DayZ
Zens Anti-Combat Logout Mod
目前顯示第 1-9 項,共 9 項
更新:9 月 20 日 @ 下午 10:34
Zenarchist 發表

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

更新:8 月 20 日 @ 上午 12:56
Zenarchist 發表

- Fixed unpinning smoke grenades triggering combat log timer

更新:7 月 7 日 @ 上午 3:05
Zenarchist 發表

Fixed ExpansionAI compatibility

更新:6 月 4 日 @ 下午 11:40
Zenarchist 發表

- Added #define ZENANTICOMBATLOGOUT

更新:6 月 4 日 @ 上午 12:40
Zenarchist 發表

- Fixed for 1.28

更新:5 月 4 日 @ 下午 10:23
Zenarchist 發表

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

更新:2024 年 4 月 13 日 @ 上午 12:25
Zenarchist 發表

- 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

更新:2023 年 4 月 28 日 @ 下午 10:49

Meta file update.

更新:2023 年 4 月 28 日 @ 下午 10:48