DayZ
PvZmoD_Spawn_System
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Update: May 31, 2020 @ 12:31pm

- 20/05/31 V1.07.t :
----- Feature : Zombies spawn on helicopter crashes (1)
----- Feature : Timer to despawn zombies after a player disconnect to avoid players deco-reco to delete zombies (2)
----- Feature : BearTraps and LandMines are automatically activated if spawned with PvZmoD Spawn System. (3)
----- Feature : Possibility to disable pvz loot on zombie and loot chests spawn with the json file (4)
----- Feature : Possibility to change despawn distance of the zombie (5)
----- Help file : “5” and “61” description modified (6)
----- Fix : The loot spawn order on zombies (7)
----- Fix : Better zombie spawns in some buildings (8)
----- Tweaks : Tweaks to avoid conflict with PvZmoD Dark Horde (9)
----- Tweaks : Other Minor tweaks (10)


(1) The “71” and “72” value are use for the minimum and maximum number of zombies per crash. The “73” is the type of zombies (related to configurations in ZombiesChooseCategories.c). The spawn on helicopteres are not related to the dynamic or the static system (it is the third litle system), so you can't use “3” or “4” to modify quantities or disable it (use “71” and “72” instead). Note that the zombies spawning with helicopters can walk far away from their spawn point.
!! Zombies spawn only on wreck with smoke !!

(2) You can set the timer with “75” value (default is 5 minutes)

(3) A small chance to spawn BrearTrap in castles and holiday camps has been set (need to update the ZombiesCategories.c file). I didn't add LandMine spawn because it one-shot the player and can feel situation unfair.

(4) Set “69” to 0 to disable pvz loot on zombies (not vanilla loot) and set the “70” to 0 to disable loot chests.

(5) The “75” value allow to choose a despawn distance related to the spawn distance. Most of the default spawn distances are 100m, the “75” is set to 150 so the despawn distance is 100m * 150% = 150m. This roughly correspond to the previous despawn distance but now you can change it if you want.

(6) There were an error that inverse the “5” and “61” described features (you should update your help.txt file to avoid mistakes in the futur).

(7) The loot order on zombies now correspond to the lists in ZombieLoot.c (spawn itemList first, then vestList, then backList, then headgearList). Note that all these lists work the same way, for example you can spawn glasses with the backList, it does not matter (these lists should be named listA, listB... but too late to change the names now without require server admins heavy modifications). You don't have to care about all of that if you don't have loot problem.

(8) The static spawns with negative “CoordY” value (in StaticSpawnDatas.c file) delete zombies that spawn on the ground (to try to avoid zombies in walls). This was not working properly, now it should.

(9) The “ZmbM_JournalistSkinny” and “ZmbF_PatientOld” have been took of the ZombiesCategories.c lists because their sounds conflict with PvZmoD Dark Horde. These same zombies have been added at the end of ZombieLoot.c to avoid conflict loot with the same Dark Horde mod. You don't have to care about all of that if you don't use the Dark Horde mod.

(10) The Chance to spawn for priest is now managed by "65" in the json not by the data_Horde_103_ChurchCategories line ZombiesChooseCategories.c (all % set to 1). The night zombie list in ZombiesCategories.c have been deleted because it was not used.


Note for the new json values : if you don't update them (if you let them to 999) the default values you can see in the new help.txt file will be used.

Update: Feb 11, 2020 @ 7:22am

- 20/02/11 V1.07.s :
----- Fix : option "All" in ZombieLoot.c was not working
----- Fix : Priests should not spawn on little church roof
----- Admin : don't need to add the loot chest in Types.xml anymore
----- 1.07 Ready

Update: Dec 20, 2019 @ 9:06am

V1.06.r :
----- Map : Livonia profile added (installation instructions updated)
----- Admin : Mission name added in profile files to alow other maps configuration (1)
----- Admin : Possibility to configure a ratio for priests and butchers spawns in the json (2)
----- Admin : Reactivation time for priests and butchers are now managed in the json (3)
----- Tweak : Pogorevka and Vyshnoye dynamic zones added (4)

(1) You have to add “Mission Name” section in your OtherVariables.c if not the server will not start

