Ravage mod arma3 download
Do what you can to survive this onslaught! Download DayZ Arma 2 mod Alpha 1. DayZ is a multiplayer game that drops you into a wasteland ravaged by zombies, equips you with a few tools and Official website to the popular Arma 3 Mod. Controlling friendly AI units. Installing the Tanoa mission. 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. Distance check before deleting AIs is now proportional to max AI spawn distance. The "noVoice" profile was missing breathing sounds. Added asian renegade faces. Zombie screams can be pitched up or down via module.
Zombie damage output can be adjusted via module. Fixed : The Loot Module was causing framerate drops on dedicated servers. Vehicles spawned mid-game were missing several actions. Vehicles spawned via module were using an obsolete init script causing unwanted behaviours.
Tweaked : Zed pathfinding updates should execute a bit faster. Reduced unnecessary zed pathfinding updates. Minor optimizations to zombie AI. Tweaked list of lootable props. Positioning of spawned vehicles and wrecks.
Wrecks are now spawned as simpleObjects. Edited gear lists for NPCs. Added a new default uniform to zombies. Traders will greet nearby players. It is now possible to sleep on sofas. Zombies have been assigned proper nameSounds. Restored vanilla models for most civilian structures. The Loot system module has been upgraded. Demo missions have been updated for the upgraded loot module. Slightly reduced volume on a few zombie audio samples.
Fixed : Zombies had trouble updating their pathfinding when in large groups. Zombies were able to detect deployed mines and explosives.
Vehicles and wrecks spawning on top of each others. The Vehicles Module would destroy critical parts, causing vehicles to explode. Spawned wrecks sometimes sunk into the ground.
Fixed nomad traders failing to stop when approached. Fixed an issue with backpacks grabbed by zombies. Fixed incorrect loot spawn chances evaluation. List of looted props wasn't correctly synchronized across clients.
Fixed an issue preventing players from looting multiple props of the same type. Fixed script error during zed AI init. Fixed an issue when making fires indoors. Fixed several issues when using inventory items. Zombies have a small chance to disarm players. Added an Ambient Furnitures setting to the loot module. Each loot category civilian, military etc has its own loot type probabilities setting. 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. The Sleep action now uses the HoldAction system. Vehicles spawned by Ravage will use dynamic simulation if available.
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. Updated support for RHS mod. Updated support for IF3 mod. 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. Added a new shop type : gear clothes, vests, headgear, goggles.
New module setting allowing to limit wrecks spawns to empty vehicles, static wrecks, or both. Support for HD3 gasmask. Tweaked : Lighthouses are now disabled. Increased patrol radius for car patrols. 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. Reworked hunting behaviour for bandits. Disabled "Horde Behaviour" for now as its functionality is broken Horde module.
Added a new uniform for zombies. The loot spawns were a bit too generous on the Altis demo scenario. 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. 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. 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. 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. New BIkeys. 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. Players were able to search for loot while in a vehicle. The Multiplayer Saves Manager scenario wasn't up-to-date. Minor fixes to the loot search feature.
Reduced Antirads excessive weight. 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. 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.
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. 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 new Radiation Zone Placement module. Added a new parameter to the gear pool module defining chances for survivors to wear military grade uniforms. 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. Showcased in the Altis demo. Added support for Avon's FM12 gasmasks. Added support for SKN gasmasks and uniforms.
Separated settings for Hunger and Thirst rates. Vehicles have to be completely empty crew and cargo to be virtualized. Tweaked zed LoS calculations. Minor optimization for the loot spawn system. 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.
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. 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. 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. 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. Or not? General Nates evil plans are taking place in the Island and you have a gre Malden Ravage Survival. Created by Jake Hall. You are part of a small team that was sent by the CDC to investigate Malden as the potential ground zero for the infection.
However things aren't going to plan Ive added a few toys to play wit Created by Solus Eris. It features the possibility to play as a woman, and is singleplayer only. It is a zombie mission located on Chernarus, meant to be as close as possible to the DayZ Experience It is a zombie mission located on Chernarus, meant to be as close as possible to the DayZ Experience.
This version featu This version is just you and the dynamic spawning survivors and It allows up to 30 players to play at the same time. It is a zombie mission located on Chernarus, m Only The Strong. Created by CanadianClassic RVG Altis V2. Created by JustHaveFun. As for the first, the picture shows all the mods I run the game with, I advise to install them all to avoid any error and enjoy full experience. Thanks to Created by Haleks. You are Edgar Olsen, a scientist roaming the world in his quest to find a cure for the White Plague.
But your adventures on Malden didn't quite go as planned and you propagated the virus in an unexpected way If you enjoy my work and want to supp Created by Liberty Bull. Ravage - Chernarus. Created by OpticCobra. Ravage: Chernarus Redux. Created by GAlvares. Ravage - Chernarus Redux Anomalies. Created by Ninnuam. This is a ravage scenario that includes S.
R anomalies and the Chernarus Redux terrain. Created by Donnie. A ravage scenario in the snowy Vidda terrain. Ravage : Altis Hell. We are French, sorry if our English is bad. Here is a scenario for the mod Ravage. It is an openworld survival with a random loot system and a random mission generator.
