recursal/Fanatic-Fandom huggingface dataset:
0.1.61

Updated on Tuesday the 9th of October 2018

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.

* Zombies can alert each others when a target is spotted.
* Dust Storms are frequent : cover your mouth when outdoors.
* Particle effects based on Alias Cartoon scripts.
* Spreading Infection : as time passes by, some NPCs have greater chances to spawn as (lootable) zombies.
Installing the Tanoa mission

## Requirements

1. Ravage 0.1.37 mod installed (the Tanoa mission is not included with earlier versions of Ravage)
2. CBA addons installed
3. ArmA 3 Apex DLC owned and installed

If you do not own the Apex DLC, you cannot play the Tanoa mission. Tanoa is a landscape that is included with the Apex DLC, so you must own it in order to be able to play on it. If you don't have it, the mission will not load.

## Installation

With Ravage 0.1.37 installed, you'll find the **@Ravage** folder (inside your ArmA 3 folder) contains a sub-folder named **optionals**. Inside that folder are two files. We're only interested in one of them: **rvg\_apex.pbo**

Check the screenshot to see the file in the **optionals** folder. Ignore the other file in there - it's nothing to do with the Tanoa mission. The **rvg\_apex.pbo** file just needs to be moved (or copied) to another folder.

Also under the **@Ravage** folder is one called **addons**. With ArmA mods, only the files in the **addons** folder are loaded. Take **rvg\_apex.pbo** and place it in the **addons** folder. Do not put it in **Missions** or **MPMissions** like you would normally do with mission files. It must be in the **addons** folder or it will not work.

This is all you need to do. Now start ArmA 3 with *Ravage* and *CBA* loaded as usual.

Once in the ArmA 3 main menu, go to **Single Player > Scenarios** as usual. Click on the drop down arrow next to Ravage and you'll find there is a new entry marked **Tanoa**. Click it and start a new mission. That's all there is to it. You can continue to play the Altis mission without having to alter anything.

## Gameplay

You start the Tanoa mission as an unarmed prisoner. You need to escape and there is no easy way to get a firearm. Once you move beyond a certain starting area, you will receive a message to say that you have been spotted. Hostile forces are then able to fire upon you.

Most of the features of the Altis mission are present in the Tanoa one, but there are also one or two new features that you will discover as you explore. The Quick Save feature is not present, so you will have to save through the main menu. Different levels of difficulty affect how often you are able to save. Play on the **Recruit** setting to ensure you can save as often as you wish.
0.1.65

Updated on Monday the 11th of February 2019

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\*\*﻿

\*Replaced AI DirectionRelative callouts by DirectionCompass : if you're familiar with the Arma games, you'll know it's a tradition to have the AI say "Contact, left", when in fact it means "Contact, west". I don't know why BI bothered making sounds for relative direction callouts since Arma wasn't designed to use them. I took the afternoon and fixed those; those fixes will be applied to the Discipline Mod soon.

\*\*New showcase mission on Malden : Ghost Hunters. Quite different from the other showcases, I think you'll like this one. Some advanced tips to make it through :

* Ghosts can walk through objects. They'll often surround your squad in a matter of seconds as a result. Take your time to progress.
* Squad Formation is extremely important. When overwhelmed, having your men tightly grouped together can make a huge difference. The "FILE" formation works best in both Stealth and Combat modes, your men will always stay together. You don't have to worry about AI friendly fire : your squad mates can't kill each others (but do watch your fire!).
* Keep an eye on your mine detector : if you spot an unaware ghost, throwing a flare can be a good way to lure him out in the open.
* The "Ghost Hunters" showcase uses VFX based on aliascartoons's work for his Strigoi concept
0.1.62

Updated on Friday the 23rd of November 2018

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.
Camelia

**IMPORTANT**: The wiki that you are viewing right now are the older version of the wiki. This wiki have been merge into the newer wiki **"La Flora Princess Academy Wiki"**. All of the information are going to be updated in the other wiki instead. And there will be no further update on this wiki.

If you want to see the the alter of this page visit Camelia.
Catarena (Vol. 2-9,Season 1-2,Season 3-9,Season 1-3,Season 1-5,Season 1-2,4,Season 1-9,Season 10-12)

English

Anna Stoll (Vol. 2-9, Season 1-2 Netflix , Season 1-3 Boomerang,Season 1-9 Cartoon Network,Season 10 Cartoon Network, Season 3 Netflix,Season 4-9 Netflix)

Alyssya Swales Season 1-9 Hulu

Spanish

```
Mexico

```

Ariana Castillo (vol. 2-4, Temporada 1 Netflix )
Stephannie Camacho (especial 3 ,Temporada 1-3,6 Disney Channel Latinoamericano)
Jade De Leòn (Temporadas 3-5 Nickelodeon Latinoamericano
Stephannie Camacho (especial 3)
Editing and creating missions

Ravage is a framework mod. It's designed to make it easy to create missions of your own. These articles do not cover everything, but will give you an insight into certain subjects. If you need to know something that isn't covered here, the best place to ask is the Ravage thread on the Bohemia forums.

* Basic editing for beginners
* Creating a safe zone
* Traders
* Respawning players in multiplayer
* Custom uniforms for zombies
* Tools for Mission Makers
* Ravage-specific items
* Adding a status bar
* Editing loot drops
* Melee combat
* GF Custom Loot Position Spawn Script
* Compilation List of GF Scripts ( variety of scripts )
* Creating and Porting Ravage Missions
* Voice chatter
* Ravage functions
* Zombies
Editing loot drops

**GF Drop Loot Script**

by

GEORGE FLOROS [GR]

**Enemies will drop items or add to their inventory when kkilled**

Do you want to be able to edit what enemy AI are carrying? Do you want to change what they drop when they die? If so, George Floros has you covered with his Drop Loot GF Script. It's a simple and easy way to configure what enemy AI have in their inventories. Just drop the script into your mission and add or remove whatever items you like.

