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Found 42 results

  1. Die letzte Nacht der Lebenden The last night of the living The last resort plan failed. You can't escape, fight to your grave. Features Perk-a-cola machines (currently 6, more being added) Automatic respawn after each round Authentic WW2 weapons Weapons on walls Boss round every 5 rounds (Parameter) Generator, Power the whole area! Spectator upon death End camera and music Decapitation Pick up perks Original framework: Nazi Zombies DOWNLOAD LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=1107886044
  2. badpr1m3r

    [SP] The Wake

    Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1133588778
  3. 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
  4. dystopian

    The Wake [SP]

    A thermonuclear warhead detonated and killed over two hundred thousand people. Then the Chinese launched an invasion after bombarding the area with chemical gases. The gas was scientifically designed to hijack the human psyche and cause extreme outbursts of aggression or rage. To divide the populace against one another. Little did we know zombies could be real after all... --------------------------------------------------------POST APOCALYPTIC SURVIVAL HORROR---------------------------------------------------------A lot of mods I know but I promise you this is one of the greatest missions you never played. Planning on making a campaign more to come! Workshop link with further information regarding mods and links: http://steamcommunity.com/sharedfiles/filedetails/?id=1133588778
  5. Hello, I'm currently trying to get Ryan's zombies to spawn with custom clothes after they are manually spawned. There's a select random class in varibles.sqf which works fine (not my code) slowZombies = [ "RyanZombieC_man_1slowOpfor", "RyanZombieC_man_hunter_1_FslowOpfor", "RyanZombieC_man_pilot_FslowOpfor", "RyanZombieC_journalist_FslowOpfor", "RyanZombieC_OrestesslowOpfor", "RyanZombieC_NikosslowOpfor", "RyanZombieC_man_polo_1_FslowOpfor", "RyanZombieC_man_polo_2_FslowOpfor", "RyanZombieC_man_polo_4_FslowOpfor", "RyanZombieC_man_polo_5_FslowOpfor", "RyanZombieC_man_polo_6_FslowOpfor", "RyanZombieC_man_p_fugitive_FslowOpfor", "RyanZombieC_man_w_worker_FslowOpfor", "RyanZombieC_scientist_FslowOpfor", "RyanZombieB_Soldier_05_fslowOpfor", "RyanZombieB_RangeMaster_FslowOpfor", "RyanZombieB_Soldier_02_fslowOpfor", "RyanZombieB_Soldier_lite_FslowOpfor", "RyanZombieB_Soldier_lite_F_1slowOpfor", "RyanZombieB_Soldier_02_f_1slowOpfor" ]; Now it selects one of those zombies into the spawner and then spawns it in but I want to add custom clothes (ww2 clothes) to them. Here's a the zombieSpawner.sqf (again mostly not my code) private ["_zombie","_spawnPoint","_marker"]; _uniform = ["U_LIB_GER_Soldier_camo4"]; _headgear = ["H_LIB_GER_HelmetCamo2"]; _vest = ["V_LIB_GER_VestSTG"]; while {true} do { waitUntil {zombiesAlive < 1}; roundNum = roundNum + 1; zombiesAlive = 0; missionNamespace setVariable ["roundNum", roundNum]; publicVariable "roundNum"; _marker = createMarker ["respawn_west", getMarkerPos "respawn_spawn"]; _marker setMarkerColor "ColorWEST"; _marker setMarkerType "mil_circle"; waitUntil {missionNamespace getVariable ["GameBegin",0] == 1};//wait for first player to be ready if (roundNum % 5 == 0 && count allPlayers > 2) then { missionNamespace setVariable ["Demonround", roundNum]; publicVariable "Demonround"; uiSleep 10; zombiesAlive = 1; //for "_i" from 1 to (roundNum / 5) do //{ _spawnPoint = zombieSpawns call BIS_fnc_selectRandom; "RyanZombieboss1" createUnit [getMarkerPos _spawnPoint, zombieGroup, "this switchmove 'AmovPercMstpSnonWnonDnon_SaluteOut'; this setpos [(getpos this select 0) + random 15 - random 15, (getpos this select 1) + random 15 - random 15]; this addEventHandler ['killed', {[_this] spawn killed_zombie }]; this addEventHandler ['HandleDamage', {if (alive (_this select 0) and (_this select 1) isEqualTo 'neck') then {(_this select 3) setVariable ['money', ((_this select 3) getVariable 'money') + moneyOnDamage, true];};}];"]; //}; } else { missionNamespace setVariable ["RoundEnd", roundNum]; publicVariable "RoundEnd"; uiSleep 10; }; deleteMarker _marker; //spawn slow zombies for "_i" from 1 to ((rounds select roundNum) select 0) do { waitUntil {zombiesAlive < enemyMax}; _spawnPoint = zombieSpawns call BIS_fnc_selectRandom; _zombie = slowZombies call BIS_fnc_selectRandom; //_zombieObj = missionNamespace getVariable [_zombie, objNull]; _randomhat = _headgear call BIS_fnc_selectRandom; _randomuniform = _uniform call BIS_fnc_selectRandom; _randomvest = _vest call BIS_fnc_selectRandom; zombiesAlive = zombiesAlive + 1; _zombie createUnit [getMarkerPos _spawnPoint, zombieGroup, "this switchmove 'AmovPercMstpSnonWnonDnon_SaluteOut'; this setpos [(getpos this select 0) + random 15 - random 15, (getpos this select 1) + random 15 - random 15]; removeHeadgear this; removeVest this; removeUniform this; this addHeadgear _randomhat; this addUniform _randomuniform; this addvest _randomvest; this addEventHandler ['killed', {[_this] spawn killed_zombie }]; this addEventHandler ['HandleDamage', {if (alive (_this select 0) and (_this select 1) isEqualTo 'neck') then {(_this select 3) setVariable ['money', ((_this select 3) getVariable 'money') + moneyOnDamage, true];};}];"]; }; Now what it should be doing is removing the clothes from the zombies ONCE they spawn but it only refits them with the Headgear and backpack. So is there a way to remove clothes for ryan zombies? Everything else looks and works perfectly except this. Credit for code: Nazi Zombies on steam EDIT: So I tried forceadduniform and removed removeUniform and it sorta works. The Zombies have the clothes but now they don't move.
  6. *ZOMBIES AND DEMONS REQURIED TO PLAY* *Description: The day of 14 January, 2020. You and your partner were participating in huge Sport-Shooting event. On your way back, something terrible has happened... *Features: -Custom Voice Acting -Unforgetable expierence -Custom Soundtracks -Many scripts implented -Custom Vehicle Lights script -Flashlight script -♥♥♥♥♥♥♥♥s of zombies coming your way! -More to find out In Game (IG) *Credits: -Paul - Official BETA testing -CrunchyNapkin - Official ALPHA testing -WildCatBridge85 - Voice Acting -J0nes - Voice Acting -Alex150201 - Support -Name11ess - Car textures -Soundtrack authors listed in Credits -BI for creating such a game -3den Team - greatly boosted the release date -All BI forums and Armaholic users - gave me a lot of informations -Zombies and Demons mod developers *Known bugs: The mission MAY interrupt with MCC. *Mission file: ~10mb The project was started on March, 2016. Requried mods: Zombies and Demons (CLICK) DOWNLOAD (CLICK)
  7. A deadly rage virus has transformed the population of Altis into bloodthirsty creatures! Do what you can to survive this onslaught! 28 Weeks Later is a FULLY VANILLA survival sandbox aimed at replacing the deceased Dynamic Zombie Sandbox mod as the owner ceased working on it. It's basically like DayZ, as in open world, zombies around the map, loot, eat, drink, etc.... However I've personally added some twists to spice up the gameplay such as setting up small camps during the night, or taking on Bandit camps and their leaders. Why Should I Play This? Well, for starters it doesn't require any mods, so you can just jump in and play at anytime. It will also be updated a lot and I will be getting a server for it soon, so what do you have to lose? You no longer have to download 4 GB + mods for a legit zombie survival experience. What does this have that other mods don't? 28 Weeks Later is aimed at providing a user-friendly Roleplay environment for all those Altis Life players, as well as a unique survival experience to those who are new to Arma and/or DayZ. I plan on making this work on any map simply by modifying to ".Altis" extension in the near future. I built this from the ground up, and it is still in development. So expect A LOT of updates EVERYDAY! :) If you have any questions, or if you have any suggestions you want me to add in, leave them down below. Have fun and good luck! P.S: If you would like to play with us, message me and I'll send you the IP for our TeamSpeak Server :) Steam Workshop (Recommended for instant updates)
  8. It's Combat patrol, with Zombies. Do yo-do you get it, Zom-Bat? Like, it's a portmanteau of Zombie and Combat? Yeah, I know it's dumb a joke... in my defence, it's a pretty dumb addon, but I like it, and, I hope you too, gentle reader, will also like it. And if you don't, I'm going to hunt you down, and make you like it. RIGHT NOW THIS IS AN EARLY BETA. While it is functional, there are bugs, there are balancing issues, and there are things that are have not been tested. So, first things first, you'll need Ryan_D's Zombies and Demons. Click here for the BIForums link. Right now, it's just a module, find it with the rest of combat patrol modules in the editor. It works exactly like the combat patrol init module, just plonk it down, and it does all the work. You'll probably want to add some of the zombies and demons configuration modules, to get the zombies working how you want. In