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Happy to announce that VA 3.0 Beta is now released on steam!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2856307323
Happy exploring!
FYI VA 3.0 is a complete overhaul of this version of the mod here. I will leave this older version of the mod online but it will not be monitored anymore.
Cheers
VD & The Dude
What could be the problem?
B_Soldier_1, B_Soldier_2 should be sufficient, let me know if it does not work
BR
VD
- renegade Side: nice idea will add it
- youtube has VA tutorials but they suck =D dont bother with the trade post its very bugged. Else join the discord, someone just posted some guideance on trade posts
- future VA has better possibilities to spawn custom units array
- for all other questions please read the mod description
- also feel free to join discord where other users may also be keen to help you out with usage questions and such
None of this will be implemented for this (steam) version of the mod but I am working on these things for a next version.
cheers VD
I can't put trade post.....
Vandeanson, would you please consider the possibility of letting us chose factions (instead of sides) as enemies and soldiers to spawn on camps?
@Narwhal: There should be a setting to disable this yeah. Via Addon Options.
@Churb: ugh maybe on the forums yeah, not sure to be honest...
https://forums.bohemia.net/profile/1147633-vandeanson/?do=content&type=forums_topic&change_section=1
maybe somewhere here i have posted blank code that you could copy.
Cheers
VD
@Luiz: yeah i reworked that, generally dynamic waypoints are a pain. VA 3.0 is reworked there and simplified.
AI mag refill: Thanks! yeah i actually wanted to add something that would ensure AI do not run out of ammo. Something that I might add with a own script that does the same thing (no dependency).
@Cryptd*ck
thanks! Sorry I cant help with that problem. Server setup is not my strong suit and I am not actively working on steam VA so I do not plan to update anything.
Basically these two types of waypoints frequently have the same functions, but the "Guard" waypoint can create some issues with "Guard Type" of triggers.
I suggest looking at the Bohemia Community Wiki article about the Waypoint Types, then look up the "Guard" type of waypoint.
However worth mentioning that it requires the Ravage mod in order to work, since it makes use of a Ravage mod function.
It will make use of the Ravage function that allows AI to have "infinite ammo", while still needing to reload their weapons.
Just use something like this line of code, with "_unit" being the unit being spawned:
_unit addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}];
I love this mod and it has a ton of great features. However, I just bought a new server and after an entire weekend of troubleshooting, I discovered that this mod is causing a problem where I can't load custom missions in my server. I would be happy to share my server log to see if you can pinpoint why this is happening, but I had to go through my entire server modlist and finally isolated this mod as the culprit. Please add me if you would like more explanation or the server logs, I would love to see this mod working on my server in the future.
dynamic simulation disabled by default.
In order to enable, add this to your init.sqf:
0 = [] spawn {waituntil {!isnil "VA_DynSymEnabled1"}; sleep 1; VA_DynSymEnabled1 = true;};
if you just want to turn on dynamic simulation, add this to your init.sqf
enableDynamicSimulationSystem true;
"Group" setDynamicSimulationDistance 1000; (change activation distance at will)
cheers
vd
@xandious thanks! trading is pretty much bugged and will not work in most situations, it also requires ravage active. There is no fix for it and I have currently removed the tradercamp feature from the WIP version of the mod.
Cheers
VD
thanks!
https://discord.gg/bw5NxyWp