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Mod version : 0.1.46 (12/10/2017)
 

 

Hello and welcome to the Ravage Mod Thread!
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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
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.
Ravaged world :
All Arma 3 buidings have been retextured using vanilla assets, transforming Altis & Stratis
into derelict environments. All vehicle textures have been changed as well.
Artificial light sources are disabled.
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 spawn system.
  • 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 spawn system and specify what type of buildings to use (Arma3, Arma2, Operation Arrowhead and Namalsk)
  •     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 :
 

Spoiler

 

 

 

 

 

 

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 :
 

Spoiler

 

 

 

 

 

 

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.

 

Known Issues

  • Some of the demo missions have the briefing screen enabled : managing loadouts from there will most likely crash your game.

 

 

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!


License
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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 upload this mod on Steam.
 
 
Changelog

Spoiler

v0.1.46

Tweaked :
Looting with HoldAction is now a bit faster.
Spawned zeds have a small chance to become dormant instead of loitering.
Tweaked zed damage output.
Moved AI spawn process to scheduled environment.
Minor optimization to the breathfog script.
Edited clutter cfg for Altis, Stratis and Malden.
Tweaked RHS loot lists.
Increased nutrition value for raw meats.
Eating raw meat doesn't heal anymore.

Fixed :
The Loot Search feature would stop working after respawn.
HoldActions now work in 3rd person view.
Fixed an issue with zed spawns on dead players.
Breathfog was visible on hidden units.
Fixed an issue with spawned empty vehicles.
Wounded zombies were sometimes unable to move.

New :
Support for all gazmasks from the w40k mod.

 

v0.1.45

Tweaked :
The Loot Search feature now uses the HoldAction system.
The Sleep action now uses the HoldAction system.
Vehicles spawned by Ravage will use dynamic simulation if available.
Gulo_zomboy addon is no longer supported.
Edited Clutter configs for Altis, Stratis and Malden.
Edited Clutter configs for Tanoa.
Removed the "28 years later" scenario (will be released separately).
The Tanoa Demo mission now uses dynamic simulation.
The Altis Demo mission now uses dynamic simulation.
The Altis Demo mission now has a "survived days" counter.
Tweaked fog forecast on the Tanoa Demo mission.
Tweaked module settings on the Tanoa Demo mission.
Tweaked gendarmes on the Tanoa Demo mission are set to damage false.
Tweaked traders should go back to their post when safe on the Tanoa Demo mission.
Tweaked module settings on the Altis Demo mission.
Disabled custom HandleDamage EH for better compatibility with other content.

Fixed :
Fixed terrain gradient check when spawning units.
Fixed vehicles spawning mid-air, causing some of them to explode when falling.
Fixed gearpool module failling to exclude vanilla weapons.
Fixed gearpool module failling to exclude goggles from missing addons.
Health value calculation.
Syndikat guards were missing patrol waypoints on the Tanoa Demo mission.

New :
[single player] It is now possible to sleep in any bed.
Added a new soundtrack from the Laws of War DLC.
Added Silent variants of the Darter UAV.
Updated support for RHS mod.
Updated support for IF3 mod.

 

v0.1.44

Tweaked :
Slightly increased Antirad potency.
Most player idle animations are disabled.
Reduced fog base parameter for the Tanoa demo mission (should prevent excessive fog changes ingame).
Slightly increased zed staggering animation speed.
Increased max world count for rabbits on Altis.
Rabbit fleeing behaviour.
Tweaked Ambiant Life configs for Stratis.
Tweaked Color Correction Filter to be brighter by night.
Spawned units have a small chance to be equiped with a RPG launcher.
Range detection for zombie attacks : should allow them to actually attack most vehicles.

Fixed :
Hunger and Thirst sometimes getting stucked after a respawn.
Survivors spawning above ground level.
Fix for safe zone and zed blacklist modules.
Fix another potential issue causing off-center aiming.
Fixed an issue causing rabbits to have a human head floating above them.
Fix for several errors caused by players death.
Fixed : briefing was disabled in the 28years scenario as it would crash the game.
Fix for decreased health when resuming a MP save.
Fixed missing notification whenever a new MP save is created.
Fixed an exploit with Weapons Traders.
Fixed an error causing traders to have an empty inventory.
Fixed : the Loot Module no longer checks for buildings when only the Search action is enabled.
Fixed : spawned vehicles would produce explosion sounds.
Fixed : graphical issues with airport lamps after the Malden update.
Fixed : deployed firecamps floating above ground.
Fixed : spawned wrecks sometimes floating above ground.

New :
New idle and walking zombie animations from the Breaking Point mod.
New optional sub-mod : Ravage CUP (WIP, disables most artificial lights).
Added ambiant Crowes, Kestrels and Eagles on Altis (courtesy of EO).
Added a new shop type : gear (clothes, vests, headgear, goggles).
Added support for PMC uniforms from CUP units.
New module setting allowing to limit wrecks spawns to empty vehicles, static wrecks, or both.
Support for HD3 gasmask.