The script is fully customisable - allowing you to add whatever you like from whatever mod you like. It's fully compatible with Ravage and wil make enemy loadouts a simple task. Instructions and documentation are included in the download.

Bohemia discussion page here

Armaholic download page here
0.1.60

Updated on Tuesday the 3rd of July 2018

```
160
Hotfix for zombies. In some situations zombies did not become aggressive.

```

```
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).

```

As you can see, a couple additions in there, including an experimental one : autoWalk. Unlike any other Ravage feature, it doesn't require a module and is available to everyone at any time.
More informations about autoWalk :

AutoWalk uses CBA key binding and will be disabled unless you assign a key to it. To do that, simply go to « Options > controls > Addon Configuration > Ravage » and assign a key to the « Toggle autoWalk » action. It can be any key, including the one assigned to the « move forward » action, but don't assign more than one.
Some things to know about autoWalk :

It is a client side only feature, and doesn't require any module or configuration.
Only works if the player is on foot and doesn't have any weapon equipped.
You still have partial control on your avatar while autoWalking : you can change stance, pace, straffe left or right etc.
Pressing the “move forward” key smoothly gives total control back to the player.
Pressing the “move back” key immediately stops your avatar.
This is a QoL improvement that was missing in the Arma series, and hopefully it will help people suffering from hand injuries, muscle fatigue or arthritis. If you guys have any suggestion or question about that feature, shoot!

Ravage CUP is an extension for the Ravage Mod and includes several config modifications for CUP terrains assets. The goal is to achieve a post-apocalyptic mood on any map using CUP assets by disabling lights and fuel sources. Please note : Ravage CUP is WIP at the moment.

Ravage Apex is an extension for the Ravage Mod: it brings several config tweaks, disables most artificial light sources and fuel stations. Ravage Apex also includes a new SP Demo mission set on Tanoa.
0.1.84

Updated on Friday the 8th of May 2020

﻿﻿

184

Fixed:

* Wrong postinit attribute for several zed functions.
* Potential fixes for resurrected zeds in MP.
* Fix for locality issues when a zed would grab a player's backpack.
* The z\_audio\_coef was affecting the AI improved hearing (AI module).
* A few loops would compile code (compiling is now done once before each loop).
* Zeds could pinpoint shooters from quite a distance.

New:

* Extended support for Global Mobilization.
* Gunshots can attract nearby patrols (only affects ravage-spawned units).
Ravage-specific items

Ravage includes a number of objects that are specific to it. All object names are prefixed with **rvg**

```
"rvg_plasticBottleEmpty",

"rvg_canteenEmpty",

"rvg_canOpener",

"rvg_plasticBottle",

"rvg_plasticBottlePurified",

"rvg_spirit",

"rvg_franta",

"rvg_beans",

"rvg_bacon",

"rvg_milk",

"rvg_rice",

"rvg_rustyCan",

"rvg_hose",

"rvg_guttingKnife",

"rvg_tire",

"rvg_purificationTablets",

"rvg_flare",

"rvg_rustyCanEmpty",

"rvg_beansEmpty",

"rvg_baconEmpty",

"rvg_rustyCanEmpty",

"rvg_spiritEmpty",

"rvg_frantaEmpty",

"rvg_matches",

"rvg_canisterFuel_Empty",

"rvg_Geiger",

"rvg_docFolder",

"rvg_toolkit",

"rvg_antiRad",

"rvg_sleepingBag_Blue",

"rvg_foldedTent",

"rvg_money",

"rvg_notepad",

"rvg_docFolder",

"rvg_rustyCanEmpty",

```

All these Items are referenced by **CfgMagazines**
0.1.55

Released Friday 13th April 2018

Download from Google Drive

Download from Mega

```
Tweaked :
Improved and optimized rabbits behaviour.
The Dynamic Weather system no longer overrides mission fog parameters.
Added car variants from the Tanks DLC.
"Running with lowered rifle" animation for players replaced with the AI variant.

Fixed :
A deprecated version of the Tanoa Demo was packed in the previous update.
Spawned NPCs failling to crew their assigned vehicle.
The ambient zed spawn system could stop working in MP after some time.
Ravage is now compatible with grenades from 3rd party addons (thanks to [SEN]Baraban!).

New :
Mission makers can define custom lists for ambient vehicles and wrecks.
Mission makers can define custom vehicles list for ambient AI patrols.
Added a custom "Launchers" setting to the Gear Pool module.
Added tracks from the Tacops DLC to the ambiant music system.

```
Ratree

**IMPORTANT**: The wiki that you are viewing right now are the older version of the wiki. This wiki have been merge into the newer wiki **"La Flora Princess Academy Wiki"**. All of the information are going to be updated in the other wiki instead. And there will be no further update on this wiki.

If you want to see the the alter of this page visit Ratree.

## Some attributes

### Third

*Unknown*

**Ratree** is a violent weird-looking student from Thailand with a liking for antique stuffs and a member of the Tiny Ants Voluntary Club that Tiwa founded. She makes her debut in the first volume of La Flora: Club Festa.

## Appearance

Ratree appears to be scary caused by her ominous aura, yet still having shocks or fear for a real ghost. Ratree has navy blue hair in a bob cut reaching her chin, pale skin and golden eyes.