terms of content, it's basically just the same as the vanilla combat patrol, only you're up against zombies instead of discount Greeks or Spaceballs. The objectives have been slightly modified to fit the zombie theme (mainly just changed the strings), and I've added in some randomly spawned civilian vehicles, if you like the vehicle throwing mechanics from Z&Ds. More stuff is planned for the future (arsenal support, more objectives, more configuration options) Theoretically this should work with any map, in practice, your mileage may vary. Generally speaking, if it's "like" Altis, or one the CUP maps (except the ArmA.1 ones), it'll probably work. The most important things are properly configured roads, buildings with properly set up interiors and properly set up towns/locations (though this is entirely necessary, as you can use the combat patrol "add location" module). Known Issues: Sometimes civilian vehicles spawn inside other vehicles, while the pyrotechnics do somewhat aid the whole post-apocalyptic feel, this might cause issues with the "destroy vehicles" mission. Sometimes the "destroy demon" mission completes itself. I'm not sure what's causing this, though I think it's caused by them running off the top of tall buildings or spawning inside walls. (Also happens with regular zombies, but, that's not really a huge problem) There may be issues with East or Resistance player factions, but that might also just be that I was hadn't set it up properly. The main thing I'm interested in, in terms of feedback, is balance (personally I think it's a bit too easy right now, but I'm sure someone will disagree), performance (particular with a larger number of player) and how well it works with various community maps and addons. Changes in Pre-2: Cars now have semi-random loot. Time is now random, by default Added a script to turn off streetlamps, but then disabled it because it wasn't working properly. Download Links: Pre1: https://www.4shared.com/archive/3XjKo2Awca/HSO_ZombatPatrol_Pre1.html (depreciated) Pre-2: 4Shared Steam Workshop
  9. Hi! Today I want to present you my newest mission: Undead Altis - The Mystery. I've been working on it for 4 months, and I hope you guys will enjoy it! :D, let me copy 'n' paste the description: ZOMBIES AND DEMONS REQURIED* Day of 4-th February, 2017. In last episode your group managed to reach safezone, rescue the pilot, collect helicopter parts and repair the chopper. All of the survivors were extracted with an extra help of friendly pilot. However, at 0:00 helicopter started to expierence weird turbulences... FEATURING: -Main quests, -Side quests, -Hidden tasks, -Headshot only feature, -ONLY WALKERS! -Huge, playable area (Open World Survival), -Hell a lot of places to loot! -Ammunition is rare, -3 hours playability! [Considering ALL quests] (Popcorn and cola required!), -Multiple jumpscares, -Night enviroment, -Custom vehicle lights script, -Great variety of objects, -FPS FRIENDLY! (Even low-end PC Arma users will be able to keep their FPS high and nice!), -Various mysteries all around the island, -Hidden locations! -Notes! -Infection system, -Respawn implemented! -Ambient music, with sweet wind effects! -Custom recoil, -Custom sway values, Nothing is always obvious, you have to use your thinking. The scenario was designed to be fun and terryfing at the same time. You will never have more than 3 magazines on you. God speech! Use your brains and ammo wisely! CREDITS: A r k - Voice Acting (GHC)RandomMusic - BETA testing LoneEagle - BETA Testing Juhani Junkala - Ambient music ("AMBIENCE") Enviro Ambient - Wind effects ("FALLOUT/post apocalyptic ambient") Jimmakos - Templates Deamons lil' Deamon - Templates Mr. Sanchez - Support CaptainX11 - Support Luke (Gandalf) - Support Dan Tronic - Support dotMorse - Logo, textures Walkthroughs are GREATLY appreciated! BY RATING THE SCENARIO YOU'RE LETTING ME KNOW YOU EXPECT MORE CONTENT! YOU'RE ALSO SHOWING YOUR GREAT SUPPORT, AND IT MEANS A LOT TO ME! :) Mission file: ~18 mbs INSTALLATION GUIDE: a)Singleplayer users 1)Click "Subscribe" at the workshop item 2)Launch the mod "Zombies and Demons", you can find it on workshop, here (CLICK) 3)Open your Arma 3 4)Head over to Singleplayer --> Scenarios 5)Look for the mission under "Workshop content". Enjoy! b)Multiplayer users (SIMPLE) 1)Make sure you have your ports forwarded, exact guide can be found here (CLICK) 2)Make sure both of you are subscribed to the mission 3)Load the mod "Zombies and Deamons", which can be found here (CLICK) 4)Open your Arma 3, then head over to Multiplayer --> Host own server 5)Setup your own server, and you're good to go with your buddy! c)Multiplayer users: (NO CLIENT DOWNLOAD!) (COMPLEX) 1)Make sure you have your ports forwarded, exact guide can be found here (CLICK) 2)Make sure both of you are subscribed to the mission 3)Head over to Arma 3 --> Other Profiles --> "Your profile name" --> Saved --> Steam (or SteamMPMission) 4)Find the mission by it's name (Undead Altis), it will have weird %%$@!