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  1. Greetings, everyone. Here to present my vision of Ravage mission and my server that running it. B2 Ravage Malden Mission File: b2_ravage_malden.Malden.pbo Steam Mods Collection Server Details: GameServer: B2 Server IP: Port: 2400 TeamSpeak : Description You playing as a Pathfinder of a Survivor community rather then lone survivor. World outside the fence is extremely deadly - you'll have to team-up if you want to survive long enough. Gameplay is focused on teamwork, combat action and exploration. Features Dynamically spawned enemies - bandits, renegades and zombies. Hardcore survival with effects of hunger, thirst, radiation, injuries, virus and dust sickness. Multiple survivor Hubs with NPC characters. Realistic modern weapons and gear, no fictional stuff. Recruitable AI companions (can be revived and will revive player). Experience and Levels System. Weapon/Gear Shops and Garage Systems. Persistent Gear, position and vehicles. S.T.A.L.K.E.R.-like Anomalies. THE Zone - area affected by deadly virus, with lots of zombies, anomalies and extremely dangerous robotic guardians. Rumors says somewhere inside The Zone there's a functioning mobile nuclear reactor, which will fulfill power requirements of what's left from humanity virtually forever. Screenshots Credits haleks - amazing Ravage Mod hoverguy - Weapon Shop, Garage and Experience Systems aliascartoons - Dust Storm Script and all the mod-makers
  2. Mod version : 0.1.64 (2019.01.17) 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, with many additions being planned for the future. The current release is to be considered a beta, and only showcases the free-roaming mechanics. 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 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 ambiant 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. The wiki is work-in-progress but already provides valuable informations on survival mechanics or mission-making using the Ravage modules. 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. 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 v0.1.64 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. Vandeansons Dynamic Spawn Scripts A "plug and play" script package that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! 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 scripts 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. 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! more to come...;) Direct download link of the Dynamic Spawn Script collections: (Version 2.31 - 06.12.2018) VDSSP v2.31: https://drive.google.com/open?id=1V6mysMzbsqwDUm3Ku9SvJRDgHHzQ3MSY How to install and modify the scripts: 1. Download the file above un-zip it 2. Open the unzipped folder and copy the whole content into your mission folder. you may already have the following files: - init.sqf - description.ext - initplayerlocal.sqf - onplayerrespawn.sqf you will need to merge these two versions of the files. 3. Minimum setup in eden editor: - read the comments under VD_Settings.sqf - place the blacklist areas for the sites that spawn at land this is done to avoid that sites spawn outside maps such as chernarus: - place the blacklist area markers for the shipwreck spawner - place markers on airfields for the plane spawner thats it! if you want to spawn the tradercamp, banditcamps or shipwrecks on markers, follow the instructions in VD_Settings.sqf v2.2 tutorial and showcase (don't mind the v2.0 in the loading screen, i forgot to update this) (the voice audio line is missing and i wont bother updating but rather make a new video at some point) Showcase Videos: (slightly OUTDATED, however principle remains the same) Quick showcase video: Functions of the script General: - all sites spawn and despawn dynamically - sites will not spawn too close to players and will also not despawn if any player is near the site - dynamic simulation is enabled for all spawned objects and units (activation is based on view distance or a custom meters amount that you can define) - the sites perform distance checks so sites do not spawn too close to each other: (example of a bandit camp spread) - MP and SP compatible - note that the script is not persistent yet. this will mainly be a bummer for the basebuilding. i currentl lack the knowledge how to provide a database for persistency tailored to my script and lack the time to dig into it. having said that, i plan to provide a solution at some point Bandit Camp: - finds a random empty place to spawn a random pre-made bandit camp composition - random loot in main loot crate - random loot may spawn in secondary loot crate - AI group that patrols the camp OPTIONAL: Place markers if you prefer to have the camps spawn at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Trader Camp: - finds a random empty place to spawn a pre-made trader camp composition - all ravage traders (gear, supply, arms) - one VD trader for weapon attachments, explosives, grenades and respawn backpacks OPTIONAL: Place markers if you prefer to have the camp spawn at random selected markers positions. Change this under VD_Settings.sqf . No Rest! Spawner: - AI Spawner that will continuously check if you are not moving much over a certain period (e.g. it will check if you stay in a city looting for too long) - will spawn an AI that will come after you if you remain at on area too long - will continue to hunt you until you are 200 meters or further away from AI. once AI reaches the last known player position, AI died or you moved too far away, the script stops and the AI is despawned (if not dead) Ship Wreck Spawner: - spawns a Ship Wreck site with props and one loot crate somewhere at a shore - the automated placement script works very well now, no debug zone spawns - OPTIONAL: Place markers if you prefer to have the wrecks spawn near (find a shore) at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Hideouts: -small lootable 2 man tents with possible AI - looting the camp may spawn AI nearby that will hunt you (see No Rest! spawner) Crashsites: - lootable Helicopter crashsites - lootspawns around wreck - additional loot may be found in the wrecks cargospace - looting the wreck may spawn AI nearby that will hunt you (see No Rest! spawner) Infection: a script that "infects" players with a deadly disease when hit by a zombie. - starts damage-over-time ticker. effects at each tick (frequency 60 Seconds) are: - damage is applied - stamina reduced drastically - text indicating something is not right - wounded sounds - shaking - delay between damage ticks decreased by 5%, hence, if untreated, the infection will eventually kill you - additional disturbing effects in higher frequency, but these dont deal damage (only stamina loss, shaking, text) - all AI have a low chance to drop injectors at death - injectors can be used via addaction to curecthe infection. thix addaction is only available when infected This is currently triggered by zombies from the ravage mod, via the parent "zombie". of course this can be changed to any other zombie mod. Vehicle spawns: - boat spawner - helicopter spawner (spawns with a site, e.g. field-helipad) - plane spawner (needs marker placement, see VD_Settings This is spawning vanilla vehicles. the vehicles array can be updated under VD_Settings.sqf Spawners for cool 3rd party mods: - DBO rideable horses, with custom addaction to tie them down and disable dmg taken, requires the DBO Horses mod by DeanosBeano https://steamcommunity.com/sharedfiles/filedetails/?id=1470493486 - feral dog pack spawner, necessary scripts from JBOY Dog by johnnyboy already included. - huntable animal spawner (Vanilla asset Goats and Sheep spawner that can be hunted with the Ravage mod) Personal Loot-crate: spawns a loot-crate next to you on mission start, can be dragged around or loaded into a car. can not be destroyed Disabled by default, can be activated under vd_init.sqf Basebuilding: removed amd to be replaced VD_Equipper: - function that equips AI (Bandits, Traders) with random gear and loot according to your settings in VD_Settings.sqf VD_Player_Equipper: - player equipper that randomly equips players with gear and loot according to your settings in VD_Settings.sqf , can be called fom initplayerlocal.sqf or onplayerrespawn.sqf (call VD_Player_Equipper) to make your players respawn with a random loadout VD_Settings.sqf - adjust the scripts to your liking here, no scripting knowledge required - manage mods and lootlists for the script here VD_Arrays.sqf: (do not touch!) - puts together arrays based on your active mods and VD_Setttings.sqf - arrays may be used for your own scripts. the arrays are: Weapons: VD_WeaponArrayRifles VD_WeaponArrayPistolsAI (use for AI equipper/loadouts) VD_WeaponArrayPistols (may include Max Melee weapons if mod is active, hence used for loottables and player equipper) VD_WeaponArrayLaunchers VD_WeaponArrayAll (all weapons) Equipment: VD_EquipmentUniforms VD_EquipmentHeadgears VD_EquipmentVests VD_EquipmentGoggles VD_EquipmentBackpacks Weapon Attachments: VD_EquipmentMuzzles VD_EquipmentOptics VD_EquipmentBipods VD_EquipmentFlashlights (not automated, only contains vanilla Flashlights for