 

 

v0.1.43

Tweaked :
Lighthouses are now disabled.
Increased patrol radius for car patrols.
The "bandanna + cap" headgear now appears in Virtual Arsenal.
Survival module now deletes player bodies unless other players are in the vicinity.
The zed spawn process has been overhauled.
Zed spawn distances now adapt to player's velocity.
The MQ-12 Falcon has been added to the "WEST drones" list (Ambiant AI module).
Removed Rifles from Darters (they still signal targets to nearby UGVs).
Reworked hunting behaviour for bandits.
Disabled "Horde Behaviour" for now as its functionality is broken (Horde module).
Restored ATM & kiosks models.
Added a new uniform for zombies.
The "rvg_owned" variable can now be used to exclude weaponHolders and bags from the clean-up system.
The loot spawns were a bit too generous on the Altis demo scenario.
Tweaked vanilla gear lists (loot & AI) :
- Added more civilian uniforms.
- Military gear limited to more generic content (AAF gear was removed, emphasis on NATO gear).

Fixed :
Wreck Spawns module failing to remove FAKs from empty vehicles.
The vehicles module wasn't restoring animation sources correctly when caching empty vehicles.
Gear and loot items from supported mods not working from dedicated servers.
"Holster weapon" is now only available to the entity it was added to.
Possible fix for duplicate actions in MP.
Survival variables are now correctly reset on respawn.
Players were unable to remove attached chemlights after respawning.
Fixed several loot clean-up issues on dedicated servers.
Zeds were seeing hidden entities.
Ambient Zed module could spawn more zeds than the set maximum limit.
Zeds sometimes not spawning in very dense urban areas.
Removed some redundant distance checks before spawning zeds.
AI infinite ammo system now works when firing from a vehicle.
Fixed an issue causing spawned NPCs to be naked or use the wrong gear presets.
The Loot Search feature wasn't working in MP.
Fix for off-center view after consuming survival items.
Fixed an issue preventing players from unfolding sleeping bags or tents inside buildings.
Hand-placed zombies could have unexpected reactions to nearby gunshots.
Spawned drones would cause RPT errors.
Minor fix to the 28 years later mission.
Fixed an error in Multiplayer Saves Manager scenario.
Fixed an issue with traders re-supply.
Fixed missing model configs.
Fix for various RPT errors.

New :
Added the first rusty retex weapons by Cosmic10R (mainly marksmen DLC at the moment).
Throwable items can be used to draw away zombies.
Added two guerilla apparel variants : rolled-up and without gloves.
Zed spawns are now processed on the server if dedicated.
Rabbits will now flee when they detect danger.
Updated IFA3 support.
Updated RHS support (RHS SAF is NOT required nor supported at the moment).
Mod support for IFA3 now includes automatic support for LEN weapons pack.
New setting to the Ambient AI module defining chances for each bandit faction to hunt players.
New setting to the Equipment Pool module to limit stock content :
- currently excludes vanilla uniforms from the gear lists.
- should be used in combination with supported addons.
New BIkeys.

 

v0.1.42

Tweaked :
Reduced fly altitude for UAVs.
Recruitable friendlies available once the "28 years after" scenario is completed.
Breathfog disabled while in a vehicle.
Tweaked behaviour of zed blacklist module.
Minor optimisations to breathfog.

Fixed :
Some supermarket buildings were missing from the CUP/A2 structures lists.
Players were able to search for loot while in a vehicle.
The Multiplayer Saves Manager scenario wasn't up-to-date.
Issues and RPT spam preventing friendly AIs from respawning.
Minor fixes to the loot search feature.
Reduced Antirads excessive weight.
Various minor fixes.

New :
Updated support for IFA3 LITE.

 

 

v0.1.41
WARNING : MP saves from previous versions aren't compatible!
Tweaked :
Parts of the MP saving functions have been replaced with engine script commands.

Fixed :
Possible fix for default protocol class error.
All locality issues with ambient AI and vehicles should be fixed.
Issues when searching Arma2 furnitures for loot.
Some 3d models from CUP terrains were missing from the 'trash & furnitures' list.
Fixed locality issues when a player is hit by a zombie in MP.
Zombies were able to hit targets high above them.
Critical errors regarding loot randomization.
Error with CBA_fnc_taskPatrol.
Hand Flares were missing their AI ammo usage flags.
Fixes for the final task in the 28 Years Later scenario.

New :
Added support for CUP vehicles.

