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Found 30 results

  1. Welcome to Vandeanson’s Apocalypse All info is kept up to date below: Workshop Vandeanson's Apocalypse DISCORD
  2. haleks

    Ravage

    Mod version : 0.1.82 (2019.11.29) Hello and welcome to the Ravage Mod Thread! Ravage is a survival mod focused on immersive and dynamic gameplay. Players are to survive in a post-apocalyptic world, where bandits, infected and hunger will be constant threats. About "Ravage" Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel. The Ravage mod has been in development since 2013 and is still an ongoing project. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes. Ravage is designed to be easy to use, performance-friendly and is compatible with many addons. Features SP & MP compatible : Ravage comes with a set of easy-to-use modules, allowing you to create your own survival experience. All modules are designed to work in every environment : single player, locally hosted or dedicated servers. Survival mechanics : Hunger and thirst system connected to Arma 3 fatigue simulation : The more gear you carry running around, the hungrier & thirstier you will be. Eating and drinking will restore a small amount of health (with a bonus near Fireplaces), your health will decrease at low hunger & thirst levels. Zombies : Ravage includes a dynamic zombie spawn system. As the sun goes down, more infected will be roaming the land. Beware! Some zombies are extremely fast and will outrun you if you don't manage your fatigue. (Includes animations from Teacup's pack, Breaking Point and custom skins by Bad Benson.) Bandits & survivors : Survivors are despaired and don't hesitate to kill to obtain whatever they can scavenge. You will stumble upon clans of bandits fighting each other, searching towns for loot or hunting you down. Not all survivors are hostile though; some of them are willing to join you. Quality OST : Including soundtracks from the STALKER games with permission from GSC Game World, as well as a selection of Arma 3 tracks. WIP. And many more : Accelerated time factor. New items (usable by double-clicking them in your inventory). Realistic vehicle repairs. Dynamic weather. Ability to sleep (requires camping items). Radiations, gasmasks (includes breathing sounds function) and Geiger counter. Loot and Dynamic Furnitures systems. Wrecks and derelict vehicles spawning on roads. Character persistency in Multiplayer. Compatible with many addons (details below). How to play? Just launch one of the scenarios listed under "Scenarios/Ravage Mod"; everything you need to know will be explained along your journey. Make sure tutorial hints are enabled in your settings! Kodabar kindly made a video showcasing the demo mission, with instructions on mod installation : If you play a Multiplayer mission wich has character persistency enabled, your equipment, survival status and position will be saved and restored next time you join the same server. All your saved characters can be previewed and/or deleted from the MP save manager (scenarios>Ravage). Mission Making Several modules are available under modules >> "Ravage" in Editor mode. Amongst other things, these allow you to : spawn hostile and friendly ambient AI. spawn zombies. enable the dynamic weather function. cover the map with wrecks and damaged vehicles. enable the loot system and spawn ambient furnitures inside buildings. enable the survival and radiation systems. enable character persistency in Multiplayer. Each module controls one particular aspect of Ravage features and can be used independently. You will usually need only one module of each type, except for the zombie hordes module. Creating a mission for Ravage, be it a singleplayer or multiplayer scenario, requires close to zero scripting knowledge : the modules will detect what kind of environment they are working in (SP, locally hosted or dedicated server) and adapt accordingly. Documentation More informations are available on the Ravage Wiki. It provides valuable informations on survival mechanics or mission-making using the Ravage modules. @MuRaZorWitchKING also compiled a usefull guide on Steam. Make sure to have a read there first if you have any doubt or question! Ravage on Youtube Thanks to Gunter Severloh, the Ravage Mod has its own Youtube Channel! Most, if not all, the videos related to Ravage will be compiled there; if you want to see just how modular Ravage can be, how people play it, or just looking for tutorials, it's definitely the place to go. Make sure to subscribe if you want to stay tuned with the latest additions to the mod! Supported Addons This mod requires CBA_A3! Ravage is designed to be compatible with many addons in order to bring in more variety : Recommended Mods Besides the supported addons, the modding community has been producing many mods for any taste. Here's a list of selected mods that will enhance your ingame experience with Ravage : Performances Tips If you are going to play Singleplayer, consider launching Steam in OFFLINE mode. Always set the Arma3 Launcher to close itself after clicking "play". Be aware that the new Water Reflections can cost up to 10 frames per second, you can turn this feature off from the video options. Credits & Thanks Special thanks to Bad Benson, Cosmic10r, Evil Organ & Tourist for their numerous contributions and precious help testing Ravage MP! Thanks to Kodabar and Gunter Severloh for their support, and to anyone spreading the good word! Gasmasks and Shemags made by Cunico and included with permission (http://forums.bistudio.com/showthread.php?174221-Hidden-Identity-Pack-V-2). STALKER:Shadow of Chernobyl soundtrack by Mooze, included with permission from GSC. Loot System based on concepts by Larrow and Na_Palm. Weather system based on randomWeather2 by Meatball (http://forums.bistudio.com/showthread.php?172817-randomWeather2-Script-Dynamic-Weather-For-A3). Scorch's Inventory Items by Scorch_052 used by some of the new items (http://forums.bistudio.com/showthread.php?159535-Scorch-s-Inventory-Items). Radioactive Zone Warning Sign texture by Bossmann. Additional models & textures by Giorgygr. Infected skins by Bad Benson. Additional sound FX and config tweaks and dynamic compositions by Evil Organ. Retextured weapons by Cosmic10R. The MP save system was inspired by zooloo75's concept. Zombie animations by Teacup and the Breaking Point Mod team. The "Ghost Hunters" showcase uses VFX based on @aliascartoons's work for his Strigoi concept. License Ravage Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available on request. Using Ravage Mod on monetized servers is strictly forbidden. You may not reupload this mod on Steam. Changelog Download Links : Ravage v0.1.82 Mirrors : Ravage Wiki (thanks to Kodabar) : http://ravage.wikia.com/wiki/Latest_version_of_Ravage How can you support mod development? Any contribution can help and will be used to acquire content related to Arma3, and/or survival games, such as DLCs and future BIS releases. Or coffee. Feel free to donate whatever you want, no matter how modest your contribution may be, tokens of appreciation always boost moral and creativity.