pistol, smg and rifle) VD_Settings.sqf: - apply what Equipment or weapon mods to use - remove parts of mod content from loottable (e.g. with IFA3 no ww2 gear but only weapons) - add items, blacklist or remove specific items - set min/max timers, min/max ranges, safe distances and amount of camps/stuff to spawn Addon dependencies: - CUP Terrains - Core - Ravage: this script was made with Ravage in mind, however the script works even if the Ravage mod is not active. Ravage specific classnames may be removed from VD_Arrays.sqf. Just search for "rvg_". Supported Mods: (can be modified under VD_Settings.sqf) all gear mods are supported and automatically included into spawner (eg. gear and weapons for AI or lootcrates) Known issues: To Dos & Ideas: - TC: add trade option for vehicles, base-building materials, ...maybe more (WIP, partially finished) - Hideouts & Banditcamps: add IEDs (completed, polishing, will be in v2.3) - Banditcamps: add option to claim raided banditcamps (BC will not despawn and serve as your base. will trigger regular attacks by bandits) (not started) - Claimed Banditcamp: add basic base reinforcements (select and place defensive structures) options or option to move current structures (not started) - Banditcamps: add further patrols and roadblocks in proximity (not started) - add spawner that will place survivor notes to BC, when collected, will reveal hidden stashes (money, loot...) (not started) - task system: spawn "contracts" that if collected create a random task with rewards (not started) - task system: add task npcs with selection of tasks that the npc hands out over radio (randomly timed) or via dialoge/addaction (system in place, need to add a lot of tasks now) - add ambient chatter and flashlight activation for AI by johnnyboy (not started) - add spooked poof chicken alarm system by johnnyboy (not started) - add guard dogs for hideouts and banditcamps (done, polishing, comes in 2.3) - add scavenger AI spawn: spawn a hideout in the forest, moves to nearby towns and moves from house to house (feature finished). moves back to base randomly from time to time to stash his loot (fills up lootcrate at base), then returns to looting towns (this is not yet working properly) - add Z horde spawner when player remains at same location for a while (or chance that a horde is spawned, should probably not be 100%). Spawns Z's in some distance and in all directions around player with move to waypoint to player position. (based on the No Rest! spawner, hence more or less in place) - spawn and respawn system for planes (just planes spawning in airstrips, marker based) - spawn and respawn system for helicopters (small sites with improvised structures such as some sandbags, camo nettings, mechanic tools, some boxes. basically the military has left behind a perfectly fine helicopter:)) possible new features - Sanctuary: I am thinking about adding a larger scale sanctuary that is either occupied by friendlies or enemies. if under friendly control it may offer: - mechanic to repair vehicle (for money) - trader for vehicle repair parts and fuel - a respawn point - general traders - vehicle and helicopter traders - task npc: patrol tasks, investigate possible hostile presence,... against money reward - tasks to repair damaged sanctuary defences - events: help AI fend of enemy attacks to defend the sanctuary - the defensive structures should be destroyable but there should also be a feature to rebuild e.g. a walls or fences if under enemy control: - the area around the sanctuary will be patrolled by increased amounts of AI - if you are in the area, AI hunting parties will be sent after you - roadblocks may be set up - minefields are placed - IEDs are placed on roads - any other feature that would make your stay in the area around the sanctuary miserable and makes you either avoid the area or forces you to take action and capture the sanctuary - feature to raid the camp and capture it for your allies - occupation may also change randomly from time to time - after a takeover by friendlies, you will be tasked to clear the area from remaining enemy AI presence, roadblocks, minefields and IEDs. if overrun my Zombies and contaminated: - a third status would be after the sanctary has been overrun by zombies and has to be cleared again - or that it has been contaminated and the area can only be entered with contaminatiom gear. players have to either wait for the contamination to find or remove the source of the contamimation will think about what other features could be added that make this provide interesting gameplay... i am very open for your ideas:) =================================== Changelog
  4. Hello everyone, I'm still learning to code but I made a simple survival system for a gamemode I am working on. So I decided to share it with you. It includes: A cash system A Hunger/Thirst system Multiplayer supported! Download Current version: 0.2.1 Author: Sciirof DropBox or No Mods Survival system v0.2.1 Changelog Version 0.2.1: Survival system fix (thanks to bad benson) Version 0.2: Player does not instantly die when hunger or thirst is at 0 or below (thanks to bad benson to point me out on this!) (Temp) I am still working on a food/drink inventory UI at the moment. For now it just saids how much drinks/food you have. (How to acquire food/water is in the demo) Demo mission added! Loadout shop in the demo WIP Features that are being worked on: Food/Drinks Inventory UI Arma 3 props used as food/drinks as inventory items for the inventory UI Random spawn positions for the food and drinks props Gun shop UI (Buy/Sell) XP/Leveling system License If you are to modify the scripts make sure to give proper credit to the original creator. If any of these scripts cause any sort of damage I am not held responsible. I cannot confirm if these scripts will work with any other scripts in Arma or your mission. Donate I am not the best out there, so donate only to those you respect or think deserve a donation! I am only a student the only reason the donation button is here is to save me drink. For a proper installation of this system in your mission file, please make sure to read the IMPORTANT.txt file.
  5. I've been using this script for some time by JohnO that I stumbled across in some forums and I made it a point to make his script even better! This is a good script to use to make any survival scenario better! As In my case I use this script with my Ravage releases. The Script: Changelog/ edit notes: v1.5 JohnO- Removed legacy fatigue settings and put new stamina settings in v2.0 MuRaZorWitchKING - added colorization of effects to make them more "appealing" v2.5 MuRaZorWitchKING - made script compatible with Ravage fireplaces that the player can place on ground v3.0 MuRaZorWitchKING - tweaked distances required to be from fireplaces/buildings for warmth v4.0 MuRaZorWitchKING - added in land vehicles being another form of covering for players to use for warmth so buildings and fires aren't relied upon Readme: In Order to use the script you need to have an init.sqf file that needs this script loaded into it in order for it to be used. In order for the script to work properly you ARE going to need the classnames of the list of clothing you are wanting to use for the player to get cold in. READ THIS: The classnames that you add into the script ARE THE COLD CLOTHING, everything listed will be a cold outfit, everything NOT listed will NOT be a cold outfit. THESE CLASSNAMES NEED TO BE FILLED OUT BY YOU: ////////////////////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //Civilian "", //Soldier "", //Guarilla "", ////////////////////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Once you figure out the classname of the outfit for example "U_C_Journalist" then you will place the name inside the "" and you will separate each item with a comma as seen in the example. If you want a FULL release of the script (filled out with all the classnames) I will be happy to help, this is more of a very simple layout, and should be taken as such, this script is for YOU to customize to your scenario/map wants and needs. ///////VERY IMPORTANT PLEASE READ: Please take note this is NOT my script, this is just someone else's work that I have revamped for a re-release. If the original author of the script no longer wants this up, this post WILL be removed. I hope you all enjoy this, JohnO did an amazing job on the script and is the original Author of it, I just thought it deserved a little more tweaking and a re-release. :) PLEASE REMEMBER TO GIVE CREDITS TO ORIGINAL AUTHOR: JohnO Link to Author's Original release: https://www.exilemod.com/topic/7717-detrimental-weather-effects-script/ ////////////////////////////////////////////////////////////////////////////////////////////////// Update for Frigid water Settings The Script: Simply add this script into your init.sqf in order to use it :) //PLEASE READ: YOU ARE FREE TO EDIT THIS SCRIPT, CHANGE IT WHICH WAY YOU WANT, BUT I WOULD LIKE CREDITS PLEASE. @GEORGE FLOROS GR Also helped me correct my errors after typing this script, couldn't of done it without this guy! ////NOTES: Both of these scripts are compatible with one another and work greatly paired together.