 

 

v0.1.40
WARNING : SP and PM saves from previous versions aren't compatible!
Tweaked :
Zeus can now place (and control) individual zombies.
Improved support for Marksmen DLC.
Zombies now react to flashlights.
Players have to remove their gasmask or special helmet to take antirads.
Traders are no longer limited to their inventory space, allowing them to buy more items.
Restored enemy callouts (use Discipline mod if you want to disable them completely).
Tweaked enemy callouts so they don't spam radio comms.
Improved distance to target detection before triggering zombie attack animations - now relative to target size.
Restored OpenBag action.
OpenBag action doesn't pop up in the middle of the screen anymore.
Stealing (or ordering to steal) from a backpack wich belongs to a trader decreases your rating.
Improved Gasmask SFX handling (vanilla breathing sounds are completely disabled while a gasmask is equipped).
Improved zed Blacklist behaviour.
Removed Ravage Ambiant Weather from the Tanoa demo (the vanilla simulation works best for that island).
Loot system : added a few static objects for Phronk's melee weapons script.
Animals killed by zombies don't yield meat anymore.
Optimisations of scripted AI behaviour related to nearby zombies awarness.
Tweaked damage handling for most survival actions.
Damage-related data for MP saves is now more accurate.
Bandit groups have higher chances to search buildings for loot.
Reduced a few random timers before spawning AI groups.
Various minor tweaks.
Fixed :
Multiple issues when selling weapons and magazines to traders.
Fixed several typos in the modules tooltips.
The minimum safe spawn distance wasn't correctly applied for the Ambient Zombies module.
Fixed an error preventing Hordes from spawning.
Fixed props and static objects spawning in mid-air (WIP : disable them if you notice framerate drops).
Fixed locality issues with the Blacklist modules.
Several fixes to the loot spawn and equipment pool modules.
Health in the Status Displays is now more accurate.
Players would become invisible to zombies when opening their inventory.
Zombies unable to hit players with their inventory opened.
Zombies would attack vehicles with dead crew.
Fixes regarding data loading for MP saves.
Error with groupLootSearch function.
Zombies could damage units with "allowDamage false".

New :

Added a new demo mission "28 years later" - requires RHS, Iron Front LITE and Frith's Ruin addons.
Added new Radiation Zone Placement module.
Added a new parameter to the gear pool module defining chances for survivors to wear military grade uniforms.
Added a new Safe Zone module to exclude hostile AI and/or radiations around its position.
New handling of damage dealt by zombies (natively compatible with ACE,AGM,CSE,VTN and other similar modifications).
Mission makers can now specify different uniforms arrays for each Horde.
Added gasmask visual effects (survival module has to be present for it to kick-in).
Added a new Loot Search option to the Loot Module (original script by Larrow, SFX by Evil Organ). Showcased in the Altis demo.
New renegade faces by Cosmic10R && Bad Benson.
Updated supported items from Iron Front LITE.
Added support for Avon's FM12 gasmasks.
Added support for SKN gasmasks and uniforms.
The "BIS_enableRandomization" variable can be used to disable random gear on zombies.
Separated settings for Hunger and Thirst rates.

 

 

v0.1.392
Tweaked :
"Open Backpack" action removed (again) for now as it causes issues with traders.
Vehicles have to be completely empty (crew and cargo) to be virtualized.
Tweaked zed LoS calculations.
Minor optimization for the loot spawn system.
Vehicles Caching System is OFF by default.
Fixed :
Friendlies turning on players after they'd kill a few renegades.
Repair options for the Ghost Hawk in the Altis Demo mission.
Issues with loot spawns cooldowns.
Several bugs with Traders supplies.
Loot spawn system failing to spawn props/static objects.
New :
Added 'Static Objects' spawn chances to the Loot module (0% by default).

 
v0.1.391
Fixed:
AI refusing to engage zombies spawned dynamically.
New :
Added a "Minimal Spawn Distance" parameter to the Ambiant Zombies module.
 
v0.1.39
Tweaked :
Static objects spawned by the Loot system are created as simple Objects.
Improved AI awareness when detected by zombies.
Increased delay between dynamic sand gusts.
Players now have to remove their gasmask or special helmet before eating or drinking.
Distance check before caching empty vehicles and wrecks reduced by half.
Breathfog simulation is now synchronized with respiration rate for players and AI.
Slightly lowered gasmask SFX.
Only supplies traders can spawn dynamically (weapons traders have to be placed manually).
Increased Rating malus when killing traders or their bodyguards.
Removed a few car patrols from the Altis scenario.
Disabled dynamic sand gusts during heavy rain.
The "rvg_owned" variable can be used to exclude corpses from the clean-up system.
The "rvg_owned" variable can be used to exclude vehicles from damages applied by the Vehicles Module.
the rvg_fnc_zed_spawn function now returns the zeds it has created.
Ravage no longer uses removeAllActions : only actions created by the mod will be removed.
Removed the "enable Survival system" option from the survival module (placing the module activates it).
Disabled a couple intro scenes for Altis.
Contact reports are completely disabled (until BIS fixes the related difficulty option).
Autonomous Machines are available as secondary Force as well (Ambiant AI module).
Removed vanilla AKM from civilian loot lists.
Number of wrecks on the Altis showcase has been increased.
Numerous minor code optimizations.
Updated a few module descriptions.
Disabled Satellite Map display.
"Open Bag" action added back.
[singleplayer] Bandits are no longer equipped with Apex items if the player doesn't own the DLC.
They still use Apex weapons unless one of the mods supported by the mission is detected.

