DayZ
InediaInfectedAI
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Oppdatering: 15. sep. 2023 @ 2.33

Added configuration parameter "Vehicles.Noise" that allows you to configure radius of attracting zombies with engine noise for each vehicle separately.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#vehiclesnoise
You can create "Vehicles.Noise" parameter manually (see default value below), or recreate default config by deleting config file and restarting the server.
Default parameter value:
...
"Zombies": {
...
},
"Players": {
...
},
"Vehicles": {
"Noise": {
"all": {
"RpmMaxMeters": 120.0,
"RpmIdleMeters": 40.0
},
"Offroad_02": {
"RpmMaxMeters": 140.0,
"RpmIdleMeters": 50.0
},
"Truck_01_Covered": {
"RpmMaxMeters": 150.0,
"RpmIdleMeters": 60.0
},
"Truck_01_Covered_Blue": {
"RpmMaxMeters": 150.0,
"RpmIdleMeters": 60.0
},
"Truck_01_Covered_Orange": {
"RpmMaxMeters": 150.0,
"RpmIdleMeters": 60.0
}
}
},
...
If "Vehicles" or "Noise" option is missing in configuration, the following parameters will be set for all vehicles:
RpmIdleMeters = 40, RpmMaxMeters = 120

***

Major reworking of zombie attraction functionality (more hardcore!):
- Frequency of response to irritants has been increased to once every 5 seconds. Now they will react to light, etc. much more often and more realistically;
- Zombie now has a priority irritant that it will follow, ignoring others, and will only begin to react to others after 10 seconds have passed since the priority irritant has been lost. This was done to eliminate situations where a zombie, caught between two or more irritants, began to run back and forth in place, torn between the irritants.

***

Doors:
- Fixed Bohemia bugs with door sound positioning that prevented zombies from opening some doors, for example, in prison:
https://www.youtube.com/watch?v=SaWJT4tOagc
- Fixed sounds of some metal doors that sounded like wood when hit.

***

Small rebalance of default chance of knocking out and breaking doors. As tests have shown, with value of 20%, it took a very long time for a zombie to knock down door, and destruction generally happened extremely rarely.
New values:
BreakingDoorsOpenChancePercent = 25
BreakingDoorsDestroyAfterOpenChancePercent = 25

You can change this parameters manually or recreate default config by deleting config file and restarting the server.

Oppdatering: 13. sep. 2023 @ 6.55

- Disabled effect of bonfire geometry on pathgraph generation;
In other words, players could make bonfire in narrow passage or in doorway, thereby blocking possibility of zombies coming through.
The same could be done in vanilla mechanics.
Now zombies can walk through bonfire.
Moreover, they can extinguish bonfire with blows if corresponding option is enabled.

- Added zombie reaction to bonfire during the day (smoke, crackling fire, etc.);
- Added zombie reaction to smoke from house chimney;
Zombies.ReactFireplaceDayVisual;
Zombies.ReactAndDestroyFireplaceDayVisual;

Minor difficulty rebalance.
You can change this parameters manually or recreate default config by deleting config file and restarting the server:
- "ScreamAttractsZombiesInRadius" default value changed from 40 to 50 meters (according to my tests, 40 meters is not enough and zombies almost never attract help);
- "ScreamChancePercent" default value changed from 20% to 25% (it also seemed that scream worked quite rarely);

Oppdatering: 10. sep. 2023 @ 14.52

- Fixed bug because of which zombies did not attack players who got out of the car;

Oppdatering: 10. sep. 2023 @ 13.40

- Fixed memory access violation that caused server to crash;

Oppdatering: 7. sep. 2023 @ 5.00

- Added bikey;

Oppdatering: 6. sep. 2023 @ 8.42

For "publishedid" update in meta.cpp

Oppdatering: 6. sep. 2023 @ 8.42