Ratree wears the school's formal Princess class attire with a different style.

## History

Ratree mother is died when she was young her mother give Ratree a necklace (now this necklace is lost)

Ratree have to live with her father but her father is busy so ,her father sent ratree to La Frora

## Personality

Ratee is quiet. She like an antique very much . She like to help another person

## Tailities

**Telling story**

Ratree can tell a history of Thailand

## Trivia

1. ↑ La Frora Club festa episode 3
2. ↑ La Frora 10 story of thai land
0.1.42

Download from Google Drive

Download from Armaholic

```
**v0.1.42**

```

```
**Tweaked :**

Reduced fly altitude for UAVs.

Recruitable friendlies available once the "28 years after" scenario is completed.

Breathfog disabled while in a vehicle.

Tweaked behaviour of zed blacklist module.

Minor optimisations to breathfog.

```

```
**Fixed :**

Some supermarket buildings were missing from the CUP/A2 structures lists.

Players were able to search for loot while in a vehicle.

The Multiplayer Saves Manager scenario wasn't up-to-date.

Issues and RPT spam preventing friendly AIs from respawning.

Minor fixes to the loot search feature.

Reduced Antirads excessive weight.

Various minor fixes.

```

```
**New :**

Updated support for IFA3 LITE.

```
0.1.561

Released 6th of May 2018

Download from Google Drive

And now... for the first time, officially... on the Steam Workshop

```
v0.1.56
Tweaked :
Improved gore FX on zombie melee attacks.
Improved audio feedback when hit by a zombie.
Improved target range detection for zombies.
Vehicle patrols set to limited speed mode.
Major optimizations to most background scripts/functions.
Spawned UAVs are set to send targeting data.
Spawned UGVs are set to receive targeting data.
Spawned UGVs patrol radius adjusted to AIMinSpawnDistance.
Revised 'UAV protocol'.

Fixed :
Zeds are now correctly set as instigators of their attacks.
Spawned drones deletion radius adjusted to AIMaxSpawnDistance.

New :

Added a special "rvg_meleeAmmo" for future scripted melee system.

```
Adding a status bar

**GF Ravage Status Bar script**

by

GEORGE FLOROS [GR]

Health, cumulative radiation exposure, thirst, hunger, etc are all values that are important to gameplay. These are mostly shown on the inventory screen. Some people would prefer to have these displayed on-screen. George Floros has written a script to do just that and it's easy to integrate into your own missions.

It has a number of features. You don't have to implement them all and you can selectively disable them.

1. Players in the server
2. Health
3. Hydration
4. Nutrition
5. Direction
6. Kills
7. Money
8. Radiation
9. FPS

It can be used for multiplayer missions as well as single player.

Download it from its Armaholic page and discuss it on its Bohemia forum page .

EDIT : since Armaholic is not available anymore, this script is available on GEORGE GLOROS GitHub.
0.1.49

Download from Google Drive

```
149

Tweaked :
Ushankas from IFA3 removed from the "Altis" preset.
AI units now have better "hearing" when it comes to zombies.
Max number of mines before clean-up was increased from 20 to 100.
Refactored and optimized Zed LoS process (WIP).

Fixed :
Added missing renegade identities cfg.
Cached vehicles could end up with duplicate actions.
Fixed an error preventing objects from spawning loot daily.
The Loot module now deletes old fireplaces, and forgotten bedrolls and tents.
Fixed a potential issue when cancelling repairs or scavenging vehicles.
Caching system for spawned vehicles and wrecks was broken.
Distance check before deleting AIs is now proportional to max AI spawn distance.
The "noVoice" profile was missing breathing sounds.

New :
Added asian renegade faces.
Zombie screams can be pitched up or down via module.
Zombie damage output can be adjusted via module.

```
0.1.70

Updated on Sunday the 7th of April 2019

170

**Tweaked** :

AutoWalk now works when a weapon is equipped.

Improved Breathfog script.

Dynamic static wrecks are assigned a vehicleVarName.

Optimized Vehicles and wrecks spawns.

Settings Module : dynamic anim speed is now optional.

Various improvements and optimizations to the dynamic furnitures system.

Enabled Dead Rising on the Altis demo mission

Enabled Dirty Uniforms on the Altis demo mission

"walk with lowered rifle" anim speed increased

Removed redundant check in zed attack process

**Fixed** :

Fixed a potential issue with the dynamic furnitures system.

Fixed undefined variable when searching an object.

Zeds could get stuck in attack loops.

Fixed several issues with zed attacks on vehicles.

'Dead Rising' wasn't 100% working when set to "killed by zeds only".

**New** :

Added wetsuits w/ hidden fins (Survival Suits).

Added new uniforms by EO

Atmosphere Module : 'Disabled Lights' is now optional and has a range parameter.

**Credits** :

Special thanks to EO, MurazorWitchKing, Tourist & David Deana for their support
Media

Ravage uses a few different art assets for things like thumbnails, banners, etc. You are free to use whatever you like, but if you would like to carry the style of Ravage, then here's what you'll need.

* The Ravage logo and various texts use the Weltron Urban font. It's a free font and is available here
* The banner image at the top of this page is a modified version of this photograph (click on it for the full resolution version). It's a picture of some derelict buildings on Hashima (sometimes called Gunkanjima) which has a fascinating history and has been used in a few films.
Radiation

When the White Plague became epidemic, governments of the world used nuclear weapons to try to contain it.

    Accordingly, some areas of the Ravage landscape are radioactive.