  6. Welcome to No Cure A Single player Arma 3, Open world action RPG.. In 2017 the asteroid named Mortifera 71 began its collision course with earth. As Mortifera 71 drew closer to earth Governments around the world decided to nuke it in an attempt to destroy it or reduce its size. This resulted in a cataclysmic disaster breaking Mortifera 71 into thousands of smaller meteorites that showered the earth causing utter destruction to most major cities and our planet’s surface. In the wake of the disaster the climate effects where detrimental Earth was shrouded in a dust layer plunging the planet into complete darkness. Communications across the planet failed and governments lost control as humanity fell into panic mass killings /starvation /and a breakdown of medical systems left behind a broken world. Several years on as the dust began to lift a dark and daunting horror began to manifest. The asteroid contained water within its core, the water was host to a bacteria unlike anything we have ever seen. When Mortifera 71 was split by the nukes the bacteria thriving water was spread into the earth’s ozone and all across the planet’s surface. The effects are devastating, mutating most living things only the stronger immune systems manage to scrape through. 2047 The shattered world now consists of factions and colts banded together from survivors of all kinds desperately trying to cling on to existence at whatever cost…. And on top of everything…. Something dark and sinister is rising from the old world…Pure evil is coming. Let chaos take its place. Features Large progressive quest system Full survival system Loot system Building system camps and barricading, full blown settlement building. Ui overhaul / interaction dialog / new inventory Crafting and farming system Hunting system Ulak a fictional 40K terrain set just north of Alaska Melee combat system New weapons / clothing and vehicles multiple new factions An abundance of new inventory items / Terrain assets Lighting overhaul and ambient weather effects Explore the ruined past of the former world. No Cure has its own web site Interaction System: Inventory system overhaul TERRAIN DEVELOPMENT: You can follow the development of No Cure here and No Cure website Facebook Twitter Discord ModDB Armaholic
  7. Siege of Athira Persistent survival PVE/PVP SP/Hosted MP (10 players)/Dedicated MP mission (10 players) It is something I always wanted to play. Basically you are surviving NATO soldier in besieged town. Town is besieged by CSAT and inside you are trapped with few surviving guerrillas resistance. Groups/singles of guerrillas fight each other in town and you need to go out from your hideout under town to find equipment and food. Food is found at houses furniture and equipment usually on dead bodies or guerrilla secret boxes scattered around town.Every raid that last 90m you need go out and then find shelter entrance randomly scattered around the town to get back to your underground hideout. If you die in town everything you had with you is lost and you born as new NATO survivor. Everything that is stored in hideout stash is safe for your next life. You cannot escape town cos CSAT snipers and there is zone between town and factory that you need be careful to cross it. During night you can use chemlights and attach it on you or wait for CSAT flare for snipers above town or use gun lamp or if lucky NVG.Only vanilla ARMA 3 is needed. No mods and no DLCs are required. Your progress is saved automatically in SP/MP.Enjoy and report all experience/bugs/ideas. As I am not native please report any text corrections needed. Steam Workshop link Mission file with source and sample dedicated server settings Paypal donation (will be used to keep server running) CHANGELOG v1.96 * Fixed bug in SP time persistence v1.95 * Lowered player/trader voiceovers volume * Introduced CTRG uniforms * Introduced ADR-97 v1.94 * Combine magazines stash action now triggers profile save v1.93 * Changed constant save profile spamming when in hideout to event based saving (on open inventory and so on...) v1.92 * Implemented persistent time flow for singleplayer mode * Minimized overleaping CSAT sniper fires cacophony * Tied breath fog to temperature simulation * Implemented shivering from cold weather - do not wear short sleeves in cold temp v1.91 * Added trader loyalty discount, for every successfully finished deal you gain +5% discount (max 50%), for ever failed one you lose -10% - discount will carry on to new character upon death - trader doesn't forget previous hideout owner achievements ;) v1.90 * Reworked night detection (used by AIs to turn on flashlight or wear NVG) - It uses sun elevation now. * Reworked AI chemlight/flashlight/NVG usage v1.89 * Optimized furniture for better performance (turned into simple objects/disabled simulation and damage) v1.88 * Player enters/exits hideout with weapon down v1.87 * Fixed optics view leftover when entering/exiting hideout v1.86 * Guerilla Boss and his guard always have weapon flashlight * Guerilla Boss and his guard have better chance for weapon attachments v1.85 * Improved Guerilla Boss spawning * Added missing Guerilla Boss beret to trader list v1.84 * Added random Guerilla Boss with his guards - they can be identified by their uniforms based on former AAF uniforms - they are elites, sharp and have good guns! * Rebalanced scoring * Fixed situation when AI forgets to go prone over sniper fields v1.83 * Added hint to open MAP>TASKS for deal info as it was not so clear for players where to deliver/pickup stuff v1.82 * Fixed "*** <NULL-object> killed 4945e400# 1814759: cratesplastic_f.p3d" caused by badly positioned furniture * Added abandoned cars with random loot * Added Protector SMG * Added AKM * Fixed SMG sound silencers for AI v1.81 * Code loops optimization * Trader added - you need find radio and bring it back to shelter * Completely voiced trader and player * CSAT UAV loiters above town during a day when CSAT SF team is deployed (green flare during a night) * AI sets flashlight off when it finds and wears NVG * AI loots weapons from dead bodies * Added SMG sight versions v1.80 * Enhanced player positioning at spawn * Fixed bug causing AI that decided to loot dead body gets killed before it finishes looting will never be looted by other AIs v1.79 * Added mission parameters that can be changed in MP Lobby parameters dialog for hosted MP or via params class in dedicated server config file v1.78 * Added option to clear corresponding SP/MP save data from user profile - use hideout white plastic canister * Reworked save system - old saves will be converted automatically * Added Player is renegade indication to shelter status * Added basic random loot spawning * AI doesn't wear NVG during day and equip/un-equip NVG accordingly to night/day cycle * Added COMBAT REALISM SCRIPTS By Phronk (Fragmentation Grenade) * Added Mag-Repack by Outlawled (default key Ctrl+R) * City buildings damage is always same (always same pseudo random seed) * CSAT Drone added to scoring system * Attached chemlights are removed upon extraction * Fixed bad animation (take a launcher anim instead draw pistol) after body search (vanilla ARMA 3 anim bug) * Reworked search body result notification * Added notification when you beat your top score or added to server Top Ten v1.77 * Reworked score system * Added detailed score report after successful extraction * Balanced taunt sound volumes v1.76 * Fixed stash crate content duplication for containers with predefined content - for example backpacks v1.75 * Upped little AI NATO Survivors skill * Added MIA (Missing In Action) outcome when player quits or runs out of raid time when in Town * Added end of raid effect - it have something to do with CSAT secret operations around town v1.74 * Fixed constant FPS loss over time caused by breath fog script v1.73 * Added new voice taunts especially for AIs with covered mouth with bandana v 1.72 * Added more AI taunt voices v1.71 * Added random AI taunts * Little internal code beautification v1.70 * No bad karma for killing renegade players v1.69 * Added random AI NATO renegade survivors v1.68 * Fixed player UI inits too early in MP - no more mission UI superimposed over loading screen * Added random friendly AI NATO survivors - think twice before pull the trigger or accept consequences v1.67 * Fixed multiple dying screams upon death that caused scary cacophony v1.66 * Random damage to all houses to improve better siege atmosphere v1.65 * Added random MRD pistol sight to guerilla weapon boxes v1.64 * AI faction changes - no more blue side guerilla v1.63 * CSAT NVGs are newer type - not degraded - another reason to hunt them down v1.62 * CSAT SF team uses IR beams during night * Breath fog effect is now applied to CSAT SF team v1.61 * Added breath fog (for example during heavy rain) * Fixed zone snipers never activate * Extraction is aborted when player became INCAPACITATED v1.59 * Town exits limited to 3 * AI searches buildings now * Fixed sniper zones evaluation for AI * AI count set to 12 v1.57 * Added mine signs to Dead Zone (originally CSAT minefield - now cleared) between town and factory. * Various scenery updates * Reworked hunger effect - bit more serious when ignored * Added hunger status into shelter status bar v1.56 * Snipers always miss with first round to warn victim (player) * Added AKS and AK-12 to random weapon caches v1.55 * Reworked town entry points * CSAT SF Team insertion more rare * Random weapon caches limited to 2 v1.54 * Fixed NVG when shelter camera view is activated * Even more rare AI food loot * Less AI in town v1.53 * Reworked search result form hint into pop-up notification * Added possibility to abort search action with any movement keys (W/A/S/D by default) * Fixed low stamina effects wrongly applied to new character after death * AI now steals NVG goggles from dead bodies * Fixed first person forcing v1.52 * Player starts sitting on sleeping bag now v1.51 * AI with food is more rare now * Added additional INCAPACITATED check to player alive checks * Added Vermin SMG integral flashlight attachment as default (ARMA 3 update changed it to optional attachment) v1.50 * Added more car wrecks and barricades v1.49 * AI waypoint fixes v1.48 * Added C to change camera angle to shelter camera so you can enjoy your backpack now v1.47 * Added custom CSAT leaflet * Fixed blank leaflets on the ground after JIP connect V1.46 * During a windless rainless day CSAT drops leaflets over city v1.45 * AI clothes and backpacks expanded a little v1.44 * Another try to fix unstable weather v1.43 * Lowered default guerrilla limit to 10 * Added KIA notification * Reinforced player state save v1.42 * Removed forgotten debug text v1.41 * Fixed weather to not change back to calm over time * Removed Rabbits & Snakes v1.40 * AI searches and loots dead bodies now v1.35 * Changed AI loadouts and loot to make a bit more challenging to get geared up * Added some new starting positions v1.34 * Added CSAT SF Recon team to scoring (Worth of 100 point + 500 if dogtag is collected) v1.33 * Ooops! Running main mission timer twice - on server and also on client. Fixed now. v1.31 * Removed forgotten debug code ;) v1.30 * Reworked mission timing to honor singleplayer pause * Fixed one badly placed stray weapon box v1.20 * Fixed green flare during CSAT SF Recon team deployment v1.19 * Fixed bug that prevented CSAT SF Recon team to actually appears * AI use chemlights randomly during night * Optimized static scenery objects v1.18 * AI has only weapons with light during night v1.15 * Fixed bug in AI generator v1.10 * Enhanced AI waypoint completion * Added random CSAT SF Recon team insertion and town sweep v1.04 * Added little present for fashion geeks - check hand camera on hideout table v1.03 * Removed leftover temp scenery * Fine-tuned CSAT night flare * Food is more rare to be carried by AI v1.02 * More robust "Search Body" and "Take Food" actions v1.01 * Fixed "Search Body" action so first player that searches it doesn't block action forever for all other players v1.0 * Release!
