DayZ
PvZmoD_CustomisableZombies
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Actualizare: 2 sept. 2020 @ 8:54

- 09/02/2020 V1.08.h1:
----- Fix : Some wolves was not attacking players as they should.

Actualizare: 24 aug. 2020 @ 9:01

- 08/17/2020 V1.08.h:
----- Fix : The “hit players on obstacle” feature made that zombies was hitting players through wall in some circumstances (now zombies hit players only if they can see them through a window).
----- Fix : Crawling zombies can't hit players on obstacles anymore.
----- Feature : it is now possible to select what type of zombies can hit players on obstacle.

----- Fix : Some bugs with “multi-hit on heavy attack” feature.
----- Feature : When player hit many zombies at once, he retrieve some stamina.
----- Feature : it is now possible to select what type of zombies is concern by multi-hit feature.
----- Tweak : Multi_Hits_On_Heavy_Attack Radius set to 1.5 (was 1.2) in the mod Global.xml

----- Tweak : should be easier to keep friendly wolf alive against zombies when another wolf than white one is set as friendly.

Actualizare: 17 aug. 2020 @ 6:47

- 08/17/2020 V1.08.g:
----- Feature: Zombies can hit players that are on obstacles.
----- Tweak: Zombies that never crawl play an animation when walking on a bear trap.
----- Fix: Multi-hit on heavy attack was not working properly in some circumstances.
----- Fix: Some « Null » messages in the logs.

Actualizare: 12 aug. 2020 @ 5:21

- 08/12/2020 V1.08.f :
----- Debug messages system remade (it doesn't use Expansion chat box anymore)
----- Some minor fixes and memory optimisations.
----- Profile : Default Resistance to headshot reduce to 0.2 in Characteristics.xml
----- Profile : Health points set to -1 in "Example_other_mods_Zombies_whith_their_vanilla_Config" section
----- Other : White wolves and zombies don't fight each other any more.

Actualizare: 31 iul. 2020 @ 11:03

- 07/31/2020 V1.08.e :
----- Feature : The radiator receive damage when you hit zombies with your car (1).
----- Tweak : Walking zombies speed lowered (2)
----- Tweak : Minimum damage to activate multi hit increased (3)
----- Fix : Possible « Null » message error in logs.

In the PvZmoD_CustomisableZombies_Globals.xml file, you can move new variables from « NewFeatures » to « Damages_To_Vehicles_Radiator_When_Cruching_Zombies » section to have your file more readable.
It is not mandatory but a cleaner file is easier to tweak (sorry I can't do it automatically)

(1) Should be compatible with « No vehicle damage » mods. These mods protect vehicles for accidents but do not prevent damage from crushing zombies. Of course you can disable this feature if you want.

(2) Walking zombies speed lowered from 1.5 to 1.3 because some of those zombies was still running (or was trying to run)

(3) Min_Dammage_To_Activate (in global.xml) increased from 10 to 15 to avoid multi hit when not using a real weapon. Still multi hit with some food can, increase to 16 to avoid that, but you will lose multi hit with a couple of weapons.

Actualizare: 24 iul. 2020 @ 10:30

- 20/07/24 V1.08.d :
----- Feature : Expansion mod crossbow can now oneshot zombie if he is hit in the head (this feature have to be activated in Characteristics.xml file*)
----- Feature : added list of helmet (and mask) that disable all headshot bonuses.
----- Feature : Players heavy attack can now hit many zombies at the same time (the “other” zombies receive 50% of damage).
----- Feature : Bear traps make zombies crawling if they are not killed by it.
----- Feature : WW are now friendly.
----- Tweak : The zombie vision modification when player have bloody hands is not apply anymore if he wear gloves.
----- Tweaks : Horde masters (from PvZmoD The Dark Horde) are stronger (they knock down players in 3 or 4 hits)
----- Tweaks : default “Special_Mask_To_Hide_From_Zombies” list now include the masks from SkinCraft and SkinInfected mods.
----- Fix : A message about “transferToZonesCoefs” in .RPT logs file fixed.
----- Files : Help.txt file updated with the new features (lot of informations in it).


(*) To activate crossbow headshots, you have to set “Special_HeadShot_Weapons” to 1 (for day and night) in Characrteristics.xml for each zombie categories you want to be oneshot in the head with the crossbows (can be done pretty quickly with ctrl-H text editor shortcut, but of course save your file before). Or you can copy the new Characteristics.xml from the mod folder to your server profile folder if you didn't modify the default values.
I didn't set this feature on in your server profile, because when a new feature is added in this file, all categories of zombies must have the same value and it didn't make sense to allow priests, butchers or horde masters to be oneshot.
Note that you can add other weapons (melee or distance) to have the same behaviour in the “Special_HeadShot_Weapons” list of the “PvZmoD_CustomisableZombies_Globals.xml” file.

Actualizare: 2 iul. 2020 @ 7:56

Actualizare: 2 iul. 2020 @ 7:55

- 20/07/02 V1.08.c1 :
----- Fix : Player inventory was not working correctly

Actualizare: 30 mai 2020 @ 2:52

20/05/27 V1.07.c1 :
---- xml fix : ZmbM_FarmerFat_Base was set 1065, the good value is 65

Actualizare: 27 mai 2020 @ 12:12

- 20/05/27 V1.07.c :
----- Xml Fix : In the last update I forgot to reactivate max speed of the first zombie category in Characteristics.xml (1).
----- Xml Tweak : Resistance to grenades lowered for walker zombies (1).
----- Xml Tweak : Blocked attacks damages lowered (was the same than unblocked attacks) (1)
----- Code Fix : Conflict with PvZmoD Dark Horde making zombies invincible in some circumstances (2)
----- Code Fix : Null message in logs coming from conflict with toxic-zone and medical-attention mods
----- Code Tweak : Little buff for suppressors and MK2 / VSS

(1) You have to manually update the characteristics.xml file.
Override the old one with the new if you didn't modify it.
Or:
- Set back the Move_Speed_Max to 3.0 for the first zombie
- Set the Resistance_to_Explosions to 0.0001 for ZmbM_Jacket_Base and ZmbF_ShortSkirt_Base
- Set all the Override the LightAttack_Blocked="0.0" and HeavyAttack_Blocked="0.5" (with ctrl-h shortcut it can be done quicly because all old values was "1.0")

(2) Keep the “58” to “65” values in the Dark Horde json to 100 to avoid any conflict with customisable zombies (all these values can be manage with customisable zombies mod)