DayZ
Zens Anti-Combat Logout Mod
Mostrando 1-9 de 9 aportaciones
Actualización: 20 SEP a las 22:34

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

Actualización: 20 AGO a las 0:56

- Fixed unpinning smoke grenades triggering combat log timer

Actualización: 7 JUL a las 3:05

Fixed ExpansionAI compatibility

Actualización: 4 JUN a las 23:40

- Added #define ZENANTICOMBATLOGOUT

Actualización: 4 JUN a las 0:40

- Fixed for 1.28

Actualización: 4 MAY a las 22:23

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

Actualización: 13 ABR 2024 a las 0:25

- 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

Actualización: 28 ABR 2023 a las 22:49

Meta file update.

Actualización: 28 ABR 2023 a las 22:48