events to get some more action and looting options for the players. It contains Airdrops and Crashsites which are marked on the map for every player, so some nice shootouts should be on the agenda! I made this for fun, to share and also just for me to relax while i kill some bandits after a hard day at work :) Scripts i´ve used so far: GF_Cargo_Airdrops, Crashsites_GF, Earthquakes_GF, Ravage_Status_Bar_GF, Killfeed_GF They are all slightly changed a bit by me with the help of George. Known Problems: Sometimes Markers for Airdrops dont show of correct Features: - Play in Single or Multiplayer mode - Survival Elements - Hunt Renegades, Zombies or Players (the area is high populated by infected Renegades!) - Loot Airdrops and Crashsites for better gear(marked on the map) - Random Player Spawns - Survive the harsh environment Installation:Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common Mods you need: - Ravage - CBA_A3 - CUP Weapons - Cup Units - Cup Terrains - Core - Cup Vehicles - and for sure Ruha Other recommended Mods: - JSRS Soundmod - Dawn of the Dead: Infected Skins Addon You can download it here: (Just right Click, and download it) https://www.dropbox.com/s/707vrcyxfscd1t7/RavageDeathmatchSurvival.ruha.pbo?dl=0 and also at the Steam workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1376397783 If u want to play Singleplayer just host it on LAN Feel free to tell me if you find any other Problems/Bugs in the Mission, i will try to fix it! Here are some Screenshots: I hope you will enjoy it! Thnx to all CptStampede
  22. Mission link : http://steamcommunity.com/sharedfiles/filedetails/?id=1324803700 Its a PvP gamemode for 15 ppl : Team blue : Survivor team, they start in a cave and can get basic equipement (old rifle...), they must survive and destroy the infected respawn zone (totem), most of this totem are hide in church or graveyard. They can find few crate for build a safe base for stock their loot. A survivor can become a bad guy, kill the other blue survivor for their loot but they will be hostile to all blufor AI (trader...). Team green : They are the infected the main task its to protect their respawn and kill the other survivor. When a survivor approach an infected respawn you will receive a hint for exemple : "survivor near Nest 8" all you need to do its respawn, choose the Nest 8, respawn and hunt the survivor... simple. When a infected kill a survivor (player or AI) the victim will stand up as zombies, so more survivor dead = more infected. Note : If the resurected infected are deleted after stand up its cause there is no blufor survivor in the area. There is different anomalies on the map, every player or AI will be affected by this anomalies. There is big reward zone, that place are hide and guarded by zombies horde or demons (ryan Z) so if a survivor meet one of this horde (they got different behavior) or demons its because you are near this big reward, and its not all, after that, 2 switch one chance, wrong switch you die, good switch enjoy your reward. Mission for dedicated server, For save the progression logged admin must write "#gradpersistenceSave" in chat box. Special thanks to Haleks (Ravage mod) and Aliascartoon for the anomalies script.
  23. Hello ARMA community, today I release my third RAVAGE mission. Have fun! Short overview: Title: RAVAGE CASTAWAY TANOA Version: 1.3 Author: tourist Type: SP/COOP 1-10 Roleplaying Game Respawn: Base/Markers Game Version: created and playtested in SP and MP on 1.78 Stable Language: English Sceenshots: YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE missions: https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg Features: Survival Roleplaying Mission featuring the awesome RAVAGE Mod in an "Escape the Island" Scenario inspired by cosmic's mission Play in the beautiful Tanoa Archipelago. Once a tourist paradise, but now a very dangerous place to be! Further enhanced by usage of Bad Benson's immersive script suite tailored for RAVAGE: Temperature system makes campfires an absolute necessity – so getting wet from a little moonshine swimmig tonite is not a good idea if you can't warm up afterwards! Random Helicopter/airplane crashsites, vehicle spawns and airdrops make every playthrough different even in SP Random start and respawn locations in MP for all players – go find yourself a crew, Captain! And if your online friends let you down because of this lame excuse called „RL“, you can recruit any blufor AI with the RAVAGE recruiting system... AIS/A3Wounding System for the Revive – this is the HOT stuff cuz it works in SP also! See ingame Briefing hints for instructions on using that awesome