#Ravage

1 messages · Page 1 of 1 (latest)

heavy plinth
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Continuation of the Ravage mod for Arma 3 : the infected are coming back !

What to expect (for now)
The first release comes with a GameMaster-ready faction for the infected, a single player scenario and a MP mode later down the line. Just zombies, and action/horror showcases at first, survival will come later. Right now, I want to experiment with the AI as I learn the new language and tools.

The next steps
...are hard to define at this early stage. But as development on the infected AI progresses, I'll dedicate more time to sounds, animations, and possibly new 3D assets.
Work on survival mechanisms will begin once infected are in a good place.

Features :

  • Infected faction with individual characters & groups
  • Custom appearance & sounds
  • The infected have their own AI and are playable
  • They react to gunshots and can climb most obstacles
  • Interactions such as opening doors or driving are disabled for the infected

BI Forum Thread
https://forums.bohemia.net/forums/topic/238966-ravage

Workshop
https://reforger.armaplatform.com/workshop/59D7714FC99182F6-Ravage

Arma Reforger

Zombies !
v105 : Reforger Update Hotfix

thick lodge
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Thanks for fixing it!

Glad I could help by reporting the issue. Glad it's working again, good work!

zealous oriole
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It’s fixed 🎉🎉🎉

bright kiln
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are there plans for more types of zombies? I don't know if I should resurrect my exploding zombie addon or not

heavy plinth
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Actually, that sounds like an unintended bug I'll have to fix.thonk

heavy plinth
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Yeah, I realize now that this probably due to their interactions being disabled; that wouldn't be so annoying if we had the equivalent of Arma3's Arsenal...
The best course of action, I guess, would be to either write a scripted gear randomizer, or create a new mod (with those civ clothes as a dependency) to expand on the infected faction (some useful tips can be found here : https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation)...

mighty vine
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This is a w

bright kiln
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I wanted to do clothing randomization but god knows when I'll have the time for it

heavy plinth
bright kiln
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scan it the same way arsenals do

heavy plinth
bright kiln
heavy plinth
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Sounds like a plan. 👍

mighty vine
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@bright kiln I love you..?

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Les goooooo!!!!!

crisp mulch
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So is the Bacon Ravage Patch now off the workshop? It seems to have disappeared from there now

ionic blade
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Does this version of the mod react to light sources at night? Or have any reaction to players in close proximity in total night time?

ionic blade
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Any planned future updates for this?

heavy plinth
# ionic blade Any planned future updates for this?

Yes.
Right now I'm obsessing on the gear randomizer thingy, there's also a dynamic spawn module I need to finish. As for your previous question, zeds do react to light sources (just like regular units, that's handled by the vanilla perception comp) and nearby players - even though it may need improvements here and there, I reckon it's already on par with the Arma 3 version of the mod on that front.

ionic blade
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Sounds great!! Already enjoying this

Plan is to eventually lure in a Task Force into the missile silo on Worthy Islands but its also pitch black out with no NVGs allowed

cold void
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Hello Haleks, i would like your honest oppinion on this : i want to like basicaly have the same assets of your ravage zombie but with a different model : https://sketchfab.com/3d-models/manthing-afad51522f28489aa4ce7f50caf0cf66 this one; i would like to know if you think there is a way for me to do that. I want to learn so its not a big deal, i have free time. But i need to know if it would not be possible for a reason; like the model is not a vanilla human ... and it may be dumb but for now i have no idea to be very honest. In any case i am not asking you to do it at all as its not related to your modpack. thank you very much for your answer in any case

heavy plinth
cold void
worn adder
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@heavy plinth does this work on all maps

heavy plinth
worn adder
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Ok

bright kiln
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I made a friend, he's called GETNAME_ERROR

glacial tiger
bright kiln
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I was thinking the other day

lyric pilot
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Indeed

bright kiln
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oh sorry I forgot about this, I was thinking about how to make a zombie that would throw stuff, I guess you'd use the grenade animation, but I'm wondering about the scripting to get it to have infinite ammo and all

glacial tiger
mighty vine
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@bright kiln You got future plans for ravage?

mighty vine
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Simple, understandable, alright

bright kiln
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is ravage working post update?

celest wagon
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Do zombies have to be manually spawned in? I assume they don't spawn in automatically. I remember enjoying Arma 2 DayZ knowing whether there are players in a city based on if there are zombies already spawned in or not.