  3. Direct download : https://drive.google.com/open?id=1XqYe2BydiXoGRWNWDPY2cjtTz7-67KPj Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1711959480 !!! Mission for dedicated server!!! Video exemple : Description of the game mode : Sandbox game mode with the CSATs, the base of the mission is quite simple, enemy occupied areas (NATO) are generated randomly, once the secure area a new one will be generated randomly. Incidentally there is a small playable NATO team (5 slot) to oppose an additional resistance, thus creating more difficult and unforeseen situations. Configuration of the mission : CSAT : -Main base or all CSAT vehicles are available. -Recruitment of up to 10 AI per player. -Vehicle maintenance area. -Aircraft Configuration Zone (Pylon custom). -3 box F.O.B (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), note that the F.O.B are brand so that opposing players can know where they are located, in order to create conflicts around the F.O.B CSAT. -HALO Jump. NATO : -Rudimentary post, only light vehicles and light helo are available (transport, combat), heavy vehicles will need to be requisitioned from NATO IA. -Recruitment of up to 10 AI per player. -1 F.O.B crate (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), take note that the NATO F.O.B will be invisible in order to give an advantage to NATO players who are 4 times fewer in number. Globale content : -Approximately 80 operating areas. -Dynamic IA activity that adapts to the actions of players such as setting up mortar camps, S.A.M, land and air patrol. The zones where the AI are setting up installations are not indicated on the map, so as NATO gradually tries to block you with barrage shots or to defeat any air action. -Engineers can build sandbagwall (need a tool kit in inventory). -Zeus interface for server admin. -The group leaders of each faction have the automatic support (C.A.S, transport, ammunition drop). -Cleaning system (performance manager) every hour empty vehicles, body, stuff on the ground are removed to keep good server/client performance over the long term, players will be notified 2 minutes before the cleaning sequence. Script : !!! Be careful not to use the modes already included in the mission !!! -!!! NRE Earplug !!! -!!! Outlaw mag repack !!! -!!! Advanced sling loading !!! -!!! TAW view distance !!! -!!! AIS medical system !!! -!!! ZBE Cache !!! -Bon recruit unit -AI spawn script pack -R3F logistic -Virtual vehicle spawner
  4. haleks

    MyST

    * W.I.P Thread MyST is a new project stemming from many inspirations, from the good old STALKER games to more recent sci-fi titles such as Death Stranding. This is a work-in-progress endeavour, and both scope and releases will gradually evolve over time : very much like Ravage, it will start "small" and grow up... And hopefully provide fun and appealing ways to play Arma 3! Premise With this project, I want to take a slightly different route for the sandbox & survival style. Arma 3 is a great platform for survival & zombies scenarios, but its near sci-fi context is often at odds with our usual idea of what it will/should be like. The idea behind MyST is to make the best of both worlds, and to propose an alternative take on the "end of the world", more grounded in science-fiction and technology (and a bit of paranormal too!). Release Plan Tools First : MyST will be very similar to Ravage in design, providing ready-to-use modules for mission making. Those modules will include spawn systems, random objectives generators, light survival mechanics, but also less orthodox, immersion-based tools. The Endgame : The mod will most likely include a simple free roaming scenario to showcase new features as they're added along, but the ultimate goal is to assemble an interesting premise with room for both "classic" Arma gameplay and new ways to challenge the players. MyST will offer sandbox and objectives-based scenarios for both SP and MP. W.I.P Features *The Phantoms *Dynamic Tasks *New Factions *Paranormal Events More Coming Soon... Special Thanks This project would be stuck in a temporal loop if not for the help of my supporters on Patreon - thank you guys! And of course a big shout out to the broader modding community for sharing knowledge and tips.