piece of code and for the settings active in this mission! If you have any AI subordinates or play SP, your teammates will all be able to heal each other and you. In „mixed MP“ with some humans and some AI, the AI will also help the humans, even if those AI buddies are NOT the „Combat Medic“ class. Play as a small group through an adventure challenging you to show if you're ready to stand by your friend's side or rather choose to abandon one or even all of them in the face of mortal danger... Different win endings depending on your success and playstyle as a loner or as a team I'm happy to announce that my new "Tanoa Castaway" mission offers a persistent task with several sub-tasks. I achieved this by utilizing the convenient fact that ALiVE saves a vehicles position, health, ammo AND fuel state if any player has accessed the vehicle just once before the ALiVE savegame is made. Subtasks are to find three radio relays, then refuel their generators (depicted by a generator trailer and a truck with empty fuel tank) to finally power them up and send out a long range SOS. NOTE: Once a truck is refuelled, a player has to hop in&out once and then the session can be saved. After loading the ALiVE savegame, the trigger for checking the generator trucks which is set to repeatable on purpose will fire again due to ALiVE object persistency having saved the fuel level of the trucks. And once the "refuel" tasks are complete, the preliminary "finding" tasks also complete once again Did I mention this mission features a "digital sailing course"? You have to move from island to island either by paddling a PBX boat or motorboat with empty fuel tank (max speed 9 km/h) OR by sailing a yacht with up to 20km/h IF you sail it well and according to the "ropes" you get tought by a Field Manual entry and by an in-game GUI! Mission designed to make use of the improvements that came with RAVAGE 1.4.7, namely loot and equipment module variety: now props will spawn and lootable trash piles and furniture are there for you to scavenge. But beware: all loot types are only available in logical locations – so you won't find sniper rifles in a banana plantation's outhouse anymore! Phronk's „Addon Free Melee Script“ used to give all players a wrench as melee weapon at game start. Since the script is meant to work on items hand-placed in Editor, I didn't litter the whole map with axes, knives and whatnot. I simply give you a showcase of this cool script and the offer to try a unique playstyle fitting IMHO very well into an A3 RAVAGE mission. This script allows me to actually let you play through the grim experience of coming to a shootout wielding not even a knife, but just a wrench! Now go and create some vids of your flip-flopped game characters charging towards a bandit armed with a gun and beat him to death! Please do so with whatever battle cry your nation habitually yells out! Added ALiVE saving (local save, NO WarRoom Account necessary!) and player modules to the mission – this means you can use BIS save or ALiVE save in SP and only ALiVE save in MP. I have chosen to do so because the ALiVE save gives full object and inventory persistence for any and all boxes or vehicles or even loot objects left on the ground which players access during a SP or MP session. The usage in this mission is just for the persistence; so you don't need a Master Degree in ALiVE Gameplay. In fact, you won't even need a B.A. In SP, just press the ESC button and then you can choose between the usual „Save&Exit“ button or the „ALiVE SP Save“ button. Loading happens automatically when you start the mission. Even if you don't see the usual „continue“ button in A3 Scenario list, don't worry. ALiVE essentially emulates it's MP save resuming system when you use it in SP. So once you are ingame again, it will load the previous session's state automatically. You can also use ALiVE for managing your survivor team or for some debug/cheat options. If you want this, just press the „application“ button or whatever you have chosen to associate with ALiVE Menu. If you die in SP while using ALiVE save, you won't get a „reload“ button. Instead, quit to main menu and „restart“ the mission. You will load your last manual ALiVE Menu „Player Save“ or your last „ALiVE SP Save“ made on exiting the mission last time. In MP, you should try to get access to the GUI that lets you make an individual player save with ALiVE. You'll need that save if you want to leave the server before the other players or before the player who is Admin shuts it down. Speaking of which: easy as well! As Admin, press ESC, then choose „Server Save & Exit“. That's it! Once you do that, you