Jump to content

Recommended Posts

@everyone Starting a "Let's Play VA 3.0" streaming series tonight

(hosted MP or VA 3.0 closed alpha server)

 

VA 3.0 - Ravage - Chernarus Redux - Survival Time!

 

@ 9.30 PM CET: https://youtu.be/US05fu2n5mg

  • Like 1

Share this post


Link to post
Share on other sites

 

Spontanious dev stream up @ 9.30 PM CET!

  • Like 2

Share this post


Link to post
Share on other sites

va2.287: (Steam Version)
- Dynamic Simulation System re-enabled
- AI skills set to 0.55, down from 1

  • Like 2

Share this post


Link to post
Share on other sites

I am planning another VA 3.0 alpha devlog session tonight where we bury our teeth into the eat/drink/cook/hunt aspects of the survival system and try and iron out anything that may break the feature. YT link will follow later tonight, planned stream from 9.45pm - 11pm CET.

Share this post


Link to post
Share on other sites

 

Live in 5' Vandeanson's Apocalypse Alpha devlog # 15

 

Creating sunken shipwreck trrreeaaasuuure sites;)

  • Like 1

Share this post


Link to post
Share on other sites

hi all!

 

its'e friiday - lets dig back into creating an ArmA 3 survival mod - Stream starts 21:15 CET:

 

 

See you there!

Cheers

VD

  • Thanks 1

Share this post


Link to post
Share on other sites

@everyone  riiiiiight gentlemen.

we have detected 3 mods that seem to contain repacked versions of VA, for which we did not give permission for.

 

I have no reason to assume that this was done with bad intend and would rather like to believe that people are excited about the features of VA and want to feed these into their own projects, forgetting about some basic rules and manners.

 

DM me if you are the author of such mod and we can discuss.

 

We are a small subcommunity with the arma modding community and should keep up respectful behaviour.


Reuploading content as own work (that someone else worked on for YEARS & MONTHS) against the authors stated terms of use, and not even  giving credit to their work is not something that should not be tolerated.

It also violates the APL-ND, Steam Subscriber Agreement & any basic respect & courtesy rules of the Arma 3 modding community. 

 

I ll be filing reports on steam for the mods to be taken down, should there be no resolution of the matter.

 

cheers
vd

Share this post


Link to post
Share on other sites
On 7/23/2020 at 3:16 PM, Vandeanson said:

@everyone  riiiiiight gentlemen.

we have detected 3 mods that seem to contain repacked versions of VA, for which we did not give permission for.

 

I have no reason to assume that this was done with bad intend and would rather like to believe that people are excited about the features of VA and want to feed these into their own projects, forgetting about some basic rules and manners.

 

DM me if you are the author of such mod and we can discuss.

 

We are a small subcommunity with the arma modding community and should keep up respectful behaviour.


Reuploading content as own work (that someone else worked on for YEARS & MONTHS) against the authors stated terms of use, and not even  giving credit to their work is not something that should not be tolerated.

It also violates the APL-ND, Steam Subscriber Agreement & any basic respect & courtesy rules of the Arma 3 modding community. 

 

I ll be filing reports on steam for the mods to be taken down, should there be no resolution of the matter.

 

cheers
vd

 

VA can you link to these mods in question?

Share this post


Link to post
Share on other sites

@LSValmont

 

 

These two have no permission to use my files.

Third one we clarified:)

 

cheers

vd

Edited by Vandeanson
glad to have clarified one more;)
  • Thanks 1

Share this post


Link to post
Share on other sites

Hi All,

Update pushed to fix a massive bug related to bleeding and infection.
Its probably update # 122'354'687'452 that is supposed to finally fix these features, lets hope for the best XD

Thanks to Brenner650 for making me aware of the issue!

Cheers
VD

  • Like 2

Share this post


Link to post
Share on other sites

Hi folks! 
We plan a devstream tonight @ 8pm CET on the VA test server.
We will be testing all the medical interactions between players and other critical features. Are we ready for a closed BETA?!

 

Stream link to follow later tonight.

Cheers
VD

  • Like 3

Share this post


Link to post
Share on other sites

hello, great stuff an amazing ambiance with novice knowledge for the player.. thanks for all of us  😉     just a small questions.... is there a way to pass some arrays from my mission init in state of using in game (copy poaste )option?? ex;  i would like to pass some customs arrays from rhs or cup like  custom rifles or custom clothes classname list.... and the last question if i let active the ravage mod for the sombies spawner how can i desactivate the spawn of some bandits from ravage? even without ai module i can found some bandits spawned?

Share this post


Link to post
Share on other sites

Hi @Vandeanson, would you ever consider an init.sqf version that just had the bleeding/infection/bandages/meds stuff in it?

 

Where I'm going with this is, I'd like to package those features (bleeding etc.) into a mission such that a person wouldn't have to download the full mod.

Share this post


Link to post
Share on other sites
On 5/14/2021 at 12:17 PM, ernave said:

Hi @Vandeanson, would you ever consider an init.sqf version that just had the bleeding/infection/bandages/meds stuff in it?

 

Where I'm going with this is, I'd like to package those features (bleeding etc.) into a mission such that a person wouldn't have to download the full mod.

 

Thou not impossible, it would be super hard to do such thing because all the sub systems, loops and other functions and scripts that those features are dependent on. 

 

Also being realistic, I find it very hard for ANY dev to spend 6+ hours of his life just to develop this for you with no benefit for him or his mod.

Share this post


Link to post
Share on other sites

Hi

 

I was hoping someone could help me in regard to loot spawning on Taviana, specifically this map : https://steamcommunity.com/sharedfiles/filedetails/?id=2419747503

 

I noticed the custom map loot list for Taviana on the Ravage wiki after I found that many of the buildings on Taviana do not spawn loot at all, presumably because a lot of the building's names are not the standard ones :- https://ravage.fandom.com/wiki/Tools_for_Mission_Makers#Custom_Map_Loot_lists

 

While the above may well sort things out for me I'm not sure how to implement this list so that VA's loot spawner will use it.

 

Any help appreciated

Thanks!

 

Update 1 : After trying various things I set the spawn position chance to 100% and set a spawn height of -0.3 meters. All of a sudden pretty much everything was visible albeit mostly floating in mid-air at different heights. So it looks like the Taviana map's buildings have different floor levels to them as different buildings gave different spawn heights. I'd guess that previously a lot of the spawned in items were under the floors of the buildings and so not visible at all. While this fixes my original problem it makes everything look very silly indeed even after setting the spawn height to -0.6 meters to get some of the items on the floor. It's a hell of a shame as I really wanted to use this map and moving everything to another map will be a long process 😥

 

Update 2 : For anyone who cares 😉...after more testing it would appear that the variable spawn height of loot was/is due to the spawning in script getting over stressed. If I walk or run over to a building, pretty much any building, then the loot spawns correctly and at the same height above any floor. If I drive over to a building and get out then I get differing spawn heights and some buildings that don't spawn loot too.

 

So there you have it - I'm happy with the outcome as I can work with this.

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×