DayZ
Radiation Zone
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Actualización: 4 MAY 2021 a las 4:38

(ver 2.01)

ADDED

  • option to set up min and max quantity of spawned item in MissionsLootTable.json

E.g.: MissionsLootTable.json

[ { "title":"MagAutomat_1", "type":"items", "chance":0.1, "quantmin":20, "quantmax":80, "items":[ ["Mag_CZ61_20Rnd","Mag_MP5_30Rnd","Mag_MP5_15Rnd","Mag_UMP_25Rnd","Mag_AK74_30Rnd"] ] } ]

CHANGED
  • anti radiation tablets can be splitted

FIXED

  • client crash when opening map
  • fixed description at life insurance card when expired

Actualización: 23 ABR 2021 a las 7:07

HOTFIX

  • fixed reported issues in car enhanced properties

Actualización: 20 ABR 2021 a las 8:06

THIS IS THE CRUCIAL UPDATE
(ver 2)

Please read instruction carefully!

ALL CONFIGS FILES WILL BE REWRITTEN (instalation can be done manually to avoid it, see below "SERVER INSTALLATION")

ADDED
  • new default mission pack for Chernarus. These missions demonstrate almost all new features, like mission scenarios, spawning NPC when someone approaches mission etc.

CHANGED
  • basebuilding objects are not count as mission objects. Please follow install instruction below!!!

SERVER INSTALLATION

  1. I really recommend to you backup your database

  2. all should have been done itself. After update the hive is not back compatibly with previous version

  3. if first run didn't run well. Recover data from your backup. Set "HiveVersion": 1 in ND_version.json

If you want to avoid rewriting your settings, you can update that files manually.

How to update mod manually:

  1. Set "Version": 2 in ND_version.json before first server run

Actualización: 21 MAR 2021 a las 7:20

FIXED

  • sorting issues with VPPA building set. Unfortunately it mess new created one, I am sorry for that

Actualización: 20 MAR 2021 a las 12:40

Fixed issues with missing basebuilding objects.

Actualización: 20 MAR 2021 a las 11:57

ADDED

  • implemented some methods into VPPA to easy create new mission. When you create building set in VPPA and make an export, then new simple mission will be created in folder "NextDays/Exports" too. No needs to use Excel app anymore. All objects are primary sets like mission structure except of these:
    1. "vbldr_barrel_holes" - takes it like "loot" element
    2. "Land_Wreck_Volha_Blue" - takes it like "vehicles" element
    3. "vbldr_legs_dz" - takes it like "NPC" element
    4. "vbldr_legs_m" - takes it like "AI" element
  • option to set up NBC suit efficiency depending on its state. Must be set through new float array in "ND_MS_Radiation.json". First element of this array represents pristine state:
    • "EfficiencyNBCbyState": [1.0,0.75,0.5,0.25,0.0],
  • added admin key for locking/unlocking all vehicles. Its className is "alp_AdminCarKey"

CHANGED

  • basebuilding objects are not count as mission objects anymore. It prevents deleting bases when you unload my mod
  • improved mission system. You can set chance for spawning "loot" and "NPC" objects in mission now

FIXED

  • issues while using DayZ Expansion mod
  • value of NBC shield is now showing properly after joining in game

Actualización: 12 MAR 2021 a las 13:04

ADDED

  • possibility to spawn firing <BarrelHoles_ColorBase> object, just spawn barrel through loot array
  • option to set up position offset for spawning loot items. Very useful for random spawning stashes and traps in mission. E.g.: set parameter "positionOffset" = 5.0 in loot element
  • mission scenario: you can manage through mission spawn/despawn secondary missions, e.g. master mission -> slave mission -> slave mission. Master mission can:
    1. spawn/despawn slave missions on mission start
    2. spawn/despawn slave missions on first enter mission safe radius
    3. spawn/despawn slave missions on mission end

  • option to set mission loot/structure object persistent (until server restart) by parameter "makePersist":1,
  • option to set mission structure object on exact coordinates by parameter "noPlaceOnSurface":1,


FIXED

  • sorted "(E): ScriptCallQueue::Call:" error
  • despawning indoor fireplaces after mission despawning


How to do "Mission Scenario"

1) Select your primary mission, e.g. YourMasterMission.json and set one of these options:

"forceCheckDespawnCondition":1, //this option enable despawn master mission even if someone is still in mission cleanRadius "eventOnStartSpawn":["slaveMission1"], //alternatively "eventOnStartDespawn" "postponeEventOnStart":1, //postpone event in seconds "eventOnEnterSafeRadiusSpawn":["slaveMission2"], //alternatively "eventOnEnterSafeRadiusDespawn" "postponeEventOnEnterSafeRadius":0, //postpone event in seconds "eventOnEndSpawn":["slaveMission3"], "eventOnEndDespawn":["slaveMission1","slaveMission2"], "postponeEventOnEnd":1, //postpone event in seconds

2) Set in all your slave missions, like "slaveMission1.json" etc., this:

"isManaged":1,

Slave missions will be always spawned/despawned on chosen event!

Actualización: 9 MAR 2021 a las 10:50

I apologize for such frequent updates in recent days. I hope this is the last the for next days :)

ADDED

  • new option for setting radiation behavior. Now is possible set up armor ratio for full set of NBC suit. All is configurable through file ND_MS_Radiation.json

    • "ArmorRatioNBC": 0.9, - takes values from 0 to 1. If you left it unset, then would be used 0.9 (default)
    • "WaterDrainInRadiationPerSec": 5, - takes integer number. It means top water loss in radiation zone per second. 0 means no effects. (maximal player hydration can be 5000)
    • "RadiationCapForCalc": 100, - takes integer number. It is used for calculating water loss
    • "ArmorRatioNBCforWaterDrain": 0.9, - takes values from 0 to 1. It is used for calculating water loss

How is estimated water loss in radiation

if "WaterDrainInRadiationPerSec" > 0)

currentRadiation = from 0 to RadiationCapForCalc; shield = from 0 to 100; waterLoss = currentRadiation / RadiationCapForCalc * WaterDrainInRadiationPerSec finalWaterLoss = waterLoss - waterLoss * (shield/100)



CHANGED


  • now is possible to spawn weapons with mag through mission loot

FIXED

  • sorting crashes at server start caused by mod incompatibility

Actualización: 8 MAR 2021 a las 3:10

FIXED

  • issues in not spawning more than 1 static AI set on mission
  • slightly improved "night" mission (enabled by parameter "spawnInNightOnly":1, in your mission template)
  • graphics glitches in notification
  • trying to solve reported crashes (next round :) )

Actualización: 7 MAR 2021 a las 12:57

HOTFIX

  • I am trying to solve some crashes at the server start. Most probably are caused by some mod incompatibility and I hope this helps.