DayZ
InediaInfectedAI
Visar 41–50 av 57 poster
< 1  2  3  4  5  6 >
Uppdatering: 11 okt, 2023 @ 2:01

---------------------------------
Since this update marks the completion of all planned features, this will be the last frequent update, and subsequent updates will be released no more often than once a month, possibly even less frequently. Perhaps an experimental version will be introduced, but this is not certain.
---------------------------------
1) The main feature of this update. Seeing is believing - https://www.youtube.com/watch?v=n_j5j_OwEhE

Jumping zombies now act more intelligently and can activate their attack animation while closing in on the player.

Now, when jumping zombies collide with the player, they transfer their impulse to the player, effectively stunning them. Depending on which side the zombie collides with the player, a corresponding stunning animation is triggered. During the stun, the player cannot perform any actions for about a second. Additionally, when stunned, the player is pushed away, potentially resulting in a fall from their elevated position.

Also, after stunning the player, there is a chance to inflict damage on them. By default, this chance is set to 50%. The probability can be adjusted in the following parameter:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesupjumpimpulsedamagechancepercent

2) Now, when taking damage, including damage to the block, the player can get stunned. Here are more details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesstuntoplayerchancepercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesstuntoplayerinblockchancepercent

3) Added the ability to modify the default zombies stun mechanics when zombie taking damage. By default, this functionality is disabled.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetozombieshocktostunhandlerisactive
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetozombieshocktostunthresholdmelee-zombiesdamagetozombieshocktostunthresholdrange

4) The ability to specify damage multipliers for zombies for any weapon has been added.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetozombieweaponsmultipliers

5) The ability to set zombie detection multipliers for any type of clothing has been added.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playerscamoclothingvisibilitymultipliers

6) Added parameters that allow body searches only when the player performing the search has nothing in their hands. By default, they are disabled.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessearchbodyonlyemptyhands
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playerssearchbodyonlyemptyhands

7) Added the ability to specify a range of sizes in which zombies will spawn. By default, it is disabled.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessizehandlerisactive
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessizefrommultiplier-zombiessizetomultiplier

8) Added "Zombies.RespawnInCrawlingChancePercent" parameter. Using this parameter, you can specify the percentage chance of spawning zombies in crawling state:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesrespawnincrawlingchancepercent

9) Parameter "Zombies.ReactVanillaMindstateChange" has been added. This parameter allows configuring the maximum radius from the target within which zombies will still switch to search mode in response to any vanilla irritant.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactvanillamindstatechange

10) I believe I made the car damage from zombies too hardcore.
Therefore, the value of the parameter "Zombies.AttackCarElementsByCollisionsPercentForOneHp" has been changed from '5' to '2'.
Please adjust this value in the config if you feel that zombies are damaging your cars too quickly.
This value will not be automatically changed in your config because '5' might have been suitable for someone.

11) Fixed the error "Could not find zone 'LeftLeg'":
https://github.com/ysaroka/InediaInfectedAI/issues/10

12) Improved compatibility with the Syberia Project. The configuration initialization has been moved to another location since Syberia Project does not allow modifications to PlayerBase.EEInit().

Uppdatering: 5 okt, 2023 @ 9:21

1) Now zombies react to the noise of other zombies falling.
When you kill a zombie - the sound of its body falling irritates other zombies. The irritation radius is 30 meters, but the parameters "Zombies.ReactBodyfall*Noise" is set to "0.5" by default for all types of zombies, so the actual irritation radius is 15 meters. The parameters "Zombies.ReactBodyfallBackstab*Noise" is set to "0" by default for all types of zombies, which means that there will be no irritation when killing with backstab.
Also, it's important to remember that if a zombie has reacted to a body fall once, it will not react to the same irritant for the next 4-8 minutes. This is done to prevent abuses related to constantly irritating zombies from a distance using a suppressed weapon.
Parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactbodyfalldaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactbodyfallnightnoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactbodyfallbackstabdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactbodyfallbackstabnightnoise

2) Added ability to configure whether zombies can attack different types of animals (Cow, Pig, Sheep, Goat, Wild boar, Deer, Roe deer):
Parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesattackanimalscow
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesattackanimalspig
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesattackanimalssheep
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesattackanimalsgoat
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesattackanimalswildboar
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesattackanimalsdeer
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesattackanimalsroedeer

3) Added the ability to disable killing zombies using backstab. By default, the handler is disabled and vanilla mechanics are used so as not to cause conflicts with other mods, such as PvZ.
Added parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiescanbebackstabbedhandlerisactive
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiescanbebackstabbed

4) Now, the distance at which noise of footsteps attracts zombies depends on the surface.
Running on grass is 20% less audible, while on gravel, it's 20% more audible. The type of surface is determined by the characteristic sound in the game.

