Arma 3
The Burning Rain
Showing 171-180 of 180 entries
< 1 ... 16  17  18 >
Update: 19 Oct, 2020 @ 8:34pm

THE BURNING RAIN By: TenuredCLOUD V1.71 Rework patch, ~STABLE Release////


//Tweaked// Spawning values for AI, spawn distances, etc... Bandits will be more "Rare"

//Tweaked// Loot pool, some minor tweaks to VD's loot tables.

//Tweaked// Remnant Spawn system, lowered maximum population to 2 at a time. **REMOVED MOD**

//REMOVED// Jboy dog FERAL dogs, as the AI will NOT engage them, and the dogs can obliterate entire towns.

//Edited// Made sure to double check Dynamic Simulation properties, re-worked some hand placed items in map, as they were not dynamically simulated.

//REMOVED// Frigate's (destroyer's) at end of map that would blow you up. (Causing lag)

//CLEANED// Cleaned up the map, polished more things.

//RE-ADDED// ALias shooting stars

//FIXED// Some AI at towns were no longer in their animations, sitting, standing idle, etc... (due to removal of 3DEN earlier on)

//NOTES// ALL Anomalies have been removed from this patch, I think I'm at the max of stuff I can add to where Arma can run stable. As seen with the 1.7 patch Arma was running very choppy and saves / loading was taking forever, up to 10 minutes on an SSD! I may toy with the idea later for Anomalies but for now it's just Ravage with EPOCH / DayZ like atmosphere.

I do apologize for the previous patch, I should've tested more, and my red flag was definitely the intro scripts being choppy... I hadn't edited in a while and just pushed the update.

At this time every other feature besides Anomalies are still a go, and will still be in the scenario.

Cheers!

Update: 13 Oct, 2020 @ 2:09am

THE BURNING RAIN By: TenuredCLOUD V1.7eb, ~UNSTABLE Release////


//FIXED// removed vehicles all being repaired, error on modlist as 3den editor mod was removed basically "fixing" all vehicles, re-added 3den in my modlist and tweaked vehicles back to derelict status.

//FIXED// some vehicles that were inside other objects, due to Chernarus Redux updating, some vehicles locations were broken.

//FIXED// The dreaded AI bug that was causing the bastards to run randomly away from their posts, it was due to ALias scripts, or for that matter, too many of them.

//REMOVED// Removed ALL ALias Anomaly scripts for the moment, I will have to retweak and rework some settings to see if they are indeed still stable to use with the new patch. I believe the issues were from "The Smuggler" due to how it reacts with AI. The ONLY ALias script still running is the farty, which is the toxic green gases / puddles in Cherno.

//ADDED// Haleks REMNANT mod has been added, with this addition ALias Anomalies might possibly stay out as more conflicts may arise... The Remnant mod adds in phantoms, they are invisible, but you can still see their aora, they also are rare but very strong.

//ADDED// More ambience to Chernogorsk. New sounds, add to the theme more. EAN broadcast + raid siren.

//BROKEN **REMOVED**// Helicopters have been removed for this patch, something has caused their waypoints to absolutely become broken, Helicopters are no longer flying to waypoints, they fly to the first one and continuously fly in a circle around the waypoint... And in some instances do not move at all. Will add them back in once I can find out the issue, believing it to be part of the Arma update. Reason I believe so is because even if the helicopter is mod based (CUP) or even vanilla the AI aren't controlling them correctly. The one in the north kept smashing into the mountain and never did so before, that, or it's another mod/script conflict. Even fnc_patrol scripts aren't even working, I will continue to look into this, but for now, they will be out.

//REWORKED// Ending is a bit more difficult.

//ADDED **NEW FEATURE**// Chernarus Bushmen, highly lethal survivors that can ambush the player. Spawn rates are very rare 1-3% range. But if they spawn and catch you in their sites, you better be ready for a good fight, and equipped for one.

//TWEAKED// Starting gear, added AKM as starting rifle.

//ADDED// More R3F items, sandbags, base items, spotlights, static MG's etc... Construction sites, lumber mills, and military areas are where you want to look for loot. Construction sites / lumber mills can have walls and such, Military areas can have a range of things from walls to search lights, to static MG's.

//TWEAKED// VD Apocalypse settings, Loot spawn, guard dogs, healing, etc...

//REMOVED// Trader camps & Hideout's Trader Camps keep spawning right next to Bandit camps and not on specified markers, the only traders available currently will be Rvg Traders until I can fix this. And when I say spawning right next to bandit camps I mean literally 100 feet away, with the setting of 600m AWAY from ALL other VD sites.

