Author: Haleks
Author Website:

Requirements: Community Base addons A3

Version: 0.1.60.1
Signed: Yes, serverkey included

Short description: Ravage is a single person project, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel.

Date: 2018-07-03 07:52


Comments: (47)
Rating:



 



Ravage

by
haleks


Description:
Ravage is a survival mod focused on immersive and dynamic gameplay.
Players are to survive in a post-apocalyptic world, where bandits, infected and hunger will be constant threats.

About "Ravage"
Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel.
The Ravage mod has been in development since 2013 and is still an ongoing project, with many additions being planned for the future.
The current release is to be considered a beta, and only showcases the free-roaming mechanics. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes.
Ravage is designed to be easy to use, performance-friendly and is compatible with many addons.


Features:
Survival mechanics :
Hunger and thirst system connected to Arma 3 fatigue simulation :
The more gear you carry running around, the hungrier & thirstier you will be.
Eating and drinking will restore a small amount of health (with a bonus near
Fireplaces), your health will decrease at low hunger & thirst levels.
Ravaged world :
All Arma 3 buidings have been retextured using vanilla assets, transforming Altis & Stratis
into derelict environments. All vehicle textures have been changed as well.
Artificial light sources are disabled.

Zombies :
Ravage includes a dynamic zombie spawn system. As the sun goes down, more
infected will be roaming the land. Beware! Some zombies are extremely fast
and will outrun you if you don't manage your fatigue.
(Includes animations from Teacup's pack and custom skins by Bad Benson.)

Bandits & survivors :
Survivors are despaired and don't hesitate to kill to obtain whatever they
can scavenge. You will stumble upon clans of bandits fighting each other,
searching towns for loot or hunting you down.
Not all survivors are hostile though; some of them are willing to join you.

Quality OST :
Including soundtracks from the STALKER games with permission from GSC Game World,
as well as a selection of Arma 3 tracks. WIP.

And many more :
Accelerated time factor.
New items (usable by double-clicking them in your inventory).
Realistic vehicle repairs.
Dynamic weather.
Ability to sleep (requires camping items).
Radiations, gasmasks (includes breathing sounds function) and Geiger counter.
Loot spawn system.
Wrecks and derelict vehicles spawning on roads.
Character persistency in Multiplayer.
Compatible with many addons (details below).

Installation:
To install Ravage you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
rvg_zeds.pbo
rvg_missions.pbo
ravage.pbo
pulledup.pbo
necktight.pbo
neckloose.pbo
m50gasmask.pbo
gasmask.pbo


Usage:
For usage instructions and information of how to use the Ravage Mod please refer to the included documentation and/or example mission.

How to play?
Just launch one of the scenarios listed under "Scenarios/Ravage Mod"; everything you need to know will be explained along your journey.
Make sure tutorial hints are enabled in your settings!

If you play a Multiplayer mission wich has character persistency enabled, your equipment, survival status and position will be saved and restored next time you join the same server.
All your saved characters can be previewed and/or deleted from the MP save manager (scenarios>Ravage).

Kodabar kindly made a video showcasing the demo mission, with instructions on mod installation: https://www.youtube.com/watch?v=Z_mtU-g0Lvo
If you play a Multiplayer mission wich has character persistency enabled, your equipment, survival status and position will be saved and restored next time you join the same server.
All your saved characters can be previewed and/or deleted from the MP save manager (scenarios>Ravage).


Mod version : 0.1.43 (13/02/2017)


Hello and welcome to the Ravage Mod Thread!
dY6JSxj.jpg
Ravage is a survival mod focused on immersive and dynamic gameplay.
Players are to survive in a post-apocalyptic world,
where bandits, infected and hunger will be constant threats.

About "Ravage"
Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel.
The Ravage mod has been in development since 2013 and is still an ongoing project, with many additions being planned for the future.
The current release is to be considered a beta, and only showcases the free-roaming mechanics. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes.
Ravage is designed to be easy to use, performance-friendly and is compatible with many addons.



