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Vandeanson

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  1. Welcome to Vandeanson’s Apocalypse Version 2.0 Vandeanson's Apocalypse (VA) is a dynamic spawn system that spices up ever mission you play or create by adding sites of interests, events, enemies and loot to your world. 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. THIS MOD CREATES NO DEPENDENCY THE MOD MUST BE INSTALLED ON BOTH SERVER AND CLIENTS TO WORK Check the FEATURES to see what is added by the mod. Link: Vandeanson's Apocalypse INSTALLATION: USAGE: FEATURES : GENERAL: KNOWN ISSUES/WIP: REQUIREMENTS : THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to Dedmen, sarogahtyp, gc8, LSValmont, 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. The biggest thanks goes to @zagr for all the hours he and his crew tested every aspect of the previous versions of VA and provided valuable feedback! HELP TO IMPROVE: Please subscribe & rate on Steam and let me know about any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Please be specific when reporting a potential issue and try to test your potential issue with as little mods as possible, in order for me to replicate and fix a problem. Cheers VD
  2. Hiho all, i am off to holidays for 2 weeks, going to dig into the above afterwards. Would be cool if you guys post any feedback from testing sessions in the meantime:) Cheers Vd
  3. 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
  4. Pushed another update including the earlier announced changes. The earlier update did not work, because i forgot two comas.... 🤣 Further i fixed some small issues that i noticed and added minor settings in the lootspawner (option to offset the Z axis up down of lootpositions in buildings, in case loot always spawns below the floor for whatever reason) Further i added some additional delays, trying to smoothen spawns. Some cool looking cup hel wrecks are now automatically added to the crashite spawn assets, if cup is used. And some stuff I already forgott again:) Cheers Vd
  5. Hi both, Uuh nice, loads of feedback:) i always appreciate to hear how VA works for various users. Lets dig into it: 1) can you post a list of your mods you use alongside VA? 2) what VA settings have you set under the general section of the settings? I need to know if you changed min/max spawn range and despawn timer. 3) how many iteration per site type do you spawn? (e. G. How many bandit camps, shipwrecks... ) 4) how many AI patrols and AI stalkers, animals and feral dog packs this is usually heavier on fps because the AI is within close proxy and active 5) two of the issues mentioned have respective instructions in the OP or on the Steam page, namely, how to set up the planespawner and how to avoid that stuff spawns outside the map borders. Please read through and let me know if these instructions helped you. If not, i need to rewrite the guide. Do you mean, changing settings while playing the game? If that works, then only at the next despawn/respawn cycle of a site. I need to test in general, if changing this while the game is running, affects the spawners. The intention was that changes can only be made in editor. Will look into it. In my understanding of CBA, you as mission maker can change the settings under the "mission" tab of CBA settings, which will den overwrite and black out the client settings. I understand that the cba settings are then saved into the mission file. So settings don't reset if you reopen a saved mission template in editor. It would probably be best to have a server version of the mod with all the settings (server side and client side features settings ) and the server side scripts, and a separate one for clients, that does not have own cba settings but has all client scripts such as infection script, equipper, random respawn finder and such that take the settings from the server side mod. -> damn i really want to look into this now;) Yes exactly, play around and use what works best together with your other mods and scripts. Let me know if you find specific features that specially affect fps. Hm thats heavy, i did not experience such drops, usually the initial spawning is done within the first few mins of mission start. Use the debug markers and the ZEUS feature (set to 15 seconds, not lower to avoid lagspikes) , and assign zeus to your player, its a good way to check how stuff works and to see how much stuff is active and spawned and when it despawns. Absolutely specially when it comes to AI. I may also add in some more small sleep delays within spawners, to avoid lagspikes (e. G. 5 AI do not need to be spawned in sametime and also need to have immediately all AI functions and the equipment set. Some delays inbetween should easy stutters/lagspikes In the end not everything needs to be up within 30 secs, it could as well take 5 mins, players wont notice. Will look into it. You mean the shipwrecks? These things are good to know for me, it gives me indications what