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Bleeding is looking good too, it is connected with the ravage health system.

- get hit and you may start to bleed

- lower blood levels (starting at 100) will cause worsening effects and damage

- bleeding must be stopped by applying custom bandages (not FAK)

- blood may be restored by taking a rare bloodbag or by keeping hunger and thirst above 80 to slowly recover blood

- TBD: 100% blood, hunger and thirst should start a slow heal process if Health is not at 100%.

 

Any AI may drop bandages or bloodbags with adjustable dropchance and the items are included in the VA loot economy.

 

the scripts (bleeding and infection as well as the updated tradercamps) are implemented into my working version of the VA MOD and i am testing in MP hosted and dedicated in the next days.

 

I have one issue with the config: (pls let me know if you know how to fix this). George i am looking your way =P

CE427DFF75909AFDC519B431762471D6BDAF7A0A

 

config.cpp:

Spoiler

class CfgPatches {
  //  class VD_Apocalypse {
        class VD_Apocalypse {
        requiredAddons[] = {"cba_main"};
        units[] = {};
        weapons[] = {};
        author[] = {"Vandeanson"};
        authorUrl="https://forums.bohemia.net/profile/1147633-vandeanson/";

        };

};
//};

class CfgFunctions {
		class VD_Apocalypse {
		class VDA {
			class Init {
				file = "\VDA\init.sqf";
				postInit = 1;
			};
      class VD_InitPLLocal {
				file = "\VDA\VD_InitPLLocal.sqf";
				postInit = 1;
			};





////
		};
};
};

class Extended_PreInit_EventHandlers{
	class VD_Apocalypse {

      init = "call compile preProcessFileLineNumbers '\VDA\CBASettings.sqf'";

    };

};

class CfgSounds
{
// filename, volume, pitch, distance.
	sounds[] = {};
	class bark1
	{
		name = "bark1";
		sound[] = {\sounds\bark1.ogg,db+25,1,360};
		titles[] = {};
	};
	class bark2
	{
		name = "bark2";
		sound[] = {\sounds\bark2.ogg,db+30,1,360};
		titles[] = {};
	};
	class bark3
	{
		name = "bark3";
		sound[] = {\sounds\bark3.ogg,db+35,1,360};
		titles[] = {};
	};
	class dogGrowl
	{
		name = "dogGrowl";
		sound[] = {\sounds\dogGrowl.ogg,db+25,1,220};
		titles[] = {};
	};
	class dogBite
	{
		name = "dogBite";
		sound[] = {\sounds\dogBite.ogg,db+35,1,220};
		titles[] = {};
	};
	class dogCry
	{
		name = "dogCry";
		sound[] = {\sounds\dogCry.ogg,db+25,1,260};
		titles[] = {};
	};
	class dogVictim
	{
		name = "dogVictim";
		sound[] = {\sounds\dogVictim.ogg,db+15,1,220};
		titles[] = {};
	};
};