(3) Values “65” “67” in .json files (look at the .txt help file for more details)

(2) Values “66” “68” in .json files (look at the .txt help file for more details)

(4) Pogorevka and Vyshnoye dynamic zones : data_Zone120 and data_Zone121

Update: Nov 25, 2019 @ 6:30am

- 19/11/25 V1.05.q :
This update do not bring a lot of new features but its purpose is to fix the Dynamic spawn system(*).
The problem was that when the spawn times was very different between two zone types (for example 30 seconds for towns and 10 minutes for countryside) the system was mixing the times and prevent zombies to spawn.
Another point is that I progressed in players proximity detection to avoid zombies to spawn too close to players (this have to be confirm on populated servers).
For all of that, I had to rewrite a good part of my code and I had to modify or disable some features.

----- Fix : Dynamic spawn system was not working as attended in some circumstances.
----- Admin : The countryside zombies spawn time can now be modified in json (1)
----- Admin : Max number of countryside zombies per player work now in different way (2)
----- Admin : Refresh shortkey can now be modified in options menu.
----- Remove : Some json option have been removed (3)
----- Tweak : Cernaya, Stary, Cherno and Novod areas adjusted (*) (4)


First, you should update the “RealTimeTweaks-Help.txt” file to have the updated descriptions of the features.

(1) : Countryside spawn time
“61” value apply a ratio (%) to the default countryside spawn time value
“5” value concerne now all dynamic zones but the countryside

(2) : Countryside number limit (to avoid infinite waves)
“20” The countryside number count now the number of “group of zombies” spawned (not the individual zombies).
“60” time (in second) to suspend countryside spawn when “20” value is reach.
For example if “20” set to 3 and “60” set to 120, the player will spawn 3 groups of countryside zeds (with DynamicSpawnDatas.c values) then the system will wait 2 minutes before spawning 3 groups again...
Note that if the player go in a town, the countryside count and suspended-time are reset. The fist countryside spawn can occurs earlier than attended when player is connecting in countryside (I didn't find where this bug come from yet).

(3) : Disabled options (mainly on focus system)
“7” Random / Linéar focus disabled, now always random (corresponding to old value = 1)
“8” A minor focus system option
“10” “11” and “58” these is no maxi and mini number of player focused (now the focus is full manage by the “59” chance to be focused)
“14” Manual refresh focus
“25” Despawn distance variation when player is idle (now idle players will not despawn zombies around them)
“27” and “28” Force Dynamic Spawn config disabled (was only useful for debug)


(4) : Cernaya, Stary, Cherno and Novod zones
data_Zone080 data_Zone092 data_Zone102 and data_Zone108 lines in DynamicSpawnZones.c

Update: Oct 22, 2019 @ 10:34pm

- V1.05.p1 (until the v1.05.q is ready) :
----- Fix : Low fps saving performance feature was not working as attended in some circumstances
----- Fix : A Null message in server logs

Update: Oct 21, 2019 @ 9:01am

Back to previous version because new one was not working

Update: Oct 21, 2019 @ 7:40am

- V1.05.q :
This update do not bring a lot of new features but its purpose is to fix the Dynamic spawn system.
The problem was that when the spawn times was very different between two zone types (for example 30 seconds for towns and 10 minutes for countryside) the system was mixing the times and prevent zombies to spawn.
Another point is that I progressed in players proximity detection to avoid zombies to spawn too close to players (this have to be confirm on populated servers).
For all of that, I had to rewrite a good part of my code and I had to modify or disable some features.

----- Fix : Dynamic spawn system was not working as attended in some circumstances.
----- Admin : The countryside zombies spawn time can now be modified in json (1)
----- Admin : Max number of countryside zombies per player work now in different way (2)
----- Admin : Refresh shortkey can now be modified in options menu.
----- Admin : Maximum number of player lowered to 60 (to save some server performance)
----- Remove : Some json option have been removed (3)
----- Tweak : Novod area adjusted (4)

First, you should update the “RealTimeTweaks-Help.txt” file to have the updated descriptions of the features.