  5. This is a persistent campain using the Drongo RDC Module, check the mod page for more information about this mod. Note, this mission is builded to be played for 25 player on a dedicated server. Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1867605255 Main features and rules Drongo RDC is designed to make dynamic campain progression, so its depend if the player complete or fail the mission on each session, so here a quick description on how the mission work. Ticket management There is 40 ticket for the whole team of player, 1 death = 1 ticket lost, 0 Ticket = mission fail. To avoid any exploit every immobilised player cannot leave the session, he must die or be revived. Custom HQ The player can get all the vehicle faction at base, recruit AI, HALO Jump and fast travel between the FOB and MHQ. AI Management The mission is playable alone (or for low amount of player), so each player can recruit 10 AI max/group at the HQ or FOB. Each AI cost 1 Ticket, they can be dismissed and get back the ticket, they also benefit from the same insta death protection, so they can be revived or revive any player. F.O.B The player side got 3 F.O.B box where the player can recruit AI, rearm, build fortification and get soft vehicle or static weapon. The FOB system is totaly persistent, the box and all the construction made by the player are saved between server restart or new generated mission. Secondary features and credit Unique Class Features -Any squadleader class is able to call C.A.S, Air transport, Ammodrop. -Engineer is able to build sandbag wall, woodplank and pole, so they build nice homemade bunker everywhere on the map. (they must have a toolkit in bag) Dynamic Ai Patrol (AI Spawn Script Pack) All vehicle and soldier type. (enemy and friendly) Dynamic AI Artillery (RYD_FFE Script) AI can handle any artillery piece against enemy player or AI. (RYD_FFE Script) Logistic (by R3F team) -Every object builded at the F.O.B can be moved or loaded in vehicle. -Advanced sling loading is used by default in the mission. Client features -Dynamic View Distance (by TAW) -Mag Repack (by Outlaw) Note on client and server performance I spend some time on optimisation client and server side, so the mission is highly optimised and offer a good framerate for client/server and lag free, more detail below : -Dynamic sim is used on each vehicle spawned at base. -Configured GF Cleaning script, so the player vehicle are not deleted (no bad surprise) -ZBE AI cache Script is used. -Max view distance is 3500m. -Every secondary object like vegetation, box, wreck, trashbin are hidden in town to offer the best framerate client side. Mod compatibility -Any sound or movement mod is recommended. -The mission should be compatible with ACE and TFAR. -The new AI mod LAMBS.danger should be compatible. !!!do not use this AI mod!!! -VCOM AI and TCL will breack the mission so do not use it. (I didn't try with ASR AI)
  6. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
  7. Welcome to Vandeanson's Basebuilding! In this thread I will cover everything about my WIP basebuilding mod. V0. 2: feature showcase and introduction V0. 3 - I have re-written the blueprint creation function. It is now easy for users to add new custom blueprints or delete default blueprints when creating a mission. - added an option to rotate the object (the object that is being built) - added an option to get object closer or further away (max distance can be limited, currently at 5m) - GRAD persistency enabled for placed stuff (tested in client hosted and dedicated) - placed objects can be destroyed, you get back scrap materials (which can be refined into other materials again later) - moving an object will save its new position via GRAD - added a few new materials - added place-able light source with on / off switch. I plan to add a feature that requires a generator connected. See light showcase: next steps: - release updated showcase video - add more blueprints - add GRAD setting to save collected material per player - "Move" and "deconstruct" addactions to be saved via GRAD - adding possibilities to destroy other players placed objects - adding blueprint spawners, so players can collect and learn new blueprints - material traders - loot system for all materials that may be found (currently wood, stone and sand can be farmed) Looking forward to receive any input, suggestion or ideas from the community. A playable mission demo will follow shortly. Cheers VD 
  8. 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;)!
  9. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  10. Here we go... again...... INGLORIOUS BASTARDS Live up to your (in)famous name by shattering enemy's operations, leading a squad of the deadliest SF operators in the world. No fame, no glory...just the gratitude of the man beside you. This is my FIRST COOP MISSION, so even if I tested it extensively, there may be some bug/fruck-ups...which I beg you to report. Play COOP or recruit AI SF operators, take advantage of superior technology and assets to strike fear into the heart of the enemy. Operate in the shadow or full power. Play as you like!!! SITUATION: -After a powerful Islamization of the island of Malden, right offshore the coast of norther-west AFRICA, the extremist faction known as Boko Haram carried out a coup, overturning the legitimate government. Some units of the regular army still oppose a tenuous resistance, but the hopes are few. Due to the presence of ''sensitive assets'' useful to our government (i/e offshore oil rigs and selenium mines ), a task force of SF operatives is deployed with