Jump to content

Vandeanson

Member
  • Content Count

    1053
  • Joined

  • Last visited

  • Medals

Community Reputation

1522 Excellent

About Vandeanson

  • Rank
    Master Gunnery Sergeant

Profile Information

  • Gender
    Male
  • Location
    Switzerland

Contact Methods

  • Biography
    Hobby scripter

Recent Profile Visitors

4464 profile views
  1. Vandeanson

    Vandeanson’s Apocalypse

    Fair enough;) Will share some snippets with you next time it get to it yeah i ll try to come up with a solution and if everything fails i ll hop on the inidb2 thread again. Cheers vd
  2. Vandeanson

    Vandeanson’s Apocalypse

    yeah but i best put together a package so its not depending on VA code - maybe you can help me find a way to best save crafted lootboxes and its inventory items (and keep the info updated, thats the nasty part!) I can save lootcrates that i place via "basebuilding" - but identifying the specific crates and then checking and overwriting the correct crate with the new lootcontent (that player store there) is melting my brains at the moment. Also, I want to create a save at player disconnect - I could not get that to work with the mission eventhandlers. No rush, but if you are interested I could use some additional brains;) cheers vd
  3. Vandeanson

    Ravage

    Hi everyone, I have implemented a persistency feature using inidb2 into Vandeanson's Apocalypse that also saves specific ravage stats (hunger/thirst/radiation). Other than that, player position, direction, loadout and some VA stats are saved. I hope this might be useful for one or the other too. The VA specific saves have no effect if you do not use these VA features. After some more live testing and once I manage to save vehicles and inventory content, I will likely spin-off a dedicated ravage persistency mod. TL;DR: You disconnect, you come back, you continue playing where you left=) cheers VD
  4. Vandeanson

    Vandeanson’s Apocalypse

    v2.26 live - VA is now PERSISTENT 😉 VA is now compatible with inidb2 persistency. Reconnecting players can continue to play where and in what state they have left. Player: Position, Direction, Health, Loadout, Ravage Hunger/Thirst, VA Blood state, VA Bleeding state, VA Infection state are saved. The Ravage stats save has no effect if Ravage or the Ravage Survival Module is not active. Dependency: To save player data, the Dedicated Server/Hosted MP host must have the inidb2 mod activated. (Clients don't need this/it should have no effect) Subscribe to INIDB2 by Code34: Note: Add a local INIDB2 copy to your launcher (for Hosted MP Hosts) or your Dedicated Server, dedicated to the current mission/server, else you will load in player saves from previous missions/server setups. Guys, I am extremely excited about this update and I hope you will like it! Please share any issues or exploits you might encounter. Massive shout out to @code34 for sharing his mod with the community. Cheers VD
  5. Vandeanson

    Vandeanson’s Apocalypse

    Hi all, I am working on an updated persistency script. I am successfully saving crafted objects to the server now. This is enabling me to basically save any placed structures from basebuilding (barricades, sandbagwalls,...). Same goes with lootcrates, with storage space. So we will hopefully soon be able to hide away all our shiny loot somewhere in the forests:) However, i now need to find a way to capture and save loot that is placed into such crafted lootcrates, which is a bit trickier (as in brain melting) to think through. But we get there! I must say I am prety excited about this feature, goodbstuff is coming! Wip: - automated save loops/eventhandlers - save crafted tents (done) - save crafted empty lootboxes (done) - save crafted fireplaces (done) - inventory materials for above (packed tent, packed lootbox, kindle, matches,...) (done) - EH to save loot that is placed in lootboxes Cheers Vd
  6. Vandeanson

    Vandeanson’s Apocalypse

    Hi all, I have started working with inidb2 persistent saving again. This first version of this project is a script package that can be placed in your mission folder. The dedicated server or hosted MP host must have the Steam version of the inidb2 mod loaded. The clients DO NOT need this mod. VA PERSISTENCY V0.1 Please read the readme of the attached folder for links and some guidance. Saved information: - player ID - player position - player direction - player loadout - player health - ravage hunger - ravage thirst - ravage radiation - VA blood level - VA is bleeding yes/no - VA is infected yes/no The VA and ravage stats have no effect, if these mods are not used. No dependencies. WIP features: - save vehicles - save info, if player is in vehicle - save placed tents - save placed crates (storage) - save placed structures (fireplace and basebuilding) I would greatly appreciate if you could test these scripts and provide suggestions what to add, what doesnt work, and so on.... In its final form this is preferably going to be a standalone mod aswell as a feature included in VA. Worst case it remains a script package only. Cheers Vd
  7. Vandeanson

