Arma 3
[SP] Ravage DayZs on Esseker [UPDATED]
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Update: 6 May, 2018 @ 5:02am

Updated for version of Ravage: v 0.1.561

Tweaked:
isTouchingGround check added to ground_fog.sqf
Reduced maximum AI spawn distances
Caching distances from ravage modules equaled to dynamic activation simulation distances
Fixed error in thunder storms function

Removed:
-

New:
Implemented ALIAS road flare script (red chemlights works as flares now, fixed lighting for default chemlights)

Update: 14 Apr, 2018 @ 7:46am

Updated for version of Ravage: v 0.1.55
Updated for version of Arma 3: v 1.82

Tweaked:
-

Removed:
-

New:
-

Update: 4 Mar, 2018 @ 10:52pm

Updated for version of Ravage: v 0.1.52

Tweaked:
Further increase on loot chances.

Removed:
-

New:
-

Update: 19 Feb, 2018 @ 4:24am

Updated for version of Ravage: v 0.1.51

Tweaked:
Loot chances, hopefully looting is more persistent right now.

Removed:
-

New:
-

Update: 11 Feb, 2018 @ 5:05am

Updated for version of Ravage: v 0.1.50
Updated for version of Arma 3: v 1.80

Tweaked:
Scripts revision.

Removed:
CUP Terrains - CWA Dependency.
"Left Shoulder Scripted Weapon" script, (script version is discontinued probably,refer to addon page).
Spawn animals script (since loot and how it spawns is more consistent now).

New:
-

Update: 18 Jul, 2017 @ 10:57am

Updated for version of Ravage: v 0.1.44
Updated for version of Arma 3: v 1.72

Tweaked:
Ground fog: further optimization, will spawn only when fps are greater than 25.

Removed:
tpw_fall script.

New:
Implemented "Left Shoulder Scripted Weapon" script, huge thanks to ArtyomAbramov.

Update: 29 Apr, 2017 @ 3:48am

Forced Update.

Update: 10 Apr, 2017 @ 2:23am

Update: 8 Apr, 2017 @ 10:48am

Update: 30 Mar, 2017 @ 11:29pm