Author: Vandeanson
Author Website:

Requirements: Community Base addons A3, CUP Terrains Core

Version: 2.191
Signed: Yes, serverkey included

Short description: 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!

Date: 2019-10-20 22:07

Comments: (5)


Vandeanson's Apocalypse


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!

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 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.

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!

- random position finder for all features
- sites de and respawn
- Bandit Camps
- Hideouts
- Shipwrecks
- Crashsites
- Tradercamp
- AI Patrols
- Animal Spawner (Goats & Sheep)
- Spawners for Boats, Planes, Helicopters
- Medical Sites
- Zombie Infection Script for the RAVAGE mod
- JBDOG feral dog spawner
- DBO Horses spawner
- 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.

- dynamic symulation 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)
- blacklist items
- exclude Arma 3 Vanilla and DLC items from loottable
- 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)
- CBA3 Settings to tune features in Editor
- 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

To install Vandeanson's Apocalypse you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

Included files:

For usage instructions and information of how to use the Vandeanson's Apocalypse please refer to the included documentation and/or example mission.

1. Subscribe to the mod
2. to adjust settings, in Eden Editor, go to Settings -> Addon Settings -> 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. play

Note that this mod requires CBA3.
- CUP Terrains 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.

Future plans:
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:
- Ai scavengers 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 ity 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

- 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

Credits & 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., Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now.

Please subscribe, rate and let me know any issue that might occure, I would appreciate receiving any feedback that helps me improve the mod.

- fixed an issue with player reference / respawn / loot economy

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

infinite loading screen on dedicated server fixed
military loot economy added

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

- 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.

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:
- updated (dynamic animation/animation interruption, bleed effects)
- applied some fixes so bleeding only starts in intendet scenarios
- added autohealing that starts when: not bleeding, above 80 blood, (and if ravage) above 80 hunger and thirst
- 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
- 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

- bleeding fixed
- bandaging fixed
- blood transfusion fixed
- infection fixed
- infection cure fixed
- added correct medic animation to the above, no more glitching
- added a menue to modify the blood gain speed
- tradercamp fixed but placement might be problematic on maps like Tanoa. I might have to make smaller tradercamps.

- added knockout/faint effect (KK's Ragdoll script)
- updated animation
- updated addaction restrictions
Blood Transfer:
- updated animation
- updated addaction restrictions
Anti Virus Injection:
- updated animation
- updated addaction restrictions

- option to disable stamina (player settings)
- option to disable First Aid Kits (bleeding settings)
- animation added to bandaging and blood transfer
- moving while bandaging or transfering blood will cancel the action and might destroy the bandage/bloodbag
- bandaging will now put the current headgear on the ground and add a head bandage and some medical waste
- for ravage: workaround code added so the players arms would not glitch if you have your weapon on the back

- the blood value would not reset after respawn - fixed

- bleeding effect would not be reset at respawn - fixed

- overhauled infection system
- inventory item Anti Virus Pills and Injectors
- bleeding system
- inventory item bandages and bloodbag
- new tradercamp
- incl ravage traders and ravage trader for weapon attachment
and others - detailed update info and summary will follow!


- loot economy: the blacklisting markers do not work properly update: fixed...silly mistake to be released in update 2.06 later tonight
- AI Patrols: fixed issue with cleanup checks
- AI stalkers: fixed issue with cleanup checks
- AI stalkers: added option to set patrol dog spawnchance (0 to disable patrol dogs)

added server key

- Anti Virus Meds can now easily be picked up
- loot economy (gear that may spawn in buildings): setting a type (e.g. "pistol" ) to 0, will now correctly exclude it from the loottable
- "non harmful" infection effects delay increased (coughing, stam loss,..)
- Anti Virus Meds added to the loot economy loottable (they may spawn in buildings now)

Fixed another missing comma....!

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:)

- removed CUP wrecks in order to make CUP Terrain- Core requirement voluntary

- "not folder" hint removed (when reloading or picking up items)
- removed default loadout form vehicles spawned in boat, plane, helicopter spawn sites
- added military and industrial buildings (from config) to the dynamic loot spawner of the loot economy feature
Infection feature:
- added setting to change infection base frequency (increase time between harmful symptoms like stamina loss, health loss. Non harmful symptoms remain random)
- added feature that First Aid Kits may contain Anti Virus Medicine. FAK would be deleted in that case and AVM is added. Chance for this can be adjusted under the infection settings
Point of Interest EH:
- with ravage, you have a chance to find information about points of interesst in document folders.
- such info will add a local (to player) marker to the players map (questionmark)
- this may indicate the location of any of the sites of the mod
- 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

- loot economy spawn loop would not start after respawn, fixed

- changed do to then in line 12 of the lootspawner
- this should fix the loot economy feature

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

couple of hotfixes and two fixes:
- critical planespawner fixed
- critical hideout spawner fixed

Added 20 seconds delay for site spawners to spawn.
This will fix an issue that arrays are not ready at spawns due to multiple gear/weapon mods being active.

fixed an issue that would cause an error pop up if lootspawners, AI or Player equipper would attempt to spawn weapons from empty arrays. (e.g. in case you blacklist all pistols, there is no pistol in the pistols array to choose from).

- all site and AI spawners have been rewritten
- focus on FPS optimisation
- fixed a logic error that would cause sites and AI to despawn or freeze in front of players
- various other fixes
- AI stalker spawner
- AI patrol spawner
- MP compatible feral dogs
- MP compatible AI patrol dogs
- tradercamp is still not MP compatible, needs some major rework

-Random Loadout at respawn fixed

- MP issues solved:
1. players can connect and wont get stuck in endless loading screen due to suspension code in the init.
2. all players get the random loadout at start and at respawn, according to their settings
3. all players will respawn at random positions, if selected so in the settings
remaining MP issues:
- addactions are SP only. On dedicates servers, noone will get the addactions for:
1. Traders, except ravage traders (only the VA custom trader for attachments, explosives, grenades and respawn backpacks wont work for connected clients other than the host and not at all on dedicated. working on a fix.
2. hideout tents loot search addaction. I added a chance for 1-2 lootboxes to spawn by default
3. crashsites: cargo space cant be searched on dedicated, and if client hosted, only the host gets the addaction. working on a fix.

- bugfixes from 1.15
- removed suspension from initialisation to try and avoid MP issues (stuck in loading screen for joining players)

-removed suspension form initalisation - might fix MP issue

- added some tooltips in the CBA_A3 settings (still WIP)
- added option to change factions for AI Patrols and Bandit Camps
- MP issue: CBA settings are only executed on Server - lets try if this works=)

Mod signed

- deletion of items and structures that spawn in the debug zone
- added option to use the ravage equipper for AI and Player
- added option to have the player respawn at a random location (requires respawn at position of death). Respawn range can be adjusted (relative to position of death)
- various fixes


- Community Base addons A3
- CUP Terrains Core

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- BI forums

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