Arma 3
End Times Altis (Ravage)
51 Comments
Feargus Snow  [author] 30 Oct, 2024 @ 12:38pm 
I'm glad you enjoyed it! Likely no other versions of this, I'm afraid. I made the Twilight series as kind of light prequels on different maps, but it took some work to set up all the random locations for those in the code where it could be changed easily and this was much more editor-centric. At this point I'm waiting for Arma 4 (!) before I dig back into coding and scenario design. Although... I went through this twice before with Arma 3, so I'll never say never!
marxman28 30 Oct, 2024 @ 10:00am 
This was a fun mission. Any chance we'll see other End Times scenarios for other maps?
Feargus Snow  [author] 19 Jun, 2023 @ 4:19pm 
Version 2.2 posted at last! I'm sorry it's taken so long. Significant updates from 2.1 are mainly the addition of 2 new optional tasks and a lot of fixes and updates to multiplayer issues. At this point I'm not planning to add anything new to this, though I will fix bugs if I can.
Loophole 13 Jun, 2023 @ 1:09am 
I feel your pain. My new PC build has been running MemTest86 for the past 9 hours trying to determine if the RAM is faulty!
Loophole 23 May, 2023 @ 1:42am 
Looking forward to a new version. Tried this current release with some friends - we think potentially will be a lot of fun, but on our initial attempt the framerate got unplayable after a while (2-3fps). Will have to try again with our LAMBS and VCOM AI mods turned off, see if that helps.
Big Jas 13 May, 2023 @ 10:51pm 
Good luck with the repairs.
Feargus Snow  [author] 9 May, 2023 @ 6:19pm 
I don't put in a default companion as there are 7 available to recruit (plus the odd Ravage BLUFOR if you're so inclined), and some people like to play completely solo. If you're lonely I suggest finding a vehicle first thing, or fixing up a helicopter, and scouting around; before long you should be able to find a recruit.
Superalloy DX Meiling 5 May, 2023 @ 7:15am 
I wonder if the player can have a bot companion by default (Just to feel less loneliness before finding any other NPCs)...Cuz well I have no friends to play with.
Big Jas 27 Apr, 2023 @ 5:17am 
Thanks buddy
Feargus Snow  [author] 24 Apr, 2023 @ 5:37pm 
Big Jas - I'll look into those; thanks for reporting them. I don't know exactly what's causing that, but I have a pretty good idea about the resuming location issue and that may also be related to item access. I definitely don't think it's anything you're doing wrong.
Big Jas 24 Apr, 2023 @ 4:28am 
Hey mate great mission thanks. One problem I noticed recently is when playing in multiplayer mode, where the mission is being hosted on another player's client, after we save a mission there are two problems: 1. they re-start the mission where we saved and I start back at the original mission start point (ie the beach near the boat). 2. I cannot remove items from inventory on vehicles from the prior save nor from enemy killed from the prior save. Is this a fault or is there something we are doing wrong? Thank you.
Feargus Snow  [author] 6 Apr, 2023 @ 9:19pm 
Version 2.1 posted, mainly adjusting the traders and neutrals at the trading base who seemed bent on taking over the island before the players could! I'm still planning to add a few more missions/tasks, but won't make any further changes for a few weeks (and then that will be it, unless there are serious bugs to fix).
Feargus Snow  [author] 31 Mar, 2023 @ 4:53pm 
Version 2.0 now posted! See the description for features; the basic play is the same, but this is much closer to my original vision now. This has taken longer than I thought so I've done basic playtesting, but not as much as I'd like. If anyone finds bugs please let me know and I'll post an update around April 5; otherwise I'll start working on adding a few more missions/tasks.
kevinhale443 6 Mar, 2023 @ 4:08am 
Thanks Feargus, I'll keep looking, can't wait to play your updated version when it's released.
Feargus Snow  [author] 5 Mar, 2023 @ 2:01pm 
kevinhale443 - yes, when you "win" an ending cinematic outro plays. There are actually 5 devices - 4 regular ones and a more heavily defended main one.
kevinhale443 5 Mar, 2023 @ 8:34am 
I think I just completed this, but does an "end Mission" trigger when you destroy the last device? I take it there are only 4 Devices
Feargus Snow  [author] 8 Feb, 2023 @ 9:13pm 
After discovering better code and practices while writing new scenarios, I just updated this to version 1.6. The most significant changes are enabling pretty much exactly the multiplayer revive system I always envisioned, plus fixing the respawn system I had set up as a workaround.