save any players still on the server. Also in MP, the resuming of the mission is automatically. Oh, and you can move stuff around in the gameworld if it's not too heavy to lift. Crates, barbed wire, dropped weapons... Also you can load boxes (and their inventory) into your vehicles and later unload these again with mousewheel actions if the boxes are in a distance of 2 meters or less from the vehicles. NOTE: it's not recommended to mix between BIS SP savegames and ALIVE saving in the same playthrough, but if you decide to risk it and for this or for some other reason want to delete the ALiVE savegame, just execute this code in the debug console as sugested in the ALiVE WIKI: Manually clear data from the ProfileNameSpace when running Local persistence using the following commands. Be sure to use Server Exec if running on a dedicated server. call ALiVE_fnc_ProfileNameSpaceClear //removes current mission data only call ALiVE_fnc_ProfileNameSpaceWipe //removes all mission data completely CREDITS: First I'll credit the creators of the used tutorials and templates because without their work I couldn't even have started A3 mission making, modded game or vanilla, and of course special thanks goes to all RAVAGE specific tutorials! Haleks for his kind help in the RAVAGE release thread and the MP testing PM thread cosmic10R for his RAVAGE templates MacScottie/Jester814 for providing his very motivating and beginner friendly YouTube Tutorials Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System rsoftokz for his ROADS mission sproyd for his A3 Editing Guide in English Next to be credited are the friendly forum members or YouTubers (listed alphabetical, not by amount of help) that helped me either with code, with direct communication to solve various specific problems during the creation of this mission or by testing the mission together with me bad benson for his script suite, for his general tips on mission balance and our broad exchange on the different approaches to achieve a high realism level in the ARMAVERSE and of course for playtesting my older missions cosmic10R for his RAVAGE templates, for his great Escape! Mission that inspired me to try my own approach to this kind of RAVAGE mission, for the great exchange of mission ideas and for playtesting in general Evil Organ for lots of mission ideas we exchanged during RAVAGE testing Haleks for creating his awesome RAVAGE Mod and for letting me take part in the MP testing, also of course special thanks for all his coding tips phronk for his Addon Free Melee Script rpgteamx for his YouTube tutorial on markers and how to change their appearance with triggers Sgt Justin [GCF] for his Simple Vehicle Locking System Here comes the required addon list: CBA A3: http://www.armaholic.com/page.php?id=18767 CUP Terrains Complete: http://www.armaholic.com/page.php?id=30045 CUP Vehicles: http://www.armaholic.com/page.php?id=29716 RAVAGE: http://www.armaholic.com/page.php?id=29638&highlight=RAVAGE ALiVE: http://alivemod.com/#Download HAFM NAVY: http://www.armaholic.com/page.php?id=32207&highlight=HAFM Sailing Mod: http://www.armaholic.com/page.php?id=32570&highlight=SAILING Little Yacht: http://www.armaholic.com/page.php?id=32131 Paddle Mod: http://www.armaholic.com/page.php?id=26055 MrSanchez Headlamp: http://www.armaholic.com/page.php?id=32777&highlight=HEADLAMP Optional Addons: ASR AI: http://www.armaholic.com/page.php?id=24080&highlight=ASR OR VCOMAI: http://www.armaholic.com/page.php?id=25381&highlight=VCOM Why ASR AI or VCOM AI? These two (use only one of them at a time ofc!) are my personal preference and IMHO the best plug-and-play solutions for SP and MP alike! They make bandits real crappy shooters and trained Army soldiers dangerously effective! ENHANCED MOVEMENT: http://www.armaholic.com/page.php?id=27224&highlight=ENHANCED%2BMOVEMENT Get! That! Mod! Now! You WILL find it incredibly immersive and helpful to survive being hunted by zombies while still unarmed at mission start and you WILL still love it even later in the mission to save ammo by doing a little E&E or find a vantage point in firefights with bandits! ALL THE SUPPORTED EQUIPMENT AND WEAPON MODS: See the frontpage in the RAVAGE Release thread to find out which mods are supported by default! And finally the mission itself: Now go get it at Steam Workshop or via this BIS Forums release thread! Version with Zombies: http://steamcommunity.com/sharedfiles/filedetails/?id=1235056836 or https://www.dropbox.com/s/hltxztqt0w8v6a5/RAVAGE_CASTAWAY_ZEDS_1.Tanoa.pbo.7z?dl=0 Version without Zombies: TBD/on user request HERE YOU GO: http://steamcommunity.com/sharedfiles/filedetails/?id=1241325229 