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Vandeanson

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Everything posted by Vandeanson

  1. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
  2. off to watch gunthers video again =D thanks EO
  3. aah right, thanks to gunters yt guide i actually signed it, just placed the key wrong=) https://drive.google.com/open?id=1vAbwLKz2pvFoRDonRtu7SpBu4xlslTTJ you can DL it from here and I will place it properly in v2.0;) Thanks for the heads up both of you! cheers vd
  4. Aaaaawe ... ... ... ... Wait for it.. ... ... Some!
  5. Vandeanson

    Ravage

    Too kind, thanks a lot;) i like that it is a shortened version indeed. Will let you know once implemented
  6. Hiho, Something i noticed when using the original jbdog scripts is, that patrol or guard dogs would start to run in circles once its doghandler AI is killed,I assume because the dog gets stuck in a loop waiting for new commands. I have not been able to test your version yet or to properly read through all the posts/info, but have you considered this/come across this? We would need to add an exit condition that checks if the AI handler is dead, i assume. Cheers Vd
  7. Vandeanson

    Ravage

    @LSValmont Very nice! Would you mind if I take that over into the va mod? I currently use a sp only version, and get requests for MP compatibility quite often:). Hence replacing the scripts would scratch one item from the to do list. Cheers Vd
  8. Hi @highwave Thanks for the praise, glad you like the mod! I am not too familiar with the whole server key topic but if i recall correctly, the mod needs to be signed and then thw public server key may be used for server hosts. If you cand find the server key then i might have done something wrong nd I will look into it, latest when releasing the v2.0 update. A script version is not planned, as i went away from that a while ago and I would have to rewrite quite a bunch of code. Thanks for notifying me about the issue:) Cheers Vd
  9. Vandeanson

    Ravage

    Are you ready to ravage that stuff EO:)?? Didnt know about this, thanks for sharing, im full speed on the hype train now:) Love the fact about the enterable buildings! Thats such a shame on tanoa..
  10. Vandeanson

    Ravage

    I think i can do that, if someone knows the weapon arrays variable for ravage. I got some code for adding to, excluding from and replacing arrays of gear.
  11. Vandeanson

    Ravage

    Better wait for update 1.2:) currently the mod has some MP/dedi issues and would also likely murder your fps when used together with ravage. But a fix is underway. I am meanwhile up to speed on how to make scripts mp/dedi compatible, therefore yes:)
  12. Vandeanson

    Ravage

    I have that feature in WIP for the vandeansons apocalypse mod, which can be used as a overlay for ravage. Because I agree that it would be a cool thing to have. This way you need to enter buildings more carefully! I have a similar feature in works as well, that will spawn "scavengers" that will go through and "search" nearby houses. After checking some houses, they run back to a nearby camp in the woods. Once there, items will be added to a lootbox there. They stay there for a while, and go back to looting then. With this i want to achieve two effects: 1: you can not just rush into buildings, because someone might be in there. 2: maybe, before running into a town, you take a minute to scout out a place from a hill. When you see AI, maybe instead of instantly sniping them, it is a worth following them, to detect their camp ang get AAALL THE LOOOTS. 🙂 I can share the script too here, if ppl dont want to install the mod. Cheers Vd
  13. Vandeanson

    Ravage

    Thanks:) yes currently i use grad, we are waiting for an update there, that should allow me to save custom variables. I will also try whiteface73 s solution, the one posted here. Some work ahead in that respect:)
  14. Welcome to Vandeanson's Basebuilding! In this thread I will cover everything about my WIP basebuilding mod. V0. 2: feature showcase and introduction V0. 3 - I have re-written the blueprint creation function. It is now easy for users to add new custom blueprints or delete default blueprints when creating a mission. - added an option to rotate the object (the object that is being built) - added an option to get object closer or further away (max distance can be limited, currently at 5m) - GRAD persistency enabled for placed stuff (tested in client hosted and dedicated) - placed objects can be destroyed, you get back scrap materials (which can be refined into other materials again later) - moving an object will save its new position via GRAD - added a few new materials - added place-able light source with on / off switch. I plan to add a feature that requires a generator connected. See light showcase: next steps: - release updated showcase video - add more blueprints - add GRAD setting to save collected material per player - "Move" and "deconstruct" addactions to be saved via GRAD - adding possibilities to destroy other players placed objects - adding blueprint spawners, so players can collect and learn new blueprints - material traders - loot system for all materials that may be found (currently wood, stone and sand can be farmed) Looking forward to receive any input, suggestion or ideas from the community. A playable mission demo will follow shortly. Cheers VD 
  15. Vandeanson

