Author: Vandeanson
Author Website:

Requirements: Community Base addons A3

Version: 1.18
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: 2019-02-28 08:16

Comments: (1)


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.

-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

Forum topic:
- BI forums

Steam Workshop:
- Subscribe

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