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Vandeanson

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Everything posted by Vandeanson

  1. Welcome to Vandeanson’s Apocalypse Version 2.19 or VA is a highly adjustable, dynamic site and event spawner system that spices up every mission you create or play by adding sites of interests, events, enemies, survival elements and loot to your world. VA is not a MISSION but a mod that runs on top of any mission you play. Link: Vandeanson's Apocalypse DISCORD https://discord.gg/SAFysz8 FEATURES: THE LIVING Bleeding | Zombie Infection | | Dynamic Loot Economy | Health Regeneration SITES Trader Camps | Bandit Camps | Hideouts | Shipwrecks | Crashsites | AI Patrols | AI Stalkers | Animal Spawner | Boat Spawner | Helicopter Spawner | Plane Spawner | Feral and Patrol Dogs | DBO Horses Spawner GENERAL - Automated loot arrays based on active mods with customisation options and connected to loot economy (player/AI gear and lootspawns in buildings and lootcrates) - tons of settings to adjust or disable nearly every aspect of this mod REQUIREMENTS This mod requires only CBA_A3. Ravage Mod Has been the inspiration for the VA mod, hence VA is made with Ravage in mind. There is however no dependency, you can use the mod with or without Ravage. INSTALLATION - Subscribe to VA and activate the Mod in your A3 Launcher. - Subscribe to CBA_A3 and activate the Mod in your A3 Launcher. - (Optional) CUP Terrain - Core - (Optional) Ravage Mod Needed for the Trader Camp and the Z Infection. HOW TO USE Default - Start your mission, VA will start spawning in its FEATURES according to the default settings. OR Customize VA Settings 1. Open a new or existing mission in the A3 Eden Editor. 2. Open - > Settings - > Addon Options -> Vandeanson’s Apocalypse (various sub-menus). 3. Adjust the settings to your liking (you may save your preferred settings to easily copy for another project (press save within the CBA_A3 settings menu). For SERVERS APPLY CHANGES UNDER THE SERVER TAB AND CLICK THE TICK BOXES TO OVERWRITE MISSION AND CLIENT: this will block other players to change settings in MP. 1. Save your mission in the Eden Editor. Your current settings are saved to this mission now 2. Further adjust your mission or start to play 3. To test the VA settings, you can activate ZEUS support and Debug Markers under the “Vandeanson’s Apocalypse - General” settings. Then place the ZEUS Gamemaster module in the editor and assign it to your player. CREDITS & THANKS Thanks to all the great guys on the BI forum for their help and advice. With special thanks to: Dedmen, sarogahtyp, gc8, LSValmont, George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, Piston, The Dude HELP ME IMPROVE Please subscribe, rate and let me know about any issue that may occur, I appreciate any feedback that helps me improve the mod. Cheers! VD
  2. V 2.19 uploaded on steam: This version changes the loot economy substantially compared to the steam version. - new mods are categorized - categorized mods are: arma 3, dlc, all 4 RHS, CUP, Niarms, friths ruins, ravage (project infinity, EO, ttsk, warfarethai, ifa3, KA, aftermath and any other mod are yet to be categorized) - categories are: civilian, military, police and special - option added to take over RAVAGE gear pool settings and overwrite VA default settings. Blacklisted classnames are still excluded and custom gearlists will overwrite this. This is intentional - these categories define in what buildings what loot will spawn - police gear will (wip) spawn in buildings designated as police building (e. G. Liviona police station, tbd for arma, dlc and CUP) - special gear is ghillie suits, diving suits, oxygen tanks and such. Will not spawn often, will not be equipped to AI, will likely only be obtainable from loot crates and traders, tbd) - AI will either spawn with gear from the civilian pool or from the military pool, chance based - Loot crates are filled with gear from all categories - mod content will only be categorized if mod is active - new settings: seperate military loot adjuster (chance for rifles, items, uniforms,...) - setting to bulk exclude arma 3, dlc, ravage equipment seperately (option for weapons and for equipment) - setting to BLACKLIST specific classname from lootlist - setting to overwrite/WHITELIST loot arrays for itemslots with custom classnames (will ignore default generated lists and apply your classnames only) - setting to adjust chance that AI spawns with military gear - setting to add additional classnames to the loot economy Other changes: - chance to spawn guard dogs set to 0 by default until friendly fire behaviour is fixed (BAD DOG!) - debug hints cleaned up (only worls in SP and hosted MP atm) - added counter to show how much loot is currently spawned - removed bis fnc task defense from AI that is spawned at sites until AI behaviour issues are fixed. - added a ravage time multiplier to some function. For example for bleeding to avoid bleeding to tick faster than intended. - some settings cleaned up enjoy;) cheers VD
  3. Whitelisting and bulk blacklisting looks like its working in my tests. Beta link updated with v2.19 as I have added support for ravage gear pools.
  4. Vandeanson