//ADDED// Breaking Point Addon Mod by Donnie : Adds in a wide arrange of post war weapons, changes basic UI, and even features a crossbow!

//TWEAKED// Heavily tweaked the loot tables, and types of weapons in the scenario a lot more CUP weapons should now be available via loot / bandits.

//TWEAKED DIFFICULTY// Removed Weapon info, and fire mode, you will need to check your inventory to check how much Ammo you have in magazines or for weapons. Adds realism, and helps with that DayZ feel.

That's it for this patch, I hope you all enjoy, and as always thank you for the support, and keeping me posted on further issues that arise.

Cheers!

Update: 14 Jul, 2020 @ 10:07pm

V1.6 BETA, revision ~UNSTABLE Release////


Fixed "Oldman" simulation faults, he was disappearing from the map? ////Seems to be working now///

Added all music to Ravage array. (Atmosphere settings) the FULL range of music is now playing, (40+ tracks) you will hear music you've never heard in the scenario before. (Tracks within scenario file, I DID NOT MAKE THEM! See credits on Workshop page, or Diary!)

Stamina Fix*? Sometimes stamina bar will "Jump around" sometimes it won't. Mod bug? Scripts? /////FIXED//// Removed stamina completely, however gear that weighs heavy will still slow down player.

Re-added my custom immersion sounds back into my weather system, been meaning to do so for quite sometime now. /////~ Removed for now, was having complications.

Redesigned the Weather systems status icons, they are now more clean, and they show you what's happening better plus they stay on the screen longer. ~Removed // See below, now utilized permanent onscreen Thermometer Icon.

Redesigned Weather / Temperature system, Will now display Thermometer icon permanently, with status effect... Completely re-designed.

Added in R3F mod, something I've been meaning to do for quite some time. In doing this, I removed the VA Mod base building system, R3F can be used to build bases. ~ May or may not stay in, first patch with R3F, let's see how it plays out.

Removed becoming too hot from wearing the Snow suit if you are at a lower altitude then my script was calling for, this is removed until I can patch it back in. (And I may just leave it out) ~ Needs complete rewrite.

Completely Rewritten / edited / tweaked / Cranked tons of work into my weather system via the new design (See above^) Scripts have been re-compiled into ONE whole system, no more multiple scripts to get functionality... I expect to put even more detailed work into my system and later release the MOD variant for other mission creators. Mod is in development as this patch is released.

Made some optimization fixes with scripts, scenario seems to run smoother now. After removal of "Duped stamina systems" (<< For whatever reason I had them..) some lagginess seems fixed.

Along with fixing the "oldman" he now is HEAVILY geared, and an extremely resilient, and deadly AI. But the gear you can now obtain from him is basically "end-game" level gear.

Tweaked UI icons, along with the new addition of a thermometer the bottle has been converted to a canteen with a blue water drop, food remains an apple.

Only issue so far with the newer designed temperature system, if you are warming up, and your getting dry, the thermometer may bounce from "Warming Up..." to "Normal" until you are FULLY 100% back to NORMAL, this process can sometimes take awhile. (Slight tweaks to script values will most likely fix) ////FIXED////

Edited player's starting gear, you start with lower tier gear, as the VA Mod adds in a good loot economy different weapons (Huge variety) can be found in random houses / locations.

Re-arranged Player spawn points, they are now much "tougher" in regards to how close towns are, most though are still decently close to landmarks.

Added in ALias falling star script, (chances of being seen are very rare)

Updated Diary / description tabs for hints, etc... (Very outdated on info)

Added Phronk's Melee system You can now find and pickup axes, hammers, shovels, etc... And use them as weapons. //~removed currently, waiting for next patch

Update: 22 Jan, 2020 @ 7:36pm

V1.5E (extended) hotfix patch.

  • Fixed all VD Sites (AI acting strange)

  • Tweaked some loot around the map, as well as Anomaly spawn areas.

  • Tweaked Character starting loot, now meshes with VA system.

This will most likely be the end of this project, and the Final update / patch. I have worked on this Project for almost 3 years now, and I feel that it is finally done and in it's final shape. It has been an absolutely Amazing experience. Not only from the fans and friends I have gained, but also from what I have learned from this project. I may bring small updates to keep the scenario playable but that I believe will be about it. I hope you all have enjoyed the Journey as much as I have, I am truly thankful to have shared this with you. And I hope this brings as much joy to those who play it than it did from me creating it.