to test and optimize. So maybe at this point i should briefly explain what the mod does and how i tried to optimize performance so far: Position finder loop: First finunction, finds a position for the respective site, loops until a matching site is found Spawner prep At the position, a reference marker is placed. This is shown as area marker if debugging is enabled. The spawner is now put on hold until any player gets within 1000m of the site. Spawner: If all players are more than max spawn range away from the site position, it gets deleted without spawning any assets. If a player gets close, the site and its AI and loot is spawned in. Immediately, simulation is disabled for all AI and objects via dynamic simulation. Also, all structures are hidden. Once the player gets even closer, simulation is enabled and hidden objects are unhidden. This, and the step before, are the asset intensive and therefore FPS affecting states of a site. Keep this in mind when tuning min/max spawn distance, site uptime timers, and min distance from players to delete after the timer has run out. (all in VA general settings). Despawning: Once a site is up, the despawn timer starts to count down. At 0 the site will be despawned, if no player is within min. despawn distance (VA General settings) The process repeats. This happens for each feature, as many times as you have selected (amount of e. g. Banditcamps). So the key tuning here can be done in the general settings and under the site spawner settings. Consider the despawn timer and min despawn distance to player. Fps wise, it would be best if the site would despawn quickly after spawn, if a player is getting far way from the site. For immersion it should be up for a while.. A decision needs to be made:) Also you need to decide if you want multiple sites spawned over a large area? With the staggered spawn system that is not a problem. But imagine that you take a heli and fly around, covering vast areas uncovering all sites (and hence activating them). Maybe in this case, short despawn timers might be good, to clear up a camp. Maybe connected with a slightly increased minimum despawn distance from a site to any player, e. G. As soon ad you are 2500m away, the site despawns immediately... Decision to make:) One more thing. The new dynamic loot spawner is rather fps heavy, turn down the spawn area to counter that. In the end, you will have to balance number of features and events vs. Your minimum fps requirements, adapted to all other active mods. But in the end the mod spawns in assets and runs code, which comes with a fps penalty. Hope that makes some sense:) Cheers VD
  6. Oh ok i think this happens when i change the mods name when updating it. Going forward i will not update the version in the mod name. That should fix it:)
  7. Have you A) placed and named markers for possible plane spaen locations on the map? B) added these marker names in the marker field of the plane spawner settings? It seems to me that the script can not find any markers, which indicates that step B) might be missing.
  8. Sorry guys, i must have messed something up in the cba menue. I have backed up version 2.03 from june 9 until its fixed. This should make the mod playable again
  9. Hi all, I pushed an update for Vandeanson's Apocalypse, now including a ravage exclusive feature;) *** Point of Interest EH: - with ravage, you have a chance to find information about points of interest in document folders. - such info will add a local (to player) marker to the players map (question-mark) - this may indicate the location of any of the sites of the mod ( e.g. Bandit Camps, Crashsites,...) - POI marker disappears once you are within 10 meters of POI - POI markers do not disappear when the site is despawned, simulating that intel you looted might be outdated - chance of rvg_docFolder containing such intel can be adjusted The looted doc folder is always deleted and turned into a rvg_notepad to avoid exploit. *** Further I have - added the option to have FAKs turn into (gets deleted in the process) Anti Virus Medicine (if the infection feature is enabled) when picked up. The chance that this happens can be adjusted. - added an option to change the damage effect base frequency between harmful effects of the infection feature. The frequency is increased by 5% every time it hits. - added military and industrial structures (based on config) to the dynamic loot spawner of the loot economy feature - removed CUP Terrain - Core dependency to avoid dependency of a 6gb mod. I would still recommend to play it with that mod, due to the cooler assets. - minor fixes Got quite excited when I saw that Prospekt Mir dedicated a video to testing Ravage along with VA and I wanted to share it here: I was on eggshells while watching the video, always waiting for that big massive error pop up mentioning my tag somewhere..;) Got some good feedback out of it, if you get to playtest VA - please let me know about any issues you might notice! cheers vd
  10. Vandeanson