(1) : Countryside spawn time
“61” value apply a ratio (%) to the default countryside spawn time value
“5” value concerne now all dynamic zones but the countryside

(2) : Countryside number limit (to avoid infinite waves)
“20” The countryside number count now the number of “group of zombies” spawned (not the individual zombies).
“60” time (in second) to suspend countryside spawn when “20” value is reach.
For example if “20” set to 3 and “60” set to 120, the player will spawn 3 groups of countryside zeds (with DynamicSpawnDatas.c values) then the system will wait 2 minutes before spawning 3 groups again...
Note that if the player go in a town, the countryside count and suspended-time are reset. The fist countryside spawn can occurs earlier than attended when player is connecting in countryside (I didn't find where this bug come from yet).

(3) : Disabled options (mainly on focus system)
“7” Random / Linéar focus disabled, now always random (corresponding to old value = 1)
“8” A minor focus system option
“14” Manual refresh focus disabled
“27” and “28” Force Dynamic Spawn config disabled (was only useful for debug)

(4) : Novod zone
data_Zone108 line in DynamicSpawnZones.c

Update: Oct 4, 2019 @ 8:56am

V1.05.p :
----- Feature : Compatibility with Skeleton Zombies by zisb mod
----- Customisation : Static spawn data reworked to allow more custom spawn points
----- Customisation : Possibility to use custom objects to generate zombie safe zones
----- Customisation : Possibility to use custom object for loot container
----- Customisation : Possibility to define objects that have to spawn with an AI (useful to use mods that create new AI like skeletons for example)
----- Tweak : Butchers are back
----- Feature : Sniping training areas in castles (going in a tower makes dynamic zombies spawn far away) look at “Optional modifications” to activate these areas



MANDATORY UPDATES IN PROFILE FILES :

Copy the “Other” folder in your PvZ profile folder.
This is to allow to choose the objects that generate zombie safe zones, to choose the loot container for static hordes, and allow the compatibility with mods like Skeleton Zombie that add new AIs.
You can find more details in OtherVariables.c

The StaticSpawnDatas.c files have been modified, if you didn't modified it (to add custom hordes for example), you just have to crush the old with the new one.
If you modified it, you have to :
- Make a copy of the file before modifications!
- Copy data_HordeStatic292 values to data_HordeStatic199
- Delete data_HordeStatic131=> data_HordeStatic162 (church spawn points are now in the pbo)
- Delete data_HordeStatic272 => data_HordeStatic294 (shop spawn points are now in the pbo and army lines have been moved)
- Copy data_HordeStatic272=> data_HordeStatic284 lines from the new file
- Copy data_HordeStatic331=> data_HordeStatic370 lines from the new file (you can use these lines to add your custom static spawn points)

In RealTimeTweaks.json : add the lines “60” to “99” (no comma at the end of “99” line) and ADD A COMMA at the end of the “59” line (if you don't do that, the file will not be read and default values will be load).
You can update the RealTimeTweaks-Help.txt too (just crush it if you didn't modified the descriptions)

In ZombieLoot.c delete the Colt911 (it is bugged)


OPTIONAL MODIFICATIONS :

The data_Chest005 in ChestLoot.c is now used to spawn battery and pressvest in a new little static horde at Altar.

Activate sniping training areas :
DynamicSpawnDatas.c : data_Config90 (Modified)
DynamicSpawnZones.c : data_Zone114 => data_Zone119 (Modified)
ZombiesChooseCategories.c : data_Horde_090_ZombiesCategories (Modified)
ZombiesCategories.c : Zombie_Type_AroundCastles (Added)

And as always I made minor tweaks here and here, if you didn't customise the data, you can just crush the unmodified files to have uptodate data.



That's all, I know it is some work for you and that it can occurs server interruption, sorry for the inconvenience.
I try to push updates with mandatory modifications less often as possible but sometime I have no choice, but now the mod is more flexible, customisable and prepared for future features.

Remember you can subscribe to the news thread in witch I warn before updates with mandatory modifications.

Update: Sep 29, 2019 @ 5:45am

V1.05.o1 :
----- Feature : Compatibility with Skeleton Zombies by zisb mod
----- Fix : DartGun deleted from ZombieLoot.c (was crashing client on some servers)

Update: Sep 28, 2019 @ 9:30am

Back to previous version because of this : https://feedback.bistudio.com/T144430