    Ravage

    New option incoming;)
  5. The whitelisting of custom classnames seems and or the bulk blacklisting of mods might not be working as intended, will check.
  6. Vandeanson

    Ravage

    Sry, i meant the ravage variable names representing the individual loot arrays. I think my question was a bit missleading.
  7. Very welcome:) Ps: pls make sure to only post in english language, according to forum rules;)
  8. Yep correct, VA only spawns patrols on foot. No plans for vehicle patrols. I would use ravage for vehicle patrols:)
  9. Vandeanson

    Ravage

    @ any ravager that is interessted: Would greatly appreciate some ravage testers before the next steam release:) I am sure its been posted before (i might have asked for it myself) but i cannot find it. can someone kindly post all ravage loot arrays? I would like to add an option that overwrites the default VA loot settings with the ravage loot settings, so VA loot in buildings, lootcrates and VA AI equipment follows the ravage loot settings. Thanks! Cheers Vd
  10. A new VA v2.19e BETA build is available: New features: This version changes the loot economy substantially compared to the steam version. - new mods are categorized - categorized mods are: arma 3, dlc, all 4 RHS, CUP, Niarms, friths ruins, ravage (project infinity, EO, ttsk, warfarethai, ifa3, KA, aftermath and any other mod are yet to be categorized) - categories are: civilian, military, police and special - option added to take over RAVAGE gear pool settings and overwrite VA default settings. Blacklisted classnames are still excluded and custom gearlists will overwrite this. This is intentional - these categories define in what buildings what loot will spawn - police gear will (wip) spawn in buildings designated as police building (e. G. Liviona police station, tbd for arma, dlc and CUP) - special gear is ghillie suits, diving suits, oxygen tanks and such. Will not spawn often, will not be equipped to AI, will likely only be obtainable from loot crates and traders, tbd) - AI will either spawn with gear from the civilian pool or from the military pool, chance based - Loot crates are filled with gear from all categories - mod content will only be categorized if mod is active - new settings: seperate military loot adjuster (chance for rifles, items, uniforms,...) - setting to bulk exclude arma 3, dlc, ravage equipment seperately (option for weapons and for equipment) - setting to BLACKLIST specific classname from lootlist - setting to overwrite/WHITELIST loot arrays for itemslots with custom classnames (will ignore default generated lists and apply your classnames only) - setting to adjust chance that AI spawns with military gear Other changes: - chance to spawn guard dogs set to 0 by default until friendly fire behaviour is fixed (BAD DOG!) - debug hints cleaned up (only worls in SP and hosted MP atm) - added counter to show how much loot is currently spawned - removed bis fnc task defense from AI that is spawned at sites until AI behaviour issues are fixed. - added a ravage time multiplier to some function. For example for bleeding to avoid bleeding to tick faster than intended. - some settings cleaned up I hope you enjoy and thanks for all the v2.19 testers that have offered their help and have actively discussed the beta on discord so far, you rock! Join the discussion: DISCORD It looks like we are getting closer to a steam release;) Cheers Vd
  11. Vandeanson

    How to make random loot .sqf?