Fixed :
Survival variables are now re-initialized on respawn.
The Equipment Pool module would fail to exclude items from missing addons.
Critical error when hand-placed zombies would attack without an active Zombie module.
Some buildings were listed twice when using multiple building lists from the loot system.
Noise generated by players fixing vehicles didn't alert nearby hostiles.
Loot spawn issues when driving vehicles.
Ambiant wrecks spawning on airfields runaways.
Various errors related to the AI spawn system.
Error preventing killed recruitable AI survivors from respawning.
"Holster" action would disappear after a respawn.
Bandits and wrecks sometimes spawning too close to players.
Distance check before deleting dead bodies and weapon holders.
Distance check before spawning zombies.
RPT error when fixing a vehicle with a vanilla toolkit.
Missing Apex military buildings from Loot system.
Fixed Geiger activation sound timing.
Hordes should react properly to nearby targets when "Horde Behaviour" is enabled.
The rvg_garbage_collector variable was unnecessarily broadcasted across clients.
Minor fixes to the Altis showcase.
Spawned Drones weren't deleted after they'd been destroyed.
Fix for infected faces not showing for everyone in MP.
Config conflict for B_Pilot_F & B_Helipilot_F infantry class.
Tanoa fuel stations are now disabled if rvg_Apex is loaded.
Fixed Renegades configs.
Fix for selling or buying equipped weapons.
Numerous minor fixes.

New :
The following gamelogics can be used as artificial locations for the Ambiant AI spawns :
village, town, city (found under "logic entitites >> locations" in Eden).
Added support for Iron Front Lite (WIP).
Added support for Friths Ruin (WIP).
Bandits will sometimes search random buildings if the loot system is enabled.
Zombies are available to be placed by Zeus (Civilians>zombies).
Zeus can takeover any zombie.
Zeus can takeover any spawned survivor if allowed by the new "Remote Control" parameter from the Ambiant AI module.
New Loot module option to allow Deployable Respawn Camps.
Arma1 buildings are now supported by the Loot module.
All Ravage items are available in Virtual Arsenal under the magazines panel.
All empty vehicles and wrecks spawned by Ravage are virtualized (cargo isn't persistent at the moment!).
Added wrecks virtualization distance parameter to Vehicles Module.
Optional Vehicles caching system enabled from the settings module : it will cache vehicles that are not spawned by Ravage.
Added spawn distances parameter to Ambiant AI module.
Added intact versions for Land_LampHalogen_F and Land_LampAirport_F to Eden.
Added new ambiant tracks from Arma3.
The Vehicles module offers different settings for wrecks presence (none, low, medium, high, extreme).
It is now possible to set a percentage of burning wrecks from the Vehicles module.
Gasmasks from following mods are supported : FFAA, EPSM Exomod, KA Specially Equipped Pack.
Added new Oxygen Rebreather Vest.
Ravage *should* be linux-friendly.

 
v0.1.38
Tweaked :
The Structures module has been disabled for now, as it causes critical issues.
The Altis Demo mission no longer applies presets to zombie uniforms (it could impact performances).

Fixed :
Fixed Bad Vehicle Type error about CUP backpacks.
Fixed a script error in the introduction sequence of the Altis Demo.
The Ambiant Zed spawner should now spawn more infected around players travelling in vehicles.

New :
Renegades will use the infected faces from WarfareThai mod if present.
rvg_apex can be enabled from the "optionals" folder with the Arma3 Launcher : look for "Ravage Apex".
Added new mod meta config and vignette for "Ravage Apex".

v0.1.37
Tweaked :