    Ravage

    Hi all, I have started working with inidb2 persistent saving again. This first version of this project is a script package that can be placed in your mission folder. The dedicated server or hosted MP host must have the Steam version of the inidb2 mod loaded. The clients DO NOT need this mod. VA PERSISTENCY V0.1 Please read the readme of the attached folder for links and some guidance. Saved information: - player ID - player position - player direction - player loadout - player health - ravage hunger - ravage thirst - ravage radiation - VA blood level - VA is bleeding yes/no - VA is infected yes/no The VA and ravage stats have no effect, if these mods are not used. No dependencies. WIP features: - save vehicles - save info, if player is in vehicle - save placed tents - save placed crates (storage) - save placed structures (fireplace and basebuilding) I would greatly appreciate if you could test these scripts and provide suggestions what to add, what doesnt work, and so on.... In its final form this is preferably going to be a standalone mod aswell as a feature included in VA. Worst case it remains a script package only. Cheers Vd
  8. Vandeanson

    JBOY Scripts Compilation

    THE LONG AWAITED THE INCREDIBLE THE ONE AND ONLY Jboy toolbox Thanks man, this is great!
  9. Vandeanson

    Vandeanson’s Apocalypse

    v2.25 - now working on dedicated server - added option to increase or decrease the spawnradius (relative to mapsize), if the sites still spawn outsidethe map with the calculated radius (which is distance from [0,0,0] to mapcenter * 0.8 -> 0.8 can be adjusted) - hint should now show server side info (amount of spawned sites, loot and AI) to clients and clients get their stats hinted locally.
  10. Vandeanson

    Vandeanson’s Apocalypse

    thank you! - I have tried to reproduce this issue with and without other mods but i was unable to get this scenario. can you let me know what mods where used along side VA and what faction the AI was/what was your player faction? - dogs: ok will check, they should actually fight back, thank you! - i reviewed and tested this today, let me know if the issue persists with the v2.24 update from today
  11. Vandeanson

    Vandeanson’s Apocalypse

    v2.24 Alright guys, i ll be honest, i tinkered around all day next to work and i pretty much lost the overview of what has changed 😉 +/-: - Infinite loading screen fix is optional, disable if if you have problems with missions/other mods not loading. This is a wild guess but it could be something that breaks mods/missions that worked pre patch 2.20. Obviously enable if your clients get the infinite loading screen issue. - spawning a tradercamp without the ravage AI module placed will no longer cause issues. the ravage trader function will just not be added - magazine repack is optional now and has a setting to turn it off. - world loot (one off loot spawn on whole map) delay option removed as it was causing major performance issues - some unnecessary Settings removed from General - AI Patrols and Stalkers tweaked, some settings reworked - site spawners: Shipwreck and boat position finder redone, these should no longer spawn outside the map - animal spawner: fixed and testing a respawn system using killed eventhandlers instead of waituntil/loops - some unused assets removed or blacked out for now (VA food items,..) - minimum spawn distance to player for all sites is a fix value of 600 meters now - added an option under general to have a hint active that shows spawned sites and player stats, this is meant for debugging - the WIP HUD is removed and integrated into the above debugger, it caused major issues and i ll have to work out a proper solution -... that's probably about it, will add it later if i forgott to mention something issues: - dbo horse spawner spawns dead horses, will rewrite this spawner next Project overview: https://trello.com/b/Svm08vKx/vandeansons-apocalypse
  12. If i understand your issue correctly, then I had the same issue. this solution would allow you to alter cba settings server side (it will block any client, even admin fron changing things tho.) https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System#userconfig Check under USERCONFIG It seems that you have looked into this already, but note that the cba_settings.sqf must be saved in the right folder (!) this was causing issues in our case. Arma 3\userconfig\cba_settings.sqf Cheers vd
  13. YES! trust me it is a game-changer and it will lift unnecessary restrictions and complications you would otherwise put yourself under. PM me if you want to dig into it, i am happy to help and share what i know. Cheers Vd
  14. Vandeanson

    Vandeanson’s Apocalypse

    Hi @grimwald Good ideas yeah, I have a loop cap in mind indeed, no need to let the sitespawner run forever. 8 is maybe too little, but 15-20 maybe.. The marker option is doable but just a lot of work, hence its not a priority. Also, not the position finding is hitting performance hard, but the creation of the structures and AI. Hence I think there would barely be a performance gain. It would still be a nice feature to have at one point, I agree! Ok thanks for the note, i will check the bleeding and infection settings accordingly, TTS'ed!, (trello this shit) 🙂 https://trello.com/b/Svm08vKx/vandeansons-apocalypse Cheers Vd
×