  8. MISSION FILE : https://drive.google.com/open?id=1rfREN-Q6eimKlN_LvLi8HVJr12a9mO7W STEAMWORKSHOP LINK : https://steamcommunity.com/sharedfiles/filedetails/?id=1593390487 What is it ? Its a persistent cooperative scenario for dedicated server, the player start on a little island near the main island of Napf. The players must gear up and recruit an army to be able to defeat a mysterious faction called LFDA. To be able to recruit an army the player must build a colony in predefined area, if there enough structure the recruitable friendly survivor will join your colony. The basic item and the structure (house) are buidable at the workbench in your colony, the main ressource are the junk pile, they can be find every where but you can build only junk house. The other component must be find and refined, for exemple to be able to build better house or better defense wall the player must find a stack of cinder block and transform it into concrete wall at the concrete factory. The crafting component are heavy, so they cannot be transported in a bacpack, the lighter item can be carryed and loaded in vehicle, a truck is required to transport the biggest item. The house can be loaded in the vehicle and unloaded, once placed they cannot be carry, the player must repeat the process if he want to move an house (load/unload in vehicle). For more information read the description below. Its a persistent scenario, cargo content (mag, food...) and static object (building) are saved between each server restart, more explanation at the bottom of the description. Situation The main threat are the LFDA they must be pushed out of the island, the raiders are just interesting by stealing the LFDA vehicle and gear. The scavenger have decided to kill the LFDA officer, he is hiding in the LFDA main base, but to do that they must build an army. FACTION -Raiders They are really bad guys, there main activity its to raid the scavenger camp. Over the time they managed to gather good equipement and today they are able to oppose resistance to the LFDA. -Scavenger (players faction) They are peacefull people, the good guys, unlike the Raiders many of them got enough knowledge to build a lot of thing with scrap or raw material. -LFDA Its a mysterious military force who have invaded the island of Napf and they kill every infected or survivor on their path. The rumors say they are here to eradicate the infection by killing every infected and survior who are living in the infected area. Main Objective Kill the LFDA officer in the LFDA base. Dynamic event There is 40 dynamic event that pop up randomly over the time for exemple rescue, raid a camp, dynamic LFDA checkpoint.... How to recruit an army You must gather ressource, and build houses in the settlement area. More house builded = more settler. All the friendly unit are recruitable. The raider own few armored vehicle and aircraft that can be helpfull to attack the LFDA. Crafting Description There different place to craft different item, in each place there a visible area to place your item, for exemple if you want to build a bathmobile (Wreck vehicle Builder) just place 5 pile of junk + 1 pressure washer + 1 car battery on the concrete block and that will take few second to build the vehicle, the component will be deleted and the vehicle will spawn few meter away. Material Wreck and pile of junk can be found everywhere, near road or urban area. Concrete, brick, battery, motor (pressure washer) can be found in industrial area or harbor. Military wreck can be found in military area or airfield. Wood log can be found in the forest, (find icon tree on your map) ///// Recipe for the Settlement - Workbench ///// ///worbench/// *pile of junk = tine fence, tine pole, plank, pallet *1 tine fence + 1 plank = 2 medium tin fence *5 tin pole = ladder *1 tin fence + 1 tin pole = storage crate //Junk House// (at workbench) Low attraction, less survivor will join your colony. *5 stack of pallet + 3 tin fence = slum house small *1 red cargo contenair + 1 tin fence = slum house contenair *10 tin fence = metal shed *10 wood plank = wood watchtower ///// Recipe for the Settlement - Yellow Scaffolding ///// This building will attract more survivor to your colony *5 stack of brick + 1 stack of pallet = small house abandonned *10 stack of brick + 5 cinder block + 5 planck + 20 concrete pillar = large unfinished building *2 cinder block + 6 medium tin fence = grey metal shed 3 stack of plank + 10 medium tin fence + 1 wood pile = Grey shack medium ///// Recipe for the Concrete Factory ///// *2 cinder block + 1 plank = concrete wall *1 cinder block + 1 tine pole = concrete shelter. *1 cinder block + 1 stack of pallet = concrete stairs *1 concrete wall + 1 plank = 5 concrete pillar. *4 concrete wall + 10 tine pole = small canal wall *3 small canal wall = 1 big canal wall *1 big canal wall + 1 concrete stairs + 6 tin pole = canal wall with stairs ///// Recipe for the Lumber Mill ///// *2 wood pile = 1 stack of plank *1 stack of plank = 5 shoot house wall long *1 shoot house wall long = 2 shoot house tunnel (pour le toit) ///// Recipe for the Wreck Vehicle Builder ///// *5 pile of junk + 1 pressure washer + 1 car battery = bathmobile *3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 offroadwreck = Scavenger Offroad *3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 Hatchback wreck = Scavenger Hatchback *3 pile of junk + 1 pressure washer + 1 car battery + 1 URAL wreck + 1 Truck wreck = Scavenger Bus ///// Recipe for the Military Vehicle Builder ///// *1 slammer wreck + 1 slammer wreckturret + 1 tank tracks + 1 tank engine + 1 ammobox = slammer *1 hunter wreck 1+ 1 hunter wreck 2 + 1 car battery = 1 hunter (that need 2 different type of hunter wreck) *1 hunter + static (gmg or hmg) = hunter armed ///// Recipe for the Vehicle Upgrade ///// *1 offroad + 1 static hmg = offroad hmg *1 offroad + 1 static gmg = offroad at *1 slammer + 1 slammer wreck + 1 static hmg = slammer up ///// How to craft Ammo ///// You need to put a tin pole and create a fire camp near the green camping table at the settlement and an ammo crate will pop up on the table, just choose the ammo you want craft with the action menu. You can craft only basic ammo for hunting rifle, old rifle and barrel handgun. Persistence To save your progression the server admin need to be logged and copy this line in the chat box : #gradpersistenceSave. Or use radio menu (0-0-Save) So every vehicle, vehicle cargo, tent content, crate content and static object will be saved, at the settlement (blue circle). The crafting component (car battery or stack of brick) are considered as static object and will be saved, but they must be unloaded from the vehicle before saving, if they are not unloaded they will be lost. More Info and script used Vehicle towing Sling Loading Mag repack AIS first aid R3F Logistic Strigoi and Farty (Alias anomaly) Bangapop loot script Zbe cache system AI spawn script pack GF Crash site Its an inbuild crafting system so if you have question or you are not able to craft something just ask. Its a hard sandbox mission, that will take many hour to be able to kill the LFDA officer but the player is free to choose his own strategy. Special thanks to @pierre MGI anf @killzone_kid for their help.
  9. 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.