Updated Mod config.
Crew now stay in their vehicle even when under fire.
Added SFX for turning Geiger counter on & off.
The Altis demo mission is now set in mid-summer (with full moon).
All units, editor-placed or spawned, now benefits from the infinite Ammo system.
Navigation lights in airports are now disabled.
Shorten Stamina Restoration timer.
Increased Throwable Flares lifetime.
Reduced Weather Overcast during night time.
Expanded list of anti-rad protection gear to support all vanilla items (including Apex).
Removed DMZ_delete script (Ravage uses its own functions).
Weapons & mags lists are sorted by a calculated "weapon cost" value based on ammo caliber and other parameters.
Random selection of weapons & mags for AI & loot system uses Gaussian distribution based on "weapon cost".
Bandit groups have a random chance to actively track the nearest player.
Players can now choose wich item to burn when creating a fireplace.
Added notification when creating a new MP save.
Loot on killed players is deleted on respawn.
Tweaked loot randomisation to remain consistant with dynamic lists.
Using third party weapons with the Equipment Pool module will disable Arma3 weapons entirely.
Improved loot system behaviour regarding players in vehicles.
Remade stock loot & gear lists, some Apex assets are included by default.
Removed random chance to run out of ammo for recruited survivors.
Weapon holders can be excluded from the clean-up system with the "owned" variable (ex : this setVariable ["owned", 1]).
Optimized zed spawns in the wild.
Added new loot containers to the loot system.
Fixed :
Solved potential config dependencies issues.
Fixed relative position of Geiger numerical display (again!).
Possible fix for zombies not spawning after a player respawn.
Fixed an error when attaching chemlights inside vehicles.
Enemy groups not engaging unless sustaining losses.
Filling bottles not working on Tanoa water sources.
Clean-up functions interfering with ambient anims.
Fixed a potential behaviour conflict when recruiting survivors.
Friendly survivors were disabled in MP.
Zombies weren't spawning in the wild.
Vehicle Repair & Scavenge scripts failing to detect vanilla toolkits in player's inventory.
Vehicle spawner would spawn too many wrecks per location over time.
Fixed an issue with pulsing damage effect.
Gear weight influence on animation speed was improved.
Zombie sounds are now disabled in Eden editor.
Zombies could sometimes be heard giving orders right after spawning.
Fixed Error message caused by rvg_fnc_init_save.
Zombie Horde Module not spawning any zombies.
Zombie Horde Module tagged "SP only" (now MP-compatible).
RPT errors generated by zombie attacks on vehicles.
New :
Optional file "rvg_Apex" with missions & data related to Tanoa.
New demo mission on Tanoa (requires rvg_Apex and ownership of Arma3 Apex) - WIP.
Editor versions of the demo missions added to Optional files.
New World Scenes for the Main Menu.
Removed Spotlight Videos from the Main Menu.
Added a basic trading system, compatible with all supported addons (WIP).
Added a "Traders Presence" setting to the Ambiant AI Module.
Added a Dynamic Sand Gusts setting to the Atmosphere module.
Added "Condition" field to ambiant AI & Zombies modules (repeatedly calculated code, can be used to delay or pause AI spawns - no arguments passed).
Added support for Apex Offroads.
Added Apex items to the loot system & NPC survivors.
Added Apex uniforms to zombies.
Added a new "Structures" module allowing to damage buildings and disable street lamps on any terrain (MP only - causes issues in SP).
Added Middle-East factions to the Ambiant AI Module.
Added presets to the Equipment Pool module (Altis, Chernarus, Takistan, Tanoa).
Equipment Pool presets can be applied to dynamically spawned zombies.
Added an option for Apex buildings to the Loot System.

v1.36
Tweaked :

Changed Group Merge function to avoid conflicts with mission design.
Bandits now spawn in armed vehicles only.
Optimized rad exposure processing.
Improved compatibility with non-stock or misconfigured terrains for various modules.
Optimized zed LoS calculation.
Zed vision is now affected by smoke & particles.
Zombies can now chase & attack occupied land vehicles, small boats & helicopters.
Tweaked weapon spawn for the intro of the SP demo mission.
"Sun Influence" affects runners spawn chances when the zed module is set to spawn both types.
Tweaked fatigue config.
Added new formations to bandit squads.
Disabled "OpenBag" action.
Players loading a MP save can be identified with the "mp_saveLoaded" variable (WIP, more infos soon).
Various UI tweaks.
Fixed :
Fixed Visual feedback for Radiation sickness.
Fixed "'author/' is not a value" error.
Fixed scripts errors generated by the Ambiant AI module.
Zombie modules causing freezes during loadings after 1.60 update.
The zed spawning system could exceed defined population limits.
Multiple RPT errors regarding zed animations.
Crash when spawning ATM or other buildings wich are disabled.
Pitch black nights after Arma3 1.60 visual upgrade.
Feedback for zombie attacks not working in Arma3 1.60.
Zombies had a higher target priority than armed soldiers.
Fixed an issue when entering vehicles with a chemlight attached.
Attaching a chemlight now works in vehicles.
Gathering water from wells on CUP/AiA terrains.
Gathering fuel from CUP/AiA fuel stations.
Fixed calculation of max zombies per player.
Fixed a potential issue with zed spawn distances.
Zombies were not running towards gunshots.
Missing parts from the Vehicle repair menu.
Disabled a few AI functions potentially conflicting with vanilla behaviour.
New :
Zombies are available in Editor units (BLUFOR>zombies).
New "Equipment Pool" module to define wich mods are to be used by the AI & Loot system (WIP).
New animations & configs for zombies (thanks to Bad Benson!).
New zombie models.
The zombie module now allows users to define uniforms to be used by infected.
Added throwable flares.
Added a Car Patrols setting to the AI module.
Added a Radioactive Waters setting to the survival module.
Added a Radioactive Rain setting to the survival module.
Added a Hunger & Thirst rate setting to the survival module.
Added a population factor setting to the Ambiant AI module.
Added tutorial hint to MP Saves Manager scenario.
Added support for CUP units & weapons.
Players can now scavenge intact wheels from vehicles.