class CfgMagazines
{
    class CA_Magazine; //Inherits the base magazine
    class VA_AVM_Pill_F: CA_Magazine
    {
        displayName = "Anti Virus Pills"; //Item's Display Name
        scope=2; //Scope 2 will show in editor
        author = "Vandeanson"; //Your Name
        picture = "\VDA\Pictures\AVMPills2.paa"; //Displays icon in your Inventory
        model = "\A3\Structures_F_EPA\Items\Medical\Antibiotic_F.p3d"; //Path to your model
        icon = "iconObject_circle"; //Leave as is
        mass = 1;
        editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_Antibiotic_F.jpg"
        descriptionShort = "Consume to supress your Zombie Infection symptoms."; //Description displayed when mouse is hovered over item in inventory
    };
    class VA_AVM_Injector_F: CA_Magazine
    {
        displayName = "Anti Virus Injector"; //Item's Display Name
        scope=2; //Scope 2 will show in editor
        author = "Vandeanson"; //Your Name
        picture = "\VDA\Pictures\InjectorgunTrans.paa"; //Displays icon in your Inventory
        model = "a3\Props_F_Orange\Humanitarian\Garbage\MedicalGarbage_01_Injector_F"; //Path to your model
        icon = "iconObject_circle"; //Leave as is
        mass = 5;
        editorPreview = "\A3\EditorPreviews_F_Orange\Data\CfgVehicles\MedicalGarbage_01_Injector_F.jpg";
        descriptionShort = "Consume to cure your Zombie Infection."; //Description displayed when mouse is hovered over item in inventory
    };
    class VA_Bloodbag_F: CA_Magazine
    {
        displayName = "Bloodbag"; //Item's Display Name
        scope=2; //Scope 2 will show in editor
        author = "Vandeanson"; //Your Name
        picture = "\VDA\Pictures\bloodbag34.paa"; //Displays icon in your Inventory
        model = "\A3\Structures_F_EPA\Items\Medical\BloodBag_F.p3d"; //Path to your model
        icon = "iconObject_circle"; //Leave as is
        mass = 15;
        editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_BloodBag_F.jpg";
        descriptionShort = "Use to transfer blood."; //Description displayed when mouse is hovered over item in inventory
    };
    class VA_Bandage_F: CA_Magazine
    {
        displayName = "Bandages"; //Item's Display Name
        scope=2; //Scope 2 will show in editor
        author = "Vandeanson"; //Your Name
        picture = "\VDA\Pictures\bandage2.paa"; //Displays icon in your Inventory
        model = "\A3\Structures_F_EPA\Items\Medical\Bandage_F.p3d"; //Path to your model
        icon = "iconObject_circle"; //Leave as is
        mass = 10;
        editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_Bandage_F.jpg";
        descriptionShort = "Apply to stop bleeding wounds."; //Description displayed when mouse is hovered over item in inventory
    };
};

 

 

cheers

vd

 

 

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Shouldn't...

Spoiler

class CfgPatches {
  //  class VD_Apocalypse {
        class VD_Apocalypse {
        requiredAddons[] = {"cba_main"};
        units[] = {};
        weapons[] = {};
        author[] = {"Vandeanson"};
        authorUrl="https://forums.bohemia.net/profile/1147633-vandeanson/";

        };

};

 

look a little more like this...

Spoiler

class CfgPatches
{
        class VD_Apocalypse
        {
        requiredAddons[]={"cba_main"};
        units[]={};
        weapons[]={};
        author={"Vandeanson"};
        url="https://forums.bohemia.net/profile/1147633-vandeanson/";
        };
};

 

 

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8 hours ago, EO said:

Shouldn't...

  Reveal hidden contents


class CfgPatches {
  //  class VD_Apocalypse {
        class VD_Apocalypse {
        requiredAddons[] = {"cba_main"};
        units[] = {};
        weapons[] = {};
        author[] = {"Vandeanson"};
        authorUrl="https://forums.bohemia.net/profile/1147633-vandeanson/";

        };

};

 

look a little more like this...

  Reveal hidden contents


class CfgPatches
{
        class VD_Apocalypse
        {
        requiredAddons[]={"cba_main"};
        units[]={};
        weapons[]={};
        author={"Vandeanson"};
        url="https://forums.bohemia.net/profile/1147633-vandeanson/";
        };
};

 

 

Thanks! Will test tonight:) 

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On 8/12/2019 at 12:12 AM, EO said:

Shouldn't...

  Reveal hidden contents


class CfgPatches {
  //  class VD_Apocalypse {
        class VD_Apocalypse {
        requiredAddons[] = {"cba_main"};
        units[] = {};
        weapons[] = {};
        author[] = {"Vandeanson"};
        authorUrl="https://forums.bohemia.net/profile/1147633-vandeanson/";

        };

};

 

look a little more like this...

  Hide contents


class CfgPatches
{
        class VD_Apocalypse
        {
        requiredAddons[]={"cba_main"};
        units[]={};
        weapons[]={};
        author={"Vandeanson"};
        url="https://forums.bohemia.net/profile/1147633-vandeanson/";
        };
};

 

 

hm  that one crashes arma at the start oO very odd.. but i figured out that it is very likely just a compatibility issues with old saved missions.. if i save a new mission, i get no errors

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Played around with PPeffects tonight, will add some cool visual effects when infected, and one when low on blood. 

