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  1. Stranded An event occurred. It's origin unknown. Some say it's just nature restoring the balance. Some say it's a virus from outer space. Some say it's Judgement. Nobody truly knows. What we do know is that one day the dead started to rise. Everyone who dies rises again to attack the living and create more walking corpses. Countries that had the infrastructure managed to withstand the event whereas countries torn by civil war, famine and scarcity were not so lucky. Altis was not so lucky. You are a drifter. A faceless roaming survivor of the aftermath earning a meagre living scavenging and selling loot. You are nothing. A nobody and when you die you become another nobody. Over and over. Explore and pillage the island nation of Altis where the further you go the harder it gets. Battle across high risk/high reward loot zones where the better the gear the more dangerous the foe but don't stay out too long. You don't want to be outside a safe zone when night falls. Take on odd jobs. Kill zombies and bandits for money. Build up your cash to buy better gear to take on harder loot zones but beware, If you die you lose it all. https://steamcommunity.com/sharedfiles/filedetails/?id=3210541042 Gameplay Videos Mission Summary Features - Random Events - Safe Zones - Vendors - Loot Zones - Tiered Loot system - Tiered enemies - Somewhat balanced progression - Repeatable missions - Mag repacking - Ambient, non intrusive, music - Custom dynamic spawn system that changes depending on day/night cycle. The main feature of this scenario is what I hope to be re-playable fun that you can either enjoy in short spurts or play over a couple hours. Known Issues Every 15 minutes or so there is a stutter. This is because of the cleanup script I use. It has quite a brute force method of cleaning up however I've found it to be the most effective and performance friendly script therefore I've decided that it was worth a stutter once every 15 minutes. I have optimised the script to improve this however you may still notice a stutter. Will be more or less noticeable depending on hardware. Future Whilst this project is functionally completed there is more I would have liked to do with it however due to time constraints / inexperience I've had to cut features out. Over time I would like to add things like a sort of bounty system / reputation system plus expand and add more variety to what's in this scenario. I can't make any promises, beyond bug fixing support, that I'll continue to add to this project though. Requirements - Apex - Contact - All free DLC - Ravage Reccomended Mods All these mods are located on the steam workshop. JSRS Sound Mod JSRS Reload Sounds Better Inventory Death Hit and Reaction Sounds Enhanced Movement Enhanced Movement Rework CE: Movement CQB Weapon Stance Dynamic Camo System Impact Moving Stacks Rework No more Soul-Less Eyes Project SFX: Remastered Webknights Two Primary Weapons - This mod introduces an unintended consequence in the respawn system whereby the second primary weapon isn't removed. Rested Weapon Movement Modernized controls collection Enhanced Soundscape I use the above list of mods with this scenario however there are a couple very minor interactions with my scripts. Bug Reporting / Feedback / Suggestions Leave a comment here or on the steam workshop page I greatly appreciate any feedback and/or support. Change Log Update: 3 Apr @ 11:15pm _______ Fixes _______ - Removed some old files that bloated the scenario size. Sorry! _______ Additions _______ - Added a means to reset your score level (other than by dying and losing your stuff) if you kill Bluflor. Update: 5 Apr @ 6:44pm Removed Western Sahara requirement. Completely unintentional! I've been experimenting with making different versions of this scenario with different dlc's and mods in mind like Western Sahara and RHS mods. Update: 7 Apr @ 9:42pm _______ FIxes _______ - Fixed Vehicle Tow script (missing semi colon) - Fixed lights not turning on in old evac camp _______ Additions _______ - Added skip 3 hours feature to safehouse sleeping bags & to a chair next to stash table in old evac camp. - Added tutorial conversations to the Bar Mechanic and Bar Trader to explain some of mechanics of the scenario better. - Added some items to Loot Zone loot table. Update: 7 Apr @ 10:23pm _______ FIxes _______ - Removed accidental addition of western sahara dlc items in the shop menu which caused blank empty lines with prices. Update: 11 Apr @ 11:26pm _______ FIxes / Optimisations _______ - Optimised Cleanup script. Reduced stutter (I think) when script runs and script will only delete bodies after certain distance from player. Cleanup time extended to 20 mins per script loop. - Removed a seperate cleanup loop for mines. Now it's all in one script. - Made some edits to the respawn script. May help with the damage issues. Please report any more damage issues. - Fixed Mag Repack script breaking after loading save game - Fixed SP Respawn Script breaking after loading save game Update: 13 Apr @ 5:53pm _______ FIxes / Optimisations / Rebalance _______ - Rebuilt the respawn script to function without a damage event handler. Eliminating the unitended mitigation of damage received. - Fixed safe zone guard spawns obstructing the entrances to safezones. - Added some missing mags to the trader list - Increased vehicle rearm price - Decreased bounty reward for zed and bandit kills - Lowered prices for attachments - Increased money loss when dying Update: 15 Apr @ 11:20pm _______ FIxes _______ - Rewrote the add trader script and enabled the trader script to restart upon mission load after saving and exiting. This should fix the shop after resuming a saved game. Please let me know how this goes. This has changed how traders work slightly. You'll now need to look at the laptop in front of the trader to open the shop menu. Credits Haleks for providing Ravage. Bohemia Interactive forums, for all the coding snippets, advice and support shared between members. George Floros [GR] for his excellent scripts, including single player respawn and clean-up Bangabob and Strider42 for the EOS scripts outlawed for the mag repack script. HallyG for the money shop scripts. R3evo for his simple conversation script. IndeedPete for his conversation system. IndeedPete for his drunk script. Music Credits None of the music present within this scenario is of my own work. All rights belong to the respective authors of the music played within this creation. Ambient Noodling - Rabea Massaad - https://www.youtube.com/@RabeaMassaad Serenity - Das Ungesagte - https://www.youtube.com/@DasUngesagte MooZe - Stalker OST Soundtrack - GSC Gameworld Ambient Song - andy othling - https://www.youtube.com/@AndyOthling
  2. I'm playing Solo, hit Quick Play and then in the pregame booster screen with all the players, I see two out of the ten fellow players have a blue plus icon in the corner of their picture. Later in game these two players killed me and I proceeded to spectate this duo kill others, scoop the crate, and both escape with their lives. I haven't been able to find any official rules or game descriptions to explain how two people teamed up in Solo; is this allowed or is it a glitch, etc etc?
  3. I have come across numerous accounts of people teaming in solo during my first 2 days of playing, the only way to fix this is if the game became more popular or if you made the game free to play at least on Xbox so that the servers can fill a bit more
  4. Bobby Saville