v135
Tweaked:

Major improvements were made to zombie pathfinding.
Zombies can now anticipate their target movements.
Improved zombies reaction to gunshots.
Reduced movement calculation costs for zombie hordes.
Improved zombie spawns in the wild.
Darter UAVS spawned by the AI module are now equipped with a rifle.
Tweaked zed sounds.
Tweaked Irradiation rate and antirad pills potency.
The vehicles module doesn't damage occupied vehicles anymore.
Repair system overhaul.
Tweaked optional color correction.
Recruited units have a small chance to run out of ammo.
Zombies have better chances to grab the player's backpack.
Replaced a few building models.
Disabled church bells.
Spawned Repair trucks can no longer be used to repair other vehicles.
Reduced Refuel capacity for spawned refuel vehicles.
Tweaked Nutrition level for cooked meat and other items.
Tweaked zed attack range and timing.
The Altis Demo mission now uses Ravage modules.
Removed a bandit camp from the Demo mission.
Tweaked Zed population on the Altis Demo mission.
Added Storm template to the ambiant weather system.
Removed days counter for now.
Fixed :
Players could run indefinitely while wearing a Gasmask.
Fixed a critical error regarding activation conditions of dynamic triggers.
Zombies would sometimes deal multiple damages with a single attack.
Zombies didn't ignore roads, preventing them from going straight to their target.
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.
Geiger numerical display was off-screen on certain resolutions/screen formats.
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.
Various bug fixes & tweaks.
New:
All modules except zombie hordes are now MP-compatible (WIP).
Added a Multiplayer character save system.
Added MP Saves Manager (scenarios/ravage).
Added survival supplies in Editor props.
Ravage is now compatible with ACE medical system.
New Toolbox and Meat models & textures by Giorgygr.
Added vehicle caching system (Place down a vehicles module to automatically enable).
Added support for a few vehicles from RDS_A2port.
Additional zombie sounds by Evil Organ & Bad Benson.
New infected skins by Bad Benson.
All files have been signed.

v0.1.34
Tweaked :

Added more weapons, uniforms & vehicles from RHS Mod.
Added more uniforms from WarfareThai Mod.
Removed a few high-end uniforms from NPC loadouts.*
Minor tweaks made to the demo mission.
Various changes to the loot system.
Buildings will only spawn loot once a day.
Tweaked Fatigue configuration.
Several changes to zombie attack animation & handling.
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.
[RHS] Fixed an error in the weapons loot list.
New :
Zombies have a small chance to grab the player's backpack when attacking from behind.
Added a few safeguards & debug logs.
Zombies can't spawn when there's a human nearby.**
Fixing wheels now requires spare tires (but doesn't consume toolkits anymore).
Fuel sources hold a limited amount of fuel and can be depleted.
Added suport for Sigma6's Birds & Bees.

v01331 hotfix
Fixed :

player was not always able to gut killed animals.
Minor improvements to the weight/anim speed function.
Resized raw & cooked meat icons.

v0.1.33
Tweaked:

Minor tweaks regarding Arma3 v1.54 stamina system.
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.
Changed classnames of various food & drink items to allow easier code manipulations.
Slightly increased maximum spawn distance for hostile infantry.
Minor changes to the loot lists.
Minor changes & optimizations to the rad. functions.
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 v1.54.
Fixed:
AI failling to engage zombies after Arma3 v1.54 update.
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.exposure as a result).
Radiation Exposure increasing over 100% when eating/drinking.
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.
Adapted Nutrition & Hydration depletion rates to the new stamina system.
AI team mates should be more reactive whenever one of theirs is being attacked by a zombie.
[RHS] Wrong camo & desert AK variants being used.
New:
Syphoning fuel now requires a hose.
Player can gather raw meat from various animals (Rabbits, Sheeps & Goats, Chicken) - WIP.
Raw meat can be cooked at fireplaces (or any fire source).
Hose, Meat & Gutting Knife models & textures by Giorgygr.
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.

v0.1.32
Tweaked :