Features
Survival mechanics :
Hunger and thirst system connected to Arma 3 fatigue simulation :
The more gear you carry running around, the hungrier & thirstier you will be.
Eating and drinking will restore a small amount of health (with a bonus near
Fireplaces), your health will decrease at low hunger & thirst levels.
Ravaged world :
All Arma 3 buidings have been retextured using vanilla assets, transforming Altis & Stratis
into derelict environments. All vehicle textures have been changed as well.
Artificial light sources are disabled.
Zombies :
Ravage includes a dynamic zombie spawn system. As the sun goes down, more
infected will be roaming the land. Beware! Some zombies are extremely fast
and will outrun you if you don't manage your fatigue.
(Includes animations from Teacup's pack and custom skins by Bad Benson.)
Bandits & survivors :
Survivors are despaired and don't hesitate to kill to obtain whatever they
can scavenge. You will stumble upon clans of bandits fighting each other,
searching towns for loot or hunting you down.
Not all survivors are hostile though; some of them are willing to join you.
Quality OST :
Including soundtracks from the STALKER games with permission from GSC Game World,
as well as a selection of Arma 3 tracks. WIP.
And many more :
Accelerated time factor.
New items (usable by double-clicking them in your inventory).
Realistic vehicle repairs.
Dynamic weather.
Ability to sleep (requires camping items).
Radiations, gasmasks (includes breathing sounds function) and Geiger counter.
Loot spawn system.
Wrecks and derelict vehicles spawning on roads.
Character persistency in Multiplayer.
Compatible with many addons (details below).


How to play?
Just launch one of the scenarios listed under "Scenarios/Ravage Mod"; everything you need to know will be explained along your journey.
Make sure tutorial hints are enabled in your settings!

Kodabar kindly made a video showcasing the demo mission, with instructions on mod installation :


If you play a Multiplayer mission wich has character persistency enabled, your equipment, survival status and position will be saved and restored next time you join the same server.
All your saved characters can be previewed and/or deleted from the MP save manager (scenarios>Ravage).



Mission Making
Several modules are available under modules >> "Ravage" in Editor mode.
Amongst other things, these allow you to :
spawn hostile and friendly ambiant AI.
spawn zombies.
enable the dynamic weather function.
cover the map with wrecks and damaged vehicles.
enable the loot spawn system and specify what type of buildings to use (Arma3, Arma2, Operation Arrowhead and Namalsk)
enable the survival and radiation systems.
enable character persistency in Multiplayer.

Each module controls one particular aspect of Ravage features and can be used independently. You will usually need only one module of each type, except for the zombie hordes module.
Creating a mission for Ravage, be it a singleplayer or multiplayer scenario, requires close to zero scripting knowledge :
the modules will detect what kind of environment they are working in (SP, locally hosted or dedicated server) and adapt accordingly.

Documentation
More informations are available on the Ravage Wiki.
The wiki is work-in-progress but already provides valuable informations on survival mechanics or mission-making using the Ravage modules.
Make sure to have a read there first if you have any doubt or question!


Known issues:
-


Media:



Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com Youtube channel


Notes:
About Ravage & Supported Addons: 
This mod requires CBA_A3!
The first versions of Ravage are focused on SP free-roaming based mechanics; there's no endgame other than surviving and exploring Arma 3 & Arma 2 terrains from another perspective.

This mod requires CBA_A3!
Ravage is designed to be compatible with many addons in order to bring in more variety : Notes:
* Notes : Massi's Weapon Pack can be combined with either RHS escalation or HLC AK Pack - not both.
All terrains based on Arma3 and AiATP are supported (see the Mission Making section below).
This mod requires CBA_A3!
 
Recommended Mods:
[size=5]Recommended Mods[/size]
Besides the supported addons, the modding community has been producing many mods for any taste.
Here's a list of selected mods that will enhance your ingame experience with Ravage :
Credits & Thanks:
Special thanks to Bad Benson, Cosmic10r, Evil Organ & Tourist for their precious help testing Ravage MP!
Thanks to Kodabar and Gunter Severloh for their support, and to anyone spreading the good word!
License / Disclaimer:

Ravage Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Permissions beyond the scope of this license may be available on request.
Using Ravage Mod on monetized servers is strictly forbidden.


Changelog:
160.1
160
Fixed :
Fixed an issue preventing zombies from seeing targets.