    Ravage

    Hi all, I pushed an update for Vandeanson's Apocalypse, now including a ravage exclusive feature;) *** Point of Interest EH: - with ravage, you have a chance to find information about points of interest in document folders. - such info will add a local (to player) marker to the players map (question-mark) - this may indicate the location of any of the sites of the mod ( e.g. Bandit Camps, Crashsites,...) - POI marker disappears once you are within 10 meters of POI - POI markers do not disappear when the site is despawned, simulating that intel you looted might be outdated - chance of rvg_docFolder containing such intel can be adjusted The looted doc folder is always deleted and turned into a rvg_notepad to avoid exploit. *** Further I have - added the option to have FAKs turn into (gets deleted in the process) Anti Virus Medicine (if the infection feature is enabled) when picked up. The chance that this happens can be adjusted. - added an option to change the damage effect base frequency between harmful effects of the infection feature. The frequency is increased by 5% every time it hits. - added military and industrial structures (based on config) to the dynamic loot spawner of the loot economy feature - removed CUP Terrain - Core dependency to avoid dependency of a 6gb mod. I would still recommend to play it with that mod, due to the cooler assets. - minor fixes Got quite excited when I saw that Prospekt Mir dedicated a video to testing Ravage along with VA and I wanted to share it here: I was on eggshells while watching the video, always waiting for that big massive error pop up mentioning my tag somewhere..;) Got some good feedback out of it, if you get to playtest VA - please let me know about any issues you might notice! cheers vd
  11. Yes exactly, and consider your maximum spawn distance from the VA settings when choosing the markers size. It sometime happened to me that stuff spawned even behind the markers😂
  12. Thanks for the feedback:) If the errors contain references starting with VA_ or VD_.. Then please send me a printscreen, it would be errors caused by VA. Yeah check out the installation /usage parts of the OP, there is instructions on how to ad blacklisted areas for land and coastal spawn sites (mainly to restrict stuff from spawning outside a map). Let me know if it is not cleraly explained, then i will update it. Cheers Vd
  13. OP updated to confirm that the mod is needed on both server and client. In addition, just to confirm that all features work on dedicated, hosted and SP. Teaser: Tonight i will add a new feature for ravage users: If you pick up a document folder, there is a chance that a point of interest is added to your map, indicating the location of one of the sites (e.g. A bandit camp or crashsige) Cheers Vd
  14. Ah yeah a gearspawner is included, i need to remove that
  15. 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 
  16. No worries, i know its not easy to express yourself in a foreign language, try to explain as good as you can and we will figure it out:) and yeah screenshots and rpt files are even better. Btw. I do speak german, if that helps.
  17. I entered a last minute error to the code, before updating.... will be fixed tonight:) After that, the lootspawner should work.
  18. Vandeanson

    Ravage

    Hiho all, the VA mod now includes a simple dynamic loot economy, spawning loot as per VA loot settings (adjustable by user) in Buildings using Building Positions. This might come in handy for ravagers playing on maps with little or no furniture in buildings: I ll do some testing and hope for some feedback from the community. Will likely add separate spawn systems targeting: industrial area, military area, hospitals,.. cheers VD
  19. Vandeanson's Apocalypse is updated to v2.03! VA Loot Economy added: - loot spawner in buildings at building positions - dynamic spawn/despawn based on player location - blacklisting areas with spawned loot (so other players wont spawn in loot as well) - should be MP compatible - all settings can be adjusted under "Vandeanson's Apocalypse - Loot Economy" - equipment settings are considered (disabled mod features, e.g. disable CUP Pistol) This is disabled by default, you need to access the CBA settings for VA - Loot Economy to activate the feature and adjust the settings
  20. Ok thanks, i ll try to replicate the error:) It worked for me so far, with 2 blacklisted areas each for coast and land. What do you mean by : ? Just for me to understand what was done. Cheers Vd
  21. Vandeanson

    Max Melee Weapons

    Hi max, would it be an option to define melee weapons as launcher type, rather than handgun type? In order to carry the melee weapon in the launcher slot? Cheers Vd
  22. I have more or less finalized a loot economy tonight. Will need to add some cba settings for user tuning and will then integrate it as a feature into VA.
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