the task of ''crippling'' the rebels in preparation for a landing of the UN blue helmets. MISSION: -The mission is based on Drongo's Area of Operation, which will give you random tasks and objectives. To win the campaign, players must 500+ victory points (from killing enemies and completing missions). Killing an enemy troop gives .5 points, completing a mission gives 10 points. There is also a ''Political Will'' rating which is reduced by civilian casualties and failed missions. If it reaches zero, the campaign will be failed. Campaign progress is automatically saved at the end of a mission. MISSION TYPES: Sweep: Enemy forces have garrisoned various buildings near the objective. Clear the enemy from the area Demo: Locate and destroy the objective. SEAD: Locate and destroy the SAM/AAA vehicle. Assault: Destroy the enemy forces occupying the town. Downed Helo: Locate the downed helo and recover any sensitive items from the wreck (move next to the wreck for a few seconds). Search and Rescue: Locate the downed pilot. Move close to him and he will join your squad. Bring him back to base. QRF: Send a Quick Reaction Force to rescue an ambushed squad and bring them back to base. HVT: Locate the HVT and use the interact key (TAB by default) to first arrest him, then interrogate him. Destroy Squad: Kill all members of the designated squad. Destroy Vehicle: Destroy the designated vehicle. Seize Intel: Seize intel documents from an enemy commander. Assassinate: Kill the enemy HVT. FRIENDLY ASSETS: -At your disposal, you'll have: * Recruit option, with a selection of SF operators. * CAS and TRANSPORT full heli support. * INCON-AIRPOWER bomb strike support * UAV Drone surveillance * Access to Virtual Arsenal. * Supply and vehicles Drop. * Satellite access. * HALO drop. MOD REQUIRED: COMMUNITY FACTIONS PROJECT (CFP) CUP TERRAINS CORE DRONGO's AREA OF OPERATION HERMES AIRLIFT SERVICES 1.8 (NOT NEEDED FOR THE SINGLEPLAYER ONLY EDITION) NOTE: CFP mod has his own dependencies. CREDITS AND SPECIAL THANKS: @GEORGE FLOROS GR for the CARGO DROP SCRIPT and his invaluable help with the recruit script. Bon's Infantry Recruitment Redux -- by Moser @Dankan37 for his JDAM bomb script. @pierremgi for his REVIVE SCRIPT @rickoshayfor his cool HALO+C-130 script. @Gunter Severloh AND @Rydygier for the HERMES AIRLIFT SERVICES @Incontinentia for INCON-AIRPOWER SCRIPT Drongo for his AREA OF OPERATIONS mod. CFP team for the cool Community Factions Project CUP team. EVERYONE ELSE THAT HELPED ME directly or indirectly, which due to my aging brain, I 'm forgetting. EDIT: "I told ya my brain is getting old and forgetting things....." HERE'S THE LINK: STEAM PAGE SINGLE PLAYER ONLY EDITION: STEAM LINK Included in the SINGLE PLAYER edition, custom GUI squad selection, full heli CAS & transport menu, with more immersive operators personal background and units logos. OK...HIT ME NOW..HARD😜
  11. Foreword Hey all. I got into scripting after we, our small group, hat countless accidents within Antistasi, gamebreaking Shenanigans and very unfitting situations. Basically that made me look into scripting as i 'wanted to make it better'. Antistasi was hell lot of a fun experience and we had great moments. Still, we kind of wanted something on our own. Something fitting to our Mercenaries Style. Mods We made this with the mods we use. So, sorry, no CUP, no German Army or anything else. Here's the Mods we use (we go for 'Less is More'). I dont list mod-musts and prerequisites. Like cba and acex. - Complete RHS Set - ACE - ADV ACE CPR - inidbi2 (Database) Used Map: -Altis We like Altis and how it offers so many diverse Regions. -Tanoa When Beta the Beta of the Default-Mission ends. Feature List: - Arsenal Dump Script Basically, takes all the vehicles, unloads them, sorts everything out and puts everything, that you (may) have unlocked into the ace arsenal. https://www.youtube.com/watch?v=GFaBeSf4F8g - Satellite Scan Scans your surrounding for Units and Vehicles. Markes them for short duration as 'Unknown' https://www.youtube.com/watch?v=FAerUgexcTw - Realistic Parking For Air & Land Vehicles we have designated spots. Your vehicles is parked (and saved for persistence) as it is. Which means: The better you park, the more vehicles you can use. No virtual parking garage. (Video below Faction ID) - Faction ID As we use Vehicles from all Factions, that is also represented for the Players itself. You can take over the Vehicle's Faction to be 'one of them' unless you start hurting those people you 'represent' for the time of the disguise. https://www.youtube.com/watch?v=HTeFBTiyGT4 - Money Its a very simplistic system currently, but we can already earn money and it will be saved through the persistent campaign. WIP Features - Shop System with Ace Arsenal Users want the maximum experience and the ace arsenal is near perfect. Choose, pay, get back on the battlefield. - Civillian Mission Set A broad variety of missions based around Civillians. All from medical services up to bodyguard service. Our/My Vision on PMC Setting We all like a realistic scenario und good (scripted) missions. Sadly, i never found any unit doing all kind of Future Setting Missions and participating in a Future Setting Like War. The PMC Setting was the same Missions, just named differently by so many other Clans/Units. Instead of wearing Camo Outfits, they wear Cargo Shorts and white Shirts. Task Force Crow (Einsatzgruppe Krähe) was always meant to be a Mercenary Force. We are hired guns. Not Military. We are a Private Military Security Company. Thus we started to create exactly that scenario. We have two