Cheers,

TenuredCLOUD


Please remember, just because "The Burning Rain" is done with development does not mean it will not receive any more updates. End of development is just me done adding things, now updates will only consist of fixes, or updates following mod requirements being updated as well. However, it should be noted that this project and features are considered in their final state, and updates will be a lot less frequent. Also, please remember that this scenario is a HUGE file, and it among most other things "Arma" related come with bugs, and some inconsistencies you will most likely notice. These patch / fix updates may possibly fix some of these issues, but it may also not. That's just Arma for you.


Ignore all that, this project is still going but it's patches are very slow, so if you like quick development you will most likely be annoyed at how infrequent I update, as I work quite a bit and I play other games as well. I still love Arma but I just don't edit as much as I used to, if you can deal with slow patches and a great community I welcome you. Jul 14 @ 10:07pm with V1.6 patch

Update: 22 Jan, 2020 @ 1:42am

V1.5 patch

Added:

  • Vandeanson's Apocalypse is now FULLY supported and integrated into mission file. Spawning system, loot, sites, etc...

  • Vandeanson's Medical system, which is in "VD's Apocalypse"

  • Anomalies have now been added, all are FREE moving, and are not stagnant. They wander and can be found just about anywhere within the map.

  • VD's loot economy. Ground loot can now be found within buildings, completely randomized.

  • Building Fortification is NOW IN! Be sure to do some reading on it within the "Briefing" tab! Building menu can be accessed via "T" Key. The list is also limited for immersion reasons.

  • Magazine repacking is now in Mission file, every magazine used is returned to the inventory and can be repacked if you have enough rounds! Yet again another pro to VD's Apocalypse!

  • Tweaked the intro scene.

That's about it for this update, it may not seem like much but tweaking and editing VD's glorious mod took a fair bit of time!

I hope you all enjoy, and as always, Thanks for playing! :)

Update: 22 Aug, 2019 @ 3:05pm

Version 1.4 Stable

  • Fixed, error on load of mission start where you were "Missing" .pbo items to launch mission.

  • Fixed Some misplaced entities / edits around the map with the newer CHR REDUX update these items were out of order.

  • With newer CHR REDUX update, forest, and woods come to life with more ambient sounds.

  • Added more features (places to visit) in the map, and edited some as well.

  • Added "Date, and Location" settings for certain places of interest around the map.

  • fixed some AI pathfinding issues.

  • Newer Ravage Update allows for Bandit AI to loot the dead.

  • re-added breath-fog simulation.

  • Newer CHR REDUX update seems to have optimized map more... (more FPS?)

  • Added heavy grade Military loot in some areas of the map, the location is NOT marked, you will have to find it ;)

  • Added another area that can be made a player base (if desired) also fixed the factory player base, and fixed the inventory of the green cargo crate, so now placements for defence should be fixed, and access-able.

That is it for this update, Some minor things need to be adjusted, and brought back in, but those features aren't important to the clarity and "fun" elements of the scenario. I hope you all enjoy, and again, I thank you for playing. :)

Update: 10 Aug, 2019 @ 5:02pm

Quick hotfix: Added back in the Ravage Vehicle module, as repairs / refueling is not possible with out it.

Update: 8 Aug, 2019 @ 4:40am

Update V1.3 ~Stable branch~

Changed current vehicle system to custom placed and edited vehicles. In tact vehicles are exceptionally rare... Military sites now have random military vehicles within them as well as some loot. (after this update, the next will most likely be built upon by improving this feature even more... Adding MORE vehicles, MORE hand placed loot, etc...)


Edited more building features (doors etc...)


FULLY NEW and improved, weather system. (night time, weather, rain, etc... are ALL variables for cold.)


Added and built a NEW and improved water cold system, ANY form of wetsuit is now accepted as WARM clothing within water. As well as Survival suits.


Implemented new cold system for the "Frozen Region".


Completely removed one of the shorter weather scripts for the high altitude damage without a 'Warm suit' and rebuilt it from the ground up, is a lot more immersive and requires fire or warm clothing to become warm again, vehicles will aid in warmth as well.


Tweaked Ravage weapon system, added rare military weapons in as loot, tweaked military Ravage weapons... Also tweaked all weapon spawns for Ravage, M16's, M14's, high powered, military grade weapons should be a lot harder to find. When in military zones; your chances for finding higher grade weapons increases. When in towns or villages; your chances of grabbing a lower grade weapon (shotgun, pistol, etc...) increase. Also, most bandits now carry basic AK's and weaponry, as well as launchers. They also carry SVD's etc...


Removed VCOM AI as it was conflicting with helicopter's flight patterns and making them hover, and basically "stop responding" ~ immersion breaker ~ May add in later, but currently removed.