Thanks to @Tasu for calling out my sorry respawn - I hope you come back and enjoy the new version - and everyone else who I hope plays and enjoys this. It's all about fun, and what Arma player doesn't like killing zombies?
Tasu 2 Feb, 2021 @ 2:43am 
Nice mission but why spawning in the near of the Dead body after you died? You get killed everytime and that sux. No Point
Feargus Snow  [author] 6 Mar, 2019 @ 11:09am 
When you get close enough to any of the designated NPCs - who will make radio calls for help giving their grid location - you can scroll to get an option to recruit them. Occasionally a random friendly spawn can also be recruited, you just have to get close enough to them and scroll and recruit them as well. Note some enemy agents will also make a call for "help", but they will try to ambush you. The random spawned NPCs don't have any intel.
gonmon 5 Mar, 2019 @ 12:35pm 
how do you recruit?
Feargus Snow  [author] 1 Aug, 2018 @ 3:18pm 
GabrielD: see the bug report; CSAT having non-standard weapons is deliberate, though they're not ALL supposed to have Mk20s - I'll check that out. It reflects them scavenging over the years as their equipment breaks down, and it keeps players from being able to rely on getting too much standard CSAT weaponry/ammo early in the scenario. Thanks for playing and commenting!
GabD 30 Jul, 2018 @ 6:44pm 
Some CSAT units (Officer, Squad Leader, Team Leader, Recon Team Leader, Recon Scout, Rifleman, Rifleman (AT), Asst. Missile Specialist (AA), etc.) always spawn with Mk20 rifles (both beige and AAF camo varieties) instead of their proper Katiba rifles.
Feargus Snow  [author] 8 May, 2018 @ 7:26pm 
I just posted an updated version, 1.5, since Ravage is now available as a Steam download and updates to that and Arma over time have made for some weirdness (like being able to search enemy AI from 50m away before you've even seen them). I may do another update to 1.5.1 as I test the new vehicle and loot settings.
Feargus Snow  [author] 16 Sep, 2017 @ 8:54pm 
NOTE: the Ravage traders are bugged in that you can steal from their backpacks. I can't figure out any elegant way to fix this (anyone?), so I haven't tried expanding the trader inventory. If this offends you - don't do it!
Feargus Snow  [author] 16 Sep, 2017 @ 8:47pm 
I just posted version 1.4, which adds:
- an initial intel dump (pointing to a mission location to start)
- a neutral base with traders and a leader who gives out intel periodically
- many more intel sources (neutral and enemy) scattered across map
- 5 special (randomized) locations

This is probably my last major content update for this scenario. I do expect to release a version 1.5 at some point in the future, to fix any bugs and address any other issues, but otherwise I'm planning to move on to building this on different maps or building out something new.

Cheers to all who have tried this and I hope you enjoy it!
Feargus Snow  [author] 16 Sep, 2017 @ 5:33pm 
@Nirk - hmm; that shouldn't happen unless you had already been there and cleared the area. Note that intel you find may point to CSAT but may also point to vehicles, which should be within 100m but may be hidden in brush or trees. (Check the log to see which is which.) While locations are randomized, the intel reports are all generated based on actual locations.

If you look around and can't find anything, or this happens again, please let me know if you're playing SP or MP and what the grid was for (CSAT, gun truck, helicopter, etc.)
Martian Patriot 14 Sep, 2017 @ 9:02pm 
Followed the coordinates a contact gave me but there's no one there. Is there a chance they moved or were killed?
Feargus Snow  [author] 11 Sep, 2017 @ 6:33pm 
Just to be clear, when you recruit a scenario NPC (one that makes a radio call) he will say something (initially displayed as a hint) that, if valuable (3/5) gets entered in your log under Discoveries. [There's a 2/5 chance they'll just make a comment - if this isn't working for some reason, let me know.]