159
Tweaked :
lowered rifle running anim reverted to vanilla state (more practical when running with a lamp on).
Minor optimization to Zed LoS process.
Disabled Hit Screams for zombies.
Added "greasegun" to IFA3 gear lists.
Fixed :
Bandits no longer looting buildings since the previous update.
WeatherChanges are now forced when the player sleeps (SP).
Most weapon switching animations have been fixed.
Fixed init variables errors with the ambient zeds module.
The Settings module was causing a crash on briefing screen in SP.
New :
AI infinite ammo can be disabled on any unit with the "limitedAmmo" variable (this setvariable ["limitedAmmo",true,true]).
New module parameter to control zombie agents wandering behaviour when idle.
New module parameter to force zombie agents to form hordes over time.
New AutoWalk feature (uses CBA key Binding).

v0.1.58
Tweaked :
AI hunting behaviour added as a new function (rvg_fnc_hunters).
Tweaked Hunting behaviour so hunters don't run all the time.
Reduced the number of items sold by supply traders.
Various minor optimizations.
Fixed :
Equipment Pool module failing to synchronise gear lists in MP.
New :
New set of animations for Bolters.
Scripted animation variations for Runners and Walkers.

v0.1.57
Tweaked :
Tweaked Zed deletion timers to avoid unwanted behaviour on teamSwitch.
Removed AT cars from default patrols.
Weapons traders were added back to default shopTypes.
More tweaks to vegetation clutter.
Fixed :
Zeus players are now excluded from the MP save system.
Fixed an exploit with weapons traders.

v0.1.561.1
v0.1.561
Fixed :
Log error related to the createFireEffect function.
Missing Server Browser data in meta.cpp file.

v0.1.56
Tweaked :
Improved gore FX on zombie melee attacks.
Improved audio feedback when hit by a zombie.
Improved target range detection for zombies.
Vehicle patrols set to limited speed mode.
Major optimizations to most background scripts/functions.
Spawned UAVs are set to send targeting data.
Spawned UGVs are set to receive targeting data.
Spawned UGVs patrol radius adjusted to AIMinSpawnDistance.
Revised 'UAV protocol'.
Fixed :
Zeds are now correctly set as instigators of their attacks.
Spawned drones deletion radius adjusted to AIMaxSpawnDistance.
New :
Added a special "rvg_meleeAmmo" for future scripted melee system.

v0.1.55
Tweaked :
Improved and optimized rabbits behaviour.
The Dynamic Weather system no longer overrides mission fog parameters.
Added car variants from the Tanks DLC.
"Running with lowered rifle" animation for players replaced with the AI variant.
Fixed :
A deprecated version of the Tanoa Demo was packed in the previous update.
Spawned NPCs failling to crew their assigned vehicle.
The ambient zed spawn system could stop working in MP after some time.
Ravage is now compatible with grenades from 3rd party addons (thanks to [SEN]Baraban!).
New :
Mission makers can define custom lists for ambient vehicles and wrecks.
Mission makers can define custom vehicles list for ambient AI patrols.
Added a custom "Launchers" setting to the Gear Pool module.
Added tracks from the Tacops DLC to the ambiant music system.

v0.1.54
Tweaked :
Reverted sound cfg to vanilla values for all land vehicles.
Fixed :
Updated demo missions to fix an issue with zed behaviour.

v0.1.53
Fixed :
Missing config for "NBS" NoVoice profile.
Improved handling of known targets for zombies.

v0.1.52
Tweaked :
small updates to the ambient furnitures system.
APERS mines added back to military loot lists (survival category).
Removed launchers from lone NPC loadouts.
Ravage no longer retextures vanilla buildings.
Fixed :
fixed an issue with the ambient music feature.
some variables generated by the loot system weren't correctly deleted.
New :
Mission makers can define Weapons Lists for both the loot system and NPC gear (Equipment Pool module).

151
Tweaked :
reduced clutter density on Altis, Stratis and Malden.
Fixed :
fixed duplicated "Holster" actions.
fixed zombies unable to see or attack targets.
zombies can no longer "forget" a target while attacking it.
New :
Added Asian factions to the Ambient AI module.

150
Tweaked :
attenuationEffectType reverted to vanilla values for all cars and trucks.
Tweaked init process for AI module.
Gathering water now works with concrete well objects.
Fixed :
Hotfix : Deployed tents are no longer deleted.
Fixed potential issues with burning wrecks script.
Fixed an issue with ambiant music when resuming saves.
The survival module would disable TeamSwitch.
New :
Added dynamic pitch for gasmask sounds, scaled on the player's fatigue.