  10. This is an open world zombie survival modification, which was specifically created to work with 'The Artifact' scenario. The scenario is available under the 'scenarios' tab in the main menu. PAY ATTENTION TO THE REQUIRED MODS LISTED BELOW. MY MODIFICATION WILL NOT WORK PROPERLY WITHOUT THOSE. Required mods: CBA_A3; CUP Terrains - Core; CUP Terrains - Maps; CUP Units; CUP Vehicles; CUP Weapons; DS Houses Feautures: Hardcore survival in the zombie-infested Chernarus; Zombies with realistic human-like sight; Stealth; Basic needs (hunger, thirst, temperature, vitamins) and injures (bleeding, pain, wounded legs, open wounds); Diseases (flu, food poisoning, blood infection); Dynamic weather; Dark ambient music; Different ambient sounds; Various hand-made animations; Survival HUD --The Artifact-- The scenario combines survival with completing various tasks. Story Year 2014, Chernarus. The zombie apocalypse began about a year ago. Chernarus Defence Forces were rescuing inhabitants for about a month before they were displaced by the infected. Many eyewitnesses alleged that something strange was going on before the apocalypse: people were going missing, animals and crops were dying. Some insisted that Chernarus was cursed. You are an explorer named Dean Hendricks. You work for the clandestine company which provides different legal and illegal services. Recently, you were sent to Chernarus to find an unidentified object, which was named 'The Artifact', examine it and bring it back with you. You were flying over Chernarus with your partner Michael and a pilot when suddenly, something went wrong... You wake up near your crashed helicopter and see the dead pilot, but no sign of Michael... --Other-- Credits Mod, scenario: SerBiX (a.k.a SerbiX8); Music, sounds: Nicolas Gasparini (Myuu) - The Dark Piano; Freesound License This work is licensed under Creative Commons Attribution 4.0 International (CC-BY 4.0) license. Donate PayPal Patreon --STEAM WORKSHOP PAGE--
  11. DOWNLOAD ON STEAM WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=1546710863 Z-DWAR video: there are 2 servers running 24/7 , one with DWAR and one with ZOMBIE DWAR you can easily find them filtering DWAR word in main server browser, or at this IP: IP : dolfrang.ddns.net port: 2302 ZOMBIE DWAR mods required: CBA_A3, RAVAGE, CHERNARUS REDUX, CUP terrains CORE port: 3302 DWAR mods required: CBA_A3 CUP weapons CUP units ACE3 RHS AFRF RHS USAF CUP vehicles CUP ace3 compatibility addon weapons CUP ace3 compatibility addon vehicles advanced urnban rappeling advanced rappeling ace compat RHS USAF ace compat RHS AFRF task force radio enhanced movement (optional) hello there! Here's the survival / COOP / TvT mission using the great RAVAGE mod, As civilian, you have to try to survive and call for rescue using a satellite antenna during a zombie apocalypse! As crew of a NATO destroyer during a zombie apocalypse, your task is to investigate radio signals and save survivors while searching for the cure! As DUMBrella corp mercenary, your task is to shut off this mess by killing every witness and recover the lost anti-virus! The mission is persistant, the position of the signals and the cure its randomly selected every round, so never match is the same to the previous one. the land is full of infected that will hunt players, only safe heaven is the NATO destroyer in the sea! can be played in SP, COOP, TvT . REQUIRED MODS: CBA_A3 RAVAGE
  12. Greeting, dear Community! Today I would like to make an introduction to the project, I am participating as server-side programmer. Stalker Life Mod. What is this? The project goal is to produce a total conversion for Arma 3, bringing the Stalker fiction universe to Armaverse. Project is NOT about recreation of a famous video game title. The very first idea is exploration of a dangerous and beautiful industrial environment. Then - survival, a challenging task, since you will need to care about your body's temperature, hunger, dehydration, deseases, equipment, charge in your devices' batteries. And the last major foundation is adventure, every step on the zone of estrangement brings a chance to face a deadly creature, find yourself in an anomaly, or get a valuable artefact in your hands, which would make you wealthy, if you reach the trader... So again: Survival Exploration Adventures The SEA of emotions. Everything will count. Forgot to charge your PDA? hope you at least taken the paper map Forgot the spare filter for your gas mask? sleep well No NVG? flashlight is seen from a great distance You will be welcome to the atmosphere of horror and despair So in "two words": Stalker Life Mod is a hardcore online RPG gamemode with horror elements. Main features The vast 50 x 50 km terrain based on real geodata The real buildings that were present in the area ALL buildings are enterable. Yes, ALL, every floor, every room. Buildings are based on real photos or construction plans we were able to find. A massive dungeon system under the main industrial objects Multi-server setup, if we grow to multiple servers, they will be sharing the same database backend and SOME objects will be synchronized across all servers. Say when you create a cache in a secret place somewhere on the map - it will be synced to ALL servers, and someone may find it and loot. PDA. One of the key game elements, if you manage to get your PDA - it will be a great companion in your travels. PDA would allow to store notes, map markers, but if you lose it - you lose all data in it. And if someone finds it - he will get access to your markers and notes. Dynamic quest system (inspired by Skyrim's Radiant) Where we now? Finished: 550+ models of buildings and props Session manager (for multiple server setup, prohibits a single player to login to more than one server at the same time) Equipment database storage In-game bug-report system Multiple internal tools to automate routine tasks and improve the development/deployment process Radioactivity system Headless client support In work right now: Finishing models we yet have to create more than 400 of them Cross-server object synchronization framework Roadmap Finish models Texture models (right now they are greyboxes) Implement various immersion systems Dynamic trade system Weapon customization (something beyond swapping scope, bipods and sidemount) Team 2 developers 6 3D-artists 1 screenwriter The team can be reached at https://vk.com/stalkerlifea3 SHOWCASES! (VIDEO) Anomalies Props Artefacts Buildings (long and boring) Earliest terrain build (over one year old) I would be glad to receive a reasonable critic and answer your question. Thanks for your attention!
  13. ZKs -=LOST=- Now With Base Building Latest Versions Updated 16 March 2017 Download Complete Server Package -=LOST=- ZKs V2.4 New Update -=LOST=- V2.4 -- Complete Server package - added server keys to iBuild - added action to reload flares in vehicles - added if you have a radio you can have upto 9 AI in your group - added AI in your group can not kill you or each other - when you restart your AI group with start where you are. - lots of touch ups and fixes to the code - added -=LOST=- and addons to Steam workshop Steam Links ZKs_Items ZKs_iBuild ZKs-=LOST=- Tanoa ZKs-=LOST=- Altis Required Addons Links INIDBI2 -v2.05 Database (Server Only) you can find the inidbi2 64bits dll version at this place (i dont put for the moment in a package as it for dev release) - Link & Quote from Code34 ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) ------------------------------------------------------------------------------------------------------------------------ ZKs -=LOST=- is a survival mission. ----- To play online just filter ZKs or LOST ----- YouTube Videos A normal day of playing ZKs -=LOST APEX=- Altis Morning Tanoa Fail Altis Fail In this reality days are 2 hours long and nights are 30 minutes the weather changes rapidly and everyone hates you. You can work alone or in a pack, kill or be killed. If you run a Headless client it will use it to run the AI, If you don't have a Headless Client the server runs the AI (So All Good nothing to configure). If you set it to edit mode in the parameters the enemy markers will be green it no HC and blue if they are running on a HC It uses IniDBi2 as a database (all self populating) so as long as you have the addon it will create the datadases itself. and it uses ZKs_Items (you need this to collect items and use to stay alive) There are many options in the parameters. Collect tools , Food ,Water and medical supplies There are mini missions inside the mission that give you rewards (Option for scripters to add there own mini missions) If you need to know how everything works in the Mod while in game go to the Map and look in Briefing and in the Lost tab is all the information about what everything does. The things that you can do in the mission. Used Items (In Gear Dialog aka inventory) Use by dragging the item to the Assigned Watch Position. if you dont have this you will only get access to weapons and not be able to fix vehicles , Heal , Drink or Eat etc. This is running a database so you and your items and vehicles are recorded and will be the same for you next time you play.(unless someone finds your vehicle and steals it or you DIE) The AI are all Nasty . feel free to kill them. This is PVP , TEAM or friendly , play it as you want. if you get close to a player add him / her (lol) as a friend with your action menu (need to be within 3 meters) you will be able to see them on the map after that. At the moment you scavange , collect and try to stay alive. Drag items to where your watch goes in the inventory, Not all items can be used it that way. There are Mini Missions that if you complete you may get special Weapons or Items. you need to find an assortment of tools to fix vehicles. Drink and eat to keep your stamina in check everything works in actions at this point. Below is a List of what each Item does. The Items not on this list are used in the Mini Missions Enjoy!! ITEM USE LIST You can Pickup and Drop your last thrown Chemlight. Used Items (In Gear Dialog aka Inventory). Use by dragging the item to the Assigned Watch Position. Bed Roll when used will create a Sleeping Bag,Laying on the Sleeping Bag will restore your Health,Hunger and Thirst. Defibrillator If used will restore your Health, But if left in your inventory when you die will give you a second chance, When you restart you will be at your last location with all of your equipment except the Defibrillator unit. Food items will lower your Hunger. Drink items will lower your Thirst. Medical items will lower your Damage. Vitamins will boost your Fatigue endurance for 30 minutes. When you use a Drink Can it will create an Empty Can in your inventory (Empty Cans are needed to repair vehicle Hulls). When you Drink a Canteen a Empty Canteen in your inventory. If you use a Empty Canteen while its raining or next to a Water Source it will add a Full Canteen to your inventory. If you use a Empty JerryCan or Fuel Drum while near a Fuel Station or Tank it may add a Full JerryCan or Fuel Drum to your inventory. If you use a File it will select a mission and add a Document to your inventory. If you use a Document it will show locations on the map and show you in a Hint the mission. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. If you have an AXE in your inventory you can use this to cut down trees use LMB. You can use a tent to store your gear, You can only get tents from doing missions. No other players can take your gear or your tent. To pick up your tent hold the shift key while looking at it. To Add Friends So You Can See Them On The Map. When you get close to a player you will get a ADD FRIEND action. when you have added a friend then you can see where they are on the map. If you can not see the ADD FRIEND action then they may have it locked. You can lock and unlock access to add you as a friend by holding down the Shift Key You can show everyone or just your friends your position on the map by holding down the Shift Key and using the actions Items in your Inventory That Give You Actions. If you have a Rope in your inventory you can Tow or Lift other vehicles and you can get raised or lowered from flying VTOL aircraft or choppers. If you have a Grinder in your inventory you can Dismantle Wrecks. If you have a JerryCan or Fuel Drum in your inventory you refuel vehicles. (It will leave you with empty ones) If you have a Empty JerryCan or Empty Fuel Drum in your inventory you can refill them from vehicles. If you have a Weapons ModKit and Bullet Casings and you are in a Gunner seat you can add a Magizine to that turret.(Bullet Casings deleted after 1 use). To Repair Vehicles you need in your Inventory. Pliers and Car Battery are needed to fix the Engine (Car Battery deleted after 1 use). Wrench and Tyre are needed to fix the Wheels\Gear (Tyre deleted after 1 use). Drill and Battery are needed to fix the Glass (Battery deleted after 1 use). Screwdriver and Duct Tape are needed to fix the Fuel Hoses (Duct Tape deleted after 1 use). Hammer and Empty Can are needed to fix the Body (Empty Can deleted after 1 use). Butane Torch And Matches are needed to fix the Rotors (Matches deleted after 1 use). MultiMeter And Metal Wire are needed to fix the Electronics (Metal Wire deleted after 1 use). To Recruit Civilians Walk up to a civilian (the ones without a gun) and use action to Join Group when you get close. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu that pops up then you will see a unit pickup action. Hold down your Shift Key to get the Kick From Group Action. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. Vehicle Options Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done to lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Objective: -- STAY ALIVE, KILL MORE THAN EVERYONE ELSE -- ----------------------------------------------------------------------------------------------------------------------------------- Update V2.2 26 Feb 2017 In This Update New features in the mission, You get a message when someone Friends or UnFriends you Now you have 6 different Plot size options Small Plot 9 Squares : Required: 1 Lease, 4 Wood, 2 Nails Medium Plot 25 Squares : Required: 1 Lease, 8 Wood, 4 Nails Large Plot 49 Squares : Required: 1 Lease, 16 Wood, 8 Nails Very Large Plot 81 Squares : Required: 2 Lease, 32 Wood, 16 Nails Extra Large plot 121 Squares : Required: 3 Lease, 64 Wood, 32 Nails Factory Plot 225 Squares : Required: 4 Lease, 128 Wood, 64 Nails More information in the help menu - Press Ctrl + Tab / (action key 1) ZKs_LOST-BASE_BUILD_V20 - (all Missions and Addons included) you now have several different textures and materials to build with your friends can help you build at the same time. If you add someone as a friend it now automatically adds you to them as well friends can access your tent, buildings, workbench and with luck unlock your vehicles What if a friend steals your shit i hear you ask. well now you can unfriend them even if they are off line. and they will no longer have access to your goodies Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) You can transfer Building Items to the Work bench action so you don't have to do it 1 at a time You can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) You can chop down trees with an axe to get random amounts of wood to build with. New APEX Update 28-Jan-2017 For Tanoa and Atlis ZKs -=LOST=- APEX - V12 In This Update show position on action menu name above the head more Zombies added sound effects for almost everything. don't you hate it when a chopper spawns under a tree - well now if you have an axe you can cut down the tree Tweaked the way the mission spawns random groups and vehicles - more random now idle chat when groups are patrolling - you may hear them before you see them. more pain sounds when you wound enemy or if the wound you or your team tweaked the boat missions Different buildings give you different supplies you can fill canteens from water sources as well as rain The mission is just more viscous ------------------------------------------------------------------------------------------------------------------------ Base Building Update 06-Feb-2017 For Tanoa and Atlis -=LOST BUILD=- V13 The Mission Required Addons Links INIDBI2 -v2.05 Database (Needed for Server Only)ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) I also have redone a lot of the iBuild addon it now save as higher than 3 floors high- ive had 8 floors and saved well, made a compression script in the addon to convert the long building object names to 3 or 4 letters so now you can send many more objects to iniDbi2 database. added more models -Ramp, Floors and a pillar roof added a delete building object to action menu added a Transfer Building Items to the Work bench action so you don't have to do it 1 at a time made it so you can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) made it so you can chop down trees with an axe to get random amounts of wood to build with. ------------------------------------------------------------------------------------------------------------------------ APEX Update 24-Nov-2016 For Tanoa and Atlis ZKs -=LOST=- APEX - V11 In This Update Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done before you can lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. No other players can take gear out of your tent or take your tent. -------------------------------------------------------------------------------------------- ZKs=-LOST=-APEX - V10 Required Addons Links INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) For Atlis Pre APEX Zks -=LOST=- V8 (Needs INIDBI2-v204 or higher)[/size] (Includes both of the required addons) ZKs -=LOST=- V6 Armaholic Download Link: (Needs INIDBI2-v204 or higher)[/size] For MSKE ZKs -=LOST=-MSKE V6(Includes just the Mission) Link to Island Addon M.S.K.E. 4 Islands Map For NAPF ZKs -=LOST SP=- NAPF V6 Link to Island Addon NAPF A3 How To Edit and Port Mission Link to instructions on how to LINKS ZKs -=LOST SP=- Single Player version of the mission INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) V8 Update Animals just for atmosphere You see the tool,Food and Objectsin your hand that you are using Mission objectives with rewards - and if there not completed then you may have a bigger issue to deal with For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu then you will see a unit pickup action Only Basic Weapons in Houses. Updated Weapons Tweeked lots of code Lots of tweak's to the Parameters such as Different friend Marker Options Adjustable Food and Water Options Adjustable Loot Options Adjustable Side Mission completion Times and Difficulty And the T-Virus Option (ZOMBIES). V6 Update Updated some core code. Fixed briefing error. V5 Update Added : Recruit Civilians Added " Extra Database to store Civilian Stuff. updated : Some Exit Code Still compatible with CBA and IniDBi2 V2.04 or newer. How To Use Walk up to a civilian (the ones without a gun) and when you get close You will get an action to Join Group, Click that and he is on your team. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. V4 Update Added param option to see other players on map without adding as friends first.[/size] Fully CBA compatible now. V3 Update Updated to use iniDBi2.04 or higher- now only uses 3 databases not 5. Choppers can spot you easier Skull inventory working better when you die. defib now will not be in assigned items (which would stop it from giving you a second life) V2 Update Updated Mission to -=LOST=- V2 It now will work with both INIDBI2-v201 and INIDBI2-v202 Thanks to ROJ for the icons code34 for INIDBI2 all the players that help test the guts out of it Enjoy People
  14. F3llout

    You want some Fallout in your survival experience? Keep an eye on this thread! Planned Features * Survival experience in the wastelands of Altis, using the Ravage Mod. * Unique companions, with their own scripted behaviours. * Underground vaults to discover and explore. * A radio station system, bringing you your grandpa's favorite songs and artists : Billie Holiday, The Delmore Brothers, Louis Armstrong, and stuff you probably never heard before. * Weird NPCs and quests. * Custom factions and mod support. Screenshots Release Date TBA
