a3_vemf_reloaded by IT07 - ABOUT - a3_vemf_reloaded is based on VEMF (Vampire's Epoch Mission Framework).
VEMFr is meant to be very stable, reliable and best for performance.
- DOWNLOAD - https://github.com/IT07/a3_vemf_reloaded
BIG UPDATE! Nice and smooth coding improvements as well as fixes for unstable/unreliable spawning/despawning of missions and lots of other improvements.
BIG UPDATE! Nice and smooth coding improvements as well as fixes for unstable/unreliable spawning/despawning of missions and lots of other improvements.
BIG UPDATE! Nice and smooth coding improvements as well as fixes for unstable/unreliable spawning/despawning of missions and lots of other improvements.
Wow that is for sure the weirdest issue I have heard of so far. I have no idea what it could've been caused by until I can replicate the issue myself and test it. @Swash: do a COMPLETE fresh install of the latest version and make your custom changes to the new config.cpp because it looks like you have mixed files from different versions in your server. Why? Because it says: "Starting VEMF 724.5" whilst it has to say this instead: "Starting VEMF 0.0724"
@Swash: a big issue related to the problem you are having has been found in the current version. A fix for that will come soon. But you still need to make sure you update properly ;)
Everything working great thank you. I had a extra symbol. My hands tend to shake and it happens not the end of the world. Thanks again for your time it is rocking now.
Hello Everyone, I know this is long overdue, but I have enough time to begin working on VEMF. I've been working at a full time factory job for the past year and a half, and their slow season is October to February, and it's about that time of year again. I'm hoping to find a less time consuming job related to my career path in the near future when I get my car loan paid off. What's new with me? I have the audio equipment my former patrons provided for me, and I have changed internet providers so I now have the speeds to be able to stream reliably. I hope to stream and upload more VEMF related content this time around now that I have better speeds so I don't have the frame drops I was experiencing last time. This means that continued development on VEMF will mostly be streamed on my twitch. I also now have a twitter instead of a website blog to try to keep you up to date. I know that I have let down the individuals who were my patrons, and I apologize. I am closing my Patreon down until I feel like I have made it up to the community for my absence. To those that were my patrons, I am still very appreciative of the support you provided me. I also want to thank IT07 for taking over while I was away, and he has renamed his version of my code to VEMF Reloaded to avoid confusion. I am working off of the existing code I left without his changes.
So where is VEMF headed from here? The Arma 1.52 FilePatching change has affected a lot of how my system works. Even just launching it requires downgrading server security in BI's eyes, and for this reason I want to change it. Changing VEMF to be ran config-based with tags requires a lot of tearing apart and reorganizing code, and all the function calls in VEMF have to be changed. The end result should function better and be more organized. This is the first reason I want to change how VEMF works. VEMF as originally imagined and written on my Patreon and this original post was supposed to be more than a fetch-the-box mission system, and I feel like I have failed at delivering that. It could be improved farther along the way, but at it's core with the Town Invasions, it was still a fetch-the-box mission system with clear-the-town in front of it. My AI however are very aggressive and intuitive that made it unique but not unique enough to what has already been done. This is the second reason I want to change how VEMF works.
When I first envisioned the town-invasion missions back when I was working on DZMS, I also envisioned an infection mechanic, or hostile takeover mechanic (I prefer to use infection). The idea being that a town would be invaded lightly to begin with, but the longer the town is invaded (over real-time days) the town would become more fortified with more reinforcements, supports, and supplies. The main drawback with this is that either a server has to run without restarting, or the information has to be stored somewhere in a Hive. With the Epoch Redis calls, this should now be possible. The interesting part is that after a town reaches a certain level of fortification, missions in the traditional sense can be spawned nearby. One of these missions would be a scout vehicle style mission that would be heading from the infected town to a nearby one. When the scout vehicle reaches the town, and guards it for so long, the AI would also "infect" that town. Over the course of a week unchecked by the player-base of the server, AI could infect multiple towns and be quite a threat to normal day-to-day operations. There would be a users-online check to make sure a low-pop server doesn't become completely infected to ruin new-player experiences. So where's the reward? The AI along with their fortifications will also be bringing in heavy firepower and the supplies and resources for that heavy firepower. There will also be trader based missions to attack specific locations that are "infected" that will reward crypto instead of relying on finding cache's left by the AI. I think that this would add a great dynamic to PVE and PVP servers. For PVE servers there will be an option to spawn the server "completely infected" from the start. PVE servers players should band together to take on the AI Antagonists, and on PVP servers, players will be forced to work together to an extent or risk complete annihilation.
I'm interested in your feedback on this new direction VEMF is headed in! Keep an eye on my twitter and twitch for Streaming notifications, and this thread for progress updates. (You can visit my website by clicking my signature banner if you don't know my twitch or twitter) I'm glad to be back.