At first you can't tell which areas are radioactive, but the placement of radioactive areas is semi-logical. You would expect military areas to be the primary targets of nukes, so anticipate them being radioactive in Ravage too. There are also plenty of other places where you'll find radiation of varying strength.

The longer you stay in a radioactive area, the more radiation you'll be exposed to. Once you get over a certain level of exposure, you'll get develop radiation poisoning and start to lose health. When this happens, you'll see a fuzzy effect across the screen.

   If you can find a Geiger Muller counter, it will really help you. Open your inventory and double-click on it to turn it on. You'll get some text on the screen telling you it's on. Now whenever you're in a radioactive area, it will emit a clicking noise and you'll see a numerical value in the bottom right of the screen to show how much radiation you're absorbing. Note: this is the amount after any protection you're wearing is taken into account. You can now see the cumulative amount of radiation poisoning in the top right of the screen when you open your inventory. It's listed as Rad Exposure.

Speaking of protection, you can find an wear certain items that will help protect you against radiation. None of it will make you radiation-proof, but it will reduce the amount you absorb. These include pilot coveralls and CSAT armored fatigues. Gas masks can also help reduce exposure.

    To cure radiation poisoning you need Anti-Rad pills. You can find them as loot in buildings and some enemy AI units carry them too. Once you've got some pills, open your inventory and double click on them. You'll see a notification confirming you've taken one. If you have a Geiger Muller counter, you'll see a value in the bottom right of the screen indicating that your radiation level is decreasing. It takes time to go down - it's certainly not instant. After a few minutes, the pill finishes its action and you can take another.

When your radiation exposure gets above 30, you'll see your status box say Radiation Poisoning and you'll start to (slowly) lose health. By taking Anti-Rad pills, if you can get your Radiation Exposure back below 30, you'll no longer have radiation poisoning.

Certain items of food and drink contain radiation and contribute to your Rad Exposure. Dirty water is radioactive, whereas clean water is not. You need to take this radiation into account when deciding what to eat and drink.
Transport

There are vehicles scattered throughout the landscape. Many are completely wrecked, but some are in a condition whereby they can be fixed. Most vehicles you'll come across are cars, vans and trucks, but there are some helicopters that can be found too.

There aren't any tanks or heavily armed vehicles, but you can find technicals (small flatbed trucks with a machinegun mounted in the back). There are also a couple of helicopters that are armed with machine guns and rockets. Ammunition is limited and vehicles cannot be rearmed (as of 0.1.34).

To fix a vehicle, you will need a toolbox. Toolboxes have a limited number of uses before they're used up. If it's a land vehicle and there are wheels missing, you'll also need tires - one for each wheel. It can be difficult to carry enough tires to fix a large vehicle.

   You'll also need fuel. You can find jerry cans with which you can carry fuel. Jerry cans can be found full or with some fuel in them. If you have a hose, you can siphon fuel from other vehicles and fuel tanks that you can find at various locations. Fuel can also be found in the most obvious places—petrol stations.

Some of the enemy forces are in possession of vehicles. These are mainly technicals, but there is a helicopter patrolling the skies.

You can store items inside a vehicle, but there is a limit.
FAQ

## Common questions and answers about Ravage

A lot of people ask a lot of questions about Ravage and many of them have already been answered in the original Bohemia forum post. But that's a very long thread and it's difficult to find what you're looking for.

**Save game is grayed out after saving once?**

Use the save function available in the radio menu. Playing above "Regular" difficulty limits the player to one save per mission.

**Can you turn off zombies?**

No. You can edit the game files to remove zombies (click here to be taken to the article about editing), but there's no switch or option to turn them off apart from that.

**Can you turn off radiation?**

Yes, in the editor place down the "Survival System" module. Here you can turn radiation on and off, make the water radioactive and make rain radioactive.

**Can you build a base?**

There is no function in Ravage for base-building (as of 0.1.35), but there are plans to add it. You can use the EDN Fortification add-on (click here to go to the Armaholic page about it). It apparently works quite well, but it hasn't been fully tested, so you may experience errors. Or it might work just fine.

**Are there other maps available?**

Ravage is designed to be a framework. The included Altis mission is intended as more of a demonstration, rather than a complete mission. There are no other official Ravage mods (as of 0.1.34), but there are some unofficial ones and it's quite easy to make your own - it's what Ravage was designed for. Click here to be taken to the article about map editing. Click here to be taken to the page of unofficial Ravage map ports.

**Can I use Ravage with other mods and addons?**

Yes. Not all mods are compatible (ACE doesn't work, as of 0.1.34), but many are. Click here to be taken to the page about mod compatibility .

**Is there a MP version?**

Not yet but there is one in development now. You can follow the progress [[1]].

**How to use gut knife?**

You can use the knife by double-clicking on it in your inventory; if there's a dead animal nearby, your character will perform the gutting action, otherwise you should see a small notification.

**I drove into town and there is no loot, how come?**

This is more a script/game engine limitation rather than a
problem with Ravage a way around this would be to abandon the hot and heavy approach into town hit the gas on the outskirts of town, preferably high ground, park up, plan out a route, then raid the town on foot gives the loot spawn script time to kick in.

**Can I create my own custom mission?**

You can create your very own Ravage mission using the modules that come with the demo mission here is a very helpful video that explains how to set-up your own Ravage mission.[2]
0.1.775

Updated on Sunday the 28th of July 2019

Note from Haleks: "The gearpool mo﻿dule specifically needed more work - it's not 100% finished yet, but should be more reliable, and make it easier to track errors caused by invalid classnames."

1775

Tweaked :

Furnitures are now spawned as local simpleObjects.