# signs by them, ignore them. 5)Open the folder and copy the .pbo mission 6)Head over to your Arma 3 directory and open MPMissions folder 7)Place the mission inside the folder 8)Open your Arma 3, launch the "Zombies and Deamons" mod, which can be found here (CLICK) 9)Have one of you go to Multiplayer --> Host Server 10)Set it up and you're free to go! d)Multiplayer users: (NO PORT-FORWARDING) (3-RD PARTY PROGRAMS REQUIRED) 1)Download Hamachi (Or Evolve) client, which can be found here (CLICK) and install it 2)Create an account and setup your own network, it is fairly simple, and it doesn't need any explaining 3)Make your buddy join your network or vice versa; join his network (Or "Party" if it comes to Evolve clients) 4)After you're done launch the mod "Zombies and Deamons", which can be found here (CLICK) 5)Open your Arma 3, then head over to Multiplayer --> Host your own server 6)Setup your own server and you're good to go with your buddy! RECOMMENDED, BUT NOT REQUIRED ADDONS -Task Force Radio (CLICK) -Advanced Combat Enviroment Radios 2 (CLICK) -Arma Enhanced Inventory (CLICK) -Arma Enhanced Movement (CLICK) -JSRS Soundmod (CLICK) -Deadfast 3-rd person mod (Ghost Recon style) (CLICK) If you want to stay tunned for more missions please follow my profile! I surely won't let you down! COMMENTS MAY CONTAIN SPOILERS! YOU'RE READING AT YOUR OWN RISK! DOWNLOAD LINKS: Steam
  10. thesnypr

    SURVIVAL OPEN WORLD

    - SINGLE PLAYER MISSION *** Survival 01 *** on TANOA download: http://steamcommunity.com/sharedfiles/filedetails/?id=789334554 - SINGLE PLAYER MISSION *** Survival 01 *** ported on ALTIS (new) download: http://steamcommunity.com/sharedfiles/filedetails/?id=792014749 external download: https://catup.pw/2fmHOxu Winter versions - SINGLE PLAYER MISSION *** Survival 01 *** ported on Chenarus-winter (new) Night version download: (Night version) http://steamcommunity.com/sharedfiles/filedetails/?id=796387816 - SINGLE PLAYER MISSION *** Survival 01 *** ported on Chenarus-winter (new) DAY version download: (DAY version) http://steamcommunity.com/sharedfiles/filedetails/?id=801383710 http://www.armaholic.com/page.php?id=29752 Chernarus-WINTER map TRYK's Multi-Play Uniforms added addon only for Chernarus-WINTER mission ps: now updated with renegades choper script & recruit script for TANOA mission & STRATIS mission & Chernarus-WINTER mission :D WIP VZR-ScriptPack the objectiv of Vzr Scriptpack was to mimic ( a little) the famous Dayz but not all, because a lot of scripts are new made and it's a hard work... don't want to copy for now this mision have: (finished scripts & tested) * random start over the all map (now is on Tanoa) but easy adapt on all maps :D (done on Altis too now) * useable vehicules * looting scripts (new) * populate scripts (new) without FPS down. * thirst & hunger system (thanks Rick for his usefull items) usable directly in inventory * new sombies spawning script * sounds & musics * intro * kill counter script * new random patrol script for all IA (IA are searching loot inside & outside buildings) * 4 factions * wreks FX on roads (with or without loot) * renegades camps (wip) * gearing script ( random with regular & specialised ) * ambiance color correction changing during the game, weather, dynamic fog ... * scenario CORE script calculate all the spawning (numbers of bandits, vehicles ...) and more... Basicly yellow zone are holded by villagers & red zone are hots zombies spots where you can found more renegade to kill. when you kill one of them you have a killcounter showing the count. you can found cadavers, zombies or villagers in garisson mod inside houses. you can found weapon spot (small green points on the map) also different boxes with some food & drink, very usefull if you want to survive! the goal is to manage to equip yourself with correct stuff to survive some zombies and found renegades... Addons needed: great thanks to those guys who helping us to do something different... * CUP units, weapons,vehicles * Ryan zombies * PLP containers * Rick items * APEX dlc (future plan on altis esseker ...) during 2 weeks was tested new wip ingame pics will follow soon...
  11. Author: JTS Introduction: A mission in post-apocalyptic style. Next part: Virus X - Antidote Description: Chernarussia. A small squad was sent to the infected island to save important scientists... Features: - Hardcore - Cut scenes - OFP style mission - 2 localizations: English & russian - Story - Locations are filled with a large number of objects for atmospheric gameplay - The toxic gas exposure script - The number of the infected depends on the number of players - Custom made locations - Color correction Notes: - This coop requires good teamwork! - You have to enable music in your game settings (60% is enough). Otherwise - don't play this mission. There is no crazy loud music - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI - No JIP (Join in progress). To avoid arma bug with mission restart - choose the mission again from the mission list - Be sure you disable all not needed mods before you start the mission Credits & thanks: Mission was tested by: JTS (me), Urban Screenshots: Requirements: - CBA A3 - CUP Terrains Core - CUP Terrains Maps - CUP Terrains CWA - CUP Weapons - CUP Units - CUP Vehicles - RHS (All packages) - Zombies & Demons Download (Steam workshop) Download (Armaholic)
  12. So, I just got arma 3 as a gift to play with my friend but he hasn't even jumped on it since. Free game I guess. But I've tried asking him several times what arma 3 is about, because Im completely ignorant to the series. I just know its about warefare, but I see others saying its about survival. I've seen a few mods like exile, epoch and ryans zombies that I really like and i have them and several other mods now, but I want to know if there are any guidelines? Like.. can I just join the server that says pvp or pve, kos or no kos, and treat it like ark? just jump in, gear up and kill players or ai (if the server allows pvp)? Also, I'm sorry if this is the wrong place to post this!
  13. I tried to create a zombie (Zombie & Demons mod). Looks like they work fine. But they doesn't move. The zombie can turn right or left, but he can't move. I read, that if you create unit with this command - he will have an animal logic. Is there a way to make him act like normal unit...? Command 'createUnit' is not an option, because of the limit. You can't create so much zombies like in dayz with that... Anyone knows maybe the solution...? :)
  14. RAVAGE TOURISM ESSEKER Hello RAVAGE Fans! Today I present you my personal vision of surviving the Zombie Apocalypse using the perfect framework, RAVAGE, and the perfect map, Esseker. Short overview: Title: RAVAGE TOURISM ESSEKER 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 Credits go of course to all the addon creators who made this possible in the first place. All addon makers do deserve our respect and gratitude, but in this thread I'll name especially those who were most important for this particular mission: Haleks for the awesome RAVAGE Mod and mission making framework ronhillultra and the rest of the team behind the Esseker map for their dedication to create an ideal staging area for apocaplyptic missions hcpookie for his Battlebus MrHuachuca for his atmospheric music and sound collection that greatly inspired the music selection in this mission - even if I have decided to not use his pack anymore in a published mission to avoid the copyright controversies it may cause. Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System Next to credit are my fellow RAVAGERS that helped my with scripts, advice or templates: Bad Benson who not only made the Enhanced Movement addon so crucial for surviving in RAVAGE missions in general, but also offered the immersive script suite to the community that enhances SP and MP RAVAGE alike with vehicle crashsites, bandit camps, and, the most important element IMHO for immersion: The Temperature System! Bad Benson also helped me kindly with tailoring his script suite to my special needs for this mission - thanks a ton, buddy! cosmic10r for building and presenting the first Escape! Mission for RAVAGE Jimmakos for his awesome Esseker Mission that was a major source of inspiration for my own vision of RAVAGE on Esseker. Haleks himself for his continuous tips in the PM thread while testing the DEV versions of RAVAGE or in the forum when I had mission making questions And last but not least my buddy reforger for playtesting with me in MP and giving advice on mission design! What to expect from RAVAGE TOURISM ESSEKER? 