Arma 3
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HOMO HOMINI LUPUS WINTER ZEDS
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
28.034 MB
Apr 23, 2016 @ 1:31pm
Oct 7, 2017 @ 8:18pm
4 Change Notes ( view )

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HOMO HOMINI LUPUS WINTER ZEDS

Description
Hello ARMA community,
 
today I release my third mission. Have fun!
 
Short overview:
 
Title: ♥♥♥♥ HOMINI LUPUS
 
Version: 1.5
 
Author: tourist
 
Type: SP/COOP 1-12 Roleplaying Game
 
Respawn: Base/Markers
 
Game Version: created on 1.56 Stable and playtested with my buddies reforger and cosmic on 1.56 Stable; updated & tested on 1.76 stable
 
Language: English
 
Sceenshots from the ACE Masochist Edition:
 
http://steamcommunity.com/sharedfiles/filedetails/?id=671943490
http://steamcommunity.com/sharedfiles/filedetails/?id=671943797
http://steamcommunity.com/sharedfiles/filedetails/?id=671945102
 
YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE mission:
 
https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg
 
 
Features:
 
Survival Roleplaying Mission featuring the awesome RAVAGE Mod in an "Escape the Island" Scenario inspired by cosmic's mission
 
Play in the snow-covered wasteland of Chernarus Winter -  Snowstorms included!
 
Further enhanced by usage of Bad Benson's immersive script suite tailored for RAVAGE:
 
Temperature system makes campfires an absolute necessity
 
Random Helicopter/airplane crashsites, vehicle spawns and airdrops make every playthrough different even in SP
 
Detailed briefing expanding throughout the mission progress
 
Custom music a-plenty!
 
Make your way through an all-out hostile winter nightmare to escape from this „White Hell“
 
Possibility to choose from various respawn locations in MP
 
Play as a small group through an adventure challenging you to show if you're ready to stand by your friend's side or rather choose to abandon one or even all of them in the face of mortal danger...
 
Two different win endings depending on your success and playstyle as a loner or as a team and also depending on your decision to do or leave aside the optional objectives
 
Four standard versions to choose from: NoACE with and without zombies, ACE with and without zombies
 
And additionally the ultimate challenge: ACE with zombies and the ACE AI unconsciousness active – NOT for the Faint of Heart! Downed zombies will come back to life if you get too close to them and will only die for good after several minutes – this will make you jump out of your seat even more then playing normal RAVAGE already does!
 
 
 
First I'll credit the creators of the used tutorials and templates because without their work I couldn't even have started A3 mission making, modded game or vanilla, and of course special thanks goes to all RAVAGE specific tutorials!
 
Haleks for his kind help in the RAVAGE release thread and the MP testing PM thread
 
cosmic10R for his RAVAGE templates
 
MacScottie/Jester814 for providing his very motivating and beginner friendly YouTube Tutorials
 
Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System
 
rsoftokz for his ROADS mission
 
sproyd for his A3 Editing Guide in English
 
 
 
Next to be credited are the friendly forum members or YouTubers (listed alphabetical, not by amount of help) that helped me either with code, with direct communication to solve various specific problems during the creation of this mission or by testing the mission together with me
 
bad benson for his script suite, for his general tips on mission balance and our broad exchange on the different approaches to achieve a high realism level in the ARMAVERSE and of course for playtesting
 
 
cosmic10R for his RAVAGE templates, for his great Escape! Mission that inspired me to try my own approach to this kind of RAVAGE mission, for the great exchange of mission ideas and for playtesting
 
Evil Organ for lots of mission ideas we exchanged during RAVAGE testing
 
Goon for his snowstorm script used in the versions up to 1.3
 
Monkey/MKY for his sowstorm script used in version 1.4
 
haleks for creating his awesome RAVAGE Mod and for letting me take part in the MP testing, also of course special thanks for all his coding tips
 
reforger for playtesting extensively with me and giving good advice on mission balance
 
rpgteamx for his YouTube tutorial on markers and how to change their appearance with triggers
 
 
 
Here comes the required addon list:
 
 
CBA A3: http://www.armaholic.com/page.php?id=18767
 
Chernarus Winter: http://www.armaholic.com/page.php?id=29752&highlight=WINTER
 
CUP Terrains Complete: http://www.armaholic.com/page.php?id=30045
 
CUP Units: http://www.armaholic.com/page.php?id=29301
 
CUP Vehicles: http://www.armaholic.com/page.php?id=29716
 
CUP Weapons: http://www.armaholic.com/page.php?id=27489
 
RAVAGE: http://www.armaholic.com/page.php?id=29638&highlight=RAVAGE
 
RHS US and Russian Packs: http://www.armaholic.com/page.php?id=27149 and
http://www.armaholic.com/page.php?id=27150
 