If you recruit a random Ravage NPC, they won't say anything. (Well done, they always seem to be moving pretty fast when I find them.)
ROBAX 24 Aug, 2017 @ 5:10am 
k thanks. I dragged a couple of NPCs around for a few hours but never got or heard or found further informaiton. Not sure how they are meant to be providing it. I'll keep an eye on this and try again if you modify it. Altis is huge and it's no fun just driving around randomly. However if there are tasks to do to find out info and it's clear how it is meant to happen then I'm fine to drive or walk around for some time. My favorite game type is survival scenarios with tasks and end games.
Kenneth 23 Aug, 2017 @ 9:55pm 
Thanks for this, excellent scenario. Ravage is a great framework to hang an immersive story on.
I hope you continue creating scenarios like this, maybe a version for Cherno?
Feargus Snow  [author] 18 Aug, 2017 @ 9:24am 
Sorry for the late responses, I've been on vacation.
NaCho - if you want to run multiplayer, someone has to set up a local server (or you can run it multiplayer on your own computer); I don't know of anyone who's established a dedicated server for it.
ROBAX - as you travel around, you should get radio calls from NPCs you can recruit; they have information about device locations. You can also search some AI to get intel on enemy locations as well. The devices are spread randomly around the map, but mostly in fairly obvious areas like military bases or mountaintops.
ROBAX 12 Aug, 2017 @ 5:05am 
Seriously, how is this meant to work. I've played about 12 hours now and still no clue as to where or what a lazarus device is. I've got two blue guys but they just act like normal AI, nothing more. What is supposed to happen?
ROBAX 12 Aug, 2017 @ 4:22am 
Ok finally managed to find and recruit a couple of guys, but they dont' seem to tell me anything. Is there any clue to the whereabouts of these LAXARUS devices or am i just driving around randomly?
피클 12 Aug, 2017 @ 2:08am 
I can not find the server. Give me the server name.
ROBAX 12 Aug, 2017 @ 1:46am 
Hey, how is this meant to work... .I've figured out from reading comments that I'm supposed to not shoot friendlies and thenI can get some info off them about the lazarus things. I've tried but no one seems to want to talk. They all shoot me. Any ideas?
Feargus Snow  [author] 11 Jul, 2017 @ 3:10am 
Hmmm - I have thought about building this for other maps. It's not particularly hard, it just takes a while to find good sets of places for random locations, so I don't foresee generating versions for a ton of maps. That would be a great way to get more familiar with the new Malden map, though... Hmmm!
uthylon 9 Jul, 2017 @ 12:16pm 
a malden 2035 version would be cool.
Feargus Snow  [author] 8 Jul, 2017 @ 5:39pm 
I'm glad you enjoyed it!

I'm waiting for Haleks to post the next update to the Ravage mod before I publish version 2.0 - I understand he's done a lot more great work on the mod, which may open up some other things I wanted to try, and his update is in testing.
uthylon 8 Jul, 2017 @ 3:48pm 
thanks man, this was great!
Hans(z) 8 May, 2017 @ 9:58am 
Tanoa port will be awesome!

As for mods I run.... I want to keep arma clean as posible cuz of performance. ASR Ai is good mod - AI doesn't lay in the middle of the field but run to cover or buldings (they act more like human). They can hear you worse if you are sneaking and better if you are driving vehicle (I thing up to 800m in truck). It set different skills to every class, so specops have better aiming and spotting time and they are better in overall... mechanics, pilots survivors are naturally worse. Players can check RavageWiki for other posible mods.
Hans(z) 8 May, 2017 @ 9:43am 
Spoiler!!
I destroyed Prime device before I got intel about the last normal device from recruited AI, I flew to that location and there was nothing except zombies.
Feargus Snow  [author] 8 May, 2017 @ 9:22am 
I don't want to mandate any other mods; something I've noticed over time is that a lot of scenarios now require a specific set of mods to play (which is frustrating for people who are new and/or have slow Internet connections). I prefer scenarios that allow you to use mods but don't require them. That said, I have most of the ones Hans(z) suggested and I'll see how the scenario does with them as optional mods.
Feargus Snow  [author] 8 May, 2017 @ 9:21am 
Hans(z) - thanks for the comments! I'll check out the color filter and despawn times and probably put out a 1.2.1 version very soon to correct the filter problem. For the device you couldn't find, that's very strange; some of the intel may be misleading, but none of it is false - if you go to known coordinates you should find something. Do you happen to know which one it was? The intel scripts won't offer the location of Lazarus Prime device - it's not random and there are hints in the pictures, intro, and local CSAT activity.