  15. Fall of men is role playing game where you can talk and commerce with NPCs and do quests. You must also try to survive in the hostile post apocalyptic world, where even other players maybe hostile This mission is continuous work in progress but can already be played. Note the mission on server below is not always up to date but is running last stable release Features currently in game: Quests: NPCs with quests Doing quests will reward you XP and money Talk to NPC via dialogues over 30 quests! (more to come) Quests to clear bandit towns (one so far) Survive: Hostile world outside of towns (AI controlled bandits) Bandits drive cars Bandits call for backup if given enough time! CSAT controls north west of the map The bandits and CSAT will send hit squad after you (via air) if you mess with them too much The enemy has placed road blocks and small camps around the map Beaware that players with high lockpick skill may break into your house Hireable companions Abandoned vehicles spawn across the island Skills: XP / level system Different skills (total 8) Gain money and XP by killing the bandits You can try to lockpick and steal cars Skills include: Accuracy (amount of weapon sway) Stamina Armor Speed Barter Speech (Unlocks special options in conversations) Lockpick Pickpocket (Try to take items from NPC, who will get mad if you get caught!) Law: Law and guards in towns (don't shoot or steal!) You can surrender and get rid of the villain status if you break the law in town (but you lose couple skill points) Player can rob the bank. Making him hostile to the current town Commerce: Trading with NPC shopkeeper Buy houses where you can store your gear/loot Caravans travel between towns (You can trade with the caravan trader) Loot from previous plays go to your house's container when you buy a house Player can deposit money in bank. Each town has independent bank Some houses outside towns may contain valuable loot. The doors are also locked if any Money you left in banks will be saved to your character Also money you used to buy houses is returned to you when you quit Car dealers in towns! Property: Claim any house in the wilderness as your home! You can build walls around your houses in the wilderness (using zeus, press Y) Lock your car Setting: PvP 8 populated towns so far Tweakable gameplay via parameters Weather parameters Cool atmosphere parameters Ambient helo flying around (CSAT area) Instructions: Look for NPC with icon on top of them. They will give you quests and trade. Use mouse scroll wheel to select actions and middle click to use Player data is saved so you can continue where you left Fast travel between towns via helicopter! Talk to the pilot in town Notes: Multiplayer support No addons required Should disable weapon sway mods Game is saved when you press esc and also periodically Map is Altis version 0.8.13b To play: Multiplayer -> Server browser -> Host server Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1401710021 Screenshots in the steam download page Official site: https://armagc.blogspot.com/
  16. GF Ravage Heros Money Reward Script by GEORGE FLOROS [GR] Description: GF Ravage Heros Money Reward and notification script . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Ravage Heros Money Reward Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and in the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The money reward , is based on kill distance. Select the money reward , for Ravage or Heros Survive. Select where the money will be stored to uniform, vest or backpack. Credits & Thanks: Special thanks to: Haleks for Ravage mod and Heros for Heros Survive mod. Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 The AI kills where showing also in the notification but, this issue is fixed. A kill counter notification is also available. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40235 Armaholic download GF Ravage Heros Money Reward Script
  17. 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
  18. Addons/Server features: *Server Restarts every 4 hours *Roaming and Mission AI (details below) *Zombies (details below) *Mods: 4 RHS, TRYK, CUP (CORE), EXILE, Extended base mod, Ryans Zombies,----- Exile *XM8 Apps (view distance, customizable statsbar, crafting) *Full day/night cycle-- At night the time is sped up to 24x and day is 4x *Day/Night voting system (type /vote day or /vote night) *PVP (Play how you want | You can be friendly) *Optional Mods: JSRS and blastcore --- More to come *****NEW BASE RESPAWNS****** Mod Downloads: Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1494503178 Optional: https://steamcommunity.com/sharedfiles/filedetails/?id=1510537696 Server IP : Additional server info: The server is pretty new and has a pretty decent player base. The server is well set up with active admins and changes/fixes constantly rolling in! Don't let that deter you from joining! Within our discord, I will be posting changelogs for each day that I change/add/balance things. We are always open ears to suggestions that's why we set up a suggestions chat within the discord. The server is set up on the map Chernarus 2035 with 3 trader cities (safezones), 2 aircraft traders and 2 boat traders. The mods we use on the server are all 4 RHS mods, TRYK (multiplay uniforms), Chernarus 2035 (duh), CUP terrains Core, Exile (super duh), Ryans zombies, and Exile extended base mod! We also allow blast core and JSRS (with and without RHS compatibility)! Although those are completely optional! We aim to have a harder more realistic feel for the game. New players to the server will start with 5k in their bank. To keep this challenging for the players we have added zombies which are very balanced and will spawn in zones marked in red on the map... Hordes have a chance of spawning around players in order to keep them on their toes. Roaming AI are implemented to keep players aware of their surroundings and to simulate a more alive environment (good and bad AI). Of course we have AI missions on the server and will soon be adding more. We are always adding new things and as said before open to new ideas and suggestions. !!SERVER RULES ARE POSTED IN GAME ON THE XM8 APP IN THE UNDER THE MORE TAB "Server Rules" (should have a picture of a book) not the one on the first page!! *Please note that we are constantly adding things so whats posted here is likely to differ a little bit from ingame (meaning there will be more custom addons than whats listed)*
  19. 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
  20. (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
  21. SALVATION (@)

    by GEORGE FLOROS [GR] Description: Try to Survive ... Coop ... or Not! This mission supports playing Solo or Multiplayer ,Coop or PVP and also supports EVERY map (ArmA 1/2/3). 20 Different Enemy Faction VS NPCS or Zombies. Gameplay with a lot of options (MODULAR environment). It is a survival mission based in the features (thirst + hunger and loot system) of Ravage mod, that can be played from one player to coop mp or PVP (like Dayz gameplay), with a modular environment, selections via missionparameters for everything included , environment,ambience,loot,enemies,type of mods that you want to play with, ex: Unsung loot items + VC_Village_Guerillas enemies and can be played to every map,by changing the name of the map, ex: SALVATION.CSJ_SEA ( the selection of the map will have effect to the loot spawned cause of the buildings.) It doesn't need a server running , like exile and you can play this also on Dedicated. Features: playing Solo or Multiplayer ,Coop or PVP Supporting EVERY map (ArmA 1/2/3) VCOM AI 20 Different Enemy Faction Gameplay with a lot of options (MODULAR environment) And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with SALVATION: CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 RSO Buildings Pack http://www.armaholic.com/page.php?id=32088 ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 Notes: It is supporting EVERY map ! (ArmA 1/2/3) , just by changing the name at the end of the mission name like : SALVATION.Stratis to : SALVATION.Tanoa You can search the static objects of the map for loot. Extra Loot Script by BangaBob (works on every map) is also available. The percentage of loot can be adjusted according the Map selection (can be counted from the server by hitting 0-0-2 in game). To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Ravage items = 2 Vests = 3 Backpacks = 4 Ravage items = 5 extra pics to see the spawn of the items: Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] and The Unsung Vietnam War Mod. To activate it you must have the certain addons . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. Every time you are starting the mission , the starting position will be on random. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: haleks [ Ravage ] ryandombrowsky [ Zombies and Demons ( Ryanzombies ) ] Maxjoiner [ Max Zombies ] Community Upgrade Project [ CUP ] RED HAMMER STUDIOS [ RHS ] RSO Creations [ RSO Buildings Pack ] mattaust [ ArmA 3 Custom Buildings - Original ] UNSUNG Mod Team [ The Unsung Vietnam War Mod ] TAW view Distance Script by Tonic Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI Script by Genesis92x Mag Repack Script by Outlawled Snow Storm Script by aliascartoons Thunderbolt Script by aliascartoons Road Flares Script by aliascartoons Real Weather script by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Randomly generated roadside IED's script by brians200 AI HALO Jump Script by cobra4v320 Engima's Civilians Script by Engima Engima's Traffic Script by Engima [R3F] Logistics Script by Team R3F Injured Ai simple script by Persian MO Phronk's Furniture script by Phronk Left Shoulder Scripted Weapon script by ArtyomAbramov No Kill Zone Script by SuperChicken Productions Headshot + Killfeed Script by GEORGE FLOROS [GR] Custom DeathScreen Script by GEORGE FLOROS [GR] Earthquakes_GF Script by GEORGE FLOROS [GR] Crashsites_GF Script by GEORGE FLOROS [GR] Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: Version 3.0 Enabled the default save option. Added compatibility with: Max Zombies by Maxjoiner Mod http://www.armaholic.com/page.php?id=33696 + minor fixes Version 2.0 Added compatibility with: The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 No Kill Zone Script by SuperChicken Productions Road Flares Script by aliascartoons + minor fixes Version 1.0 Requirements: @CBA http://www.armaholic.com/page.php?id=18767 @Ravage Mod http://www.armaholic.com/page.php?id=29638 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212528-salvation/ - Armaholic forums http://www.armaholic.com/forums.php?m=posts&p=198511#198511 Download : Armaholic Salvation v3.0
  22. Hi all, I am looking for a solution or some guidance to understand how I can pull arrays of loot (e.g. weapons, gear,...) from a separate file into a .sqf file. What I want to do: - create a master file with arrays of items, weapons, or structures - create scripts (e.g. LINK)that spawn loot that can access those master files - have one single file where I can alter those arrays without having to update the arrays in each single script an example for an array that is currently in each of my scripts and that I would like to export into a master file and then acces from such master file: _itemsArray =[ "rvg_canOpener", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_milk", "rvg_rice", "rvg_hose", "rvg_guttingKnife", "rvg_tire", "rvg_purificationTablets", "rvg_flare", "rvg_matches", "rvg_Geiger", "rvg_toolkit", "rvg_antiRad", "muzzle_snds_B", "muzzle_snds_L", "acc_flashlight_pistol", "optic_DMS" ]; Any input is very welcome;) thank you and cheers vandeanson
  23. 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;)!