or https://www.dropbox.com/s/efvq6ab4bjmzaos/RAVAGE_CASTAWAY_NOZEDS_1.Tanoa.pbo.7z?dl=0 UPDATE 1: Changed the Hypothermia damage you receive due to BB's temperature script being active when having low body temperature to increase much slower - after all, the original settings were ideal for a mission on WInter Chernarus, but are too harsh for a mission set in the tropic climate of Tanoa. Updated mission's modules to take advantage of the fixes in RAVAGE 1.48 UPDATE 2: Fixed: Mission had dependencies on Warfare Thai and IFA3; removed these so that both mods are just supported, but not required now Fixed the playable slots/AI buddies being invulnerable Fixed Team Switch being unavailable in SP by re-saving and re-uploading the mission with newest RAVAGE version which has this problem fixed Added: Script allowing to lock and unlock vehicles. Only becomes really necessary to use if you play with one of the recommended AI mods. Wether it's ASR AI or VCOM, you WILL face the problem that RAVAGE ambient AI is stealing any cars they come across – and that could break some of the tasks in this mission. Usage of the unlock/lock script is via action menu. And just in case that you a) use VCOM or ASR AI and b) still forget to lock the Radio Relay trucks after (partially) refuelling them I have set the trucks to lock automatically once all players leave the area to spare you from rage quitting after you haul some fuel across the whole island to your radio relay truck... only to see some dirty thieves drive away with it right before your eyes! UPDATE 3 Fixed: Fixed a possible exploit with the refuelling tasks: now there is a check if you syphon out the fuel again after a generator vehicle has been checked as „refuelled“ - now you can no longer refuel one generator and then syphon the fuel out to use that very same fuel on the other generators as well ;-) Updated mission's modules to take advantage of the bugfixes in RAVAGE 1.52 Added: Radio messages in response to players using radio codes „Alpha“ and „Juliet“ after having successfully refuelled all generators and thus established a radio contact to the EVAC vessel. This way you get a more noticeable feedback on whether your SOS call actually got through to the rescue party and what to do next. A task directing you to meet the EVAC ship which gets completed once you come close to the vessel at the designated rendezvous location. A final task ordering you to actually board the EVAC ship which completes after doing so and thus make more obvious what you have to do to trigger the mission end screen. Availability of the Debug Console for all players to extend a helping hand to all the victims of black computer magic who can't access the console in SP... UPDATE 4 Fixed: Fixed a problem with trigger locality preventing the mission from ending properly
  24. Hello ARMA community, today I release my third mission. Have fun! Short overview: Title: HOMO HOMINI LUPUS Version: 1.5 Author: tourist Type: SP/COOP 1-12 Roleplaying Game Respawn: Base/Markers Game Version: created on 1.56 Stable and playtested with my buddies reforger and cosmic on 1.56 Stable; updated & tested on 1.76 stable Language: English Sceenshots from the ACE Masochist Edition: http://steamcommunity.com/sharedfiles/filedetails/?id=671943490 http://steamcommunity.com/sharedfiles/filedetails/?id=671943797 http://steamcommunity.com/sharedfiles/filedetails/?id=671945102 YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE mission: https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg Features: Survival Roleplaying Mission featuring the awesome RAVAGE Mod in an "Escape the Island" Scenario inspired by cosmic's mission Play in the snow-covered wasteland of Chernarus Winter - Snowstorms included! Further enhanced by usage of Bad Benson's immersive script suite tailored for RAVAGE: Temperature system makes campfires an absolute necessity Random Helicopter/airplane crashsites, vehicle spawns and airdrops make every playthrough different even in SP Detailed briefing expanding throughout the mission progress Custom music a-plenty! Make your way through an all-out hostile winter nightmare to escape from this „White Hell“ Possibility to choose from various respawn locations in MP Play as a small group through an adventure challenging you to show if you're ready to stand by your friend's side or rather choose to abandon one or even all of them in the face of mortal danger... Two different win endings depending on your success and playstyle as a loner or as a team and also depending on your decision to do or leave aside the optional objectives Four standard versions to choose from: