Project Zomboid

Project Zomboid

PZNS NPC Framework
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Opdatering: 12. aug. 2023 kl. 12:44

Fixes and Updates
PR link: https://github.com/shadowhunter100/PZNS/pull/35
- The Debug and Test NPCs should now spawn with fully loaded guns.
- NPCs should now fight each other if spotted and inside their respective weapon range.
- Melee NPCs are broken, maybe I'll figure out how to move and attack them ... at some point.

- Code Updates
  • Streamline the conditional checks for NPCs, I think there aren't any issues, but please report them on GitHub if there are.
  • Reworked the GeneralAI, NPCs should now check for other hostile NPCs.
  • Too much to list, just go to the PR link if you care.

Opdatering: 10. aug. 2023 kl. 22:50

Fixes and Updates

- Full PR Link: https://github.com/shadowhunter100/PZNS/pull/33
- Small fixes to address the errors that were coming up from off-screen NPCs.
- Hostile NPCs will now attack the player, but not other NPCs.
- Trying to figure out how to efficiently have the NPCs identify each other without re-scanning the tables...
- PLEASE PLEASE PLEASE
- Test the NPC damage by spawning the hostile NPCs on your own before you create your own hostile NPCs.
- If you have suggestion or tweaks, please look here and make a PR on the function[github.com]

Opdatering: 9. aug. 2023 kl. 15:29

Fixes and Updates
- Pull Request page: https://github.com/shadowhunter100/PZNS/pull/32
- Added a function to remove NPC save data by their ID.
- See PZNS_UtilsDataNPCs.PZNS_RemoveNPCSaveData.
- Added flag for determining whether or not an NPC data can be saved.
- Added flag for 'Raiders' AKA always hostile NPCs.
- Added a simple random spawn function for Raiders.
- Added a simple random spawn function for NPCs
- Added NPC 'affection' value checks for invitations (currently set to > 30 to be invitable).
- Please note that NPC vs. NPC and Player vs. NPC ARE NOT DONE.
- The random spawn NPCs are intended for debugging and testing, if you want NPC factions and multi-faceted NPCs, you are on your own.
- Mainly to test and ensure data saving is not problematic and feasible for potential complications.

Opdatering: 6. aug. 2023 kl. 13:37

Fixes and Updates
- Reduced the frequency / possibility of NPCs resuming the Aiming stance when no zombies are nearby.
- Reduced the possibility/instances of NPCs being stuck when ordered to hold position.

Opdatering: 31. juli 2023 kl. 16:12

Fixes and Updates
- Restored the old save path for NPC files
- Because the subfolder cannot be consistently and automatically created
- Apologies, but the NPCs will respawn again after this update... I will not attempt to update saving anymore.

Guards will now check to reload before declaring themselves to be unarmed.

Opdatering: 31. juli 2023 kl. 12:44

Fixes and Updates
PZNS_Framework/media/lua/client/07_npc_ai/PZNS_GeneralAI.lua
- Added an "PZNS_IsNPCArmed()" function check.

PZNS_Framework/media/lua/client/07_npc_ai/PZNS_JobGuard.lua
- Simplified walk to job square
- Guard job will now speak if they are unarmed or do not have permission to attack

PZNS_Framework/media/lua/client/07_npc_ai/PZNS_JobUndertaker.lua
- Updated checks and the frequency of checks; should be less CPU intensive than before.
- The issue with ForceUnequipped is still unresolved...

PZNS_Framework/media/lua/client/07_npc_ai/PZNS_JobsCompanion.lua
- Revamped the HoldingInPlace update for companion, they should move more responsively than before.

https://github.com/shadowhunter100/PZNS/pull/29

Opdatering: 29. juli 2023 kl. 11:00

Fixes and Updates
- Updated the NPC save files to a "PZNS" subfolder in the Zomboid Save Folder

It will be changed from
C:\Users\%username%\Zomboid\Saves\Sandbox\%SaveName%
to
C:\Users\%username%\Zomboid\Saves\Sandbox\%SaveName%\PZNS

This is to make it easier to find and manage NPC save data in the future and figure out how many NPCs are running about in saved games.
Also possibly improve gamestart loadtime as the game doesn't scan the 500+ map files in the save folder to look for the NPC data.

The NPCs in your current game will respawn/reset to their original locations and you will need to find them again.

Opdatering: 29. juli 2023 kl. 1:14

Fixes and Updates
Special Thanks to NightScale5755 for finding and fixing this

Opdatering: 28. juli 2023 kl. 17:25

Fixes and Updates
- Added a "Wander In Cell" AI job, which will allow NPCs to wander randomly in the loaded grid cells.
- Too much little things to list here, here is the PR for full change notes.
- https://github.com/shadowhunter100/PZNS/pull/26
Special Thanks to the following for making this possible
- Chuck
- Poltergeist

Opdatering: 27. juli 2023 kl. 18:47

Fixes and Updates
- This is more of a test feature update...
- Added "Wander In Building" Job, which sets the NPC to wander around in the current building it is in.
- If this works out, this can be applied in the future for world random NPCs.