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i gotta recheck this mission fully, so i suggest u dont rely on it being playable atm.
if so, then indeed probably a mod problemo as mod creators tend to update their mods and brick the outdated versions and leave em be.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3458782602
Thanks for the effort even though you dont currently play
Appreciate you bro
just finished reuploading it
bruh
appreciate you mentioning it, patching it up now to have their stamina system disabled.
sorry to keep going on at you haha..
But i think i may have encountered a couple of things since you made some changes..
1. The stamina is no longer infinite due to the ace change HOWEVER this can be easily fixed with the mod NO STAMINA ACE MEDICAL.
2. i think somthing is up with the VA hud.. health goes down when taking damage.. but i think the food and drink bars are frozen (not showing correct value) so either you can not die from thirst or hunger any more.. OR you CAN but you just cant tell how long until that happends.
i could be wrong though.. IF i see that is dropping normally i will let you know (i started a new game lastnight and only ran around for about 40 mins
i would imagine if you was to propperly dive back into the editor you could fine tune these zombies..
could even make some "scripted" events..
"see that nice loot crate at the end of the hall"
"yeh"
"go on go get it you know you want to"
BOOM TANK SPAWNS..
and to me what you describe below only makes things sound more interesting to me lol
Although theres a reason why I avoided adding big time zombies from other mods, because you know how the scenario starts...
you go naked parkouring around till u find your first capable weapon.
imagine if some brute starts wrecking thru buildings to get u on day 1,
believe me zombies swarm PRETTY FAST the way they are to overwhelm a man with 1 LMG as well.
As time passes the dynamics of the map changes.
But we'll see in the future, never know what new systems they got there that I know not of
theres some mad zombies in there that again i think would increase the intensity on this scenario..
just some sugestions my man =D
its grand what a good game framework + imagination, can provide to man
really enjoying this so far.. doing a couple of hours a day atm lol
The dependencies now have Ace without Medical, instead of BASED version which was unfit.
all works now well :)
can it manage without it cuz il happily just remove it..
i havnt seen much use for it in game yet... but i havnt really got that far yet lol
i just tried to load it up and it says that the ACE dependencies are out of date?
i think u mentioned all that was handled by you on your side as i havnt had to install any dependencies
iv been looking into making my own recently
apparently if u removed the Ravage survival modules it removes that stat box in the inventory.
also.. my current work around (on other ravage games) is to turn off all the survival and medical stuff from VA and just use base ravage stuff but still use the VA dynamic spawner.. all this can be done in the game options so its alot easier..
so i dont need to worry about the ravage stats at all?
kinda annoying to have to find 2 different types of food and drink items.. but oh well =D
Do you plan on ever returning to this and fine tuning it any more?
or are you done and happy with it as is?
trial and error it was.
remember, after all these two mods are FINISHED, so we dont add anything ourselves. It's all in the editor Modules they gave us.
Vandeanson's system has fishing, and many other resource harvesting methods in this dynamic thing,
and ravage's system is boring and limited, so I turned off food n drink on ravage module and vandeanson's stayed on.
I had to add into actual scripts only the modded melee weapons so that they'll spawn in the pool of loot around the world.
i basically made this thing for myself, but published it because if i had so much fun others deserve the experience too :)
i have another question that has been bugging me.. not just in this scenario but a few others aswel.. why does it have both the VA and Ravage food and drink systems?
your the ONLY ravage maker i have seen use Vandeansons Apocolupse 3.0 mod..
so im going to ask you in hopes you may know..
HOW do you make the 2 mods compatible so that you dont have the systems conflicting..
id like to use VA with Ravage. BUT mainly use the Ravage survival stuff with the VS dynamic stuff spawning..
done a little research and it talks about using the editor blah blah..
but is there an easier way?
u can find crafting recipes around the world, as far as i remember zombies dropped em too,
as to the crafting itself i dont remember too clearly how it works, but I believe you need a Tool.
As soon as you got a tool, you can craft things with it. Some things are crafted with a knife I think, some with a saw, or a hammer.
so base building is possible, and so is makeshift crafting.
how does crafting work?
im assuming there isnt like a crafting menu?
are there certain things i need to find to craft and build?
that was the intention :)
Ravage by itself has a system of all what's needed, that's why i avoided main Ace, we cant remove medical.
so in ravage if u break a limb, u can double click a splint and just hold space, and same about bleeding.
so all in all vandeanson's apocalypse 3 mod handles the frame work of both meds, crafting n all.
also, since i fell inlove with tanoa that much and grinded on it till I had explored everything, i didnt make another scenario on another map,
yet
Not playing arma 3 much atm either
i found it not long after i posted this and though.. "that must be it"
obviously its a really stripped down version of ACE.
However when i open the self interaction menu i dont get any of the medical options (they might of been stripped) so does this scenario just use the vanilla Space bar to heal method?
I think my overall question is...
what does this version of ace come with as it doesnt state on the actual mod page?
also i know this is quite an old mod but maybe update the description to explain what the base ace does??
Overall im having a blast on this.. you did not lie when you said it can be more fun than standalone at times..
infact im enjoying it so much and have tried alot of ravage mods recently
do u have this exact same mod pack but on different maps?
it's called ACE BUT EXTREMELY BASED, and since the original dev removed his mod from the workshop it vanished here it seems
without u i wouldnt know, so appreciate it.
i found a repack that serves the same purpose, let me know if it works, its added now to the mods required.
BUT.. what version of ace am i supposed to install with this
the mods as are dont seem to include any ace and ingame there is no ace menu?
Another minor question: I play that scenario in SP. The two other NPC that spawn next to me are laying dead on the ground. Is that intended?
These foods can be found anywhere, in fridges, sometimes on the floor, on zombies you kill in their inventories.
Eventually, you must become self sustainable and use fishing rods, for quicker fetch.
(The foods without a bar next to them, belong to the Ravage food bars that are in the inventory menu. These decrease MINIMALLY SLOW. So the food for these stats is almost meaningless)
The ravage inventory one is necessary for night time sleeping feature in beds n couches to work.
You mostly worry about the HUD hunger.
Also remember,
this is 100% dynamic. you may stumble upon a city with 0 food, or a city lavishly full with it.
I've been on both sides tons
You can get basebuilding tools and begin crafting stuff. (Double clicking on a tool opens a menu.)
Plus u collect crafting recipes from notes.
Also, trader come in Ravage itself as wandering friendly traders that u trade with using Banknotes as currency.
But theyre rare.
Been thinking about maybe putting a statix trader, but it takes away from the "hardcore" survivak experience.
So wandering traders as ravage has, it is
Sounds good.
BTW are there traders in this game?
As you know, the military is trying to purge whatever is left of the infection.
Since you can find a good arsenal of weaponary, including RPGs and explosives, now these have a use that you gotta think forward about.
Also, I might add random spawn points.
good idea