NoACE with and without zombies, ACE with and without zombies And additionally the ultimate challenge: ACE with zombies and the ACE AI unconsciousness active – NOT for the Faint of Heart! Downed zombies will come back to life if you get too close to them and will only die for good after several minutes – this will make you jump out of your seat even more then playing normal RAVAGE already does! First I'll credit the creators of the used tutorials and templates because without their work I couldn't even have started A3 mission making, modded game or vanilla, and of course special thanks goes to all RAVAGE specific tutorials! Haleks for his kind help in the RAVAGE release thread and the MP testing PM thread cosmic10R for his RAVAGE templates MacScottie/Jester814 for providing his very motivating and beginner friendly YouTube Tutorials Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System rsoftokz for his ROADS mission sproyd for his A3 Editing Guide in English Next to be credited are the friendly forum members or YouTubers (listed alphabetical, not by amount of help) that helped me either with code, with direct communication to solve various specific problems during the creation of this mission or by testing the mission together with me bad benson for his script suite, for his general tips on mission balance and our broad exchange on the different approaches to achieve a high realism level in the ARMAVERSE and of course for playtesting cosmic10R for his RAVAGE templates, for his great Escape! Mission that inspired me to try my own approach to this kind of RAVAGE mission, for the great exchange of mission ideas and for playtesting Evil Organ for lots of mission ideas we exchanged during RAVAGE testing Goon for his snowstorm script used in the versions up to 1.3 Monkey/MKY for his sowstorm script used in version 1.4 haleks for creating his awesome RAVAGE Mod and for letting me take part in the MP testing, also of course special thanks for all his coding tips reforger for playtesting extensively with me and giving good advice on mission balance rpgteamx for his YouTube tutorial on markers and how to change their appearance with triggers Here comes the required addon list: CBA A3: http://www.armaholic.com/page.php?id=18767 Chernarus Winter: http://www.armaholic.com/page.php?id=29752&highlight=WINTER CUP Terrains Complete: http://www.armaholic.com/page.php?id=30045 CUP Units: http://www.armaholic.com/page.php?id=29301 CUP Vehicles: http://www.armaholic.com/page.php?id=29716 CUP Weapons: http://www.armaholic.com/page.php?id=27489 RAVAGE: http://www.armaholic.com/page.php?id=29638&highlight=RAVAGE RHS US and Russian Packs: http://www.armaholic.com/page.php?id=27149 and http://www.armaholic.com/page.php?id=27150 RHS GREF: http://www.armaholic.com/page.php?id=30998&highlight=GREF TRYK Uniforms: http://www.armaholic.com/page.php?id=26661&highlight=TRYK TAC VESTS: http://www.armaholic.com/page.php?id=29622&highlight=TAC%2BVESTS ALiVE: http://alivemod.com/#Download Additional requirements for the ACE versions: ACE3: http://www.armaholic.com/page.php?id=28557 (already includes compatibility for RHS) CUP Compatibility for ACE: http://www.armaholic.com/page.php?id=29782 and https://drive.google.com/file/d/0By04o_GxOry3dXluZVlMeWNabEk/view?pref=2&pli=1 Optional Addons: ASR AI: http://www.armaholic.com/page.php?id=24080&highlight=ASR Why ASR AI or VCOM AI? These two (use only one of them at a time ofc!) are my personal preference and IMHO the best plug-and-play solutions for SP and MP alike! They make bandits real crappy shooters and Army STALKERS dangerously effective! MOCAP: http://www.armaholic.com/page.php?id=27262&highlight=MOCAP For when you have ran out of ammo amidst a zombie horde or want to finish off an unconscious opponent with the rifle butt... ENHANCED MOVEMENT: http://www.armaholic.com/page.php?id=27224&highlight=ENHANCED%2BMOVEMENT Get! That! Mod! Now! You WILL find it incredibly immersive and helpful to survive the zombie versions of the mission! ALL THE SUPPORTED EQUIPMENT AND WEAPON MODS: See the frontpage in the RAVAGE Release thread to find out which mods are supported by default! UPDATE 1: Added Farooq Revive to NOACE Zombies Version UPDATE 2: Removed the dependencies on ASR AI and WarfareThai - this time for good! UPDATE 3: Adjusted the mission to the possibilities of RAVAGE version 1.39.1 hotfixed: Spawn distance for Zombies and Ambient AI is between 100 and 1000 meters, meaning you CAN get surprised and ambushed, but you also can snipe all enemies from a distance Added support in the Equipment Pool for Iron Front LITE (all content) and Frith's Ruins (equipment only atm) UPDATE 