Optimized zed spawn system.

Improved music system.

Advanced Animal AI is now optional & enabled/disabled from the Settings module.

The Altis showcase has been updated.

Fixed :

The gearpool module could fail to identify invalid classnames.

The gearpool module now search for invalid classnames in all custom arrays, not only weapons.

Fixed several design issues with the gearpool module.

The AI module would not initiate in the absence of hostiles.

Fixed a texture issue with covered offroad variant.

New :

Added support for Contact DLC music\*.

Added a Structures Blacklist to the zombies module.

Added optional error display to the gearpool module.\*\*

Added a custom playlist entry to the atmosphere module.

Added 4 new uniforms by EO.

Added new NVG down variant.﻿

Added support for WildBoar hunting (https://steamcommunity.com/sharedfiles/filedetails/?id=1814114624).

* Requires Contact DLC total modification.

	+ You can also check your RPT files f﻿or registered invalid classnames.
Creating a safe zone

**Description**

Safe zones prevent zombies, bandits or renegades from spawning. This allows you to create a safe starting point or make an area suitable for a base.

1. place a trigger over the area you want to be protected.

Set the trigger **Activation** to *BLUFOR* (or side of your players) and **Activation Type** to *Present*. Tick the **Repeatable** option.

2. Then fill in the trigger properties; Condition, On Activation and On Deactivation as follows:

**Condition**

```
(vehicle player) in thisList

```

**On Activation**

```
{(vehicle player) allowDamage false} forEach thisList;
nul = [] execVM "path\to\scripts\EnterSZ.sqf";

```

**On Deactivation**

```
{(vehicle player) allowDamage true} forEach [allUnits, vehicles];
nul = execVM "path\to\scripts\LeaveSZ.sqf";

```

**Scripts**

You will need to create two sqf files to let the player know he is entering and leaving the Safe Zone, to create these 2 scripts do the following:

a. Start 2 new notepad documents

b. Name 1 following----> EnterSZ.sqf and the 2nd---> LeaveSZ.sqf then save.

c. For the **EnterSZ.sqf** copy and paste the code seen in the 1st box below, then save, for the 2nd script for the **LeaveSZ.sqf** post the code below seen in the bottom box, then save.

d.Next take both scripts and move them to the folder of your mission.

EnterSZ.sqf

```
if (isDedicated) exitWith {};
waitUntil {!isNull player};
waitUntil {!isNil "playerSpawning" && {!playerSpawning}};
 _title  = "<t color='#FFFFFF' size='1.2' align='center'>Safe Zone </t><br />";
 _name = format ["%1<br /> ",name player];
_text = "<t color='#00ff00' shadow='1' shadowColor='#000000' align='center'>You are entering the Safe Zone</t><br />";
 hint parsetext (_title +  _name +  _text);
 playsound "Topic_Done";

```

LeaveSZ.sqf

```
_title  = "<t color='#00ff00' size='1.2' align='center'>Safe Zone </t><br />";
_name = format ["%1<br /> ",name player];
_text = "<t color='#ff0000' shadow='1' shadowColor='#000000' align='center'>You are leaving the Safe Zone!</t><br />";
hint parsetext (_title +  _name +  _text);
playsound "Topic_Done";

```

Code and images courtesy of (ie stolen from) .Frankie
Melee combat

ArmA 3 doesn't have any melée combat in it. It's a military simulator and it doesn't expect you to want to punch someone to death or insert an axe in their face. In the DayZ mod, there was an axe which you could use for melee combat. What's surprising about the axe is that it isn't actually a melée weapon at all; in the underlying code. The axe is actually a very short range firearm. Those who played early versions of DayZ might recall that you had to initially 'reload' it and that it had 1,000 'rounds' in it before that was concealed by the code.

So can you have melée combat in Ravage? Not yet. You could mod it in the way that DayZ did, but that's quite tricky to do. Haleks has said that he is investigating adding melée combat to Ravage, so wait and see.

In the meantime, you can add a basic form of melée combat - fists.

It only works on humans and animals at the moment. But would you really want to try to punch zombies to death? The code below will allow you to add punching. Put your weapon away and left click to let your fists do the talking.

```
player addAction ["", {
	0 spawn {
		player setVariable ["_isBoxing", true];
		player playAction (selectRandom ["babe_rvg_zeds_att1", "babe_rvg_zeds_att2", "babe_rvg_zeds_att3"]);
		if (cursorTarget isKindOf "man" && {player distance cursorTarget < 1.25}) then {
			playSound3D [selectRandom [
				"rvg_zeds\sounds\zed_hit_0.ogg",
				"rvg_zeds\sounds\zed_hit_1.ogg",
				"rvg_zeds\sounds\zed_hit_2.ogg"
			], cursorTarget];
			_selection = selectRandom ((getAllHitPointsDamage cursorTarget) select 1);
			_bullet = createVehicle ["rvg_zedAmmo",(cursorTarget modelToWorldVisual (cursorTarget selectionPosition _selection)),[],0,"CAN_COLLIDE"];
			_bullet setShotParents [vehicle player, player];
			_vector = vectorNormalized (ASLToAGL (getPosASL _bullet) vectorFromTo (player getPos [100,0]));
			_bullet setVelocity (_vector vectorMultiply 7);
		};
		player setFatigue (getFatigue player + 0.1);
		sleep 0.5;
		player setVariable ["_isBoxing", nil];
	};
}, "", 0, false, true, "DefaultAction",
"isNil {player getVariable '_isBoxing'} && {(vehicle player) isEqualTo player && currentWeapon player isEqualTo  *&& ((getFatigue player) < 0.9)}"*
];