 

I am getting closer to a release:) 

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7 hours ago, Vandeanson said:

hm  that one crashes arma at the start oO very odd.. but i figured out that it is very likely just a compatibility issues with old saved missions.. if i save a new mission, i get no errors

Meep wrong, still getting that error when saving the editor mission. Will open a forum post about it later on:(

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@Vandeanson 

Finally got maca to add this awesome mod to A3launcher 😃 

 

Thanks again for all your awesome work! 

  • Thanks 1

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45 minutes ago, sniperb said:

@Vandeanson 

Finally got maca to add this awesome mod to A3launcher 😃 

 

Thanks again for all your awesome work! 

Thanks! 

 

If i recall correctly under the AI settings... Will be able to check later today if thats not the case

 

Cheers

Vd

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Hi all, 

 

Last night v2. 07 of the VA mod was published on Steam. 

 

New features:

 

Bleeding system:

 

- taking a hit might make you bleed

- bleeding will reduce your blood pool from 100 down to 0

- at lower blood levels you will start to take damage and suffer visual effects (continuous loss of color, random blur effects) 

- bleeding must be stopped by a new inventory item "bandage" (holdaction) 

- bloodbags can be used to restore blood to 100

- when at full health and with ravage hunger and thirst above 90, blood starts to fill up automatically and slowly

- holdaction is only, available when no weapons are equipped and if bleeding

 

Tradercamp:

 

- new compositions/type of camps 

- all ravage traders added

- custom ravage weapon attachements trader added (includes all active mods) 

- traders should now be MP compatible as i am using the ravage system 

- multiple tradercamps may be spawned

- both automated placement and marker placement is possible

- tradercamps do not despawn, they stay

 

Zombie Infection:

 

- Complete overhaul

- new infected visual effects

- new inventory items to battle the infection

- anti virus pills to supress and slow down the infections damage taking effect (will not remove the infection tho) 

- anti virus injectors to cure infections

- by default, ravage zombies cause the infection

 

Loot Economy:

 

- the new items are included in the spawn system

- killed non zombie AI will have a chance to have any of the above items in the inventory (resp. code at the curtesy of @GEORGE FLOROS GR). No need to update your AI spawners or loot pools. 

 

ALL of the above can be customized/disabled by the mission maker, make sure to review the Vandeanson Apocalypse settings under Addon Options! 

 

- Other minor fixes

 

Usage:

 

- please make sure to adjust the VA settings under the SERVER tab, and tick the boxes to OVERWRITE MISSION and OVERWRITE CLIENTS

- this way your settings are locked and connected players (in MP) can not alter the settings during the mission (except the admin). 

 

1053E042432E2EEE2B7AA93FC2372C623F626085

 

Enjoy the mod and please let me know if you stumble over potential issues or things that do not seem to feel like nice game mechanics to you. 

 

Such feedback helps me to improve the mod.

If you like it, please give the mod a thumbs up on steam.

 

 https://steamcommunity.com/sharedfiles/filedetails/?id=1655727065

 

Next up/work in progress features:

 

- VA hunger thirst and sickness system

- finetuning of the traders

- relaunch of the basebuilding feature, i will start from scratch

- planning to start working on a temperature system

- rewriting the site spawn position finders to no longer depend on area exclusion markers for maps like chernarus, where sites would currently spawn outside the map without user placed blacklist area markers

- rework of AI

 

Cheers

Vd

 

  • Like 1
  • Thanks 3

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On 8/12/2019 at 12:12 AM, EO said:

Shouldn't...

  Hide contents


class CfgPatches {
  //  class VD_Apocalypse {
        class VD_Apocalypse {
        requiredAddons[] = {"cba_main"};
        units[] = {};
        weapons[] = {};
        author[] = {"Vandeanson"};
        authorUrl="https://forums.bohemia.net/profile/1147633-vandeanson/";

        };

};

 

look a little more like this...

  Hide contents


class CfgPatches
{
        class VD_Apocalypse
        {
        requiredAddons[]={"cba_main"};
        units[]={};
        weapons[]={};
        author={"Vandeanson"};
        url="https://forums.bohemia.net/profile/1147633-vandeanson/";
        };
};

 

 

Author ="Vandeanson": fixed it

 

Author [ ] = {"Vandeanson"} ; caused the issue indeed. Thanks! 