  24. 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
  25. DesolationREDUX has released our first Alpha build, v0.1.0. Server files are now available for hosting your own server. Server Files Download Instructions can be found at DR Wiki Support at DesolationREDUX Forums This post will cover two projects that are really one in the same. DR Project is a collection of a Mod Framework, DB Extension, Assets, Tools, Plugin Repository, and Terrains. DesolationREDUX is a survival mod using all that, working as a showcase for everything. The mod is currently in beta testing as we continue to add in the original planned features. Progress has been going very well, and we are pleased enough with how things are working that we decided to post up here. The hope, when completed and released, is that other mod makers will be able to take our work and make their own projects with them. The DR Project is open source, and will be released under APL-SA. Code, assets, terrains, will all be able to be used and edited by the community at large. ArmA Plugin Management System (APMS) The ArmA Plugin Management System (APMS for short) was created to add a plugin framework into ArmA. It allows for server owners to easily add and remove content from their server. Developers can create server-sided "plugins" that can add key binds, add events, add buildings to the map, and add SQF code. It also allows Developers to create a custom .cfg file to add control to the content within their plugin. The APMS system is the core for DesolationREDUX. Everything within the mod runs through the Plugin Manager; all key binds, events, and map edits. APMS WIKI The benefits of the APMS are as follows: Customizable keybinds created by the server. All aspects of a plugin can be customized by the server owner via the .cfg file. Managed events for both server and player. Managed Actions. Ability to easily add and remove features from a server. Managed map edits, spawned before the server has finished starting. Installation of plugins is incredibly easy. Simply place the plugin PBO into the Addons folder of @DesolationServer. Place the plugin CFG into the Config folder of @DesolationServer. Add the plugin name into the Plugin managers PluginList.cfg file. Done RedEx: REDEX WIKI Key features are: - Supports 64Bit and the new CallExtension with Arrayarguments. - Has an builtin mechanism to load additional config whitelisted Modules dynamically, so no need for plugin writers to struggle with the ArmA CallExtension API, you get wonderful objects containing "key -> value" associations, where you simply can call: `extArguments.get<unsigned int>("itemAmount")` or `extArguments.get<std::string>("listName");` and you return ArmA strings. Everything else like handling strings that are to long is done by LibRedex. - Supports sync, async and quiet async calls (calls that do not return any data) - Has a wide range of functionality to make life easier: -- Random lists that connect an chance with an item, like they are used for Loot spawn. -- Random lists of numbers (you request what kind of numbers you want, how many and in which range) -- Getting real world time in different formats like epoch(unix) time, an date array. -- Handling of file input and output on in the config defined files. -- You can define if an file readable, writable or even only readable one, which use useful to hide data. -- An module to call whitelisted urls and the Steam API, for example to get informations about VAC Bans etc. -- An build in client which can connect to an middle ware to allow ArmA to communicate with other tools like an admin web framework, as example we provide an Discord Bot, that does allow the players to request the current Performance and Server Stats. -- And of course an database connector. Database specific features: -- Does support multiple Databases like MySQL(MariaDB) and PostgreSQL, additional support for Stores like Redis are easy to implement. -- All IDs are based on UUIDs, so no longer waiting until data is committed to the Database to get back the identifier of an Object. Just request an UUID, set it as ID for the Object and then tell the System to commit the Object. -- All sql querys are sanitized additional most of them use prepared statements. -- Some function calls like "update objects" are dynamic and don't need all data to be supplied, for example you only want to update the position of the car? fine! only send the position. -- The goal of the design of the database itself was to fulfill all possible needs we could imagine. As Plugin writer perspective this means you should not need to change anything database related, all object and character information are stored automatically. This includes also variables starting with an specific Prefix as well as skins etc. -- In case of objects we provide the "svar_" prefix, so if someone would like to add a coins system, they could store the current coin count of the object ins "svar_coins". -- In case of an Player we provide "svar_" and "pvar_" both work the same as in case of objects, but the difference is "svar_" is bound to the character, so if the character dies the variable is lost, while "pvar_" is bound to the player profile, so if an character dies these variables are still present on a new character. Last is useful to save for example the skills an player has earned. -- There are also more advanced features, like the database is able to save the connection of two or more objects, so you can attach an box to the roof of an car and after the server restart the box is still attached to the car. -- An encryption library using an PSK set in the config to validate the hash of objects, and encrypt text in general. We created a couple tools along the way for server managers to use. Admin Tools: The DesolationREDUX Web Administration Panel is a plugin to help with server administration via the use of a fully configurable website panel which allows the server owner to define groups and permissions for all the staff. This panel allows the server administrators to be able to start, stop and restart the server. It allows admins to view all the logs on the server to allow them to help catch hackers! Server admins are able to view the chat of all servers on one simple web page. Server owners can use the web panel to setup and configure groups and permissions for a web based RCON tool to allow banning, un banning, kicking, remote chatting and much more. Server Manager: This tool is aimed at server owners who want to make server management easy as it aims to remove the annoying server start bat files. It will be GUI based and allows for easy server configuration. The Administration tool takes up the task of automatically restarting your server via a time picked by the server owner. It allows the installation of plugins via just one click as it works alongside the script Plugin Repository System. It allows server administrators to be able to easily add and remove parameters to their servers without the use of a bat file. Most importantly, it has support for multiple servers so managing more than one server could not be easier. The tool is C# based and currently only set up for Windows platforms. As of quarter 2 2017, C# received Linux support, but we have not done any Linux support for the Server Manager. It is planned. Plugin Repository: The DesolationREDUX Script Repository will be a website hosted on a sub domain of DesolationREDUX which hooks into our forums authentication system. This website will allow users of the community to easily publish plugins/ scripts to our website, push changes and updates to the plugin, and give a detailed description of the plugin. This website will be moderated by our forum moderators and staff to ensure nothing malicious is submitted. This repository will also be included in my Server Administration Tool, and will allow server owners to simply click a plugin on the repository to install it directly to the server. Vehicle and Loot Spawn Location Tool: The Vehicle and Loot Spawn Location Tool is used to get your own custom spawn location. This may be necessary for custom buildings, or to simply add your own touches to your server. These tools are located in Eden Editor, and are very simple to use. Due to the way in which REDUX spawns vehicles, the tool is needed for accurate position locating. Upon finding your locations, simply go to any text editor and "paste". It will paste the appropriate code config information. Server Discord Bot: The discord bot is a simple to install bot that provides easy access to server information such as Server FPS, CPS, Active Threads, Server Uptime, Player Count, Online Players, and has the option for the server owner only to shutdown the server. It is recommended this tool is placed in it's own channel as the players seem to love checking it. All assets we create, or port from the A2/TKOH data packs, will be made available as a separate download once REDUX goes into Beta. These assets will include magazine items, map objects, weapons, structures, characters & gear, and vehicles. All assets will be available unbinarized so they can be edited to suit the users needs. We hope these assets will be taken to supplement the available A3 assets, and used to create more interesting content for the ArmA community. All we ask is that we are credited with providing the source files and any derivatives are shared with the community. As for terrains, that portion of the project is on hold until we complete DesolationREDUX. Once the mod goes into Beta, the modeling team will move over to creating assets for a western themed map. We originally had plans for a map based on the San Juan Islands. This may still happen. Will have to see what the team feels like creating when we get there, but we will be creating a US based terrain and appropriate assets. Some of the project members also have their own side terrain projects that will be released as well most likely using available A2 ported assets and A3 assets. Thanks to past and present dev team members, and those that have contributed content. Present Kegan BigBen Legodev Optix TheKnightTemplar ComatoseBadger Nex ImUnleasheD JMaster Zisb CrazyMike Movinggun SonicSound Ducky Contributors DL++ (Has contributed some assets including journal image as well as shared ideas while he works on his No Cure mod) Argument (his released source files for open A2 buildings have been edited to fix many config issues and AI paths for use with A2 missions) Jonpas (for allowing us to use and edit his Theseus Services assets) Screamer (for our branding images and game icons) Kol9yN (Provides us with our custom animations) Past Dirty Sanchez ANixon David3D Natu StokesMagee Cronicash