This scenario has several possible long-term endings 2 en Ravage Altis Wasteland. The backstory of your character will be listed in your briefing. Take note that in this mission every time you die, you LOSE all of your belongings excluding your un Ravage Chernarus : The Harbingers. Scientists were baffled as they worked on vaccine after vaccine to try and stop the ongoing plague.
In horror they watched as the vaccine began re-animate the dead. Reluctantly th Created by Recaldy. You are the bravest of the CDF and decided to go it alone to take back Chernarus! Ravage Chernarus Redux - Deathmatch Survival. Ravage Cold War Weferlingen Ten players, One Zeus. Basic info: This map was being worked on by me as a hobby, Unless demand grows i'll add a few more things.
So far i've added a few base locations and camps. And more to come. Keep in mind, i'm to nowhere a professional in these A for-fun mission without a real story. Land at the Altis main airport and survive! Ravage Napf. Ravage on Napf. Ravage Ruha - Deathmatch Survival. Ravage Times SP. I'll let you all know when its playable again Ravage United Sahrani. Created by turki bin ali. M Project Ravage on Bornholm. Created by Miku. Port of Ravage to the excellent map of Bornholm.
Technical stuff: -you should get some decent frames, despite me placing plenty of extra units -i will look into optimisation if needed What is this about? You are some guy sitting in his house whe Created by R2. This mission is Co-Op and Single Player. Supports people. If you want to play single player your better of starting this up in a lan server. This is my first ever scenario sorry if its bad. You spawn on a sma Ravage on Takistan [WIP].
Regular survival gameplay, with some extra mechanics like a shop system and mission system. Ravage on Taviana V2 [SP]. Get off the island. You will face Zombies, Survivors and even organised Hostiles. What to expect: -Zombies -AI Survivors and Traders -Certain locations are more dangerous than they look -Fancy vehicles and other things spread around the i Ravage on Taviana [SP].
Ravage port to the wonderful Taviana Map. Ravage survival USMC in afghanistan. Your fireteam went out on a routine patrol Ravage winter Napf SP. You guessed it! This is Ravage on Napf, in winter. Its SP Ravage: Island In Chaos. Created by Gargadon. Following the outbreak of an unknown, virulent plague, Tanoa has been plunged into a state of Chaos.
It has only been one month since patient zero, and the island that once boasted beautiful vistas and endless tourist attractions has devolved into a dog-ea Created by Jimmy Hoffa. Taking your plane for a spin and then something unexpected happens Created by Baktillus.
Oct ' We passed subs the other day! I'm very glad so Welcome to the start of the apocalpse! Don't binarize your missi Ravaged Hope v 0. Created by VladiSSius. This mission is currently in limbo as I don't have enough time to properly continue the development : I am so sorry for subscribers out there who've waited for long and I don't deliver : Ravaged Hope v 0. This scenario uses Ravage's survival mechanics while also giving you a real mission and goals.
Since the missio Ruha Ravage. You've stayed holed up in your house for the past several days, but you've run out of supplies. Judging by the s Created by Asierus This is the SinglePlayer version. Created by AKstinger This is an SP custom zombie survival scenario that useses The ravage mod.
You should be able to save but if you dont save and you die your dead for good. Have Fun and Enjoy! If you have any issues let me know Sandbox Dayz like survival. You're only goal is to survive.
Sandborn's Ravage on Chernarus Redux. Created by sandborn. I edited the default Ravage settings in a couple of ways to make it more fun for the user. Self Surviver. Created by OneGod! Life was good!
I had a good paying job and a pretty woman by my side. The world was at war with anyone who disagreed with the New World Order. The NWO was a political group that over the course of years; spent their time and energy in placing the peopl Sentinel - Outbreak - Esseker Edition.
Created by Robertson. Sentinel - Outbreak - Part II. Sirens Prelude. Created by EO. Sirens is a single player survival mission influenced by Silent Hill, and powered by the Ravage mod. This short mission acts as a proof of concept for future episodes. Altis has been laid to waste Sleon the Saviour. Created by Flipmo. It is December 25th It has been one year exactly since the Outbreak.
The infected are taking over, but we are not done yet. Bandits rule most of Altis but we will take it all back. Surving the Dead 2nd Edition. This is the second survivng the dead. You will need the Ravage mod that can be found on Armaholic's website Survival of the Fittest.
Created by mook I made this different though I added 2 factions that will fight each other but they will not respawn when they kill each other thats it. I also set you up nice. A house a patrol, Survival on Unknown Island. Created by PhantomsThirdEye. Your trapped on an Unknown Island with nothing around or so you thought, this will the survival of the fittest.
You're being hunted by canibals that love the taste of flesh Created by Dada. The world has been ravaged by the White Plague. Similar to the Cordyceps fungus, it causes infected people to lose control of their bodies as the fungus controls them.
The virus has a fatal effect No No No!!! Its not a strange pandemic fungus its the Survive the Apocalypse Tembelan Ep. After escaping from Malden, I have to navigate northward until have no more gasoline I have derive with my hanging boat for 3 or 4 days in a thick fog.
The fatigue got me and I fell asleep on this calm sea.
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