clashing forces: East & West. They fight a war. We are taking Contracts. Missions. Humanitary ones, Military ones, Civillian ones, Illegal Ones. The possibliities doing such a scenario are huge. What if i tell you, that you can capture a vehicle, and instead of using it, you can try to sell it on the black market. But not a virtual marked, where you just click and hope for a good price? What if i tell you, you have to bring the vehicle to someone, to hope that this someone is now screwing you over. To get a offer of money for the vehicle. And what if i tell you, that the possibliity is there, that, whoever vehicle this was before, may show up with special forces to bring it back? We dont talk about a freaking Toyota that cost maybe a couple thousand dollars. We're talking big Numbers. And, since we like it as realistically as possible, the numbers respect that as well. You dont pay 25k to unlock a tank and when it's gone you say "Eff it, we gonna get another one". You will be hurt when your tank is blown up. You will feel it, the time you did to get that huge machine. We try to create a Mission-File that takes the Sandbox to the PMC-Side. To offer you: Do what you want. You will do it for money. And you will decide where your goal will be. Total Domination on your own? Support an Armies Cause? Or will you fuel the war so you will be 'freaking rich'? Yes, we aim for a very script heavy mission but the time spent is worth it. We already use the Zeus to make the Missions and use the scripted features we already have. It grows and, with the start of the alpha-phase, you could also play this mission. At least, if you're interested in the PMC-Setting. Since the majority of ARMA-Players understand and/or speak English, we make everything within the Scenario in English language. Later, at the alpha-phase, we will also offer a german version with futures updates. Alpha/Closed Alpha Start - Closed Alpha: August 2019 - Main Alpha Start: December 2019/January 2020 If you have questions, or you think i am missing information(s), just ask here and i will (try to) give you an answer. Until then: Have a good time and see you soon.
  12. Ravage Guide This is a Small guide concerning how to Survive in Ravage. Made by Myself, Haleks, Gunter, EO, And Gill. Hope you all enjoy it!
  13. Old West - Wild West Map Description: Have you ever thought of playing actual western-type sandbox in ArmA III? It could happen really soon. The Old West is the first mission-map for ArmA III, that is set up in the American Wild West. It is made on Altis, though it doesn't look like one. It was remade with old west architecture to feel the entourage. And you know what is the most exciting thing here? It's 100% vanilla. Plot: You're living in a harsh world of the American Old West. The world is actually set up in Monument Valley, Arizona-Utah, USA. There is a lot of locations. Towns, villages, Native Americans tribes and etc. Towns are living, saloons, stores, churches, and other places are waiting for you to come (and spend some money, if you want). Snapshots: https://imgur.com/a/3CuC6 (old) https://imgur.com/gallery/TmphF9l (new) Features: Big map Western atmosphere Ambient music script Enterable stores and saloons Many more... Optional content: DBO_Horses Project Infinite - All In One Status: Still in development. Approximate release date: very soon.
  14. Description: At Malden, there's nothing but death and ruin. All that's left are wandering infected plunderers and murderers. You are slowly but surely running out of food and your dog's stomach is growling. You have no choice but to go. In the north of the island there may be a boat at a small hiding place to escape from here! Features: Ravage Features:http://ravage.wikia.com/wiki/Beginner's_guide Scripts in Mission: GF_Earthquakes, Alias Duststorm and Nuclear Strike Script, Vandeansons Dynamic Bandit Camps and JohnnyBoy´s JBOYDog THIS MISSION IS WITHOUT ZOMBIES CAUSE THE DOG DONT DO DMG TO THEM OR GET KILLED BY THEM FAST! - Play in Singleplayer and try to Escape Malden with ur best friend - Command your dog through the dangerous areas of Malden (PRESS T FOR COMMAND MENU) - Open World Escape Survival - Fight against Renegades and OPFOR Bandits, no one is friendly! - Eat, drink and try to find a tent or a bed for the night - Radioactive Zones (TURN ON YOUR GEIGER MULLER COUNTER!) - Ravage Bandit Camps - Hunt animals for meat, and let boomer bring you the hunted meal Mods u need: - CBA_A3 - Ravage (Ravage is NOW also available at Steam, but u can download and discuss Bugs here also: Other recommended Mods: - JSRS Soundmod - Dawn of the Dead: Infected Skins Addon - Enhanced Movement - QS Mag Repack Compatible Mods: - Friths Ruins - RHS Complete Pack - Cup Weapons & Units - Warfare Thai Mod - Iron Front Lite KNOWN PROBLEMS: - Boomer sometimes need some time to follow you (FIXED; New version with better behavior) - Dog Script doesnt works correctly sometimes (FIXED; Should work much better now) - Sometimes there are Sound errors (FIXED) - Dog Commands dont work after loading a safegame (FIXED; thnx a lot to Johnny Boy!) Planned Stuff: - Adding JBOY Birds of Prey script Special Credits to Johnny Boy for his amazing work with the JBOY script, and respect for his deceased dog! Dropbox Download: https://www.dropbox.com/s/6ilqhmbk56rmz9c/A_Man_and_his_Dog_SP.Malden.pbo?dl=0 (Just right click, download) Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1388181081 I hope you will enjoy it and even if not there are other very good Ravage Missions out there! Just search the WWW for Armaholic or the steam Workshop.