    Ravage

    Hiho guys, played some ravage including the WIP basebuilding scripts=) was fun! (all placed via script, no zeusing) Before... after.. aaand picdump: this is how you store your ressources: build a shed and store your wooden boards, sand, raw wood, cinderblocks,... once placed these objects get an add-action to take e.g. 50 wooden boards. this way stuff is saved from server restarts. the welding machine, the worktable, the workbench, the windmill and the portable generator all serve a purpose too. all saved properly except objects that are not classified as "thing", e.g. generator, benches and so, gotta figure our away to save that too. cheers vd
  16. Vandeanson

    Ravage

    Speaking about machines.. I ll try to add AI mechs patrol script 🙂 Just because it would be awesome to run into such a thing at night. Gg if you do not have an rpg on your back:) Ps: not familiar with vehicle movement scripting, but will see how it works out
  17. Vandeanson

    Ravage

    Very nice, it should have dire consequences to fire a gun. Looking forward to it!
  18. Hiho all, Most of my arma time has been hijacked by my basebuilding mod, BUT I learnd a bunch of code that I can apply to the VA mod as well:) This afternoon i figured out how to takle the FPS issue the VA mod is causing. (because too many assets are spawned, despite dynamic simulation). It is a small additional feature that can be implemented into all site and AI spawners quickly. Very happy about it and dont really know why i didnt think about it earlier... The new method is finding a suitable position for each site, but then instead of spawning in all assets immediately, the spawning is put on hold until any player gets within view distance of the site. Once it is spawned, the despawn cooldown starts, or, if the player is very far away, the site will despawn and a new one will be placed in the new area of operation. I did also notice that the infection features pill consuming addaction, that would cure the infection, is not working fyi. Looking into it among other known issues. Cheers Vd
  19. Vandeanson

    Ravage

    added indeed;)
  20. Vandeanson

    Scripting General & Library

    18. (Ravage) huntable animal spawner: copy + paste the above code in a new file in your mission folder called VD_Animalspawner.sqf. create a file init.sqf in your mission folder or add the following line to it: [] execVM "VD_Animalspawner.sqf"; It is a very old script and surely not perfect, but it does the job. let me know if you need help tunig it to your needs. cheers vd
  21. Vandeanson

    Ravage

    very welcome=) copy + paste the above code in a new file in your mission folder called VD_Animalspawner.sqf. create a file init.sqf in your mission folder or add the following line to it: [] execVM "VD_Animalspawner.sqf"; It is a very old script and surely not perfect, but it does the job. let me know if you need help tunig it to your needs. cheers vd
  22. Vandeanson

    Ravage

    What a friendly hijacker! 🙂 You can place eden editor ravage modules on any map, which will spawn the randon ravage events. Further, you can modify and customize various aspects of ravage in eden editor. Search for ravage tutorial videos by kodabar and prospektmir on youtube for guides. Yes, but you need to include additional scripts. I can send you my animal spawner later tonight, which spawns goats and sheep, that can be hunted and butchered with the ravage mod features. George floros has additional scripts that also allow you to get "ravage" meat from other animals. Welcome to a world where you can make your own survival game:) Cheers Vd
  23. Vandeanson

    Ravage

    @haleks A very general question if I may.. What are your key fps saving tricks when spawning AI or vehicles, even static objects? I noticed you mention caching quite a bit but I couldnt really find anything on it, is there a major difference to enabledynamicsimulation + distance based activation/deactivation? In principle i would spawn AI or objects only, when a player is near, and despawn or disable simulation once the player gets too far away. Is there more that can be done? Cheers Vd
  24. Vandeanson

    Ravage

    Looking forward to your findings!
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