DayZ
PvZmoD_CustomisableZombies
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Actualización: 15 FEB 2022 a las 5:10

- 15/02/2022 V1.16.r
----- 1.16 Ready.
----- Changed : Zombies should be more efficient in breaking doors, they should deaggro less easily.
----- Added : Possibility to choose the type of item that modify zombie vision distance (1).
----- Added : Possibility to set a lifetime to the item that modify zombie vision distance (2).
----- Added : Possibility to set a minimal and maximal speed value for all zombies at once (instead of changing value for each section in Characteristics.xml) (3)
----- Added : Possibility to let vanilla system manage in Globals.xml the chance of bleeding when hit by a zombie (4)
----- Fix : The “ZombieBase” section in Characteristics.xml had wrong values for “Bleeding_Chance” (5)
----- Fix : The “Example_USE_DEFAULT_Config_values” section in Characteristics.xml had wrong values for headshot resistance (6)
----- Profile : Help file included in the profile have been updated. To refresh it you have to delete (or rename) this help file and restart the server or press the numpad4 refresh key to generate an updated file.
Note that this methode also works for xmls, if you didn’t modified them you can regenerate them to be more clear (with each values in appropriate sections instead of « NewFeatures » section).

(1) In Globals.xml the « Special_Mask_Type_Of_Slot » have been added.
You can change the slot (Mask,Headgear,Armband… complete list in the xml) so now you can use another item than mask.
Note that you can only set one type of slot. (*)(**)

(2) In Globals.xml the « Special_Mask_Lifetime » have been added.
You can set a lifetime (in minutes), if keep to 0.0 the item will never automatically degraded.
Note that the item only automatically degrade when it is wearing in its slots (not when it is in the backpack or on the ground) (*)(**)

(3) In Globals.xml « Zombies_Clamp_Speed_Mini and Maxi» have been added.
It can be useful when you want no sprinters for example. Used with « Zombies_Speed_Ratio » can open some possibility without modifying Characteristics.xml
Recommended values 1.5=Walk / 2.5=Run / 3.0=Sprint
Setting a value superior to 3.0 will not increase zombie speed beyond sprint speed
You can try to set different values (2.0 for example) but it can lead to weird behaviours (especially between 1.4 and 2.1).(**)

(4) In Globals.xml the « Bleeding_Chance_Activated » have been added.
If set to 0 the PvzMod doesn't manage bleeding chance when the player is hit by a zombie, it’s useful because some mod seems to conflict with this feature and make player systematically sick.(**)

(5) In Characteristics.xml the « Bleeding_Chance » values are now set to -1 in the last section “ZombieBase” (except the last field “NightRatio”).
This change have to be manually done.

(6) In Characteristics.xml the « Resistance_to_HeadShots » is now set to 0.2 « Resist_to_Melee_HeadShots » 0.4 in “Example_USE_DEFAULT_Config_values” section.
This modification have to be manually done but don’t worry if you don’t use the “-99” values outside this section it will change nothing for you.

(*) For these both features « Special_Mask_Type_Of_Slot » and « Special_Mask_Lifetime » you probably noticed that the features tittle still refer to « Mask » in their name but they now can concern other type of items (I just can’t change the masks list title without breaking tweak some of you may have done)

(**) The new lines automatically created in « NewFeatures » section can be moved in more appropriate section if you want values be easier to manage. (The mask features in « Players_Caracteristics », speed clamp in « Zombies_Caracteristics » and «  Bleeding_Chance_Activated » for example)

PS : I realised that since some vanilla updates the heavy zombies heavy attacks use same characteristics than light ones. So the « HeavyAttack_NotBlocked » and « HeavyAttack_Blocked » values in Characteristics.xml are not used any more.

Actualización: 23 NOV 2021 a las 5:47

- 23/11/2021 V1.15.q3
----- 1.15 Ready.
----- Tweak: Walkers (ZmbM_Jacket_Base and ZmbF_ShortSkirt_Base) « Resistance_to_Melees » lowered to 0.1 to allow them to be backstab (1)
----- Tweak: ZmbM_MotobikerFat_Base characteristics buff because this zombie look like Negan and Negan is badass (2)
----- Added: « ZmbM_Santa » added in the Characteristics.xml list (before the priest) (3)
----- Modified: Walkers attack from less long distance (they still throw themselves forward but less than before) (4).
----- Fix: Mod description in main menu was not working.


(1) These modifications have to be manually done in the PvZmoD_CustomisableZombies_Characteristics.xml file or delete/rename the file to regenerate it with the last modifications

(2) This modification have to be manually done in the PvZmoD_CustomisableZombies_Characteristics.xml file or delete/rename the file to regenerate it with the last modifications

(3) This « ZmbM_Santa » new section have to be before the « ZmbM_priestPopSkinny_Base » section.

(4) Thanks « Gaz » for the help on this feature (https://steamcommunity.com/sharedfiles/filedetails/?id=2632502825)

Actualización: 6 NOV 2021 a las 6:11

- 06/11/2021 V1.14.q2
----- Fixed: Joggers was making server crash on winter maps*

*To fix that I had to replace
"ZmbM_JoggerSkinny_Base" by "ZmbM__Runner_Base" and
"ZmbF_JoggerSkinny_Base" by "ZmbF_Runner_Base" in Characteristics.xml

You have to do it manualy or joggers will not jog anymore (it concerns all maps user)
Copy the exact name writen above (the double underscore for the male is not an error)
Note that the color variants are still ZmbF_JoggerSkinny_Red…

Actualización: 5 OCT 2021 a las 1:15

- 05/10/2021 V1.14.q1
----- Changed : Zombies hit doors more easily (can be deactivate in globals.xml if it is too much).
----- Fixed : a possible Null message.