```

To alter the damage you dish out, change the value in this line (higher is a stronger hit):

```
_bullet setVelocity (_vector vectorMultiply 7);

```
Ravage functions

Ravage has a number of custom functions built in. You may need to know what they are if you need to whitelist them to provide compatability with another mod or if you need to access them directly for whatever reason. This is a list of all the Ravage functions, correct as of version 0.1.561 on the 9th May 2018.

```
rvg_fnc_addAction {};
rvg_fnc_addDamage {};
rvg_fnc_addGear {};
rvg_fnc_addLoot {};
rvg_fnc_addLootCargo {};
rvg_fnc_addWeapon {};
rvg_fnc_alertNearby {};
rvg_fnc_animalBhvr_rabbit_flee {};
rvg_fnc_animalBhvr_rabbit {};
rvg_fnc_allrvgGear {};
rvg_fnc_ammoDrone {};
rvg_fnc_animalKilled {};
rvg_fnc_breathfog {};
rvg_fnc_countPlayers {};
rvg_fnc_createFireEffect {};
rvg_fnc_damagePulsing {};
rvg_fnc_deleteUnit {};
rvg_fnc_droneFuel {};
rvg_fnc_equip {};
rvg_fnc_FF {};
rvg_fnc_findString {};
rvg_fnc_Fired {};
rvg_fnc_FNEH {};
rvg_fnc_gatherInsidePos {};
rvg_fnc_getMagazineCost {};
rvg_fnc_getWeaponCost {};
rvg_fnc_groupLootSearch {};
rvg_fnc_groupMerge {};
rvg_fnc_HoldFireEmergencies {};
rvg_fnc_HandleDamageCar {};
rvg_fnc_lootCleanUp {};
rvg_fnc_manipulateContainers {};
rvg_fnc_noFuelFeed {};
rvg_fnc_playerTriggerActivation {};
rvg_fnc_ravager {};
rvg_fnc_removeActions {};
rvg_fnc_safeZone {};
rvg_fnc_say3dGlobal {};
rvg_fnc_setDamage {};
rvg_fnc_setName {};
rvg_fnc_setVehicleActions {};
rvg_fnc_spawnPlayer {};
rvg_fnc_spawnBanditCamp {};
rvg_fnc_spawnCapital {};
rvg_fnc_spawnLocal {};
rvg_fnc_spawnTown {};
rvg_fnc_spawnVillage {};
rvg_fnc_getSunAngle {};
rvg_fnc_take {};
rvg_fnc_traderSupply {};
rvg_fnc_returnDays {};
rvg_fnc_UAVprotocol {};
rvg_fnc_vehInit {};
rvg_fnc_wreckSpawner {};
rvg_fnc_zedBlacklist {};
rvg_fnc_fetchSpecialItems {};
rvg_fnc_getLoadedMagazine {};
rvg_fnc_writeSave {};
rvg_fnc_indexSaveFile {};
rvg_fnc_saveMPplayer {};
rvg_fnc_loadMPplayer {};
rvg_fnc_playerEffects {};
rvg_fnc_playerHunger {};
rvg_fnc_playerRadiation {};
rvg_fnc_processRads {};
rvg_fnc_playerThirst {};
rvg_fnc_displayStatus {};
rvg_fnc_radMonitor {};
rvg_fnc_setAnimSpeed {};
rvg_fnc_getHealth {};
rvg_fnc_init_save {};
rvg_fnc_init_settings {};
rvg_fnc_init_survival {};
rvg_fnc_init_veh {};
rvg_fnc_init_atmosphere {};
rvg_fnc_init_loot {};
rvg_fnc_init_ai {};
rvg_fnc_init_zombies {};
rvg_fnc_init_hordes {};
rvg_fnc_init_debug {};
rvg_fnc_init_zedBlackList {};
rvg_fnc_init_gearPool {};
rvg_fnc_init_ravager {};
rvg_fnc_init_safeZone {};
rvg_fnc_init_radZone {};
rvg_fnc_zed_attack {};
rvg_fnc_zed_speak {};
rvg_fnc_zed_spawner {};
rvg_fnc_zed_spawn {};
rvg_fnc_zed_LoS {};
rvg_fnc_zed_init {};
rvg_fnc_zed_behaviour {};
rvg_fnc_zed_fired_near {};
rvg_fnc_zed_ambiant {};
rvg_fnc_zed_animDone {};
rvg_fnc_zed_spawnDamage {};
rvg_fnc_zed_inRange {};
rvg_fnc_zed_damageEH {};
rvg_fnc_zed_updateAgentPath {};
rvg_fnc_horde_behaviour {};
rvg_fnc_horde_fired_near {};
rvg_fnc_horde_spawn {};
rvg_fnc_sunangle {};
rvg_fnc_detachBackpack {};
rvg_fnc_playerHit {};
rvg_fnc_HitPart {};
rvg_fnc_removeWeapon {};

```
0.1.778

Updated on Monday the 2nd of September 2019

﻿﻿

Note from Haleks: *This update will be closely followed by another "technical" one. A lot of the scripts in Ravage are executed in the scheduled environment; I think moving most of them in non scheduled environment will reduce the overall execution time for the background systems, that could improve performances in SP & local sessions - SP especially, where intensive scripts are more noticeable framerate-wise.*﻿﻿

1778

Tweaked:

Fine-tuned the AI Looters system.

Minor tweaks to the AI Driver system.

The Loot Search system now supports objects from Livonia.

Updated survival system to handle more than one tent type.

