Arma 3
[SP/COOP 30] Ravage Mayhem Tour: Cam Lao Nam
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Update: 14 Mar @ 11:27pm

-Adjusted HR Garage to remove vehicle inventory when removing vehicle from the garage*


It would spawn with default inventory.*

Update: 14 Mar @ 11:02pm

-Added a SOG:PF light pole to the list of place-able "Building" objects
-Added flare launcher and normal flare ammo to "common item" loot pool

-Adjusted a map marker color (from OPFOR to red)
-Adjusted grad persistence saving settings (wont save time of day and created markers)

-Enabled placed lanterns to be saved by grad persistence

-Removed SOG:PF tool kits from some missed vehicles
-Removed a tank from the list of Ravage-spawned vehicles on streets

Update: 14 Mar @ 10:08pm

Update: 12 Mar @ 7:35pm

-Added some map markers
-Added some bandit camp script triggers
-Added some placed AI squads
-Added some placed AI AA guns
-Added zombie hordes at certain locations
-Added zombie free zones at certain locations
-Added OPFOR area markers
-Added "mules" to two airfields
-Added some vehicles around the map (cars/tanks/boats)
-Added some supply crates (various spawn chance between them)

-Adjusted NVA patrol module placement
-Adjusted spawn chance for placed vehicles (some 100%, most to 20%~)

-Maxwell Field got some -special- treatment

Update: 10 Mar @ 2:41pm

-Added two new mod dependencies
-Added map markers to inform players
-Added radio command functions ("Sunset" overlay On/Off, "Night Eyes 1-4")
-Added looting support for Nickel Steel Workshop vehicles, weapons
-Added Nickel Steel helmets and uniforms to crashsite script's loot pool
-Added ammo/weapon boxes to the bottom of every tunnel complex
-Added campfire and/or smoke outside tunnel entrance entities (Six tunnels total)
-Added Easter Eggs to several locations as nods to my other Workshop content
-Added additional crashsite script instance (Once at start and then six hours later)
-Added "garage" landing platforms across the map
-Added MACV armored vehicles that can spawn at military locations
-Added several screenshots
-Added "Discussion" topic with information for admins (HR Garage)

-Adjusted scenario intro
-Adjusted AI inside tunnel complexes
-Adjusted spawn chance for placed vehicles across the map

-Enabled Ravage AI patrols (They'll stand out[?] from the NVA)
-Enabled Ravage AI vehicle patrols

-Fixed starting load-out not loading on respawn

-Reduced max alive zombie count
-Reduced zombies damage to players/AI
-Reduced hunger/thirst rate

-Removed armored vehicles from ambient Ravage vehicle spawns
-Removed stamina on respawn

Update: 10 Mar @ 2:15pm

Update: 10 Mar @ 1:56pm

Update: 10 Mar @ 3:34am

Update: 13 Jun, 2023 @ 11:18am

-Added 1.3 SOG Prairie Fire weapons to loot-able weapon pool
-Added 1.3 SOG Prairie Fire ground vehicles to vehicle spawn module

-Replaced a PAVN jet with a 1.3 jet
-Replaced a MACV helicopter with a 1.3 helicopter

Update: 22 Apr, 2023 @ 9:42pm

-Added six terrain tunnel entrances for each tunnel system with different VC AI amounts
-Added hand signal module with a default effective range

-Adjusted loot rate form certain objects
-Adjusted zombie script for consistent zombie faces
-Adjusted zombie spawn to a father distance
-Adjusted SOG revive module, effecting Withstand and bleeding setting

-Reduced zombie damage by a small amount