    I think first you would need to create a "groundweaponholder" and then additemcargoglobal into that gwh. So YOURLOOT must be "groundweaponholder". Then you can do _box additemcargoglobal ["classname", 1] ; (doublecheck that code pls) Or the adequate commands for weapons gear and magazines. Cheers Vd
  12. Vandeanson

    Ravage

    Hi all, might be me being a noob but i recently noticed that the RHS GREF and SAF mods match quite well into a survival scenario as they have both military and civilian/old miltary weapons. What a nice surprise:)) In other news, irish mick has started a ravage series on youtube, lets show his videos some love;) It always spices up my morning commute when seeing new ravage yt videos pop up in the morning:) Cheers and happy Friday Vd
  13. Vandeanson

    How to make random loot .sqf?

    You can join me on discord and i can show you how to either use my mods loot spawner (it does all that you describe) or help you create your own script. https://discord.gg/SAFysz8 (i think/hope i am not breaching forum guidelines with posting a link) Cheers Vd
  14. Currently busy adding cup, rhs, project infinity, friths ruins, eo gear to the categorized loot arrays and working on a way to include all active gear mods (non categorized ones) by default
  15. @Luca thank you, so my code does not work for you in dedicated? I am about to start to look into this again once i am set up again (just moved) and i have a new partner in crime that helps me, will keep you posted! Will look at the linked code too then. @code34 Thank you, will start from scratch and check these points again. Cheers Vd
  16. https://drive.google.com/file/d/198q0np1TC3G87ugAnOcNRjac05IOFgql/view?usp=drivesdk In case the old beta link does not work
  17. Yeah i though about automaticaly feeding in all non cathegorized mods too, gotta figure out how to best do that:)
  18. Niarms and CUp weapons as well as most cup equipment is categorized in tge WIP build
  19. If this is the full code in your triggers on activation box, then your code does not know what _group and _pos is. These are local variables an must be defined within your code or passed into it. Basically that code does not know what group you want to assigne it to and where you want to spawn it.
  20. EO gear, RHS, friths ruins, project infinity, niarms, cup, warefare thai, will all be added one by one i think, and others that i have forgotten. Just a lot of manual work:))
  21. Niiice niicee, keep 'em coming! 🙂
  22. Vandeanson

    Ravage

    Fyi, i am looking for beta testers:)
  23. Hi all, I have been able to fix all known issues of the new loot economy. I could use some help with testing the beta version, hence anyone interested can find the link to a local addon version below. Any feedback is appreciated. https://drive.google.com/file/d/198q0np1TC3G87ugAnOcNRjac05IOFgql/view?usp=drivesdk NOTE: You will need to turn on the dynamic loot spawner manually under the loot economy settings. Forgot to enable it by default. Will change it tonight. New: - civilian and military loot categories - vanilla, dlc and ravage gear/weapons are categorized - affects lootspawn, AI equipper, player equipper, trader goods, lootcrates from sites - tradercamp (requires ravage and the rvg ambient AI module) traders redone to include VA medical items (bandage, anti virus pills /injectors, bloodbag) - added a hint loop how to use medical items (shift + f) - added tooltip to medical items Known issue: - in SP, shift + f no longer works after a restart. You will have to close and reopen the mission. Working on a fix. In my personal opinion, loot spawns feel much better now, with military grade gear only spawning in military facilities and civilian areas only spawning items that are likely to be left behind in a normal household. I will add two more categories, police and medical sites with specific loot pools. Cheers Vd
  24. W.I.P. update: I have categorized item types into the categories military and civilian for vanilla, dlc and ravage content. Depending on your active mods and settings, this feature will take relevant arrays and merge it into a final e.g. military rifles or civilian rifles loot pool. These pools are used to randomly equip AI, players, fill loot crates and for loot spawn in buildings. Military areas and civilian areas spawn different loot as they access the respective gear pool category (civ vs mil). AI and Players would mainly be equipped from the civilian gear pool, with a low chance per equipment slot to access the military gearpool. Sites (e. G. Banditcamps) have a higher chance to have lootcrates with military gear and bandits have some chance to be military grade geared. I did some testing yesterday and most parts work well. I have an issue with seperating military type buildings but i believe its just a minor error in the code, once thats fixed the new loot economy is working and all i need to do is add/categorize further mods:) Cheers Vd
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