Arma 3 ravage mod download






















Fixed a potential error with custom damage handling. Fixed several errors with irradiation rates. Several fixes to the Geiger numerical display.

Zombies were not always chasing the closest known target. Zombies not moving for a few seconds after spawning. Probabilities calculation errors preventing zombies to spawn. Disabling Sun Influence in the ambiant zombies module didn't have any effect on spawn chances.

Added missing Arma2 buildings to the Loot spawn system. Zombie sounds not working in MP. Custom vehicle textures were not applied in MP. Fixed several background functions to run in MP. Disabled "Rest" actions in MP. Fixed an error when drinking from water sources. Added a Multiplayer character save system.

Added survival supplies in Editor props. Ravage is now compatible with ACE medical system. Added vehicle caching system Place down a vehicles module to automatically enable.

New infected skins by Bad Benson. All files have been signed. Added more uniforms from WarfareThai Mod.

Removed a few high-end uniforms from NPC loadouts. Various changes to the loot system. Buildings will only spawn loot once a day. Tweaked Fatigue configuration. Zombie damage resistance has been towned down a bit. Minor tweaks to Status Display. Re-wrote hunting system : double-click on a knife from your inventory to gut a nearby animal. Fixed : Fixed several calculation errors with zed LOS. Wrong building model replacement causing issues with zeds stuck inside.

Radioactive zones sometimes spawning around NPC camps. Minor fixes to the Zombie Spawn system. Player unable to gather fuel from most fuel pumps.

Groaning sounds when injured weren't disabled for all voice profiles after the Nexus update. New : Zombies have a small chance to grab the player's backpack when attacking from behind. Zombies can't spawn when there's a human nearby. Fuel sources hold a limited amount of fuel and can be depleted. Minor improvements to Geigers rad exposure display. Added Geiger feedback when consuming Anti-Rad pills.

Tweaked Loot generation should increase FPS in towns. Tweaked Radiation levels for drink items. Slightly increased maximum spawn distance for hostile infantry. Minor changes to the loot lists.

Tweaked wild life spawn costs. Player's animation speed is now tied to the weight of his gear. Tweaked food consumption effects. Updated zombies hitpoints config for Arma3 v1. Fixed: AI failling to engage zombies after Arma3 v1. More fixes to the sleep menu.

Geiger display was unable to process several Radiation triggers at the same time failling to display the overall rad. Script Errors on manually placed Radiation triggers with no active Radiation Module. Various fixes to Radiation handling regarding protective gear. Nutrition level decreasing too fast. AI team mates should be more reactive whenever one of theirs is being attacked by a zombie. New: Syphoning fuel now requires a hose. Raw meat can be cooked at fireplaces or any fire source.

Canned food items require a can opener, a knife or tools to be consumed. Consumed canned food give an empty can wich can be used to drink water. Irradiated water containers can be purified with water purification tablets.

Water sources can be depleted and will need time before they're available again. Arma2 wells tagged as water sources. Improved Geiger counters feedback. Tweaked Radiation function. Minor tweaks to zombie behaviour.

Restored Rad Exposure limit. Fixed : "Hold Fire" override function for nearby zombies not triggering on editor-placed AI units. New Damage handling sometimes failling to cancel the "forced walk" animation when injured. Wrong values assigned to the sleep menu slider. Radiation exposure rate. New : Player can now attach any chemlight to himself by double-clicking on it in the inventory requires Survival Module.

Provided that a Radiation module is placed, low-grade food and drinks will be slightly irradiated. Player can fill containers at various water sources. Player can use empty cans to drink at wells. Ravage version of the toolkit has a new inventory icon and has been renamed as "Toolbox". Updated tutorial hint description about toolkits. Some of Ravage custom actions pack tent, syphon vehicle etc can be executed by the AI. Improved Geiger sounds handling WIP.

Minor tweaks to inventory status HUD. Tweaked AI behaviour when attacked by zombies. Ammo crates and weapon holders are now excluded from the Vehicles Module. Fixed walkers animations. Ambiant choppers weren't spawning in the Altis demo mission. AntiRad pills efficiency. Radiation Exposure rate. Improved visual feedback when hit by a zombie in 3rd person view. Removed inventory option from zombies.

Increased damages inflicted by zombies. Tweaked infected sounds. Added back infected "Walkers". Minor HUD changes. Errors in the supported addons loot config. User-defined values not working on the Loot module. Wound textures missing for one zombie model.

HUD kept displaying rad. Various fixes. Zombie population modules now give the option to spawn Runners, Walkers or both. Each Horde module will now use its own settings and is completely independent from the Ambiant Zombie module. Added rare enemy chopper flybys to the Altis demo mission their origin will be explained later.