RHS GREF: http://www.armaholic.com/page.php?id=30998&highlight=GREF
 
TRYK Uniforms: http://www.armaholic.com/page.php?id=26661&highlight=TRYK

TAC VESTS: http://www.armaholic.com/page.php?id=29622&highlight=TAC%2BVESTS

ALiVE: http://alivemod.com/#Download


 
 
Additional requirements for the ACE versions:
 
ACE3: http://www.armaholic.com/page.php?id=28557
 
(already includes compatibility for RHS)
 
CUP Compatibility for ACE: http://www.armaholic.com/page.php?id=29782 and
https://drive.google.com/file/d/0By04o_GxOry3dXluZVlMeWNabEk/view?pref=2&pli=1
 
 
Optional Addons:
 
ASR AI: http://www.armaholic.com/page.php?id=24080&highlight=ASR
 
Why ASR AI or VCOM AI? These two (use only one of them at a time ofc!) are my personal preference and IMHO the best plug-and-play solutions for SP and MP alike! They make bandits real crappy shooters and Army STALKERS dangerously effective!
 
 
MOCAP:
 
http://www.armaholic.com/page.php?id=27262&highlight=MOCAP
 
For when you have ran out of ammo amidst a zombie horde or want to finish off an unconscious opponent with the rifle butt...
 
ENHANCED MOVEMENT:
 
http://www.armaholic.com/page.php?id=27224&highlight=ENHANCED%2BMOVEMENT
 
Get! That! Mod! Now! You WILL find it incredibly immersive and helpful to survive the zombie versions of the mission!

ALL THE SUPPORTED EQUIPMENT AND WEAPON MODS:

See the frontpage in the RAVAGE Release thread to find out which mods are supported by default!

And finally the mission itself:

Now go get it at Steam Workshop or via this BIS Forums release thread!    
 
 
Basic version with Zombies:

https://www.dropbox.com/s/0gr180vfulc1ze8/HHL_ZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0
 

Basic version without Zombies:
 
https://www.dropbox.com/s/rpieqikllf24kpd/HHL_NOZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0
 
 
ACE version with Zombies:
 
Update TBD/On Hold 
 
 
ACE version without Zombies:
 
Update TBD/On Hold 
 
 
ACE "Masochist Edition" with Zombies that come Back 2 Life before they FINALLY DIE ALREADY, DAMMIT!:
 
Update TBD/On Hold 

 
37 Comments
Warrior Feb 21, 2018 @ 7:25am 
@tourist ok thx
tourist  [author] Feb 20, 2018 @ 4:18pm 
@Unknown_Warrior:

I have a "NO ZEDS" version of my mission here on the workshop. Just use this version & enjoy!
Warrior Feb 20, 2018 @ 2:03pm 
Can you explain how can I play this without zombies?
I'm using ACE. thx
ROBAX Jul 19, 2017 @ 2:03am 
ok, thanks for the replies.
tourist  [author] Jul 18, 2017 @ 11:45am 
Regarding the dots:

it's a known problem they only appear in MP, but the actual loot drops/crashsites DO appear in the gameworld - just not on the map. So it's pure surprise and luck to come across one of them ;-)
tourist  [author] Jul 18, 2017 @ 11:43am 
If, however, Dimitri is dead anyway, then you don't have to go to a hospital in general. As far as I remember, I have not yet used the new MEDEVAC Facility option of AIS in thius mission. If I do that in the nextr update, it might be possible to set it so that anyone who is unconscious and then stabilzed can only be revived at the hospital or at a MEDEVAC vehicle. Combine that with the ability to load injured guys into standard vehicles and you have some mighty fine brothers in arms/leave no man behind gameplay at hand. I have played it SP for testing just with that setup and found it highly rewarding.
tourist  [author] Jul 18, 2017 @ 11:38am 
If yo stick to the sequence 1) Stabilize 2) First Aid 3) Treat you shouldn't have any problems. Note that anyone in "stabilized" state can die if shot at again.
tourist  [author] Jul 18, 2017 @ 11:37am 
Hi ROBAX,

the AIS/A3Wounding script and it's documentation have been updated recently. The older version used in the current build of my mission might react weird if you go to an unconscious person like Dimitri and use the standard BIS "Treat" option on him.
ROBAX Jul 18, 2017 @ 6:59am 
FYI, I streamed what I was doing. Didn't really get anywhere, but you'll see all the probs I had. twitch/robaxx
ROBAX Jul 18, 2017 @ 5:09am 
Also.. what if Dmitri is dead back at Lopatino? He died when I healed him. The doc wants to go to a hospital to operate on him but it's not clear if I'm meant to have Dmitiri with me the whole game or if that's not necessary.