Actualización: 29 SEP 2021 a las 7:31

- 29/09/2021 V1.14.q
----- V1.14 Ready !
----- Added : zombies can now break closed doors that are not locked with a lockpick!
----- Added : possibility to choose which type of zombies can be backstab or not (the Dark Horde Master never can be backstab).
----- Added : possibility to choose which type of zombies can resist to toxic gas or not (NBC zombies and the Dark Horde zombies always resist).


By default all these new features have the same values for all zombie categories when they are automatically added to the Characteristics.xml the first time you will start the server with the v1.14
If you want more disersity you can rename this xml to regenerate it with more fine tweaks.

Known bug : in rare case zombies that supposed to be immune can die when they enter a toxic zone.

Actualización: 27 AGO 2021 a las 0:48

- 27/08/2021 V1.13.p2
----- Fix : Null message when zombies was hitting players on obstacle or in vehicles.
----- Fix : Players in vehicles was not protected against fractures when zombies were hitting them even if the was supposed to be immune.
----- Fix : The « ZmbM_CitizenASkinny_Base » section have been moved after the Dark Horde sections in the Characteristics.xml because it was making the Horde master very weak when using the Winter Chernars map (you have to manually update this file or delete it to regenerate it if you didn’t modified it).

Actualización: 15 JUL 2021 a las 8:45

- 15/07/2021 V1.13.p1
----- Fix: HeadShot resistance was not properly working.
----- Fix: Possible Null error message.

Actualización: 13 JUL 2021 a las 7:49

- 13/07/2021 V1.13.p
----- 1.13 Ready.
----- Added: ZmbM_PolicemanSpecForce_Heavy, ZmbM_usSoldier_Heavy_Woodland and ZmbM_usSoldier_Officer_Desert have been added in Characteristics.xml. This have to be manually done your side(1)
----- Changed: New «Lowtier» vanilla categories disabled because it can conflict with my mod that can do the same thing.
----- Changed: New «Runner» vanilla categories disabled because it can conflict with my mod that can do the same thing (2).
----- Changed: The « Zombies_Running_Attack_Activated » in globals.xml is not used anymore. The DayZ dev have added this feature in vanilla DayZ so I don’t want to conflict with it.
----- Changed: « LightAttack_NotBlocked » et « HeavyAttack_NotBlocked » changed from 1.5 to 1.0 for PolicemanSpecForce and soldiers because now vanilla system already apply stronger attack to these zombies (if you don’t set back to 1.0 this ratio and the new vanilla values will stack)

----- PvZ Panel: Possibility for the admin to configure more easily the custom link to be show before the player connect to the server. This is very useful for new players that face problems when trying to connect for the first time (a).
----- PvZ Panel: Possibility for the admin to disable the PvZ information panel form server side (a).
----- PvZ Panel: Possibility for the player to force the PvZ information panel even if the admin disabled it server side (b).


(1) If you didn’t make lot of modifications in Characteristics.xml you can rename this file and press the refresh key ingame (or restart the server) to generate a new xml with all new zombie sections.
If you manually add these section be careful of the order :
ZmbM_PolicemanSpecForce_Heavy must be before ZmbM_PolicemanSpecForce_Base
ZmbM_usSoldier_Heavy_Woodland and ZmbM_usSoldier_Officer_Desert must be before the other vanilla military sections.

(2) Note that the ZmbM_JoggerSkinny_Base and ZmbM_JoggerSkinny_Base minimum speed, attack strength and health have been modified to allow them to behave as vanilla runners.


(a) To modify the custom link or disable the panel whe you have to use this addons (more information in the addon description).

(b) If your server admin disabled the PvZ information panel, if you want, you still can activate it by setting the « Show_PvZ_Panel_In_MAIN_Menu » and « Show_PvZ_Panel_In_GAME_Menu » to 2 in your C:\Users\yourname\Documents\DayZ\PvZ_Information_Panel.xml

Actualización: 16 JUN 2021 a las 7:37

- 16/06/2021 V1.12.o
----- Added: Possibility to display (and print in logs) damages to zombies to help tweaking resistance values (set “Debug_Mod” to 2 in Globals.xml and apply with numpad4)
----- Added: “Resist_to_Melee_HeadShots” feature added for each zombie section in Characteristics.xml now the “Resistance_to_HeadShots” is only apply to shots from guns.
----- Profile: The default “Resist_to_Melee_HeadShots” is set to 0.6 and the default “Resistance_to_HeadShots” (for guns) is set to 0.4 (previously all HeadShot resistances was 0.5)
----- Profile: Help file updated.
----- Fix: The “Items_Protect_HeadShots” feature was not working as attended when loot was managed by PvZmoD Spawn System.

Actualización: 5 JUN 2021 a las 9:21

- 05/06/2021 V1.12.n3
----- Fix: conflict with sGunplay mod (and potential conflict with other mods)
Thanks to Simonvic and Arky for their help!