Updated loot lists with new tents.

Fixed :

Fixed wrong descriptions for several ravage items.

New :

Added 3 new tents by EO.

Added an 'Ambient Camps' option to the AI Module.
0.1.38

Download from Google Drive

Download from Armaholic

Download from arma.de

~~Download from Play withSix~~

138

Tweaked :

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".
Meena Aranti

**IMPORTANT**: The wiki that you are viewing right now are the older version of the wiki. This wiki have been merge into the newer wiki **"La Flora Princess Academy Wiki"**. All of the information are going to be updated in the other wiki instead. And there will be no further update on this wiki.

If you want to see the the alter of this page visit Meena Aranti.

Meena is a supporting character in the La Flora Princess Academy series. She comes from Nepal

## Personality

Meena is brave so she loves adventures. She also likes adventuring alone.
Leyah

Italian/Original

Giorgia Ionica (Speciali 1-4,Stagioni 1-8)

Spanish/Original

Ximena Gonzalez (especial 3, vol. 2-4,temporada 1 Netflix,especiales peliculas)
Elizabeth Aguino (peliculas,temporadas 1-4,especial 3 1 loop,vol. 4 resto)

English/Original
Alyssya Swales vol. 1-9, Movie Specials , Season 1-2 Netflix and Season 2-4 Cartoon Network, Season 3-9, Movie 1 trailer , Movie 2-4)
0.1.87

Updated on Sunday the 10th of October 2021

﻿﻿

187

Tweaked:

Merged RVG Apex with Ravage Mod (Ravage Apex is no longer needed and will be removed from the WS).

Disabled Crickets Soundsets.

Disabled one very annoying Birds Soundset.

Default variables for the GearPool module are now consistent with the default parameters.

Fixed:

Zed attacks no longer make bullet flyby sounds.

Zed reaction to gunshots function now runs where zed is local.

Potential fix for Loot Search action slowing down over time.

Quick fix for goggles showing up on zombies.

Zombies no longer use the SOG Prairie Fire "Death Scream".

New:

Added GearPool support for SOG Prairie Fire CDLC.

Zeds can now hit and push vehicles around.

Curious zeds can now follow their more agitated buddies if they have nothing better to do.

Added 3 new NVGs.

Added support for Water Buffalos.

Replaced the old Android skins with LordFrith's textures.\*
Kim Moona

**IMPORTANT**: The wiki that you are viewing right now are the older version of the wiki. This wiki have been merge into the newer wiki **"La Flora Princess Academy Wiki"**. All of the information are going to be updated in the other wiki instead. And there will be no further update on this wiki.

If you want to see the the alter of this page visit Kim Moona.

Kim Moona is a supporting character in La Flora: World Tour - The Best of Korea.

## Appearance

Moona wear a pink wig her real hair is brown and short Moonahave red eyes

## Trival

* She call giyul oppa (mean brother in Korean)

1. ↑ La Frora : The best Of Korean
0.1.52

Download from Google Drive

Special note from Haleks:
*No major fix this time, but I did add a new feature : it's now possible to define custom weapons lists to be used by the NPCs and the Loot System. 3 new paramaters have been added to the Equipment Pool module for this : Common Weapons, Military Weapons, Rare Weapons (the names might change). Just enter the classnames for each category, and the module will do the rest. Those classnames arrays will be added to existing lists if the module is set to use weapons from any of the supported mods, if not they will simply override the list of vanilla weapons, allowing 100% custom weapon pools. "Common Weapons" will be added to Civilian Loot and any NPC spawned by Ravage, "Military Weapons" - well you can guess - also added to all NPC gear, and "Rare Weapons" will spawn in military buildings too, but you won't find them on renegades or lone survivors.*

```
152

Tweaked :
small updates to the ambient furnitures system.
APERS mines added back to military loot lists (survival category).
Removed launchers from lone NPC loadouts.
Ravage no longer retextures vanilla buildings.*

Fixed :
fixed an issue with the ambient music feature.
some variables generated by the loot system weren't correctly deleted.

New :
Mission makers can define Weapons Lists for both the loot system and NPC gear (Equipment Pool module).

```

\* note : *At this point, only a few military structures were being replaced. Removing those replacements won't have a big impact visually and it will improve compatibility with 3rd party terrains. (Another mod is being worked on though, and it will feature a completely ravaged Altis.)*

If you enjoy the mod, you can support its development by donating to Haleks through this Paypal link
Food

There are a variety of different types of food in Ravage although none of it is plentiful. The plague that overtook mankind happened some time ago, so all the obvious sources of food have been picked clean. Food is only found in civilian buildings and in the inventories of AI units.

## Tinned food

Tins need a tin opener in order to get at the delicious goodness inside. There are different types of tinned food giving different amounts of nutrition. Rusty food cans contain the least nutrional value and tactical bacon the most.

## Hunting

   You can hunt wildlife and obtain meat from it if you have a gutting knife. At the moment (as of 0.1.34) there are only rabbits on Altis, because that's the only wildlife there by default, so they're the only animals you can hunt. When you have a gutting knife, approach a dead rabbit (you have to be very close) and double-click on the knife in your inventory. After a brief animation, some (uncooked) rabbit meat will appear on the rabbit's body.

Rabbit meat needs to be cooked on a fire prior to eating it. It doesn't spoil and you can store it indefinitely.

Hunting rabbits can be difficult as their location is random and they can be hard to spot through the grass and undergrowth. A large flat area gives you the best chance to spot rabbits easily.

