Arma 3
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Ravage on Bornholm
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
78.004 KB
26 Feb, 2018 @ 3:35pm
31 Aug, 2020 @ 5:38am
6 Change Notes ( view )
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Ravage on Bornholm

Description
Port of Ravage to the excellent map of Bornholm.

Technical stuff:
-you should get some decent frames, despite me placing plenty of extra units
-i will look into optimisation if needed

What is this about?

You are some guy sitting in his house when BLUFOR decides to remove the zombies from your town. They do not make a difference between you and the zombies, so you are better off getting out of there. Once you get a map you are free to explore the marked positions, there are some surprises around...

Credits:
-https://www.youtube.com/user/Sandfeld for creating this wonderful map
-any modder who created the other mods used
-Bohemia for making Arma 3
-you for testing my mission

Closing notes:
-If there is anything odd, let me know
-If you have suggestions let me know
-If you want to do anything with my mission, go ahead, i am cool with that
52 Comments
Miku  [author] 16 Dec, 2020 @ 10:38pm 
That is a good thing.

There should be friendly ones, unless Ravage acts up. At least at the trading post. With a map you should be able to find it easily. As long as my memory serves me right and i actually added one.
Six 16 Dec, 2020 @ 6:02pm 
Alright, when using V.A., the AI seems better able to go into buildings, both zombies and non-infected.

Also, are all survivors hostile? So far I haven't encountered any friendlies or neutrals. Just curious.
Six 16 Dec, 2020 @ 1:06pm 
I had a suspicion. While not my favorite town for hanging out, it does have some charm, even though the Arma 2 grocery stores have those damn metal shelves everywhere.

Currently trying the scenario with Vandeanson's Apoc.
Miku  [author] 16 Dec, 2020 @ 12:38pm 
Ah, the Ai doing AI things again. Maybe i should VCom to the mod list, keeps most AI on the road. They are supposed to patrol the city, not just park somewhere. I see your point, it is more realistic than just making rounds.

The Bradleys are somewhat of a band aid fix for my idea.
I wanted to drive the player out of the city, simply telling them is usually not enough. Especially since players start armed. So my plan was to have a bunch of soldiers move in on the players starting area as a friendly push. Regular soldiers proved to be too squishy and got eaten by zombies rather fast, cars and mraps are not really impressive either, since players can damage them with their gear and kill the crew. Bradleys proved to be the most effective, almost impervious to zombies and players cannot really deal with them. Players are not supposed to fight here, just leave the town.
Six 16 Dec, 2020 @ 10:37am 
Very true. Well, I have one suggestion, that I hope you might take into consideration:

Modify the waypoint / order for the BLUFOR group that goes into the starting town. They tend to drive through tons of trees and walls. That quickly starts to piss me off because of how common and annoying the issue of AI driving through everything.

So my suggestion: Have the Bradley stop on the road in front of the Grocery store, and hold position there. The other APC should park itself maybe near the hotel or something (stopping the armored vehicles seems the biggest priority).

Its impossible to see with big trees downed everywhere, and I strongly suspect the AI doesn't have a problem with visibility.

Also, I have to ask, why the bradley in the first place? Its only every so often that a raider/survivor spawns with an RPG, and they tend to be gunned down before getting close.

I have started modifying a version of this to deal with some of these things which I perceive as slight issues
Miku  [author] 15 Dec, 2020 @ 12:05pm 
Adding props and decoration always lowers overall framerates for all players. Sure some have really good pcs, but i am on a rather old system, so i cannot afford to loose to much to props.
I have to make a choice between nice decoration and a not empty world, i chose the latter and placed AI in a lot of places.
I caught some flak for using a lot of mods for older missions, so i keep the mods mostly at the "standard" set.
Six 15 Dec, 2020 @ 11:52am 
Ah. Any thoughts on adding a little decor to starter town? Abandoned police checkpoints, evacuation centers? I might give it a try (only at a couple of spots).

I might suggest "Walkers_A2_Vehicles" for more variety.

I need to learn how to configure damaged parts of vehicles....
Miku  [author] 15 Dec, 2020 @ 10:20am 
I am absolutely incapable of doing more than putting downs npcs and syncing up modules. Even less so anything with dynamic code.

AI should enter buildings on their own or spawn in it. Sometimes i would place Ai in a building, but theses are prone to wander off even with movement disabled.
Six 15 Dec, 2020 @ 9:04am 
Suggestion/feedback: Will AI enter buildings at all? So far I haven't seen them do that despite knowing exactly where I am.
Miku  [author] 31 Aug, 2020 @ 5:38am 
According to google, What is missing is the ambient ai module, which is active and linked to the player.
I reuploaded the mission, maybe that works.

Wollen wir auf unserer eigenen Sprache weiterreden? :D