11 different random start locations in SP and a spread out start for the survivor team in MP- some are better, some are worse in the sense that you spawn far away from the AI teammates in SP or far away from your buddies in MP. Random gear in MP for all but one player slot who is designed to be the SP hero of this adventure and who is a die-hard prepper Music that is part of the missions design and will be heard during the course of the mission in key locations. An open world with a lot more to discover than just an escape vehicle, if you so choose... Just read the Briefing and hints carefully! Epic fights against bandits and zombies while constantly struggling to keep your needs satisfied in a world more than one year after the apocalypse - that means ultra-rare loot (the challenge becomes even bigger the more people you are in coop - then you need in the worst case 11 times the amount of food and drink than in SP) and a total of just two driveable vehicles availble "for free" on the entire map besides the escape vehicles - and you must walk there first... Carefully crafted locations which are there to provide specific loot in logical locations or which were created to help in building immersion and some more storyline Additional food sources in the form of rogue farm animals that live and thrive in the more rural areas of the map - but you must find them first since they are set to wander, not to stay put! Random spawns for the escape vehicles: if you are lucky, they are close to a place where you can find fuel and repair equipment for them, if your unlucky, well, hit the road and look for your loot! Required Mods: @AliVE: http://alivemod.com/#Download @Alive Server (for MP only): http://alivemod.com/#Download @BG21_Slaughter: http://www.armaholic.com/page.php?id=28790&highlight=BG21 @cba_a3: http://www.armaholic.com/page.php?id=18767 @cup_terrains_core: http://cup-arma3.org/ @cup_terrains_maps: http://cup-arma3.org/ @cup_units: http://cup-arma3.org/ @cup_vehicles: http://cup-arma3.org/ @cup_weapons: http://cup-arma3.org/ @esseker: http://www.armaholic.com/page.php?id=28815&highlight=ESSEKER @Frith's Ruin: http://www.armaholic.com/page.php?id=31654&highlight=FRITH @IFA3_LITE: https://forums.bistudio.com/forums/topic/190809-iron-front-in-arm3-lite-preview-versions/?page=58&tab=comments#comment-3239827 and SWS @POOK_battlebus:http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS @Ravage: http://www.armaholic.com/page.php?id=29638 @rhs_afrf3: http://www.armaholic.com/page.php?id=27150 @rhs_usf3: http://www.armaholic.com/page.php?id=27149 @rhs_gref: http://www.armaholic.com/page.php?id=30998&highlight=GREF @rds_A2_Civilians: http://www.armaholic.com/page.php?id=26188 @sanchez_headlamps:http://www.armaholic.com/page.php?id=32777&highlight=HEADLAMPS @Spyder Addons: http://www.armaholic.com/page.php?id=30013&highlight=SPYDER @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 @warfarethai: http://www.armaholic.com/page.php?id=26051 Recommended Mods: Dynasound The Blastcore suite Bloodlust MOCAP And of course Enhanced Movement, who would play RAVAGE without it? MagRepack since I don't need ACE for just this one feature... The LOW Mine Detector system to get safely through the Minefields around the Military camps... IF you decide to turn those cheap-ass red triangles off, that is. I don't force that at you. The compatibility PBO for Warefarethai and RHS that is availble, although outdated, will still make some Magazines interchangeable. YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE mission: https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg UPDATE 5 (the updates 1-4 were just WIP steps and never saw a release ) (Mostly)Fixed the ending triggers not registering properly if just one Lone Survivor or a whole group has made it out of Esseker. 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: all of the playable slots can play „Doctor“ and do a full Revive in MP if they have FAK's or Medikit. If you have just AI with 1 player 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 in their own group. You can help the RAVAGE spawned BLUFOR Survivors though, and will receive radio messages and map markers informing you about wounded BLUFOR survivors' locations. Added TAC VESTS dependency because it's used to fix the Armor values of the TRYK vests Added a few simple quests (default A3 Task system used) to the Double Tap Gun Range and the Science Camp; will be obtained automatically on entering certain areas Added a recruitment Flag to the Double Tap Range: You can now recruit desperate survivors who have lost everything into your team – if you load @inidbi2 in SP or MP clientside, up to 11 of these recruited AI Teammates get full ALiVE persistence, i.e. their position, health, inventory and ammocount are saved and will be automatically restored upon ALiVE loading your persistence savegame. Beware: the playable slots which if unoccupied by a human player will join you upon coming into view range to their start locations are not affected by this in the same way; they only teleport to your location, but will re-load their editor set equipment. So if you want pack mules to store your loot, go recruit at the Double Tap Flag since only these units will keep whatever you gave them before saving/quitting. Also ofc ANY vehicle or crate is good for saving now with ALiVE active. (See below!) 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. WOHOO! The Mission itself: https://www.dropbox.com/s/e59fbbd4h1t96w9/RAVAGE_TOURISM_ESSEKER_ZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0 And the version without Zombies: https://www.dropbox.com/s/hktvielmo8ju3jk/RAVAGE_TOURISM_ESSEKER_NOZEDS_ALIVETESTS_2.Esseker.pbo.7z?dl=0 Also available via Steam Workshop! THE „CUP-ONLY“ HIGH PERFORMANCE VERSION IS NO LONGER MAINTAINED!!! Some Screens from my SP testing and the successful playthrough with my buddy reforger in the following post - show your screens here as well!