## Food values

Food has varying values and consuming food next to a campfire increases its potency. Figures listed are for the effects on hunger values (other effects are in parentheses)

By eating at a campfire, the effects of food should be amplified, but it's just a small boost to health. Without a fire, the health boost varies between 2 and 10 and with one, between 5 and 20.

 Dirty canteen
 Clean water
 Franta
 Spirit

When hunger or thirst drops below 35 you become weak (as shown in the inventory screen), which affects vision and possibly stamina. Below 15 thirst/hunger, you will attract a health status of dying.
0.1.45

Download from OneDrive

Download from Mega

Download from Google Drive

145

Tweaked :

The Loot Search feature now uses the HoldAction system.

The Sleep action now uses the HoldAction system.

Vehicles spawned by Ravage will use dynamic simulation if available.

Gulo\_zomboy addon is no longer supported.

Edited Clutter configs for Altis, Stratis and Malden.

Edited Clutter configs for Tanoa.

Removed the "28 years later" scenario (will be released separately).

The Tanoa Demo mission now uses dynamic simulation.

The Altis Demo mission now uses dynamic simulation.

The Altis Demo mission now has a "survived days" counter.

Tweaked fog forecast on the Tanoa Demo mission.

Tweaked module settings on the Tanoa Demo mission.

Tweaked gendarmes on the Tanoa Demo mission are set to damage false.

Tweaked traders should go back to their post when safe on the Tanoa Demo mission.

Tweaked module settings on the Altis Demo mission.

Disabled custom HandleDamage EH for better compatibility with other content.

Fixed :

Fixed terrain gradient check when spawning units.

Fixed vehicles spawning mid-air, causing some of them to explode when falling.

Fixed gearpool module failling to exclude vanilla weapons.

Fixed gearpool module failling to exclude goggles from missing addons.

Health value calculation.

Syndikat guards were missing patrol waypoints on the Tanoa Demo mission.

New :

[single player] It is now possible to sleep in any bed.

Added a new soundtrack from the Laws of War DLC.

Added Silent variants of the Darter UAV.

Updated support for RHS mod.

Updated support for IF3 mod.
Flynnigan Fitzherbert

## Flynnigan Rider Fitzherbert

### Relatives

Rapunzel Fitzherbart(Mother)Eugene Fitzherbert(Father)

Cassie Fitzherbert(Sister)

### Affiliation

Sometimes I'm good and sometimes I'm bad, it just depends on my mood that day.

## Physical description

### Eye color

Blue

Little something, something about your characters

## **Notes**

* Sexuality; Pansexual
* Relationship; Single
* Partner; No one yet but hoping that will change soon
Ranee Mothi

**IMPORTANT**: The wiki that you are viewing right now are the older version of the wiki. This wiki have been merge into the newer wiki **"La Flora Princess Academy Wiki"**. All of the information are going to be updated in the other wiki instead. And there will be no further update on this wiki.

If you want to see the the alter of this page visit Ranee Mothi.

Ranee is a Character in LaFrora Honey Rally She also come from Malaysia
La Flora, the Princess Academy

**IMPORTANT**: The wiki that you are viewing right now are the older version of the wiki. This wiki have been merge into the newer wiki **"La Flora Princess Academy Wiki"**. All of the information are going to be updated in the other wiki instead. And there will be no further update on this wiki.

If you want to see the the alter of this page visit La Flora, the Princess Academy.

ลา ฟลอร่า โรงเรียนป่วนก๊วนเจ้าหญิง คือหนังสือการ์ตูนความรู้ตีพิมพ์ครั้งแรกในปีพศ.2552หรือปี2009 มีจุดประสงค์เพื่อให้ผู้อ่านเรียนรู้ประวัติศาสตร์ วัฒนธรรมผ่านการ์ตูน โดยมีสโลแกนว่า "ส่งเสริมความรู้ด้วยความสนุก"

## ทีมงานผู้ดูแลและจัดจำหน่าย

SSS. (Space Salmon Studio)

จำหน่ายโดย สำนักพิมพ์ E.Q.Plus Publishing จำกัดมหาชน

## ลำนำบท

เมื่อทิวา เด็กสาวผู้แก่นแก้วและมีชีวิตที่แสนจะธรรมดาต้องมาเรียนในโณงเรียนลา ฟลอร่าที่ตั้งอยู่บนเกาะลึกลับเพื่อตามหาเบาะแสแม่ที่หายไป เมื่อเธอได้ก้าวเข้ามาในโรงเรียนแห่งนี้ เธอก็ได้พบเพื่อนใหม่จากทั่วทุกมุมโลกที่มาจากต่างวัฒนธรรมและได้ร่วมผจญภัยด้วยกันไปบนดินแดนอัศจรรย์ ซึ่งเต็มไปด้วยเรื่องราวสนุกสนาน แถมยังต้องเรียนวิชาแปลกประหลาดสารพัดและยังต้องตามหาเบาะแสเรื่องราวเกี่ยวกับแม่อีกต่างหาก -- ลา ฟลอร่าเล่มหนึ่ง ซีซั่นหนึ่ง

## ตัวละครหลัก

* ทิวา พุดพิชญา
* หยาง เหมยฮัว
* ฟูจิวาระ ยูริ
* โรซารี่ เกรย์
* นาซิสซ่า เลเฟปเวร์
Character

**IMPORTANT**: The wiki that you are viewing right now are the older version of the wiki. This wiki have been merge into the newer wiki **"La Flora Princess Academy Wiki"**. All of the information are going to be updated in the other wiki instead. And there will be no further update on this wiki.

If you want to see the the alter of this page visit Character.

The Character in La Frora Academy

**Character**