DayZ
InediaInfectedAI
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Update: Jun 6 @ 4:02am

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InediaInfectedAI
The mod has been updated.
🔥 HOTFIXES
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- The compensating scripted multiplier of `0.7` for long-range body damage on infected was removed because it caused issues for custom infected with their own resistance multipliers. Instead, the vanilla config was overridden to restore the original long-range body damage multiplier to `1`.
- In `DayZ 1.28`, the collision handling trigger in `ItemBase` unexpectedly started working, which broke the condition that prevented creatures from taking damage from their own thrown projectiles. While this didn’t significantly affect vanilla infected, it had a major impact on modded creatures with enlarged hitboxes - they were essentially killing themselves by throwing projectiles straight into their own heads. This issue has now been fixed.
- For disease agents transmitted by infected during player attacks (configured in parameter _Zombies.DiseasesToPlayerAgents_), a sub-parameter _AddOnlyToPlayers_ was added, allowing transmission only to real players, ignoring NPCs and bots.
- A flaw was corrected that prevented a hemostatic bandage from treating a scratch. Obviously, that’s a bit silly, but the option should still be there 😂.

All changes and hotfixes from the past couple of days are reflected in the main patch notes for version 1.23:
https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.23

Update: Jun 3 @ 12:47pm

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InediaInfectedAI
The mod has been updated.
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The error related to the "DayZ-Expansion-AI" method `AddAI()` has been fixed.
Unfortunately, it was not possible to implement everything as desired, so now the `Zombies.FriendlyNPC` parameter can still be used to make infected friendly with any NPC, but unfortunately not the other way around.
Friendship of NPCs with infected will now have to be configured within the specific mod that adds those NPCs. For example, in the case of "DayZ-Expansion-AI", you will need to add the bots to the "Shamans" faction so they do not attack the infected.
Therefore, those who used `Zombies.FriendlyNPC` to set friendship between infected and bots of other Expansion AI factions should be aware that infected will still be friendly with those bots, but those bots will now attack the infected.
There is no quick solution to restore everything as it was, so this situation will likely remain like this for quite some time.

Update: Jun 3 @ 6:22am

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InediaInfectedAI v1.23
The mod has been updated.

Since the `DayZ 1.28` update increased long-range damage to infected by approximately 40%, this update of "InediaInfectedAI" includes a fix that mitigates that increase by reducing body damage to infected. As a result, until `DayZ 1.28` is released, infected will have slightly higher resistance to body shots than usual. According to the developers, `DayZ 1.28` is expected to be released on `June 3`.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.23

Update: Jun 2 @ 7:19am

https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.23

Update: Jun 2 @ 3:44am

Update: Apr 28 @ 3:05am

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InediaInfectedAI v1.22
The mod has been updated.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.22

Update: Apr 9 @ 3:28am

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InediaInfectedAI
🔥 HOTFIX
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- Fixed an issue that occurred after the last update, where infected spawned with increased HP if the _Zombies.DamageToZombieHandlerIsActive_ parameter was disabled.
- Also fixed an issue in the ranged attack mechanics of the infected, parameter _Zombies.RangeAttacksHandlerIsActive_. The infected will no longer perform ranged attacks on the player while underwater.

Update: Apr 8 @ 5:08am

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InediaInfectedAI
🔥 HOTFIXES
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- Compatibility issues with the "TerjeSkills" mod:
* Fixed a compatibility issue with "TerjeSkills" related to the method `InediaInfectedAI_SyberiaCompatibility.GetSyberiaFractureChanceMultiplier()`, which occasionally caused log errors and sometimes even server crashes.
- Compatibility issues with the "Zens Immersive Login" mod:
* Added a delay for clearing Inedia-debuffs upon player spawn. This may help resolve the issue where players sometimes spawn with debuffs, which is likely caused by a conflict with one of the mods. Those who experienced this issue due to compatibility with the "Zens Immersive Login" mod and had to disable it - you can try enabling it again. I believe this compatibility problem should no longer occur.
- Compatibility issues with the "PercentageHUD" mod:
* A delay in the initialization of Inedia-badges has been added to resolve compatibility issues with the "PercentageHUD" mod, as well as with any other mods that override the "BadgesPanel" during the game's HUD initialization.
- The minimum damage threshold required to sustain deep wounds/gunshot wounds/internal bleeding has been significantly reduced for firearm damage. This should eliminate situations where a character did not receive a deep wound when armor was penetrated due to post-penetration damage reduction. It also prevented bots with reduced damage from causing injuries due to this threshold.

- Fixed an issue where disease agents (parameter _Zombies.DiseasesToPlayerAgents_) were not affecting players with deep wound bleeding (Inedia Pain System) when the _AddOnlyIfBleeding_ flag was active. However, now, in the case of deep wound bleeding, this logic will only trigger if a direct hit lands on the bleeding limb. If the limb is bandaged, it is not considered bleeding, however, if the bandage starts leaking, it will be treated as bleeding, and this logic will trigger.
- Fixed an issue where the hook `EntityAI.EEHealthLevelChanged(...)` was not being triggered when Inedia-HP changed for infected. Now it will work correctly on the client, but there are some issues on the server.
* The problem is that on the server, this hook is called immediately after `Object.SetFullHealth()` rather than after the damage processing method completes. Since I have to restore the infected's vanilla HP every time they take damage to prevent them from dying from vanilla fatal damage, this hook triggers and causes the health level to change to "0" after taking damage before switching to the correct value.
* I don't have an easy solution for this issue yet, but it's not critical since this hook is mainly used on the client.
- Increased the distance between the infected and the character for disabling search mode inside houses, which should theoretically slightly improve the infected's attack mechanics indoors - meaning they will be less likely to stall and stop in front of the character.
- The chance of receiving deep wounds from explosions, car collisions, and car accidents has been slightly reduced.

This update did not include any changes to the parameter values in the Inedia-config, but the sorting of the _Zombies.DamageToPlayer*_ parameters was changed. This information is provided here so you don't waste time trying to figure out what changed. Essentially, there's no need to modify anything in the Inedia-config after this update.

Update: Mar 24 @ 4:47am

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InediaInfectedAI v1.21
The mod has been updated.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.21

Update: Feb 16 @ 10:50am

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InediaInfectedAI v1.20
The mod has been updated.
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https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.20