Tweaked : Various HUD improvements. Tactical Bacon item didn't have a proper inventory icon. Added flashlight attachment item to the Vital Loot list. Geiger counter sounds volume calculation at low levels.

The "walking zombies" can now run faster. Zombies are now much more resilient to damages. Improved distance check when being attacked by a zombie. Tweaked target detection function for zombies. Zombies spawned by Horde modules now act as actual "hordes" optional. Zombies dynamically spawned in the wild now use the new "horde behaviour". Toolkits can now be used up to 3 times before breaking.

AntiRad bottles now contain up to 6 pills. Inventory screen will automatically close itself as soon as the player starts running. Fixed : AntiRad pills were not working.

Fixed sleeping bags and tents disappearing into the ground inside houses. Unfolded bedrolls and tents positioning now adapt correctly to the terrain slope. Player being unable to fill jerrycans at fuel stations.

Small correction to the syphon vehicle function formula. Player being unable to sleep in tents. Zombie Spawn Radius Ambiant zombies module not working beyond meters. Player being unable to inflame previously extinguished campfires.

Wrecks and damaged vehicles could sometimes spawn too close to the player. The Vehicles module wasn't adding Maintenance Actions to manually placed vehicles when "Vehicle Damages" was set to false.

Unpacked tents should now appear a bit further from the player. Added safeguards preventing the player from unpacking tents in unfitting places. Minor RPT errors. New : Mission makers can now define a side for each of the hostile and friendly factions Ambiant AI module. Added zed Blacklisted zones module. Added debug markers for radioactive areas survival module.

Added individual options to the Debug module. Added low grade food and drink items. Added new map item alternative icon by Scorch. Added tutorial hint about Radiation Poisoning to the Altis showcase scenario. Fixed : User-defined values for the Loot module didn't have enough influence on actual spawn chances.

Tweaked : Minor HUD changes. Widen zombie's FOV. Increased default spawn distance for zeds. Increased range of zed screams. Zeds will now spawn inside buildings when possible. Zeds can now spawn in the wild, not only around buildings.

Improved AI awareness of nearby zombies. Dynamic weather tuning. Distances and timers for NPC spawns. Improved combat effectiveness of enemy groups.

Bandits can potentially have more ammo on them. Vital items now have their own loot table. Player spawns with more ammo in the Altis scenario. Fixed : Car patrols were not spawning. Drink actions were broken. Zeds should definitely stop hitting through walls. Zeds are now able to effectively chase targets inside buildings. Zeds could sometimes spawn around buildings previously visited by the player.

Bandits would disengage too soon on some occasions. Recruited survivors would sometimes turn on the player for killing a specific type of bandit. New : Added a music option to the Atmosphere Module. Added user-defined spawn chances to the Loot Module. Added percentage of intact vehicles to the Vehicles Module. Added new module : Settings module. Added new module : Ambiant zombies module, allows more control over zombie settings.

Added new module : Zombie horde manual placement. Added new module : Debug module WIP. The "main module" has been replaced by the "survival module". Download Links : Ravage v0. How can you support mod development? 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.

Some of those features sound similar somewhere.. Both our mods are inspired by Dayz, obviously, so there will be a lot of similarities I expect Sorryz for the haze comment, didnt look close enough and suffered the 5 minute wait for editing a post xD again, keep it up!

I too am creating a mod by myself as well and this is my third year! Your welcome to use my mission script files if you like, in my DSS franchise ;. No worries! I know this kind of mod can be very demanding, it's normal to be a bit over-protective! But I manually select what assets are to be used in the mod; given the number of supported addons, I'd rather wait for a final version for mods with many items.

Yet, given the amount of time invested in each mod, I'd like to see how each individual release pan out! Plus, combining work from different people can be difficult, especially when everyone's domain cover the same areas. Looking really good project :rolleyes: i'm waiting impatiently. Hi guys! Some informations about the mod while I take a break from the final testing phase!

As stated in the OP, Ravage should be easy to use for mission makers eventhough the first version will lack customisation options. With that in mind let me share some details on how zombies work in Ravage.

The spawn function should be compatible with every single map available - as long as it contains some buildings, no matter the type of building. The maximum number of zombies is dynamic as it depends on the sun angle. Of course, the code has its own clean up function, making sure that unused zombies are deleted as the player move across the map.

Spawned zombies aren't persistent, but it is possible to clean up a location : as long as you remain in the same area, no more zombies will spawn. Their spotting abilities are tied to several factors to achieve a somewhat dynamic behaviour : sun angle, the target speed, field of view and the target's stance crouched, prone etc.