Fixed tanks not moving (stagnant, not patrolling)


Fixed AI constantly being rendered from across the map playing animations, (sitting, leaning, etc...)


Added EO's RVG military uniforms, ALL are now warm clothing for rain, nights, etc...


Added more to the "Field Guide" so newer players have a reference they can view.


Changed all the "icons" food / water, and even replaced the thermometer ones with more crisp and cleaner ones. Also added in a "Virus" icon for the infection script.


Fixed the internal missions, adding "Mission complete" triggers for appropriate completions.


The removal of VCOM AI did in fact fix the helicopters stagnant "hovering" VCOM AI for the moment is removed and will possibly stay this way, as stated above.


Removed all "Rvg_equip" functions from all AI (AI spawning in underoos should be fixed)


Fixed green medical tent where "The old man" was as for some it would disappear.


Removed Old man's flashlight, as it made him incredibly easy to spot at nightfall.


Further tweaked some Ravage module settings...


And that is it for this update. It may not seem like a whole lot, but as I stated before this update was aimed more so at cleaning up / stability rather then anything else... Once I started adding too much junk that's what truly started messing with things within the mission. All should be a bit better than before, and a LOT more has in fact been added. I hope you all enjoy this update. And thanks for playing! :)




Update: 11 May, 2019 @ 5:08pm

Updated:

  • Tweaked Variables within weather scripts (temperature settings) as the timers were all messed up, timers are now fixed and not randomized.

  • Updated Gear pools, added ALL Backpacks that seemed fit for the scenario lots have been added.

  • updated Gear pool module to fit scenario better, survival suits are more rare to be seen on bandits, (mainly found at crash sites, bandit camps, and shipwrecks now)

  • Common loot adjusted...

  • Removed respawn camps

  • Tweaked Vehicle settings

    Fixed:

  • Fixed found error within Temperature system, all is looking extremely good this update.

    Added:

  • Added VCOM AI:

  • AI will clear garrisoned buildings

  • AI will automatically generate waypoints for more interesting and varied combat (AI will not do this if they have certain pre-placed waypoints or more than 1 move waypoint)

  • AI move dynamically from cover to cover while following waypoints

  • AI will call for on-map artillery for support using Rydygier's Fire For Effect script

  • AI will call for reinforcements proportional to the enemy threat

  • AI will garrison structures temporarily in combat, if able

  • AI will look for nearby static weapons to man

  • AI will automatically deploy/pack static weapons

  • AI will use satchels to drop buildings, or setup traps for enemies

  • AI will use mines to on roads, in buildings, or wherever, to stop enemy movement

  • AI will change formations depending on the environment

  • AI will attempt to heal themselves or others when out of combat

  • AI will attempt to rearm themselves from dead bodies, vehicles, and etc when low

  • AI will steal empty or unlocked vehicles

  • AI have a chance to ragdoll when shot, causing them to fall over briefly

  • AI have an enhanced ability to hear and respond to gunfire from a distance

  • AI will respond differently from a weapon that is suppressed or not

  • AI on a hold waypoint will garrison a structure indefinitely, or until provided another order

  • AI, with NVGs, will be able to see your IR laser and respond accordingly. Be careful where you point that thing!

  • AI can have side based/classname based skill settings.

    From this update you will notice:

  • At ending mission (when you save and exit) You will now notice an Annoying error saying "Script Vcom\VcomInit.sqf not found" Ignore this, the mission is running VCOM AI just the little menu isn't finding it for some reason, has no impact on mission.

Update: 4 May, 2019 @ 9:46pm

Quick Hotfix Update:

  • Fixed crucial Temperature system error that would of left players taking damage while up in the mountains, or at night time even while wearing proper gear.

  • Deleted the drone at Bunker location, wasn’t doing anything just acting as a “spotting” unit. And I believe it was waking Dynamic Simulated AI.

Also, as you can tell this item was removed AGAIN from the Workshop. This WAS NOT intentional. I was pushing my hotfix and for whatever reason Steam has decided to put a ‘delete’ button on it’s Upload section of Scenarios. And by DEFAULT the ‘delete’ button is highlighted, if you press ‘enter’ once at ANY POINT while typing a change note or edit your mission will of course get deleted... I tried very hard to back out, and even pressed ‘escape’ RIGHT AWAY. But apparently was too late. I apologize again guys. But this mission as far as I can see, will ALWAYS be on the Workshop. I see no reason to ‘delete’ it for good. But Steam has a good way of testing me... Hope you guys enjoy the Update anyhow!