  15. RATS NEED YOU! ----------------------- "Rats, we're rats. We're the rats..." ARMA 3's, RATS PACK is a new Unit/Squad I, the Rat King, have created for two things. Fun and Strategy, but mainly the first. Right now we have two members including myself and my best friend but we're looking to expand and need YOUR HELP to do this. What we're looking for are semi-serious people who can work well in a team, have good ears for following instruction, and are good at having a good time above all else. YOU MUST BE OLDER THAN 16 YEARS OLD AND MUST OWN A DECENT-ISH MIC. CONTACT INFO vvvvvvvvvvvvvv Steam:https://steamcommunity.com/id/bymylifeandmyloveofit/ Discord: Rat King#9017 Email: sheridanvarn@gmail.com
  16. 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
  17. 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
  18. (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
  19. Sind dir andere ArmA Gruppen zu stressig? Keine Lust den 15 jährigen Admin mit „Sir“ anzusprechen? Findest du 3 Stunden-Powerpoint Trainings auch langweilig wie sonst nichts? Willst du trotzdem das taktische Milsim Vorgehen nicht vermissen? Die familiäre ZEW Runde könnte dir gefallen. Hier steht die gemütliche und spaßige Mission im Vordergrund. Wir betrachten ArmA nach wie vor als Spiel liefern aber eine grundlegend befriedigende taktische Erfahrung. Einmal pro Woche werden hier entweder dynamische Zeus Missionen von unseren herzlichen Gamemaster geleitet, welcher bereits viele tausend Stunden Erfahrung mitbringt. Oder es kommt zu einer vollkommen durchgescripteten Kampagnenmission die in dutzenden Stunden arbeit speziell von unseren Content-Creator vorbereitet werden. Hierbei lehnen wir uns Ausrüstungstechnisch an den US-Streitkräften an und versuchen dieses Paket realistisch wie möglich auf unsere Truppe zu verteilen. Unsere Gruppe ist durchgehend Volljährig, Ausnahmen werden nicht gemacht. Das Modpaket basiert auf ca 7GB und beinhaltet ACE/TFAR – das erstere mit advanced medic settings. Interesse geweckt? Schau doch mal vorbei: 46.20.46.88:10000 Stups einen der Admins an oder such nach "Magica", den ArmA Recruiter.
  20. JUNGLE WARFARE!! Situation: Inteqam (Revenge) in the Wildlands is a persistent sandbox SP Wasteland mission based on the lush Bystrica with logistics, free-roaming and base building/survival elements where you, a covert OPFOR operative, were handed over to the ruthless FIA rebels towards the end of Al Inteqam (The prequel mission also available on steam workshop/drive). The AAF, however, has surprisingly come to aid you in this time of trouble and sent in their teams spread sporadically all over the map. Seeing a chopper sent in by NATO to provide additional monitoring, AAF too have injected one of their own to balance the equation. You have just managed to take out the guards and are without any equipment. Bruised and battered from the melee ordeal... General Tips: - A Base Building Factory, an empty heli and and empty tank will spawn on a random location (On destruction, all 3 of these will respawn elsewhere after a delay). - You can recruit guerrilla units at the flagpole installed at Rebel Camp. - There are a total of 6 teleport poles spread throughout the map which will help you and your group members to teleport to any other pole location. Respawn-able vehicles are present near each pole. - At regular intervals, the AAF will send in a cache which will be marked on the map and supported by a smoke grenade. It will have 3 each of random weapons, items and magazines. Final Words of Advice: - The teleporting flagpoles are relocatable via logistics. - To make the most of your inventory, empty weapon crates can be spawned at the base building factory so that you can save some stuff in them and carry them wherever you may like. Mark useful crates locations on map for easier navigation. But be careful, if the vehicle carrying the crate/flagpole is destroyed, so will the crate. - Respawn-able empty Striders are placed on undisclosed spots on the map. - Every dead enemy group will respawn somewhere on the map after a set timer. - All the empty vehicles are set on a “respawn to original spot†timer once they are either destroyed, or deserted for more than 500m. - And last but not the least, you have an addaction where you can repair all nearby vehicles within a range of 50m. But it has a screen fade effect so beware of using it near enemies. - Allied group will be deleted once the player is killed - Instead of loading the cache drop in the truck and going all the way back to the base, spawn a crate with the base building factory and take it along. Stuff it with all you think you will need and then equip your self somewhere safe. - You can tow vehicles and take them wherever you want. Just place the vehicle you want towed behind the vehicle which will tow and you will see an addaction - Helis can lift vehicles and crates. Just hover the heli over the target object or vehicle and an addaction will appear. The ideal height should not be about 5-10m I guess. Summary: 1. Wasteland in SP 2. SP Respawn 3. Base Building 4. Logistics 5. Combined Arms (in a way) 6. Cutscenes and cool music ;) 7. And lots ...and I mean Lots & Lots OF UNADULTERATED FUN.. Needs: CUP Terrains Complete *Hope you all enjoy this as much as I have loved making it* :D Download: Google Drive Steam workshop Update 3: 1. FIXED: The mission got broke due to updates. Fixed with the help of the amazing community member Rydygier. Update 2: 1. Added "towing" and "lifting" logistics ability to the vehicles. 2. Included unit caching to increase FPS considerably 3. Added a new rebel camp for recruiting Update 1: 1. Assigned NVGs to allied and enemy guerilla units 2. Optimized enemy spawn area to make encounters more possible 3. Allied team mates will have infinite magazines as it is assumed they will re-arm like humans. Its a good compromise I guess. Special Thanks to: - Amazing people like RYDYGIER (wouldnt have been possible without your spawn codes brother), JShock (like always), Greenfist, Shuko, R3vo, Larrow (the wizard), Haleks, R3F Logistics team and the entire bis community that have supported my work till now through their scripts, snippets etc.. :)
