Arma 3
(REPLACED) Vandeanson's Apocalypse
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Update: 8 Nov, 2019 @ 5:59pm

v2.22

- Mag repack multyplication bug fixed
- world loot bug fixed
- main menue initiatisation bug fixed
- animal spawner reworked
- HUD moved into debug message for now

Update: 5 Nov, 2019 @ 4:02pm

v2.21:
- bleeding frequency fixed (bleeding effects would not be delayed properly)
- infection script redone - should be bug free now
- random respawn redone - players should no longer spawn outside the map or in water

Update: 4 Nov, 2019 @ 3:02pm

v2.20:
- infinite loading screen fixed
- various smaller issues fixed
- medical Items no longer require SHIFT + F but are shown automatically when needed/available
- AI tweaked
- WIP Stats HUD (after inventory close)
- Sites Side and classes spawner options updated
- Magazine Repack feature
- new WIP temperature feature, enable it to test and pls give feedback:) needs some finetuning and effects

Update: 20 Oct, 2019 @ 3:19pm

v2.191
- fixed an issue with player reference / respawn / loot economy

Update: 20 Oct, 2019 @ 2:39pm

New features v2.19:

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

Update: 7 Sep, 2019 @ 2:39am

v2.18
infinite loading screen on dedicated server fixed
military loot economy added

Update: 3 Sep, 2019 @ 2:48pm

Update: 3 Sep, 2019 @ 2:46pm

v2.17
fixed: bleeding system changed - should no longer be randomly inflicted (only attacks and bulletwounds trigger bleeding now).

Update: 28 Aug, 2019 @ 2:05pm

hotfix:
- compatibility issue with other addons that use push buttons (displayAddEventhandler) fixd
- Shift + F works well in MP
- Shift + F duplicates in SP after restart, you will have to push it once more to open the inventory. Working on a fix for that.

Update: 27 Aug, 2019 @ 7:58am

v2.15:

NEW USAGE SYSTEM for medical treatment!!
- key to open all addaction for bandaging, blood transfusion, anti virus injector use and anti virus pill consumation: Shift + F
-> requires you to have the respective items and be under the effects of the relevant issues (bleeding or infected)
- press Shift + F again to hide the addactions

Site spawners
- position finder optimized
- no more debugg zone spawns
- spawn ONLY in map by default, no more marker placement needed
-> except Shipwrecks and Boats, where I am still looking for a good solution
- FPS optimized, hidden when noone near
- Bandit Camps, Crashsites, Hideouts and Shipwrecks have an scrollwheel action to scavence for lootbox
- AI FPS saving mechanics
- feral and patrol dog sounds fixed
- you can now chose side (east, west, independent or random) that will spawn at any site


The Living features:

bleeding:
- updated (dynamic animation/animation interruption, bleed effects)
- applied some fixes so bleeding only starts in intendet scenarios

healing:
- added autohealing that starts when: not bleeding, above 80 blood, (and if ravage) above 80 hunger and thirst

No FAK:
- option to remove FAKs updated, faks are removed from inventory at spawn/respawn and relpaced with bandages at pickup

-Animal spawner updated (Sheep, goats, cocks and wild-boars hooked to the caching function)
- first iteration of scripted (Event-handler "fired near") fleeing behavior of animals

General:
- Debug notifications added, you will see a hint summary of what has been spawned in.
- Auto recognition of ravage (disables ravage related content if ravage is not active)




- Healing system added: once the player has 90+ blood, is not bleeding and (ravage only) has 80+ hunger and thirst, he will heal every X seconds for Y amount of health. X and Y can be adjusted in the VA - Player settings. The feature can be turned off. I recommend to pair with the feature to disable FAK