148
Tweaked :
Zed LoS tweaks.
Fixed :
The Loot Module was causing framerate drops on dedicated servers.
The Loot Module was failling to exclude vanilla weapons & mags.
Vehicles spawned mid-game were missing several actions.
Vehicles spawned via module were using an obsolete init script (causing unwanted behaviours).
New :
Added Custom Event Handlers entries to all zombies via the Ambient Module:
init, killed, firedNear & Hit.

v147
Tweaked :
Zed pathfinding updates should execute a bit faster.
Reduced unnecessary zed pathfinding updates.
Minor optimizations to zombie AI.
Tweaked list of lootable props.
Positioning of spawned vehicles and wrecks.
Wrecks are now spawned as simpleObjects.
Edited gear lists for NPCs.
Added a new default uniform to zombies.
Traders will greet nearby players.
It is now possible to sleep on sofas.
Zombies have been assigned proper nameSounds.
Traders will update their supplies at least once a day.
Restored vanilla models for most civilian structures.
The Loot system module has been upgraded.
Demo missions have been updated for the upgraded loot module.
Slightly reduced volume on a few zombie audio samples.
Fixed :
Zombies had trouble updating their pathfinding when in large groups.
Zombies were able to detect deployed mines and explosives.
Vehicles and wrecks spawning on top of each others.
The Vehicles Module would destroy critical parts, causing vehicles to explode.
Spawned wrecks sometimes sunk into the ground.
Fixed nomad traders failing to stop when approached.
Fixed an issue with backpacks grabbed by zombies.
Fixed another issue/exploit when selling weapons to traders.
Fixed incorrect loot spawn chances evaluation.
List of looted props wasn't correctly synchronized across clients.
Fixed an issue preventing players from looting multiple props of the same type.
Fixed script error during zed AI init.
Fixed an issue when making fires indoors.
Fixed several issues when using inventory items.
New :
Added an Ambient Conversation setting to the AI module.
Zombies have a small chance to disarm players.
Added an Ambient Furnitures setting to the loot module.
Each loot category (civilian, military etc) has its own loot type probabilities setting.
Added support for Laws of War DLC.

v0.1.46
Tweaked :
Looting with HoldAction is now a bit faster.
Spawned zeds have a small chance to become dormant instead of loitering.
Tweaked zed damage output.
Moved AI spawn process to unscheduled environment.
Minor optimization to the breathfog script.
Edited clutter cfg for Altis, Stratis and Malden.
Tweaked RHS loot lists.
Increased nutrition value for raw meats.
Eating raw meat doesn't heal anymore.
Fixed :
The Loot Search feature would stop working after respawn.
HoldActions now work in 3rd person view.
Fixed an issue with zed spawns on dead players.
Breathfog was visible on hidden units.
Fixed an issue with spawned empty vehicles.
Wounded zombies were sometimes unable to move.
New :
Support for all gazmasks from the w40k mod.

v0.1.44
Tweaked :
Slightly increased Antirad potency.
Most player idle animations are disabled.
Reduced fog base parameter for the Tanoa demo mission (should prevent excessive fog changes ingame).
Slightly increased zed staggering animation speed.
Increased max world count for rabbits on Altis.
Rabbit fleeing behaviour.
Tweaked Ambiant Life configs for Stratis.
Tweaked Color Correction Filter to be brighter by night.
Spawned units have a small chance to be equiped with a RPG launcher.
Range detection for zombie attacks : should allow them to actually attack most vehicles.
Fixed :
Hunger and Thirst sometimes getting stucked after a respawn.
Survivors spawning above ground level.
Fix for safe zone and zed blacklist modules.
Fix another potential issue causing off-center aiming.
Fixed an issue causing rabbits to have a human head floating above them.
Fix for several errors caused by players death.
Fixed : briefing was disabled in the 28years scenario as it would crash the game.
Fix for decreased health when resuming a MP save.
Fixed missing notification whenever a new MP save is created.
Fixed an exploit with Weapons Traders.
Fixed an error causing traders to have an empty inventory.
Fixed : the Loot Module no longer checks for buildings when only the Search action is enabled.
Fixed : spawned vehicles would produce explosion sounds.
Fixed : graphical issues with airport lamps after the Malden update.
Fixed : deployed firecamps floating above ground.
Fixed : spawned wrecks sometimes floating above ground.
New :
New idle and walking zombie animations from the Breaking Point mod.
New optional sub-mod : Ravage CUP (WIP, disables most artificial lights).
Added ambiant Crowes, Kestrels and Eagles on Altis (courtesy of EO).
Added a new shop type : gear (clothes, vests, headgear, goggles).
Added support for PMC uniforms from CUP units.
New module setting allowing to limit wrecks spawns to empty vehicles, static wrecks, or both.
Support for HD3 gasmask.