heavy plinth
ionic blade
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I see i see

safe oar
nimble falcon
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@heavy plinth are you still working on this mod any? It's got some bugs that would make it much better if they were fixed

normal mortar
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Yeah plz make an update

acoustic thicket
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Yeah this is a cool mod

normal mortar
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Plz

jagged raft
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Is anything happening with this mod

warm creek
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Was curious too, anything new or exciting happening with it?

safe oar
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Exploder zombies are a nice touch. How aggressive can the zombies be? Can they be amped up a bit?

nimble falcon
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The only thing that this mod needs updated is the path mapping for the AI. They get stuck on a lot of objects that they shouldn't

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But it is somewhat intermittent

bright kiln
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they don't use the same AI system the vanilla characters do so they are susceptible to their own bugs

bright kiln
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I usually place them behind things players can't see like foliage, wrecks or houses, or at rooftops of buildings when players are in an engagement - they will usually leap over fences and climb some objects and usually it's fine

bright kiln
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had a look at the AI stuff in the game and I think there's no way to have a large number of zombies with AI that follows things like waypoints/GM stuff at the same time

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things like detection radius or maybe sharing targets over distance seem feasible but expecting them to follow GM waypoints seems unrealistic, I would save this functionality maybe for minibosses

bright kiln
nimble falcon
bright kiln
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RIP Ravage after this week's update delisting mods, hopefully we see this mod return someday ducksalute

knotty meadow
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What's delisting?

bright kiln
knotty meadow
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Tyvm.

warm creek
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Ah crap 😩

safe oar
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Rest in peace for the first (but hopefully not the last) zombie mod 🪦

sharp geyser
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If you want one last scare, here's an unfinished survival scenario I have for Arland that's up and running and pretty hard!
Big thanks to the creator of the mods I used!!!
As a survivor, you start with a knife, you have to get weapons from others or from the dead.
Own loot system with no weapons to make it difficult.
Food and drink only help with blood loss, as does saline.
Factions:

  • Reds (Survivor group)
  • Greens (Survivor group)
  • Federal Security Forces (state special group, well-equipped in black uniforms)
  • Zombies (Haleks normal and Bacon Exploder zombies)
    Unfortunately, nothing respawns, so it's not ready yet, but it has enough enemies.
    There is only one goal here: to stay alive!
    Thanks to the creator of the mods, without them this wouldn't have been possible.
    (Sorry if something is not clear, I wrote it with Google Translate)

https://reforger.armaplatform.com/workshop/5E26BD8490049CD1-SurviveArland

Arma Reforger

Survivor W.I.P.

tough dagger
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are the zombies agressive

glacial tiger
tough dagger
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Damn

open osprey
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@heavy plinth hey uh any idea on if you are re-uploading this??

jagged raft
open osprey
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Smh

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Hate that bi deleted all the mods during 1.0

dim coral
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Yeah, Ravage was god tier

tough dagger
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Fr

upbeat turtle
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Bro saw new activity in here and really thought there was an update. What a tease

cold void
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the worst loss reforger have seen to this day x) 🥀

elder parcel
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hope for a zombie mod in reforger again

celest wagon
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Isn't there a working zombie mod? Thought Plxyable DayZ server has a functioning one.

mossy ridge
celest wagon
mossy ridge
celest wagon
gusty kayak
analog heron
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BRING IT BACKMKSGVAIUV

azure sun
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@heavy plinth our only hope is you to return

analog heron
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Please!!!!

vital wolf
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Ravage is awesome on A3, would love to see Haleks back and working on it in Reforger. But if he comes back, it will be when he wants to. Don't go tagging him asking him to come back.

analog heron
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Yeah

analog heron
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unrelated

zealous oriole
analog heron
pale moon
pearl garnet
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man i have fond memories of Ravage. I still talk to Tourist, EO, Sttosin and others from those days... I read Haleks post and i get where he is coming from. Im very hopeful that A4 has what he needs for SP to get him back interested in it again. I still remember the first time we tested Ravage on a MP server

weary jasper
marble narwhal
zealous oriole
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Y’all are going to get the thread locked if you keep going…

marble narwhal
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its probably really hard to script the zombie behaviour in

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wish bacon could tell us the recipe\

zealous oriole
marble narwhal
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ive tried to mod but i would like to know either way