Improved survivability of cars driven by the AI (cancelled collision damages when far from the player).
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.
Various Arma3 uniforms were restricted to one faction/side only.
Wrong values assigned to the sleep menu slider.
Radiation exposure rate.
[RHS] Wrong AK variants being used by the loot tables.
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.
Added empty containers : empty bottle & empty canteen.
Player can fill containers at various water sources.
Player can use empty cans to drink at wells.

v0.1.31
Tweaked :

Inventory will no longer close itself when the player is in a vehicle.
Repair script now compatible with both Ravage & vanilla toolkits (one use only for vanilla items).
Ravage version of the toolkit has a new inventory icon and has been renamed as "Toolbox".
Repair, syphon & refuel actions have a chance to alert nearby enemies.
Attack distance & timing for zombies.
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.
Fixed :
Fixed wrong elevation for fireplaces, tents & sleeping bags (for good this time, I swear!).
Display issues on the inventory HUD with Geiger counters & Rad Exposure.
Minor fixes to Repair, syphon & refuel actions.
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.
New :
[Ambiant AI module]New autonomous machines faction added to the list of Hostile Forces.

v0.1.3
Tweaked :

Target tracking abilities for zombies.
AntiRad pills efficiency.
Radiation Exposure rate.
Overhauled syphon & refuel system.
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.
Fixed :
Spawned wrecks & objects not always adapting to terrain slope.
Errors in the supported addons loot config.
User-defined values not working on the Loot module.
Fixed all placement related issues with fireplaces, tents & sleeping bags (for good).
Wound textures missing for one zombie model.
HUD kept displaying rad.exposure after dropping Geiger counter.
Various fixes.
[RHS] Loot config was using NPZ variants only.
New :
[CBA] Ravage now requires CBA_A3.
[CBA] New damage handling : units injured below 50% health are no longer forced to walk.
[CBA] AI Friendly fires cause reduced damages.
[CBA] AI units from the player's group are now able to override the "Hold fire" command when threatened by zombies.
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).

v0.1.2
Note to mission-makers : I advise removing all modules from your missions before updating, and replace them once you run the new version.
Tweaked :
Various HUD improvements.
Tactical Bacon item didn't have a proper inventory icon.
Added flashlight attachment item to the Vital Loot list.
Removed the Irradiation limit for the player (Rad Exposure beyond 100% - experimental).
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 400 meters.
Zombies were failing to detect immobile targets at close/medium range.
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.
Various minor fixes.
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 Descriptions to Editor modules (click on "Show Infos" - WIP).
TRYK uniforms addon is now supported (WIP).
Added tutorial hint about Radiation Poisoning to the Altis showcase scenario.
Added Marksmen DLC weapons to AI loadouts for players who own the DLC.

v0.1.1.1
Fixed all side relations issues : OPFOR players can now kill infected without fear of unwanted consequences.
Fixed : User-defined values for the Loot module didn't have enough influence on actual spawn chances.

v0.1.1
Important note to mission-makers : make sure to update the modules in your missions!
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.
Fixed all script errors & RPT spam.
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".

v0.1.0
- Public Release

 


 
 
Download Links : Ravage v0.1.46

drive_logo.png

 

Mirrors :

Ravage Wiki (thanks to Kodabar) : http://ravage.wikia.com/wiki/Latest_version_of_Ravage

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Some of those features sound similar somewhere.. (but if you have used a few scripts by authors, please credit them :) )

By the way, your mod looks nice, keep it up! ;)

Regards,

Rawner135

Edited by Ranwer
my bad

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Question...

Are you copying off the franchise DSS?!? :/ (The features sound very identical)



Ravage is a single person project, 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 for about two years and is still an ongoing project, with
many additions being planned for the future.


No, I'm not copying anything; both our mod are inspired by Dayz, obviously, so there will be a lot of similarities I expect...

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No, I'm not copying anything; both our mod are inspired by Dayz, obviously, so there will a lot of similarities I expect...

Ahh, ok. :)

Sorryz for the haze comment, didnt look close enough and suffered the 5 minute wait for editing a post xD (again, keep it up!) ;)

Edit: Wait what?!? :O

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) ;)

Edited by Ranwer

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Ahh, ok. :)

Sorryz for the haze comment, didnt look close enough and suffered the 5 minute wait for editing a post xD (again, keep it up!) ;)

No worries! I know this kind of mod can be very demanding, it's normal to be a bit over-protective! ;)

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all 3 of you guys should lump together, zombies and demons + DSS + ravage-mod

there is a 4th but his mod homepage is on armaholic called "walkers"

Edited by tyl3r99
wrong mod

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Teriyaki's TRYK's Multi-Play Uniforms would make a nice addition to that impressive list.....he's got some cool stuff in there....

Oh, and best of luck with the project mate....