  15. The world as we know it is gone. Within days, Red Venus spreads like The Plague, infecting millions. Those who are infected later die and come back and feast on the living. Fast forward to 2 years after the outbreak, (2 A.Z) The People's Survivor Army, an advanced military organization on Altis took up arms to restore order and beat back the infection once and for all. The year is now (3 A.Z), the PSA have failed to stop the infection. They pulled back to their last operational base, Fort Huxley, and turned it into a safezone for survivors. It is currently the last known functioning PSA facility on the island. Will you join the ranks of the PSA? Become another survivor? Take up arms against the PSA? Or flee far away and establish your own faction/tribe/community? It's all up to you in this harsh Roleplaying world! What Exactly Is Red Venus? Red Venus is an Apocalyptic Life sim where you RP one of three modes (You can swap between them). Military, survivor/civilian, and mercenary. Military personnel have to enforce laws, ensure safety in safezones, and attempt to take Altis back from the dead and rebuild civilization. Civilians are basic survivors who must choose between a safe life within the safezones, or a hard life of banditry away from the safezones. Finally, Mercenaries are basically survivors who do not trust the military anymore, and decided to take matter into their own hands, where safety of civilians is their number one priority. Red Venus is the first ever gamemode meant to immerse the players into a heavy Roleplay environment based in the zombie apocalypse. Rather than throwing the players into an open world with the basic survival mechanics with no real idea of who you are or what you're supposed to do, instead Red Venus puts the players into one of three factions, fighting the undead and struggling for survival. Red Venus relies heavily on Roleplay. It puts the players into a post-apocalyptic world, but also prohibits RDM and pointless killing; "Forcing" players to roleplay. What Makes This Different? So first of all, this allows you to play as someone we barely ever see in zombie games: The government. They will have to coordinate and execute side missions and large military objectives to eliminate the undead threat. While also having to worry about Civil-control, settlement management (Think State of Decay-Style), and even combating the local resistance based on the player's moral choices. For mission makers and server owners: Red Venus RPG is fully customizable. With an easy-to-use system, you can remove and add the features you would like to use in your server. Feel free to completely customize it and host it on your server for others to play. Experimental release for editors and players ------ Click To Download As of 5/7/2016, you can now distribute and/or upload your edited scenario to the workshop. However "Red Venus RPG" has to be somewhere in the name. What Features are in the current experimental release? (As of today) - Three playable factions. - Safezones. - Fast-roping from choppers for a quick and safe insertion of military personnel. - Random air drops and helicopter crashes. - Situational ambient music system. - Custom character classes (Doctor, Hunter, Mechanic, etc...). - Day/Night cycle. - Dynamic weather. - Money system. (You currently start with $500, and get $200 every few minutes). - Fully lootable world. - Zombies spawn all over Altis. There are currently 3 different zombie types. - Horde mechanic. - Shops system. - Interaction menu system (ACE). - Advanced medical system (ACE). And a lot more... What Mods/Addons do I need to play/edit this? http://steamcommunit...s/?id=679223128 Available on this page up there!