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VA received 2 hotfixes today:

- reseting blood value at respawn

- reseting bleeding state at respawn

 

Cheers

VD

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@Vandeanson

 

Hey,

 

I cant get this to work on my server, when i try to load into the server with this active it shows this mod in the "mod not allowed on this server" section of the Arma 3 launcher.

Any ideas what i might be missing ? 🙂

 

Thanks

B

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3 hours ago, sniperb said:

@Vandeanson

 

Hey,

 

I cant get this to work on my server, when i try to load into the server with this active it shows this mod in the "mod not allowed on this server" section of the Arma 3 launcher.

Any ideas what i might be missing ? 🙂

 

Thanks

B

Not sure but maybe something with the server key? 

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3 hours ago, Vandeanson said:

Not sure but maybe something with the server key? 

I had the server key in so im not sure what else i can do to get it to work 😭😭

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3 minutes ago, sniperb said:

I had the server key in so im not sure what else i can do to get it to work 😭😭

Hmm maybe there are rules published on what requirements there are for mods? Maybe that could help... Else i ll have a look when i get to it;) 

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11 minutes ago, Vandeanson said:

Hmm maybe there are rules published on what requirements there are for mods? Maybe that could help... Else i ll have a look when i get to it;) 

Would i have to add anything to addons in my mission.sqm? 

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9 minutes ago, sniperb said:

Would i have to add anything to addons in my mission.sqm? 

Did you copy paste the addon into your mission folder? 

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If not, the game might block you because you have a mod active that is not in the mission folder indeed

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3 minutes ago, Vandeanson said:

http://www.armaholic.com/page.php?id=11655

 

Best use this to set up a server, a tutorial viseo is included too

My server is running np. 

 

I meant would i have to add it into here

Spoiler

addons[]=
{
    "A3_Ui_F",
    "exile_client",
    "secondary_weapons",
    "exile_expansion_client"
};

was i meant to copy an addon into my mission folder? 

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4 minutes ago, sniperb said:

My server is running np. 

 

I meant would i have to add it into here

  Hide contents

addons[]=
{
    "A3_Ui_F",
    "exile_client",
    "secondary_weapons",
    "exile_expansion_client"
};

was i meant to copy an addon into my mission folder? 

I dont know, but it should be worth a try, let me know if it works

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Update incoming:

- option to disable stamina for player

- option to go HARDCORE (Bleeding Setting) and play without First AID Kits. (picked up FAKs are changed into Bandage)

means you have to replenish blood by replenishment or with a blood transfusion to 80 in oder for the healing effect to start

- for ravage survival module users, you also need to have hunger/thirst above 80 to start the blood regeneration (hunger,thirst and blood need to be above 80 to start health regeneration with ravage)

- Bandaging: you must stay still while bandaging, else you interrupt bandaging and might destroy the bandage

- Bloodbag transfusion: you must stay still while bandaging, else you interrupt the blood transfusion and might destroy the Bloodbag

- adding medical animations to the end of the bandage and Bloodbag transfusion holdactions atm. WIP

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Speaking of bandages, I worked on an idea a while back with the help of das attorney, that combined healing plus the head bandages...I thought it was fun wee script.

Spoiler

 

 

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13 minutes ago, EO said:

Speaking of bandages, I worked on an idea a while back with the help of das attorney, that combined healing plus the head bandages...I thought it was fun wee script.

  Hide contents

 

 

will totally add that now! thanks for the idea!

 

do you happen to know how i can force an animation onto my player?

I want him to finish the bandage holdaction and then start the first aid kit selfheal animation...

 

i found the below animations and tried it with :

 

player playMove "HealActionBase";

 

no idea how i used to do it XD...

 

Spoiler

HealActionBase	-
HealActionBaseDr	-
HealActionsNon	-
HealActionsNonDr	-
HealSelfActionBase	-
HealSelfActionProne	-
HealSelfActionsNon	-
HealSelfCivilActionBase	-
HealSelfCivilActionProne	-
HealSelfLauncherActionBase	-
HealSelfPistolActionBase	-
HealSelfPistolActionProne

 

 

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