Arma 3
Ravage
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Update: Feb 10, 2019 @ 3:28pm

165

Tweaked :
Unit deletion distance is now the same as AI max spawn distance.
Updated one of the Altis intro scenes.
Replaced AI DirectionRelative callouts by DirectionCompass.
Zeds hit from beyond audio range will run in a random direction.

Fixed :
The V_O2Tank_1 vest was missing breathing sounds (Survival Module).

New :
New showcase mission on Malden : Ghost Hunters

Update: Jan 17, 2019 @ 6:48am

164

Tweaked :
AI is less likely to go prone (thanks to .kju)
Supply crates now available in Zeus (thanks to EO)

Fixed :
Balanced zombies spawns around groups of players.

New :
New module option : dirty uniforms for zombies.

Update: Dec 13, 2018 @ 7:15am

163

Fixed :
Dust Scenario : Weapon (un)jamming broken after resuming a save

New :
Added 3 alternative NVG models

Update: Nov 23, 2018 @ 10:20am

162

Tweaked :
Zombie Hordes are now persistent.*


Fixed :
Breathfog function causing framerate loss over time.

Note :
Horde modules can now spawn multiple hordes - not just one.
Hordes will be cleaned up if a Ambient Zombies module is active.
Mission makers should make sure spawn distances for Hordes and Ambient Zeds are similar.

Update: Oct 9, 2018 @ 8:28am

161

Tweaked :
AI Group spawn process.
The "Altis" demo mission is now a bit less difficult.
Various tweaks to the Autowalk system.
Added Mine Detector to military loot.
Minor tweaks and optimizations.
Furniture such as fridges are tagged as "food only" containers.

Fixed :
Zombies can no longer hit targets in "semi Open" vehicles (they will attack the vehicle itself).
The Autowalk script would stop working after resuming a saved game.

New :
A ton of new gear items by EO.
Added 2 new guerilla uniforms.
Added a new, hardcore demo mission called "Dust".*
Added a "No head" face.
Added a new rebreather vest.

Note :
The Dust Scenario inludes new features :
* Zombies can alert each others when a target is spotted.
* Dust Storms are frequent : cover your mouth when outdoors.
* Dust might cause your weapon to jam.
* Particle effects based on Alias Cartoon scripts.
* Spreading Infection : as time passes by, some NPCs have greater chances to spawn as (lootable) zombies.

Update: Jul 2, 2018 @ 3:21pm

Update: Jul 2, 2018 @ 3:11pm

160

Fixed :
Fixed an issue preventing zombies from seeing targets.

Update: Jul 1, 2018 @ 10:55am

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).

Update: Jun 3, 2018 @ 8:15am

158

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.

Update: May 12, 2018 @ 9:11am

157

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.