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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?
- 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!
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.)
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.)
I hope you continue creating scenarios like this, maybe a version for Cherno?
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.
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.
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.
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.
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!
https://steamhost.cn/steamcommunity_com/profiles/76561198305015162/screenshot/830196727536374129
https://steamhost.cn/steamcommunity_com/profiles/76561198305015162/screenshot/830196727536972332
https://steamhost.cn/steamcommunity_com/profiles/76561198305015162/screenshot/830196727536971600
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
+
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
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!
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!
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!
Your plans sound good, push on!