5) Optimization of smells functionality, this should slightly increase server performance.
New parameter "Players.SmellsCountOnMapLimit" has been added, allowing you to set a limit on the number of smells on the map.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playerssmellscountonmaplimit

6) Small fixes:
- The parameter "SoundInHouseMultiplier" now affects scream of zombies inside buildings + some issues in scream irritation logic have been fixed;
- Added metal door knocking sounds for "land_city_firestation" building;
- The sound of knocking on a metal door has been changed to a lower pitch.
- Players buildings now have the same effects on sounds and lights as regular buildings in the game. That is, the "LightInHouseMultiplier" and "SoundInHouseMultiplier" parameters will work in players buildings, also in player-built structures smells will not be generated;
- Slightly optimized method for calculating noise distance depending on rain, perhaps this will slightly improve server performance;
- Some issues with the logic of irritating zombies by sound inside buildings were detected and fixed;
- Fixed error that occurred when character without hat would vomit when attempting to search or cut up zombie corpse:
https://github.com/ysaroka/InediaInfectedAI/issues/8
- Fixed error "NULL pointer to instance when trying to access variable 'm_Distance'"
https://github.com/ysaroka/InediaInfectedAI/issues/9

Uppdatering: 1 okt, 2023 @ 5:03

Small hotfixes:
1) Now using "QuietDoorOpeningMechanicIsActive = 0" you can completely disable silent door opening functionality.
Disable it if there is any conflict with custom doors. For example, if doors that must be opened with key cards are opened using the silent opening function.

2) Fixed doors positions for "land_rail_warehouse_small" building.

3) Key storage directory has been renamed "key" to "keys".

Uppdatering: 30 sep, 2023 @ 3:30

1) Zombies now react to noise of doors after player opens or closes them.
The noise distance after opening is 20 meters, and after closing - 30 meters.
Players have been given the ability to open the door silently, as a result of which zombies won't hear anything, but this type of opening takes a little bit of time.
You can disable or enable this mechanic, parameter "Players.QuietDoorOpeningMechanicIsActive":
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playersquietdooropeningmechanicisactive
You can also configure the time in seconds that the player will spend silently opening or closing doors, parameter "Players.QuietDoorOpeningMechanicSeconds":
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playersquietdooropeningmechanicseconds

You can configure zombies reaction distance to door noise for any type of zombie, day or night:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactdoorsdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactdoorsnightnoise

2) The "SaveConfigAfterInit" parameter has been added to the configuration file, allowing you to enable automatic addition of parameters that are not there to the config after the server starts.
The parameter was added so that mod users do not have to manually add parameters after each update.
This will not overwrite the parameters you have already configured, it will only add missing ones.
The functionality has not been tested, use it at your own risk. I also recommend saving your current configuration file before use, just in case.
By default, the parameter is disabled.
To enable, set this parameter to "1" and restart the server. All parameters that are missing in the configuration file will appear in it.
More details here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#saveconfigafterinit

3) Ability to specify vehicle class "all" has been added to the "Zombies.AttackCarElementsMultiplierByCarClassId" parameter.

Uppdatering: 28 sep, 2023 @ 2:38

1) !!! IMPORTANT !!!
Parameter "Vehicles.ZombiesCollisionsSoundThreshold" has been renamed to "Vehicles.CollisionsSoundThreshold", as this setting now affects collision sounds not only when colliding with zombies, but also with animals and players.
If you have configured this parameter for different vehicles, you will need to manually change its name for it to work.
If you did not touch this parameter, then you do not need to do anything.

2) Bad news for those who like to crush crowd of zombies with vehicle!
Added "Vehicles.CollisionsSpeedReductionMultiplier" parameter.
Using this parameter, you can influence the reduction in speed that the vehicle receives from collisions with zombies (as well as animals and players).
You can add this parameters manually or recreate default config by deleting config file and restarting server.

The speed reduction depends on the weight of the vehicle and the weight of the target and is calculated according to the law of conservation of momentum.
Now it will be much more difficult to kill a crowd of zombies with a car, since the first zombies that are hit will dampen the momentum of the car.

More details here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#vehiclescollisionsspeedreductionmultiplier

Video showing how it now works:
https://www.youtube.com/watch?v=WJggWQo-uaU

3) Fixed an issue with case of building names accepted by "Zombies.BreakingDoorsRestrictedDoors" parameter.
Now names can be entered in any case.

Uppdatering: 26 sep, 2023 @ 2:38

1) Added parameter "Zombies.BreakingDoorsRestrictedDoors" where you can specify doors that zombies will ignore and will not knock down.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
More information:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesbreakingdoorsrestricteddoors

2) Added sounds for zombies and vehicles collisions, which should add a bit of immersiveness to the game, as well as alert unaware player that the vehicle is being damaged when colliding with a zombie.
In "Vehicles.ZombiesCollisionsSoundThreshold" parameter you can set the vehicle speed threshold, after which there will be a loud collision sound, otherwise the sound will be quiet. These sounds can be disabled for any vehicle class. More details here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#vehicleszombiescollisionssoundthreshold

3) Added ability to enable searching another player's corpses to view loot, parameter "Players.SearchBodyToViewCargo". By default, this parametr is disabled.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playerssearchbodytoviewcargo
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playerssearchbodytoviewcargoseconds

4) Added translations into French, Polish, Spanish.

