Arma 3
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The Anizay Outbreak CO-OP
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
9.114 MB
20 Dec, 2018 @ 1:02pm
23 Feb, 2019 @ 5:31pm
3 Change Notes ( view )

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The Anizay Outbreak CO-OP

Description
The Anizay Outbreak is a RavageMod based Co-op scenario where you will be challenged with a number of tasks to complete while trying to survive in a deadly enviornment riddled with radiation, Zombies and hostile Raiders.

BACKROUND STORY- After completing your last assignment NATO HQ has once again requested your assistance this time they need your help dealing with the CSAT Military and the Militia of Anizay who are working together to Combat NATO Forces.


(MAKE SURE TO READ DETAILS BELOW)


Scenario Info and Features

1. Roaming Hostile Raiders and Renagades,

2. Random Hostile Vehicle Patrols

3. Dynamic Weather system with Sand Gusts and Ground Fog.

4. Roaming Zombie Walkers and Runners,

5. Day and Night Cycle, More zombies spawn at night.

6. Tasks to complete with Loot Rewards. (Make sure to read Intel and task info)

7. Readable Intel documents to look for and gather.

8. Random Helicopter crash sites to investigate and loot.

9. Zombies can drop basic Loot.

10. Wind Affects the Players projectiles and AI.

11. Radioactive Zones, Water and Rain. (Antirads and a Geiger counter are priority)

12. Trader Zone including Supply, Weapons, and Gear.

13. Custome blood puddle and bleeding effects plus bullet impact SFX.

14. Earn Banknotes to spend by shooting Raiders and CSAT Soldiers. (Price depends on Distance)

15. Ambient music and Helicopter flybys.

IF you need help feel free to ask or just visit the Ravage Wikia for more information on the Ravage Mod Link is at the bottom.


Required Mods

1. Ravage Mod

2. Ravage CUP

3. CBA_A3

4. CUP Weapons

5. CUP Units

6. CUP Terrains Core

7. Anizay the Map


Recommended-Mods

1. Enhanced movement. (Allows players to climb walls and buildings)

2. Advanced Weapon Mounting. (This mod adds animations when placing Attachments)

3. Fox Fuel Mod or Script. (This mod changes the Fuel consumption rate of Vehicles)

4. Goko Ballistic Impact. (This mod adds Bullet Imapact Effects and Particles plus more)

5. Duel Weapons Mod. (This mod allows players to carry two primary firearms)

6. Arm3 Enhanced Inventory. (This mod allows players to repack Magazines and displays armor values)

7. dzn Extended Jamming. This mod adds the chance to encounter a weapon failure such as Failure to Feed, Failure to extract, Duds etc. To fix a jammed weapon press CTRL and R or you can set hotkeys for each function under controls then Configure Addons.

8. Outlawed Magrepack. (Allows players to select and repack different Mags with a Menu.) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1593431569


Scripts used in Scenario, (Thanks to GEORGE FLOROS GR for all the provided scripts below)

1. ExileGround Fog Script.

2. Ballistic Wind simulation Script.

3. GF Random Crash Sites.

4. GF Blood & SFX Scripts.

5. GF Hero Pays Script.

6. GF Cleanup Script.


For players who have not played with Ravage Mod it is best to visit the Ravage Wikia to get more Info. http://ravage.wikia.com/wiki/Ravage_Wikia
30 Comments
smeagle1 29 May, 2021 @ 6:47pm 
could you possibly make a mod pack with all required and other mods together?
Tech Priest 29 Apr, 2021 @ 6:22pm 
Hi Does the coop version of this still work?
GilliganTrevor93  [author] 16 Jul, 2019 @ 8:40pm 
no problem at all I don't mind a bit :steamhappy:
GilliganTrevor93  [author] 16 Jul, 2019 @ 8:39pm 
I'm sure there is a better way I will check more into tomorrow but from what I know that should do the trick
GilliganTrevor93  [author] 16 Jul, 2019 @ 8:35pm 
lets see you could place down a zombie blacklist module in the same area this should prevent the zombie module from spawning a second horde make sure to set the blacklist module to always and trigger repeat to no
GilliganTrevor93  [author] 16 Jul, 2019 @ 2:01pm 
sounds good (:
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:22pm 
make sure to sync the trigger to the first move waypoint and you should be good
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:21pm 
Now that you have done that right click the trigger and you will see the option for Set Waypoint activation doing this will make it so you can only radio in the squad once the zombies are dead
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:21pm 
ok what you can do is place down a squad and give them a number of move waypoints leading to that town then place a garrison, hold or Guard waypoint in the town itself,,,, now place down a trigger and set the activation type to Radio alpha or Bravo,, Now inside of the condition field place the zombie variable names such as !alive zed1 && !alive zed2 && !alive zed3.
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:03pm 
no problem at all (: