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Ravage Movie Download Hd



Reedus is best known for playing the role of Murphy MacManus in the cult movie The Boondock Saints, written and directed by Troy Duffy. Reedus stars opposite Sean Patrick Flanery and Willem Dafoe; he starred opposite Flanery again in the sequel, Boondock Saints 2: All Saints Day.


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Ravage movie download hd




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v0.1.392Tweaked :"Open Backpack" action removed (again) for now as it causes issues with traders.Vehicles have to be completely empty (crew and cargo) to be virtualized.Tweaked zed LoS calculations.Minor optimization for the loot spawn system.Vehicles Caching System is OFF by default.Fixed :Friendlies turning on players after they'd kill a few renegades.Repair options for the Ghost Hawk in the Altis Demo mission.Issues with loot spawns cooldowns.Several bugs with Traders supplies.Loot spawn system failing to spawn props/static objects.New :Added 'Static Objects' spawn chances to the Loot module (0% by default). v0.1.391Fixed:AI refusing to engage zombies spawned dynamically.New :Added a "Minimal Spawn Distance" parameter to the Ambiant Zombies module. v0.1.39Tweaked :Static objects spawned by the Loot system are created as simple Objects.Improved AI awareness when detected by zombies.Increased delay between dynamic sand gusts.Players now have to remove their gasmask or special helmet before eating or drinking.Distance check before caching empty vehicles and wrecks reduced by half.Breathfog simulation is now synchronized with respiration rate for players and AI.Slightly lowered gasmask SFX.Only supplies traders can spawn dynamically (weapons traders have to be placed manually).Increased Rating malus when killing traders or their bodyguards.Removed a few car patrols from the Altis scenario.Disabled dynamic sand gusts during heavy rain.The "rvg_owned" variable can be used to exclude corpses from the clean-up system.The "rvg_owned" variable can be used to exclude vehicles from damages applied by the Vehicles Module.the rvg_fnc_zed_spawn function now returns the zeds it has created.Ravage no longer uses removeAllActions : only actions created by the mod will be removed.Removed the "enable Survival system" option from the survival module (placing the module activates it).Disabled a couple intro scenes for Altis.Contact reports are completely disabled (until BIS fixes the related difficulty option).Autonomous Machines are available as secondary Force as well (Ambiant AI module).Removed vanilla AKM from civilian loot lists.Number of wrecks on the Altis showcase has been increased.Numerous minor code optimizations.Updated a few module descriptions.Disabled Satellite Map display."Open Bag" action added back.[singleplayer] Bandits are no longer equipped with Apex items if the player doesn't own the DLC.They still use Apex weapons unless one of the mods supported by the mission is detected.Fixed :Survival variables are now re-initialized on respawn.The Equipment Pool module would fail to exclude items from missing addons.Critical error when hand-placed zombies would attack without an active Zombie module.Some buildings were listed twice when using multiple building lists from the loot system.Noise generated by players fixing vehicles didn't alert nearby hostiles.Loot spawn issues when driving vehicles.Ambiant wrecks spawning on airfields runaways.Various errors related to the AI spawn system.Error preventing killed recruitable AI survivors from respawning."Holster" action would disappear after a respawn.Bandits and wrecks sometimes spawning too close to players.Distance check before deleting dead bodies and weapon holders.Distance check before spawning zombies.RPT error when fixing a vehicle with a vanilla toolkit.Missing Apex military buildings from Loot system.Fixed Geiger activation sound timing.Hordes should react properly to nearby targets when "Horde Behaviour" is enabled.The rvg_garbage_collector variable was unnecessarily broadcasted across clients.Minor fixes to the Altis showcase.Spawned Drones weren't deleted after they'd been destroyed.Fix for infected faces not showing for everyone in MP.Config conflict for B_Pilot_F & B_Helipilot_F infantry class.Tanoa fuel stations are now disabled if rvg_Apex is loaded.Fixed Renegades configs.Fix for selling or buying equipped weapons.Numerous minor fixes.New :The following gamelogics can be used as artificial locations for the Ambiant AI spawns :village, town, city (found under "logic entitites >> locations" in Eden).Added support for Iron Front Lite (WIP).Added support for Friths Ruin (WIP).Bandits will sometimes search random buildings if the loot system is enabled.Zombies are available to be placed by Zeus (Civilians>zombies).Zeus can takeover any zombie.Zeus can takeover any spawned survivor if allowed by the new "Remote Control" parameter from the Ambiant AI module.New Loot module option to allow Deployable Respawn Camps.Arma1 buildings are now supported by the Loot module.All Ravage items are available in Virtual Arsenal under the magazines panel.All empty vehicles and wrecks spawned by Ravage are virtualized (cargo isn't persistent at the moment!).Added wrecks virtualization distance parameter to Vehicles Module.Optional Vehicles caching system enabled from the settings module : it will cache vehicles that are not spawned by Ravage.Added spawn distances parameter to Ambiant AI module.Added intact versions for Land_LampHalogen_F and Land_LampAirport_F to Eden.Added new ambiant tracks from Arma3.The Vehicles module offers different settings for wrecks presence (none, low, medium, high, extreme).It is now possible to set a percentage of burning wrecks from the Vehicles module.Gasmasks from following mods are supported : FFAA, EPSM Exomod, KA Specially Equipped Pack.Added new Oxygen Rebreather Vest.Ravage *should* be linux-friendly. v0.1.38Tweaked :The Structures module has been disabled for now, as it causes critical issues.The Altis Demo mission no longer applies presets to zombie uniforms (it could impact performances).Fixed :Fixed Bad Vehicle Type error about CUP backpacks.Fixed a script error in the introduction sequence of the Altis Demo.The Ambiant Zed spawner should now spawn more infected around players travelling in vehicles.New :Renegades will use the infected faces from WarfareThai mod if present.rvg_apex can be enabled from the "optionals" folder with the Arma3 Launcher : look for "Ravage Apex".Added new mod meta config and vignette for "Ravage Apex".v0.1.37Tweaked :Updated Mod config.Crew now stay in their vehicle even when under fire.Added SFX for turning Geiger counter on & off.The Altis demo mission is now set in mid-summer (with full moon).All units, editor-placed or spawned, now benefits from the infinite Ammo system.Navigation lights in airports are now disabled.Shorten Stamina Restoration timer.Increased Throwable Flares lifetime.Reduced Weather Overcast during night time.Expanded list of anti-rad protection gear to support all vanilla items (including Apex).Removed DMZ_delete script (Ravage uses its own functions).Weapons & mags lists are sorted by a calculated "weapon cost" value based on ammo caliber and other parameters.Random selection of weapons & mags for AI & loot system uses Gaussian distribution based on "weapon cost".Bandit groups have a random chance to actively track the nearest player.Players can now choose wich item to burn when creating a fireplace.Added notification when creating a new MP save.Loot on killed players is deleted on respawn.Tweaked loot randomisation to remain consistant with dynamic lists.Using third party weapons with the Equipment Pool module will disable Arma3 weapons entirely.Improved loot system behaviour regarding players in vehicles.Remade stock loot & gear lists, some Apex assets are included by default.Removed random chance to run out of ammo for recruited survivors.Weapon holders can be excluded from the clean-up system with the "owned" variable (ex : this setVariable ["owned", 1]).Optimized zed spawns in the wild.Added new loot containers to the loot system.Fixed :Solved potential config dependencies issues.Fixed relative position of Geiger numerical display (again!).Possible fix for zombies not spawning after a player respawn.Fixed an error when attaching chemlights inside vehicles.Enemy groups not engaging unless sustaining losses.Filling bottles not working on Tanoa water sources.Clean-up functions interfering with ambient anims.Fixed a potential behaviour conflict when recruiting survivors.Friendly survivors were disabled in MP.Zombies weren't spawning in the wild.Vehicle Repair & Scavenge scripts failing to detect vanilla toolkits in player's inventory.Vehicle spawner would spawn too many wrecks per location over time.Fixed an issue with pulsing damage effect.Gear weight influence on animation speed was improved.Zombie sounds are now disabled in Eden editor.Zombies could sometimes be heard giving orders right after spawning.Fixed Error message caused by rvg_fnc_init_save.Zombie Horde Module not spawning any zombies.Zombie Horde Module tagged "SP only" (now MP-compatible).RPT errors generated by zombie attacks on vehicles.New :Optional file "rvg_Apex" with missions & data related to Tanoa.New demo mission on Tanoa (requires rvg_Apex and ownership of Arma3 Apex) - WIP.Editor versions of the demo missions added to Optional files.New World Scenes for the Main Menu.Removed Spotlight Videos from the Main Menu.Added a basic trading system, compatible with all supported addons (WIP).Added a "Traders Presence" setting to the Ambiant AI Module.Added a Dynamic Sand Gusts setting to the Atmosphere module.Added "Condition" field to ambiant AI & Zombies modules (repeatedly calculated code, can be used to delay or pause AI spawns - no arguments passed).Added support for Apex Offroads.Added Apex items to the loot system & NPC survivors.Added Apex uniforms to zombies.Added a new "Structures" module allowing to damage buildings and disable street lamps on any terrain (MP only - causes issues in SP).Added Middle-East factions to the Ambiant AI Module.Added presets to the Equipment Pool module (Altis, Chernarus, Takistan, Tanoa).Equipment Pool presets can be applied to dynamically spawned zombies.Added an option for Apex buildings to the Loot System.v1.36Tweaked :Changed Group Merge function to avoid conflicts with mission design.Bandits now spawn in armed vehicles only.Optimized rad exposure processing.Improved compatibility with non-stock or misconfigured terrains for various modules.Optimized zed LoS calculation.Zed vision is now affected by smoke & particles.Zombies can now chase & attack occupied land vehicles, small boats & helicopters.Tweaked weapon spawn for the intro of the SP demo mission."Sun Influence" affects runners spawn chances when the zed module is set to spawn both types.Tweaked fatigue config.Added new formations to bandit squads.Disabled "OpenBag" action.Players loading a MP save can be identified with the "mp_saveLoaded" variable (WIP, more infos soon).Various UI tweaks.Fixed :Fixed Visual feedback for Radiation sickness.Fixed "'author/' is not a value" error.Fixed scripts errors generated by the Ambiant AI module.Zombie modules causing freezes during loadings after 1.60 update.The zed spawning system could exceed defined population limits.Multiple RPT errors regarding zed animations.Crash when spawning ATM or other buildings wich are disabled.Pitch black nights after Arma3 1.60 visual upgrade.Feedback for zombie attacks not working in Arma3 1.60.Zombies had a higher target priority than armed soldiers.Fixed an issue when entering vehicles with a chemlight attached.Attaching a chemlight now works in vehicles.Gathering water from wells on CUP/AiA terrains.Gathering fuel from CUP/AiA fuel stations.Fixed calculation of max zombies per player.Fixed a potential issue with zed spawn distances.Zombies were not running towards gunshots.Missing parts from the Vehicle repair menu.Disabled a few AI functions potentially conflicting with vanilla behaviour.New :Zombies are available in Editor units (BLUFOR>zombies).New "Equipment Pool" module to define wich mods are to be used by the AI & Loot system (WIP).New animations & configs for zombies (thanks to Bad Benson!).New zombie models.The zombie module now allows users to define uniforms to be used by infected.Added throwable flares.Added a Car Patrols setting to the AI module.Added a Radioactive Waters setting to the survival module.Added a Radioactive Rain setting to the survival module.Added a Hunger & Thirst rate setting to the survival module.Added a population factor setting to the Ambiant AI module.Added tutorial hint to MP Saves Manager scenario.Added support for CUP units & weapons.Players can now scavenge intact wheels from vehicles.v135Tweaked:Major improvements were made to zombie pathfinding.Zombies can now anticipate their target movements.Improved zombies reaction to gunshots.Reduced movement calculation costs for zombie hordes.Improved zombie spawns in the wild.Darter UAVS spawned by the AI module are now equipped with a rifle.Tweaked zed sounds.Tweaked Irradiation rate and antirad pills potency.The vehicles module doesn't damage occupied vehicles anymore.Repair system overhaul.Tweaked optional color correction.Recruited units have a small chance to run out of ammo.Zombies have better chances to grab the player's backpack.Replaced a few building models.Disabled church bells.Spawned Repair trucks can no longer be used to repair other vehicles.Reduced Refuel capacity for spawned refuel vehicles.Tweaked Nutrition level for cooked meat and other items.Tweaked zed attack range and timing.The Altis Demo mission now uses Ravage modules.Removed a bandit camp from the Demo mission.Tweaked Zed population on the Altis Demo mission.Added Storm template to the ambiant weather system.Removed days counter for now.Fixed :Players could run indefinitely while wearing a Gasmask.Fixed a critical error regarding activation conditions of dynamic triggers.Zombies would sometimes deal multiple damages with a single attack.Zombies didn't ignore roads, preventing them from going straight to their target.Fixed a potential error with custom damage handling.Fixed several errors with irradiation rates.Several fixes to the Geiger numerical display.Zombies were not always chasing the closest known target.Zombies not moving for a few seconds after spawning.Probabilities calculation errors preventing zombies to spawn.Disabling Sun Influence in the ambiant zombies module didn't have any effect on spawn chances.Added missing Arma2 buildings to the Loot spawn system.Geiger numerical display was off-screen on certain resolutions/screen formats.Zombie sounds not working in MP.Custom vehicle textures were not applied in MP.Fixed several background functions to run in MP.Disabled "Rest" actions in MP.Fixed an error when drinking from water sources.Various bug fixes & tweaks.New:All modules except zombie hordes are now MP-compatible (WIP).Added a Multiplayer character save system.Added MP Saves Manager (scenarios/ravage).Added survival supplies in Editor props.Ravage is now compatible with ACE medical system.New Toolbox and Meat models & textures by Giorgygr.Added vehicle caching system (Place down a vehicles module to automatically enable).Added support for a few vehicles from RDS_A2port.Additional zombie sounds by Evil Organ & Bad Benson.New infected skins by Bad Benson.All files have been signed.v0.1.34Tweaked :Added more weapons, uniforms & vehicles from RHS Mod.Added more uniforms from WarfareThai Mod.Removed a few high-end uniforms from NPC loadouts.*Minor tweaks made to the demo mission.Various changes to the loot system.Buildings will only spawn loot once a day.Tweaked Fatigue configuration.Several changes to zombie attack animation & handling.Zombie damage resistance has been towned down a bit.Minor tweaks to Status Display.Re-wrote hunting system : double-click on a knife from your inventory to gut a nearby animal.Fixed :Fixed several calculation errors with zed LOS.Wrong building model replacement causing issues with zeds stuck inside.Radioactive zones sometimes spawning around NPC camps.Minor fixes to the Zombie Spawn system.Player unable to gather fuel from most fuel pumps.Groaning sounds when injured weren't disabled for all voice profiles after the Nexus update.[RHS] Fixed an error in the weapons loot list.New :Zombies have a small chance to grab the player's backpack when attacking from behind.Added a few safeguards & debug logs.Zombies can't spawn when there's a human nearby.**Fixing wheels now requires spare tires (but doesn't consume toolkits anymore).Fuel sources hold a limited amount of fuel and can be depleted.Added suport for Sigma6's Birds & Bees.v01331 hotfixFixed :player was not always able to gut killed animals.Minor improvements to the weight/anim speed function.Resized raw & cooked meat icons.v0.1.33Tweaked:Minor tweaks regarding Arma3 v1.54 stamina system.Minor improvements to Geigers rad exposure display.Added Geiger feedback when consuming Anti-Rad pills.Tweaked Loot generation (should increase FPS in towns).Tweaked Radiation levels for drink items.Changed classnames of various food & drink items to allow easier code manipulations.Slightly increased maximum spawn distance for hostile infantry.Minor changes to the loot lists.Minor changes & optimizations to the rad. functions.Tweaked wild life spawn costs.Player's animation speed is now tied to the weight of his gear.Tweaked food consumption effects.Updated zombies hitpoints config for Arma3 v1.54.Fixed:AI failling to engage zombies after Arma3 v1.54 update.More fixes to the sleep menu.Geiger display was unable to process several Radiation triggers at the same time (failling to display the overall rad.exposure as a result).Radiation Exposure increasing over 100% when eating/drinking.Script Errors on manually placed Radiation triggers with no active Radiation Module.Various fixes to Radiation handling regarding protective gear.Nutrition level decreasing too fast.Adapted Nutrition & Hydration depletion rates to the new stamina system.AI team mates should be more reactive whenever one of theirs is being attacked by a zombie.[RHS] Wrong camo & desert AK variants being used.New:Syphoning fuel now requires a hose.Player can gather raw meat from various animals (Rabbits, Sheeps & Goats, Chicken) - WIP.Raw meat can be cooked at fireplaces (or any fire source).Hose, Meat & Gutting Knife models & textures by Giorgygr.Canned food items require a can opener, a knife or tools to be consumed.Consumed canned food give an empty can wich can be used to drink water.Irradiated water containers can be purified with water purification tablets.Water sources can be depleted and will need time before they're available again.Arma2 wells tagged as water sources.v0.1.32Tweaked :Improved survivability of cars driven by the AI (cancelled collision damages when far from the player).Improved Geiger counters feedback.Tweaked Radiation function.Minor tweaks to zombie behaviour.Restored Rad Exposure limit.Fixed :"Hold Fire" override function for nearby zombies not triggering on editor-placed AI units.New Damage handling sometimes failling to cancel the "forced walk" animation when injured.Various Arma3 uniforms were restricted to one faction/side only.Wrong values assigned to the sleep menu slider.Radiation exposure rate.[RHS] Wrong AK variants being used by the loot tables.New :Player can now attach any chemlight to himself by double-clicking on it in the inventory (requires Survival Module).Provided that a Radiation module is placed, low-grade food and drinks will be slightly irradiated.Added empty containers : empty bottle & empty canteen.Player can fill containers at various water sources.Player can use empty cans to drink at wells.v0.1.31Tweaked :Inventory will no longer close itself when the player is in a vehicle.Repair script now compatible with both Ravage & vanilla toolkits (one use only for vanilla items).Ravage version of the toolkit has a new inventory icon and has been renamed as "Toolbox".Repair, syphon & refuel actions have a chance to alert nearby enemies.Attack distance & timing for zombies.Updated tutorial hint description about toolkits.Some of Ravage custom actions (pack tent, syphon vehicle etc) can be executed by the AI.Improved Geiger sounds handling (WIP).Minor tweaks to inventory status HUD.Tweaked AI behaviour when attacked by zombies.Fixed :Fixed wrong elevation for fireplaces, tents & sleeping bags (for good this time, I swear!).Display issues on the inventory HUD with Geiger counters & Rad Exposure.Minor fixes to Repair, syphon & refuel actions.Ammo crates and weapon holders are now excluded from the Vehicles Module.Fixed walkers animations.Ambiant choppers weren't spawning in the Altis demo mission.New :[Ambiant AI module]New autonomous machines faction added to the list of Hostile Forces.v0.1.3Tweaked :Target tracking abilities for zombies.AntiRad pills efficiency.Radiation Exposure rate.Overhauled syphon & refuel system.Improved visual feedback when hit by a zombie in 3rd person view.Removed inventory option from zombies.Increased damages inflicted by zombies.Tweaked infected sounds.Added back infected "Walkers".Minor HUD changes.Fixed :Spawned wrecks & objects not always adapting to terrain slope.Errors in the supported addons loot config.User-defined values not working on the Loot module.Fixed all placement related issues with fireplaces, tents & sleeping bags (for good).Wound textures missing for one zombie model.HUD kept displaying rad.exposure after dropping Geiger counter.Various fixes.[RHS] Loot config was using NPZ variants only.New :[CBA] Ravage now requires CBA_A3.[CBA] New damage handling : units injured below 50% health are no longer forced to walk.[CBA] AI Friendly fires cause reduced damages.[CBA] AI units from the player's group are now able to override the "Hold fire" command when threatened by zombies.Zombie population modules now give the option to spawn Runners, Walkers or both.Each Horde module will now use its own settings and is completely independent from the Ambiant Zombie module.Added rare enemy chopper flybys to the Altis demo mission (their origin will be explained later).v0.1.2Note to mission-makers : I advise removing all modules from your missions before updating, and replace them once you run the new version.Tweaked :Various HUD improvements.Tactical Bacon item didn't have a proper inventory icon.Added flashlight attachment item to the Vital Loot list.Removed the Irradiation limit for the player (Rad Exposure beyond 100% - experimental).Geiger counter sounds volume calculation at low levels.The "walking zombies" can now run faster.Zombies are now much more resilient to damages.Improved distance check when being attacked by a zombie.Tweaked target detection function for zombies.Zombies spawned by Horde modules now act as actual "hordes" (optional).Zombies dynamically spawned in the wild now use the new "horde behaviour".Toolkits can now be used up to 3 times before breaking.AntiRad bottles now contain up to 6 pills.Inventory screen will automatically close itself as soon as the player starts running.Fixed :AntiRad pills were not working.Fixed sleeping bags and tents disappearing into the ground inside houses.Unfolded bedrolls and tents positioning now adapt correctly to the terrain slope.Player being unable to fill jerrycans at fuel stations.Small correction to the syphon vehicle function formula.Player being unable to sleep in tents.Zombie Spawn Radius (Ambiant zombies module) not working beyond 400 meters.Zombies were failing to detect immobile targets at close/medium range.Player being unable to inflame previously extinguished campfires.Wrecks and damaged vehicles could sometimes spawn too close to the player.The Vehicles module wasn't adding Maintenance Actions to manually placed vehicles when "Vehicle Damages" was set to false.Unpacked tents should now appear a bit further from the player.Added safeguards preventing the player from unpacking tents in unfitting places.Various minor fixes.Minor RPT errors.New :Mission makers can now define a side for each of the hostile and friendly factions (Ambiant AI module).Added zed Blacklisted zones module.Added debug markers for radioactive areas (survival module).Added individual options to the Debug module.Added low grade food and drink items.Added new map item (alternative icon by Scorch).Added Descriptions to Editor modules (click on "Show Infos" - WIP).TRYK uniforms addon is now supported (WIP).Added tutorial hint about Radiation Poisoning to the Altis showcase scenario.Added Marksmen DLC weapons to AI loadouts for players who own the DLC.v0.1.1.1Fixed all side relations issues : OPFOR players can now kill infected without fear of unwanted consequences.Fixed : User-defined values for the Loot module didn't have enough influence on actual spawn chances.v0.1.1Important note to mission-makers : make sure to update the modules in your missions!Tweaked :Minor HUD changes.Widen zombie's FOV.Increased default spawn distance for zeds.Increased range of zed screams.Zeds will now spawn inside buildings when possible.Zeds can now spawn in the wild, not only around buildings.Improved AI awareness of nearby zombies.Dynamic weather tuning.Distances and timers for NPC spawns.Improved combat effectiveness of enemy groups.Bandits can potentially have more ammo on them.Vital items now have their own loot table.Player spawns with more ammo in the Altis scenario.Fixed :Car patrols were not spawning.Drink actions were broken.Zeds should definitely stop hitting through walls.Zeds are now able to effectively chase targets inside buildings.Zeds could sometimes spawn around buildings previously visited by the player.Bandits would disengage too soon on some occasions.Recruited survivors would sometimes turn on the player for killing a specific type of bandit.Fixed all script errors & RPT spam.New :Added a music option to the Atmosphere Module.Added user-defined spawn chances to the Loot Module.Added percentage of intact vehicles to the Vehicles Module.Added new module : Settings module.Added new module : Ambiant zombies module, allows more control over zombie settings.Added new module : Zombie horde manual placement.Added new module : Debug module (WIP).The "main module" has been replaced by the "survival module".v0.1.0- Public Release 2ff7e9595c


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