  16. Hello there, Goro once again. Right now, I've packed all the missions into 1 "big" file. About the campaign itself: The campaign is set in post-apocalyptic Altis island. 6 separate episodes have been grouped together to ensure that the playability will be a lot higher. The campaign is set for SP, for separate COOP missions, links will be given below. Features: -Shitloads of zombies are coming your way! -Revive system implented w/o Respawn -Post-apocalyptic climate -Main characters delivered with plot -First man-created campaign about Zombies Requirments: Zombies & Demons -Total Playtime: ~1 hour Download: Click Installation guide Copy the file (S01.Altis) file. Go to your Arma 3 directory. Place the file inside folder called "Campaigns". If you don't have one, create one. Season 2? The season 2 will be relased 1-2 months later if this campaign gets famous :) Feel free to leave the feedback! :) COOP Scenarios: [COOP-5]Unleashed Hell - Episode 1 - Kill or Be Eaten [COOP-6]Unleashed Hell - Episode 2 - Life Savers [COOP-6]Unleashed Hell - Episode 3 - Hostage Rescue [COOP-6]Unleashed Hell - Episode 4 - Daring Raid [COOP-8]Unleashed Hell - Episode 5 - Game Over [COOP-11]Unleashed Hell - Episode 6 - 'Till We Can Credits: -CrunchyNapkin (Official testing) -Alex150201 (Scenario ideas) -Feuerex (Support) Changelog: *v1.1: -Bug fixes
  17. Dead Catalina Rising (Coop 6 players and SP) Mission on Steamwokshop: Original Mission - http://steamcommunity.com/sharedfiles/filedetails/?id=520119742 "Director´s Cut" - http://steamcommunity.com/sharedfiles/filedetails/?id=527195446 Mission on Dropbox - https://dl.dropboxusercontent.com/u/6382845/%5BSPCOOP6%5D%20DEAD%20CATALINA%20RISING.rar Mission on Armaholic - http://www.armaholic.com/page.php?id=29548#c66172 THIS MISSION USES RICK_B´s ZOMBIES AND HAS WORKING LOOT/HUNGRY/THRISTY MODULES - read instructions below... [uPDATE: It doesn´t requires AiA TP, as Santa Catalina Island is standalone... silly me lol ;) ] ION PMC has been playing with biochemical warfare and finally got burnt! An undercover/blackops experiment with a test H1Z1 strain on Santa Catalina Island (right next to California shores) population has gone wrong, and now you and your 6 men PMC BO team have got to scaravenge for suplies and kill your way out of a zombie horde to get to the island´s airport, refuel an old skied Antonov An-2 and fly back to ION PMC headquarters to report back the flopped experiment (or not so floppied, as it showed almost 98% efficiency on turning the indigenous civilian population on enraged canibals killing machines...) It features Rick_Bs zombies, IMHO better zombies with boomer/smokey/fast and slow and ressurected units zombies (I have an old 4 y.o. PC and these monsters don´t make it choke) This mission has working survival modules and requires the following mods: CBA - http://www.armaholic.com/page.php?id=18767 MCC (for the blizzard effect) - http://www.armaholic.com/page.php?id=19580&highlight=MCC Santa Catalina Island - http://steamcommunity.com/sharedfiles/filedetails/?id=473331251 Rick_B´s Arma3 Inventory Itens/Survival modules - http://www.armaholic.com/page.php?id=28752 Rick_B´s Walkers (aka Zombies) - http://www.armaholic.com/page.php?id=29006 RHS - http://www.armaholic.com/page.php?id=27139 RHS ION PMC - http://www.armaholic.com/page.php?id=29010&highlight=RHS%2BION RKSL Attachments (for cool LDS scope on loot) - http://www.armaholic.com/page.php?id=25843&highlight=RKSL%2BLDS and last, but not least, Sabre´s Antonov An-2 A2 port - http://steamcommunity.com/sharedfiles/filedetails/?id=375881770&searchtext=Antonov ... and I recomend playing with ACE3 for an extra challenge! http://www.armaholic.com/page.php?id=28557 ... and Cunico´s Hidden Identity Pack for Gas Masks (protect against Smokey´s Killing Haze) - http://www.armaholic.com/page.php?id=24936&highlight=HIDDEN%2BIDENTITY ... and MOCAP mod to beat the crap outta zombies if you run dry on ammo - http://www.armaholic.com/page.php?id=27262&highlight=MOCAP Screenshots: Instructions on Rick_B´s Survival Modules: Known issues: Thanks/Credits: BIS for this awesome military shooter sandbox, addictive as heck, big fan since OPF days... Misty Ronin for his ION PMCs mod and mission mentoring (as well as SIG aka Phantom for convincing me to publich this, and inspiring me with his Doomsday Night series) RHS for their awesome Escalation mod Sabre for his Antonov (and other A2 airplane ports) Shay_gman for his uncanny MCC (make arma easier) Rick_Bs for his modules and zombies Got_ Dead_ for Sta Catalina Island DA12TH Monkey for LDS scope CBA team and KJU for their essentials mods (CBA and AiATP) Foxhound and Big for hosting my missions on Armaholic (best ArmA series content repository evah =) and on and on and on (sorry if I forget to mention your work... hit me and I´ll add it here =D) ... happy survival/zombie carnage! =) Cheers!
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