DayZ
InediaInfectedAI
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Ενημέρωση: 8 Απρ στις 5:08

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InediaInfectedAI
🔥 HOTFIXES
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- Compatibility issues with the "TerjeSkills" mod:
* Fixed a compatibility issue with "TerjeSkills" related to the method `InediaInfectedAI_SyberiaCompatibility.GetSyberiaFractureChanceMultiplier()`, which occasionally caused log errors and sometimes even server crashes.
- Compatibility issues with the "Zens Immersive Login" mod:
* Added a delay for clearing Inedia-debuffs upon player spawn. This may help resolve the issue where players sometimes spawn with debuffs, which is likely caused by a conflict with one of the mods. Those who experienced this issue due to compatibility with the "Zens Immersive Login" mod and had to disable it - you can try enabling it again. I believe this compatibility problem should no longer occur.
- Compatibility issues with the "PercentageHUD" mod:
* A delay in the initialization of Inedia-badges has been added to resolve compatibility issues with the "PercentageHUD" mod, as well as with any other mods that override the "BadgesPanel" during the game's HUD initialization.
- The minimum damage threshold required to sustain deep wounds/gunshot wounds/internal bleeding has been significantly reduced for firearm damage. This should eliminate situations where a character did not receive a deep wound when armor was penetrated due to post-penetration damage reduction. It also prevented bots with reduced damage from causing injuries due to this threshold.

- Fixed an issue where disease agents (parameter _Zombies.DiseasesToPlayerAgents_) were not affecting players with deep wound bleeding (Inedia Pain System) when the _AddOnlyIfBleeding_ flag was active. However, now, in the case of deep wound bleeding, this logic will only trigger if a direct hit lands on the bleeding limb. If the limb is bandaged, it is not considered bleeding, however, if the bandage starts leaking, it will be treated as bleeding, and this logic will trigger.
- Fixed an issue where the hook `EntityAI.EEHealthLevelChanged(...)` was not being triggered when Inedia-HP changed for infected. Now it will work correctly on the client, but there are some issues on the server.
* The problem is that on the server, this hook is called immediately after `Object.SetFullHealth()` rather than after the damage processing method completes. Since I have to restore the infected's vanilla HP every time they take damage to prevent them from dying from vanilla fatal damage, this hook triggers and causes the health level to change to "0" after taking damage before switching to the correct value.
* I don't have an easy solution for this issue yet, but it's not critical since this hook is mainly used on the client.
- Increased the distance between the infected and the character for disabling search mode inside houses, which should theoretically slightly improve the infected's attack mechanics indoors - meaning they will be less likely to stall and stop in front of the character.
- The chance of receiving deep wounds from explosions, car collisions, and car accidents has been slightly reduced.

This update did not include any changes to the parameter values in the Inedia-config, but the sorting of the _Zombies.DamageToPlayer*_ parameters was changed. This information is provided here so you don't waste time trying to figure out what changed. Essentially, there's no need to modify anything in the Inedia-config after this update.

Ενημέρωση: 24 Μαρ στις 4:47

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InediaInfectedAI v1.21
The mod has been updated.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.21

Ενημέρωση: 16 Φεβ στις 10:50

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InediaInfectedAI v1.20
The mod has been updated.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.20

Ενημέρωση: 30 Ιαν στις 7:11

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InediaInfectedAI v1.19
The mod has been updated.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.19

Ενημέρωση: 29 Δεκ 2024 στις 4:47

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InediaInfectedAI v1.18
The mod has been updated.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.18

Ενημέρωση: 13 Δεκ 2024 στις 4:33

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InediaInfectedAI v1.17
The mod has been updated.
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The main addition is new types of injuries in the pain system.
Now, in addition to fractures, characters can suffer deep wounds, bullet wounds, and internal bleeding:
https://github.com/ysaroka/InediaInfectedAI/wiki/Inedia-Pain-system-guide
Visual guides:
- EN: https://github.com/ysaroka/InediaInfectedAI/wiki/Inedia-Pain-System-Visual-Guide-EN
- RU: https://github.com/ysaroka/InediaInfectedAI/wiki/Inedia-Pain-System-Visual-Guide-RU

A medical system has also been introduced, including a variety of pre-made medications and medical tools, as well as the ability to attribute these properties to any item you choose:
https://github.com/ysaroka/InediaInfectedAI/wiki/Inedia-Medicine-guide

More detailed information is available in the patch notes:
https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.17

Ενημέρωση: 7 Νοε 2024 στις 1:21

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InediaInfectedAI v1.16
The mod has been updated.
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⚠️ HOTFIX ⚠️
Fixed a bug where the character's blood volume was fully restored upon taking any damage.

Ενημέρωση: 4 Νοε 2024 στις 0:26

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InediaInfectedAI v1.16
The mod has been updated.
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⚠️ HOTFIX ⚠️
The issue causing the server crash when the mod was used with "eAI_Reloaded" mod has been fixed.

Ενημέρωση: 3 Νοε 2024 στις 1:53

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InediaInfectedAI v1.16
The mod has been updated.
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⚠️ HOTFIX ⚠️
The damage handler for survivors is disabled for "DayZ-Expansion-AI" bots that have modified damage multipliers (DamageReceivedMultiplier != 1 or DamageMultiplier != 1) in ExpansionMod\Settings\AISettings.json or in quest objectives Quests/Objectives/(AICamp or AIPatrol).

The issue was that if these parameters were set to values other than "1", both "InediaInfectedAI" and "DayZ-Expansion-AI" would control damage from and to such bots simultaneously, causing a conflict that prevented killed bots from being counted in "DayZ-Expansion-Quests" objectives.

Now, if the "DamageReceivedMultiplier" parameter is set to a value other than "1", damage from the player to these bots will be processed by "DayZ-Expansion-AI", not "InediaInfectedAI". This means that weapon multipliers ("Zombies.DamageToZombieWeaponsMultipliers") and melee damage multipliers from injured hands will no longer apply to these bots. If "DamageMultiplier" is set to a value other than "1", damage to the player from such bots will be handled by "DayZ-Expansion-AI", meaning that damage multipliers will not apply to bot damage to the player.

Ενημέρωση: 1 Νοε 2024 στις 4:04

https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.16