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Teriyaki's TRYK's Multi-Play Uniforms would make a nice addition to that impressive list.....he's got some cool stuff in there....

I know. :)

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.

But don't worry, Tryk's addon will be supported.

all 3 of you guys should lump together, zombies and demons + DSS + ravage-mod

there is a 4th but his mod homepage is on armaholic called "walkers"

Why not? ^^

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.

But I'm open to the idea. :)

---------- Post added at 19:24 ---------- Previous post was at 19:23 ----------

Edit: Wait what?!? :O

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) ;)

Thanks man! I'm waiting to check it out when it's released! ;)

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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 first version will include various modules, one of them allowing you to spawn zombies all over the map (it is possible to define black-list zones, more infos on that later).
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.

About their behaviour :
They can attack any human being (player and NPC), as well as dogs (the next versions of Ravage will probably include feral dog packs à la STALKER).
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! ;)

Edited by Haleks

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Got a few Ideas you might wanna use for the mod:  ;)

 

- Have a custom main menu screen for either Altis or Stratis. Code below for getting a mission into the main menu:

class CfgPatches
{
	class TUT_MyCustomAnims
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Map_Stratis"};
	};
};
class CfgMissions
{
	class Cutscenes
	{
		class Stratis_intro1  //magic happens here
		{
			directory = "TUT\TUT_MyCustomAnims\scenes\mynewintro.Stratis";
		};
	};
};

- Maybe the Blowout function that's in Namalsk. (The memories...  B) )

- Usually a short campaign could tell how it all began.

- Mutants  :P

 

 

Just some ideas I thought you might want to add in Ravage, anyways, keep it up.  ;)

 

 

 

Rawner135

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Got a few Ideas you might wanna use for the mod:  ;)

 

- Have a custom main menu screen for either Altis or Stratis. Code below for getting a mission into the main menu:

class CfgPatches
{
	class TUT_MyCustomAnims
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Map_Stratis"};
	};
};
class CfgMissions
{
	class Cutscenes
	{
		class Stratis_intro1  //magic happens here
		{
			directory = "TUT\TUT_MyCustomAnims\scenes\mynewintro.Stratis";
		};
	};
};

- Maybe the Blowout function that's in Namalsk. (The memories...  B) )

- Usually a short campaign could tell how it all began.

- Mutants  :P

 

 

Just some ideas I thought you might want to add in Ravage, anyways, keep it up.  ;)

 

 

 

Rawner135

Hi Rawner!

 

Thanks for the suggestions; the custom intro on main menu was planned, yes ;)

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. ^^'

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Looks awesome!

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.

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Looks awesome!

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.

Hi Bossman!

Nice seeing you here. ;)

 

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. ^^

But nothing's decided yet. :)

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

Local (e.g. _myvariable) runs on only one machine. (If a script, action, etc., is running)

Global (e.g. myvariable) will run on all computers.

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)

Hope it helps, ;)

Rawner135

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

Local (e.g. _myvariable) runs on only one machine. (If a script, action, etc., is running)

Global (e.g. myvariable) will run on all computers.

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)

Hope it helps, ;)

Rawner135

Sorry rawner, but this is wrong.

_myvar will be local to the script or function

myvar will be local to the machine

Publicvariable "myvar" will be public and sync to all machines

Good luck on the project haleks

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Good luck on the project haleks

 

Thanks Giallusto!

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.

That and some subtilities about AI and spawning stuff. ^^

 

@Richie : Persistence seems to be far more complex though, but I'll study the subject. ;)

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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.

Feel free to PM me if you need it.

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Sorry rawner, but this is wrong.

_myvar will be local to the script or function

myvar will be local to the machine

Publicvariable "myvar" will be public and sync to all machines

Good luck on the project haleks

Ahhh, right my bad. :p (that post was made during my bedtime)

Again, good luck on the project. ;)

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Thanks guys!

 

Small update about the supported mods : I've added some of the weapons from the WarfareThaï mod to the gear list used by Ravage; for now it's only a few weapons wich aren't covered already by RHS or Massi's pack.

But I will eventually add full support for WarfareThaï weapons for people who don't play with RHS or Massi's (if there's any!).

 

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. :)

 

A few more screenies as promised!

 

aa12cd8d-8080-4763-8e32-ba1a1c258201.jpg

 

dbf15346-a9cf-4f12-bf38-aa5be8c5d34a.jpg

 

c09d1d2d-c043-4534-acd8-5b9b3134f5c5.jpg

 

45dabfeb-ee6c-4e24-afac-d7fdc85eeb2f.jpg

 

06ba8ef9-83ad-42f5-a915-1a68f07eda40.jpg

 

e86e7784-7da5-44d3-b5aa-c4fbd93bb940.jpg

 

The color correction used on these screenshots is totally optional.

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