DayZ
Zens Anti-Combat Logout Mod
Showing 1-9 of 9 entries
Update: Sep 20 @ 10:34pm

Fixed this mod accidentally blocking 40mm explosive grenade launcher explosives hitbox, leading them to do no damage to surrounding entities.

Update: Aug 20 @ 12:56am

- Fixed unpinning smoke grenades triggering combat log timer

Update: Jul 7 @ 3:05am

Fixed ExpansionAI compatibility

Update: Jun 4 @ 11:40pm

- Added #define ZENANTICOMBATLOGOUT

Update: Jun 4 @ 12:40am

- Fixed for 1.28

Update: May 4 @ 10:23pm

Fixed potential nullpointer error logs on client-side
Fixed server-config'ed messages not syncing with client properly when they try to logout

Update: Apr 13, 2024 @ 12:25am

- Added ability to track who initiated combat first:

PlayerBase.c
bool DidWeStartCombatWith(PlayerBase enemy)

This feature is useful for 3rd party mods to interact with my mod. For example, on my server I have Expansion AI guards patrolling a community zone, and if a player murders someone nearby, they get banished from the area for X amount of days and the guards will shoot them on sight.

I use this new DidWeStartCombatWith(player) feature to only banish the instigator of combat, so that if the victim shoots back at their attacker in self-defense and kills them they aren't punished for their violence.

- Improved net code to reduce potential issues with server performance (the client no longer RPCs the entire PlayerBase object to the server when a player shoots at another player, instead I made a unique integer ID which is sync'd to all clients and the client just sends the integer ID to the server to identify the player they shot at which is a much more efficient method)

Code is on github as always.

Cheers, Zen

Update: Apr 28, 2023 @ 10:49pm

Meta file update.

Update: Apr 28, 2023 @ 10:48pm