5) Fixed minor issues and added some changes:
- Zombies will now ignore doors that are outside their line of sight ahead (90 degree angle);
- The logic of loss of interest in knocking down door has been fixed, now lockpick will work much better;
- Fixed an issue that caused zombies to jump through openings they cannot fit through, such as barred windows;
- Fixed minor issues with zombies switching to vanilla chase mode when they shouldn't have;

Uppdatering: 24 sep, 2023 @ 2:49

1) Fixed problem where, with Zombies.DamageToZombieHandlerIsActive parameter enabled, zombie kills were not counted in main menu or in other mods that implement quest system.
2) Added new parameter Zombies.DamageToPlayerBleedingHandlerIsActive, allowing you to switch between vanilla bleed handling mechanics and mechanics of this mod.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Accordingly, an issue has been fixed where the vanilla bleed handling mechanics and mechanics of this mod were working simultaneously and player could receive two bleeds at the same time.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetoplayerbleedinghandlerisactive

Anyone who has ever had problems with zombie kill counts and had to disable player and zombie damage handlers - can now turn them back on, this problem has been fixed:
Zombies.DamageToPlayerHandlerIsActive => 1
Zombies.DamageToZombieHandlerIsActive => 1

Uppdatering: 23 sep, 2023 @ 5:35

1) The main change in this update. Infected AI has been completely redesigned, much has been rewritten from scratch. Perhaps something will break, since a lot of code has been redone. I hope for quick feedback in this case.

- Many problems that made it possible to abuse zombies have been fixed, for example - in most cases zombies will no longer get stuck in doors, knocking them out if they see the player. They will stop hitting the door and run to attack him.

- A target correcction system has been added, thanks to which zombies have become more attentive.
They will no longer stupidly run past you without noticing you if you disturbed them and moved a short distance from a position of irritation. Most likely they will notice you.

- Added system for irritating zombies with noise of footsteps. Thanks to this, many zombie behavior bugs were fixed.
For example, when zombie was in MINDSTATE_ALERTED mode, I had no way to somehow process its irritation and change search goal, so the zombie stopped responding to vanilla footstep noise.
Now sound of footsteps activates them in any state in the same way as other irritants, such as flashlights, etc., and with highest priority.
Now, to avoid problems, you will have to move really silently!
This mechanic works in parallel with vanilla mechanic and disabling it will not disable the vanilla mechanic.
New parameters have been added to customize how zombies react to footsteps.
You can add this parameters manually or recreate default config by deleting config file and restarting server:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepsjogdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepsjognightnoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepscrouchsprintdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepscrouchsprintnightnoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepssprintdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepssprintnightnoise

- All "Zombies.React*" parameters are now floating parameters, which will allow you to flexibly adjust sensitivity of zombies to various irritants.
You can read more here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#more-information-about-zombiesreactirritant-parameters

2) Added ability to separately configure reaction of zombies to red light.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Parameters (default values for all = 1):
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactheadtorchredvisual
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactchemlightredvisual
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactanddestroyheadtorchredvisual
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactanddestroychemlightredvisual

3) Added ability to configure chance of vomit and bloody hands when searching or butchering zombie body.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessearchbodywithoutglovesbloodyhandschancepercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessearchbodywithoutmaskvomitchancepercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesbutcheringwithoutglovesbloodyhandschancepercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesbutcheringwithoutmaskvomitchancepercent

4) Added ability to limit maximum speed of zombie movement for search mode and chase mode.
If vanilla mechanics are required or zombie speed is handled by another mod - disable parameter "Zombies.SpeedHandlerIsActive".
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedhandlerisactive
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedlimitinsearchmode
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedlimitinchasemode

5) Default value for "LossInterestToIrritantAfterSeconds" parameter has been changed from 3 to 2 minutes in order to slightly smooth out situation when players abuse zombies by throwing irritating items into places they can't reach.
You can change this parameter manually or recreate default config by deleting config file and restarting server.

Uppdatering: 16 sep, 2023 @ 10:18

There have been many complaints that when attack of unconscious players is disabled, zombies still stay nearby for a very long time, killing the player when he comes to his senses.
Therefore, now after the player loses consciousness, the zombies that were chasing him go into vanilla mode.

Uppdatering: 16 sep, 2023 @ 6:41

- Problem with FPS drop has been fixed, for which system for attracting zombies has been greatly reworked.
- In addition to fact that zombies now have a priority irritant, irritants among themselves also have priority.
For example, zombie will first react to strong light source, and only then to weak one.
If irritants have equal priority, then the zombie will follow first one to which it reacted, ignoring others, and will only begin to react to others after 10 seconds have passed since the priority irritant has been lost.