  21. grandelemental

    [SP] Bounty Hunter (Malden)

    [SP] Bounty Hunter (Malden) An endless sandbox mission, featuring a custom shop system, upgradeable base, customizable missions parameters, dynamic enemy groups and random missions. You start with some basic gear and a couple of resources, the rest is up to you. You can earn money from killing roaming enemy groups, eliminating roadblocks, selling enemy vehicles and explosives to the Black Market and completing missions. The idea of this mission is to be a fun, "grindy" sandbox, inspired by games like Just Cause 2. I did my best to allow player to have a variety of different tools in his/her disposal, without making everything too easy or predictable. It was also not my intention to dive too deep on realism, so... keep that in mind. =) Mission link (Steam Workshop) http://steamcommunity.com/sharedfiles/filedetails/?id=1126213389 This mission is still under heavy development, so bugs and errors are to be expected. Any feedback and bug reports are much appreciated! Known issues: -The screen in base occasionally refuses to work correctly. Also, if you don't have PiP on from the settings, it doesn't do anything anyway. Since this feature is pretty much a luxury and doesn't do anything else than add some visuals to the base, it's not a priority. -Sometimes groups will, despite many different workarounds, spawn inside rocks in Malden. I'm looking for better solutions for this. The issue persists with certain locations regarding the Area Clear mission type, unfortunately. -You will sometimes see duplicated notifications about group kills. These are annoying, but they don't actually add any extra money. I'm pretty sure that they are caused by some kind of bug inside Bohemia's own notification system, as none of my functions calls them when they appear second time. This mission is for SP only. However, 4 player CO-OP is currently under heavy consideration, but I make no promises. This mission DOESN'T REQUIRE ANY MODS. However, the following mods are strongly recommended: -CBA A3 :: http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 -JSRS SOUNDMOD :: http://steamcommunity.com/sharedfiles/filedetails/?id=861133494 -JSRS SOUNDMOD - Additional Weapon Handling and Reloading Sounds :: http://steamcommunity.com/sharedfiles/filedetails/?id=863393819 -Blastcore Edited :: http://steamcommunity.com/sharedfiles/filedetails/?id=767380317 -Enhanced Movement :: http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 -Revo's Simple Quicksave :: http://www.armaholic.com/page.php?id=29306
  22. 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)
  23. Survive Altis http://steamcommunity.com/sharedfiles/filedetails/?id=697790654 Survive Altis is an open world survival sandbox, where players can do whatever they like, there is a general story line that can be followed but the world is an ever changing dynamic sandbox where survival is key. Its a big old world and you and your loyal companion Max will have to use your wits and logical thought to survive.. Features: Dynamic weather with changing ambient temperature Character effects - Hunger, Thirst, body temp, sickness, blood level, bleeding.. Dynamically spawned Zombies and AI , aswell as fixed AI A cool story line to follow.. Civilians that can provide information if spoken too Replay-ability Unique custom keys for doing actions* A "virtual" inventory** Many other cool features.. *Rather than include other mods, I decided to approach this a bit different. Instead of having "physical" items, such as wood or matches, these are virtual entities associated with your character. ** Looking at objects will display a dialog informing the character of possible actions, for example looking at a tree would say - "Gather wood (F2)" and by pressing F2, the character will gather some wood. Gameplay: Its an open world, where your struggle to will be prevalent. Not only will there be dynamically spawned zombies and AI, but you will have to battle the harsh elements, find food, find clean water and shelter to keep dry. Max your loyal companion has many abilities that can help you in your journey, he can seek out animals to hunt, warn you of enemy presence, attack nearby enemies and even keep you warm during the cooler hours. I hope you enjoy! Please leave any feedback / bugs below and ill do my best to get to them! Changelog: 09/06/2016 - Added - Holster weapons Added - "Survivors" that roam the map and can be spoke to / convinced to join you Added - Dynamically spawned wreckages on roads / repairable vehicles Added - Attach chemlight to person Added - Lightning storms that during certain weather conditions decimate the map (they look really cool) 07/06/2016 - You can now pay civilians to fight for you, the currency is zombie teeth. They will join you and can be controlled with the standard arma AI controls. Adjusted starting equipment - No longer DLC items If the player has a radio on his person he can receive radio chatter from nearby enemies indicating their presence.