v0.1.43
Tweaked :
Lighthouses are now disabled.
Increased patrol radius for car patrols.
The "bandanna + cap" headgear now appears in Virtual Arsenal.
Survival module now deletes player bodies unless other players are in the vicinity.
The zed spawn process has been overhauled.
Zed spawn distances now adapt to player's velocity.
The MQ-12 Falcon has been added to the "WEST drones" list (Ambiant AI module).
Removed Rifles from Darters (they still signal targets to nearby UGVs).
Reworked hunting behaviour for bandits.
Disabled "Horde Behaviour" for now as its functionality is broken (Horde module).
Restored ATM & kiosks models.
Added a new uniform for zombies.
The "rvg_owned" variable can now be used to exclude weaponHolders and bags from the clean-up system.
The loot spawns were a bit too generous on the Altis demo scenario.
Tweaked vanilla gear lists (loot & AI) :
- Added more civilian uniforms.
- Military gear limited to more generic content (AAF gear was removed, emphasis on NATO gear).
Fixed :
Wreck Spawns module failing to remove FAKs from empty vehicles.
The vehicles module wasn't restoring animation sources correctly when caching empty vehicles.
Gear and loot items from supported mods not working from dedicated servers.
"Holster weapon" is now only available to the entity it was added to.
Possible fix for duplicate actions in MP.
Survival variables are now correctly reset on respawn.
Players were unable to remove attached chemlights after respawning.
Fixed several loot clean-up issues on dedicated servers.
Zeds were seeing hidden entities.
Ambient Zed module could spawn more zeds than the set maximum limit.
Zeds sometimes not spawning in very dense urban areas.
Removed some redundant distance checks before spawning zeds.
AI infinite ammo system now works when firing from a vehicle.
Fixed an issue causing spawned NPCs to be naked or use the wrong gear presets.
The Loot Search feature wasn't working in MP.
Fix for off-center view after consuming survival items.
Fixed an issue preventing players from unfolding sleeping bags or tents inside buildings.
Hand-placed zombies could have unexpected reactions to nearby gunshots.
Spawned drones would cause RPT errors.
Minor fix to the 28 years later mission.
Fixed an error in Multiplayer Saves Manager scenario.
Fixed an issue with traders re-supply.
Fixed missing model configs.
Fix for various RPT errors.

New :
Added the first rusty retex weapons by Cosmic10R (mainly marksmen DLC at the moment).
Throwable items can be used to draw away zombies.
Added two guerilla apparel variants : rolled-up and without gloves.
Zed spawns are now processed on the server if dedicated.
Rabbits will now flee when they detect danger.
Updated IFA3 support.
Updated RHS support (RHS SAF is NOT required nor supported at the moment).
Mod support for IFA3 now includes automatic support for LEN weapons pack.
New setting to the Ambient AI module defining chances for each bandit faction to hunt players.
New setting to the Equipment Pool module to limit stock content :
- currently excludes vanilla uniforms from the gear lists.
- should be used in combination with supported addons.
New BIkeys.

v0.1.42
Tweaked :
Reduced fly altitude for UAVs.
Recruitable friendlies available once the "28 years after" scenario is completed.
Breathfog disabled while in a vehicle.
Tweaked behaviour of zed blacklist module.
Minor optimisations to breathfog.
Fixed :
Some supermarket buildings were missing from the CUP/A2 structures lists.
Players were able to search for loot while in a vehicle.
The Multiplayer Saves Manager scenario wasn't up-to-date.
Issues and RPT spam preventing friendly AIs from respawning.
Minor fixes to the loot search feature.
Reduced Antirads excessive weight.
Various minor fixes.
New :
Updated support for IFA3 LITE.

v0.1.41
WARNING : MP saves from previous versions aren't compatible!
Tweaked :
Parts of the MP saving functions have been replaced with engine script commands.
Fixed :
Possible fix for default protocol class error.
All locality issues with ambient AI and vehicles should be fixed.
Issues when searching Arma2 furnitures for loot.
Some 3d models from CUP terrains were missing from the 'trash & furnitures' list.
Fixed locality issues when a player is hit by a zombie in MP.
Zombies were able to hit targets high above them.
Critical errors regarding loot randomization.
Error with CBA_fnc_taskPatrol.
Hand Flares were missing their AI ammo usage flags.
Fixes for the final task in the 28 Years Later scenario.
New :
Added support for CUP vehicles.




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Tags: Environment,   Fictional,   Hunger,   Infected,   Mod,   Survival,   Thirst,   Zombie