    Seperate servers for squads

    Because of the massive disadvantage to solo players, itd be better if 3-4 man squads were put in there own servers, aswell as duos and solos, i think its essential for games like this to have co op play not just limited to 2 people and not to be unfair
  5. krizz kaliko

    Just getting back into arma 3

    So I have been away from Arma 3 for about a year-and-a-half to two years now. I left because I wanted to be able to create missions, that I could play by myself or with friends without needing to spend 100 + hours learning how to code. I don't know if this is possible but I have a question that I'm here to ask today? I downloaded MCC sandbox and was told to start there. My goal at the end of this is to create a completely Dynamic mission for me and possibly other friends to play when we have time, and I do not know if that is possible but I would like to ask the community. I have rhs plus a ton of other mods. I'm talking 64GB+ of vehicles, uniforms, textures, xcetera. All I want is to make a simple mission where I'm able to set up my starting units and maybe create a base in the editor. And then somehow have a way, to get dispatched to go take out targets and do certain missions with varying Rewards. Those rewards with then allow me to upgrade the base. I know there used to be a lot like this that worked with rhs, however it is no longer being updated. I wish this game was as simple as, I throw all that unit I want into a certain type of pool, and that the game will use them for each side, but I understand that this is not the case. Is what I am asking too much or is it possible? Thank you for any help!
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