  24. nEXaus's Malden Sandbox Overview nEXaus's Malden Sandbox is a simple yet fun way to explore Bohemia Interactive's newest map; Malden 2035. Explore the map how you want, when you want. This Sandbox edition of Malden by nEXaus features several enemy outposts and a major stronghold. About Malden 2035 The map Malden, originally featured in the original ArmA series is set in the Mediterranean region. The map includes two airports, one on mainland and one north of the island, several major towns and a military base off the eastern coast of the island. Please note that comments & questions left on this thread may not be responded to frequently. If you are seeking a quick response, please comment via the Steam Workshop page. I do not frequently check, nor update this thread. Features: Virtual Arsenal Virtual Vehicle Spawner VAS Script AI Recruitment ArmA 3 Revive System Fully functioning Strategic Map Admin Controls (ie Zeus & Teleportation) Enemy AO's Shooting Range HELO Jump USS Freedom (ArmA 3 DLC Aircraft Carrier added in Jets DLC) To Do: Teleportation for all players on the server (Currently only available to server host / Zeus) Additional enemy outposts and the addition of a second, easier enemy stronghold Teleportation to USS Freedom Greater variety of settings & options. Multiplayer optimization Download from the Steam Workshop here. Download from Armaholic here. (Please note that re-uploads of this mission is a violation of Steam T&C and Steam Online Conduct Rules. Re-uploads will be reported) I hope you enjoy this Sandbox mission. I'm a fairly amateur ArmA 3 Mission Developer so please excuse errors and issues with the map and feel free to leave feedback here or on the Steam Workshop page! Thanks! - nEXaus / DavidmyGrylls
  25. NOTE: to reset the progress when hosting the mission locally, select "yes" as "wipe the game's save" parameter. then start then game. once you see the map/briefing interface, exit the mission and start it again. now the progress is reset. Version: BETA 0.135 Overview This sandbox mission is greatly inspired by Far Cry series. You take the role of a man who fled this homecountry, Tanoa, with his mother, at a very young age due to the boiling civil war between the royalists and the nationalists. His father died when general Solomon - as known as 'the Vulture', usurped the power from the royale, and with the help of eastern super powers, almost killed off all nationalists. Twenty years later, with the experience of several years serving in the U.S. Army and a dying wish from mother, the protagonist returns to his birthplace, to seek vengence against the man who mercilessly killed his father. Features -A fun sandbox & single-mission campaign and several side quests.(WIP, 3 infinite random side quests and 7 main quests, plus 1 intro quest avaliable thus far) -A shop system for players to buy and sell weapons, buy clothing and buy vehicles at will. -Gun shop supports vanilla, RHS and SMA weapons; NIArms weapons are added but pricing is still WIP. All weapons' prices are subject to changes. -20 safe houses across the map avaliable for purchase. You can save player's gear, location and money in the bed at safe houses; a stash crate is also avaliable at each safe house to store equipments for later use. As long as you have saved, you can just start a new game to resume your progress. DON'T HAVE TO USE ARMA 3's BUGGY SAVING MECHANISM AT ALL. -11 radio towers for players to hijack and reveal hidden POIs on the map. (Most POIs are still WIP) -Random friendly/enemy patrol teams/vehicles. The southern areas are controlled by the Royal Army(enemies) and the rebel(friendlies), and the north is controlled by CSAT. -Ambient traffic and civilians - Tanoa is teeming with life. -Recruitable civilians - hire them to fight by your side. Hired civilians randomly pick a gun from the weapon list -Lootable enemy corpses for cash. Different factions yield different amounts of cash. -Property system - still WIP. Requirements APEX DLC. CBA A3. Supported Mods (all optional, but highly recommended) RHS USAF (weapons purchasable) RHS AFRF (weapons purchasable) RHS GREF (affects what kind of enemies you fight in the early game; adding more immersion) RHS SAF (Not yet used, but may use it in the future) http://steamcommunity.com/workshop/filedetails/?id=843770737 Special Military Arms (weapons purchasable) http://steamcommunity.com/sharedfiles/filedetails/?id=699630614&searchtext=SMA NIArms series (added, not yet detailedly priced) http://steamcommunity.com/workshop/filedetails/?id=665702172 Changelog v0.135 Removed (unwanted) MCC dependency Known issues -Some delay when spawning enemies. TODOs: -Finish the story quests. -Finish the property system. -Add more side quests. Credit Enigma's simple tasks/civilians/traffic scripts. gpgpgpgp1234's coding helps. HoverGuy's simple shop system. IndeedPete's conversation system. Zenophon's framework. Download https://drive.google.com/open?id=0BwxW21OcfZ_LWWYxdHVPUzhnS0E Workshop (reuploaded) http://steamcommunity.com/sharedfiles/filedetails/?id=906561138 Oh thank you Bohemia, for your stupid design to have me got my old mod page accidentally deleted by simply double-tapping enter. THANK YOU SO MUCH YOU MORONS.
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