Great ideas for the missions and the independent camps, too - that's pretty much exactly where I want to take this for version 2, I'll try to incorporate all of those!
Hans(z) 7 May, 2017 @ 3:07pm 
I recommend use this mods: Enhanced movements, Urban rappeling, ASR Ai (for dumb arma ai), Advanced towing, magRepack, Moduload (magRepack and ASR ai).
Maybe in future I'd like to see some INDEP camps where could be traders (you can pay by your score, reputation or there is money item in ravage).
Second thing I'd like to see is random mission like:
1) Rescue civilian, defend him from zombies for some time.
2) Eliminate bandits that tyranize INDEP camp
3) Transport and escort
Hans(z) 7 May, 2017 @ 3:07pm 
Hi I can say that this is COOL mission.
+
1) Random location (Csat, and recruitable AI) makes this mission repeatable!
2) Good avevage fps
3) Good loot percentage
3) Mission triger when recruit AI, like spawning extra vehicles
-
1) I would delete colour filter: when you aim through RCO and Holo colimator screen become dark. (known ravage bug). Or at least I would add Ravage radio call 0-0 to disable filter.
2) I can't find last device! I have coordinates but there were only zombies.
3) I would extend time to despawn dead corpses and gun..... you can add manual cleanup system via radio menu 0-0
Feargus Snow  [author] 26 Apr, 2017 @ 6:26pm 
I just published version 1.2, which adds journal entries (for info/intel you discover), more armed vehicles to find (type depends on installed mods), static CSAT ambushes, and a CSAT helicopter that responds when a Lazarus device is destroyed. Enjoy!

In May I will be experimenting with giving the CSAT enemies a mod-dependant loadout and less ammunition to try to keep the endgame fresh. As always, if anyone has comments or suggestions, please post them!
Feargus Snow  [author] 6 Apr, 2017 @ 9:11am 
Version 1.1 has all the main features I started out to build, so I won't publish any more updates for at least a week or so (unless someone finds a significant bug).

In April I will be experimenting with adding some things like more gun vehicles, roadblocks and/or CSAT patrols, and a CSAT reinforcement helicopter. I won't publish the experiments, but I'll put whatever works well and seems fun into a version 1.2. Additional missions and mod-specific CSAT equipment will come with version 2 (probably May/June).

If anyone has any comments or suggestions, please let me know!
Feargus Snow  [author] 5 Apr, 2017 @ 9:19am 
Side ratings are determined by your "score", which goes up if you kill OPFOR or renegades, and down if you kill BLUFOR or independants. So - if you kill enough bad guys, eventually your score will get high enough your icon will turn blue and you'll be able to recruit friendlies again.

I think I'm going to leave this in, but start the player with more of a reserve, so an early mistake won't turn everyone against you (but if you run around killing everyone, everyone will be hostile).

So - it's not a bug, it's a feature! :steamhappy: Thanks again for pointing this out, okramalokku, and I'll tweak it for the next version.
Mauseri 5 Apr, 2017 @ 6:40am 
It has happened a couple of times now...ehh... I just realized that I show up "purple" in the map, like renegades... maybe thats why friendlies light up on me... Maybe I "turn" to a renegade if I kill independent raiders? Cant remember if I did, I was just doing the usual shoot'n'loot whenever I came across.. well, anybody. That doesnt usually happen in Ravage though, I think?

Your plans sound good, push on!