4: Fixed the issue with the extreme brightness/lighting problem (blindingly bright snow) introduced into the mission after the graphics engine updates of ARMA 1.62 and newer by utilizing another snow script. Mildly updated the mission to make use of the improvements that came with RAVAGE 1.4.1, namely loot and equipment module variety: now props will spawn and lootable trash piles and furniture are there for you to scavenge! UPDATE 5: (Mostly)Fixed the ending triggers not registering properly if just one Lone Survivor or a whole group has made it out of Winter Chernarus. All works perfectly well in SP, but can still fail sometimes in MP. Have not yet found out why... Switched to AIS/A3Wounding System for the Revive – this is the HOT stuff cuz it works in SP also! See ingame Briefing hints for instructions on using that awesome piece of code and for the settings active in this mission! Basically it's like this: one of the playable slots is a Doctor. Only he can do a full Revive in MP if all slots are occupied by human players. If you have any AI or play SP, your teammates will all be able to heal each other and you. In „mixed MP“ with some humans and some AI, the AI will also help the humans, even if those AI buddies are NOT the „Storyline Doctor“. Added TAC VESTS dependency because it's used to fix the Armor values of the TRYK vests Added ALiVE saving (local save, NO WarRoom Account necessary!) and player modules to the mission – this means you can use BIS save or ALiVE save in SP and only ALiVE save in MP. I have chosen to do so because the ALiVE save gives full object and inventory persistence for any and all boxes or vehicles or even loot objects left on the ground which players access during a SP or MP session. The usage in this mission is just for the persistence; so you don't need a Master Degree in ALiVE Gameplay. In fact, you won't even need a B.A. In SP, just press the ESC button and then you can choose between the usual „Save&Exit“ button or the „ALiVE SP Save“ button. Loading happens automatically when you start the mission. Even if you don't see the usual „continue“ button in A3 Scenario list, don't worry. ALiVE essentially emulates it's MP save resuming system when you use it in SP. So once you are ingame again, it will load the previous session's state automatically. You can also use ALiVE for managing your survivor team or for some debug/cheat options. If you want this, just press the „application“ button or whatever you have chosen to associate with ALiVE Menu. If you die in SP while using ALiVE save, you won't get a „reload“ button. Instead, quit to main menu and „restart“ the mission. You will load your last manual ALiVE Menu „Player Save“ or your last „ALiVE SP Save“ made on exiting the mission last time. In MP, you should try to get access to the GUI that lets you make an individual player save with ALiVE. You'll need that save if you want to leave the server before the other players or before the player who is Admin shuts it down. Speaking of which: easy as well! As Admin, press ESC, then choose „Server Save & Exit“. That's it! Once you do that, you save any players still on the server. Also in MP, the resuming of the mission is automatically. Oh, and you can move stuff around in the gameworld if it's not too heavy to lift. Crates, barbed wire, dropped weapons... Also you can load boxes (and their inventory) into your vehicles and later unload these again with mousewheel actions if the boxes are in a distance of 2 meters or less from the vehicles. And finally the mission itself: Now go get it at Steam Workshop or via this BIS Forums release thread! Basic version with Zombies: https://www.dropbox.com/s/0gr180vfulc1ze8/HHL_ZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0 Basic version without Zombies: https://www.dropbox.com/s/rpieqikllf24kpd/HHL_NOZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0 ACE version with Zombies: Update TBD/On Hold ACE version without Zombies: Update TBD/On Hold ACE "Masochist Edition" with Zombies that come Back 2 Life before they FINALLY DIE ALREADY, DAMMIT!: Update TBD/On Hold
  25. Ive been working on a ravage scenerio on Tanoa for roughly a month now, Issue is if i respawn 2 or 3 times on the same respawn point i encounter the bug where im teleported to the southwest corner of the map and drown there, i had this issue before when i was using my own respawn system, i thought that was the cause but its still happening now that im using Ravages respawn camps. If anyone knows a fix for this im willing to try anything, i have alot of time invested in this, thanks.
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