In other words, it is possible to play hide and seek with them - but keep in mind that shaking them off is more complex than just breaking line of sight, they will look for their last target if they loose it. They also react to any close by gun shots and will head towards it; the "hearing" function also accounts for suppressed shots but still, remember that they aren't completely deaf. Also, since Arma is no zombie simulation, the "zombie attack" script makes sure that AI units can flee when infected are too close.

On the downside : currently they totally ignore vehicles. This is a more complex question, but I do plan to work on this Screenies coming soon! Code below for getting a mission into the main menu:. I haven't fiddled with this stuff for a long time, but it is quite tedious as I remember it so I was keeping it for last.

As for the Blowout idea, I've been toying with the idea and had written some basic functions - but I'm not satisfied yet. The first release will only showcase Altis and maybe Stratis , but I plan on adding optionnal missions for various terrains after that. Those will most likely have different feelings and backgrounds; there is a project for Chernarus that should have a strong STALKER the movie vibe to it. But that's not coming anytime soon, sorry to say that.

You have really outdone yourself like always and I honestly can't wait to play this. As a side note, it would be cool to see you get in contact with the Exile devs, I'd like to see some of the aspects of thier mod Basebuilding and traider citys in particular included in yours and vice versa.

Never heard about Exile, but I'll make sure to take a look at it once the current "free-roaming showcase" version is released. I've been away from my computer this week, but I'll try to push the release before September if I can - and then take some time to reflect on the next features and additions As said earlier, I'm considering a collaborative development for the next phases, especially since I'd like to implement a multiplayer mode despite my lack of experience in this domain.

About multiplayer scripting, there's not really much to it. Probably the only 2 you'll need to know are Local and Global.

As long as you already have this, it should work fine in MP. However, I am not really fond of the dedicated system and how it runs.

It can be very buggy. I'm in middle of reading a few tutorials about multiplayer scripting - so far it looks like it will be a matter of going through each functions and make sure they're sync to all clients when necessary. Kind of You have to decide what can stay local player or server , what needs to be sync and when.

It's just a matter of organization. Other than that, I'm quite satisfied with the latest test runs I had, the current build seems stable enough and runs pretty smoothly - just needed to make some minor balancing here and there. There's still a couple of things to iron out, but I'd say it's very close to being " ready for release " - quite happy and anxious to make it happen after two years of development.

You will be able to leave a comment after signing in. Recommended Posts. Posted July 22, Mod version : 0. 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. RHS complete collection weapons, gear, vehicles.

CUP weapons, gear, vehicles. Friths Ruin gear, awesome. Sigma6's Cars. CUP Terrains and pretty much all third party maps. Deadfast's Third Person View : offers an enjoyable third-person view. Arma : Enhanced Movement by Bad Benson : perfect to give you an edge on those zombies!

Midrange Terrain Texture Replacement by Bad Benson : you'll spend a lot of time scouting the landscape, might as well have it pretty. Suppressed gunshots are now correctly identified. New : New showcase mission on Malden : Ghost Hunters v0. New : New set of animations for Bolters. New : Mission makers can define custom lists for ambient vehicles and wrecks. New : Added dynamic pitch for gasmask sounds, scaled on the player's fatigue. New : Added asian renegade faces. Share this post Link to post Share on other sites.

Creating and Porting Ravage Missions. Hey, wiki editors! Want something to do, but don't know what? Try the things that need doing page. Ravage Wikia Explore. Wiki Content. Make your own zombie survival missions for Ravage in ArmA 3. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 2. How to install Ravage 0.

Categories Browse Add category. With this trunks become much roomier, still proportional to the kind of vehicle. In the reasonable limits of course. It helps to find dead corps for looting. Splendid Smoke by Zabuza Author Description : The mod reworks the smoke effects of various weapons and events.

The main aspect is the improvement of the visual experience while not decreasing the performance compared to vanilla. Suppress by LAxemann Please see the Author mod description. Align by LAxemann Author Description : This mod tries to give you the feeling of actually holding a gun by adding subtle motions when initially lining up your sights and after that while trying to keep them aligned.

Ravage Wikia Explore. Wiki Content. Make your own zombie survival missions for Ravage in ArmA 3. Explore Wikis Community Central. Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. Description Discussions 0 Comments 35 Change Notes. Description Discussions Comments Change Notes.

Add to Collection. This item has been added to your Favorites. Data Type: Scenario. Scenario Gameplay: Singleplayer , Persistent. Scenario Type: Infantry , Vehicles.

Scenario Map: Malden Meta: Dependency. Tags: Tag Review. File Size. Required DLC. Arma 3 Marksmen. Arma 3 Apex. Arma 3 Laws of War. Arma 3 Malden. Advanced Towing. Deimos Offline. See all 9 collections some may be hidden. You need DLC to use this item.



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