DayZ
InediaInfectedAI
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Update: Sep 30, 2023 @ 3:30am

1) Zombies now react to noise of doors after player opens or closes them.
The noise distance after opening is 20 meters, and after closing - 30 meters.
Players have been given the ability to open the door silently, as a result of which zombies won't hear anything, but this type of opening takes a little bit of time.
You can disable or enable this mechanic, parameter "Players.QuietDoorOpeningMechanicIsActive":
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playersquietdooropeningmechanicisactive
You can also configure the time in seconds that the player will spend silently opening or closing doors, parameter "Players.QuietDoorOpeningMechanicSeconds":
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playersquietdooropeningmechanicseconds

You can configure zombies reaction distance to door noise for any type of zombie, day or night:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactdoorsdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactdoorsnightnoise

2) The "SaveConfigAfterInit" parameter has been added to the configuration file, allowing you to enable automatic addition of parameters that are not there to the config after the server starts.
The parameter was added so that mod users do not have to manually add parameters after each update.
This will not overwrite the parameters you have already configured, it will only add missing ones.
The functionality has not been tested, use it at your own risk. I also recommend saving your current configuration file before use, just in case.
By default, the parameter is disabled.
To enable, set this parameter to "1" and restart the server. All parameters that are missing in the configuration file will appear in it.
More details here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#saveconfigafterinit

3) Ability to specify vehicle class "all" has been added to the "Zombies.AttackCarElementsMultiplierByCarClassId" parameter.

Update: Sep 28, 2023 @ 2:38am

1) !!! IMPORTANT !!!
Parameter "Vehicles.ZombiesCollisionsSoundThreshold" has been renamed to "Vehicles.CollisionsSoundThreshold", as this setting now affects collision sounds not only when colliding with zombies, but also with animals and players.
If you have configured this parameter for different vehicles, you will need to manually change its name for it to work.
If you did not touch this parameter, then you do not need to do anything.

2) Bad news for those who like to crush crowd of zombies with vehicle!
Added "Vehicles.CollisionsSpeedReductionMultiplier" parameter.
Using this parameter, you can influence the reduction in speed that the vehicle receives from collisions with zombies (as well as animals and players).
You can add this parameters manually or recreate default config by deleting config file and restarting server.

The speed reduction depends on the weight of the vehicle and the weight of the target and is calculated according to the law of conservation of momentum.
Now it will be much more difficult to kill a crowd of zombies with a car, since the first zombies that are hit will dampen the momentum of the car.

More details here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#vehiclescollisionsspeedreductionmultiplier

Video showing how it now works:
https://www.youtube.com/watch?v=WJggWQo-uaU

3) Fixed an issue with case of building names accepted by "Zombies.BreakingDoorsRestrictedDoors" parameter.
Now names can be entered in any case.

Update: Sep 26, 2023 @ 2:38am

1) Added parameter "Zombies.BreakingDoorsRestrictedDoors" where you can specify doors that zombies will ignore and will not knock down.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
More information:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesbreakingdoorsrestricteddoors

2) Added sounds for zombies and vehicles collisions, which should add a bit of immersiveness to the game, as well as alert unaware player that the vehicle is being damaged when colliding with a zombie.
In "Vehicles.ZombiesCollisionsSoundThreshold" parameter you can set the vehicle speed threshold, after which there will be a loud collision sound, otherwise the sound will be quiet. These sounds can be disabled for any vehicle class. More details here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#vehicleszombiescollisionssoundthreshold

3) Added ability to enable searching another player's corpses to view loot, parameter "Players.SearchBodyToViewCargo". By default, this parametr is disabled.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playerssearchbodytoviewcargo
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playerssearchbodytoviewcargoseconds

4) Added translations into French, Polish, Spanish.

5) Fixed minor issues and added some changes:
- Zombies will now ignore doors that are outside their line of sight ahead (90 degree angle);
- The logic of loss of interest in knocking down door has been fixed, now lockpick will work much better;
- Fixed an issue that caused zombies to jump through openings they cannot fit through, such as barred windows;
- Fixed minor issues with zombies switching to vanilla chase mode when they shouldn't have;

Update: Sep 24, 2023 @ 2:49am

1) Fixed problem where, with Zombies.DamageToZombieHandlerIsActive parameter enabled, zombie kills were not counted in main menu or in other mods that implement quest system.
2) Added new parameter Zombies.DamageToPlayerBleedingHandlerIsActive, allowing you to switch between vanilla bleed handling mechanics and mechanics of this mod.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Accordingly, an issue has been fixed where the vanilla bleed handling mechanics and mechanics of this mod were working simultaneously and player could receive two bleeds at the same time.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetoplayerbleedinghandlerisactive

Anyone who has ever had problems with zombie kill counts and had to disable player and zombie damage handlers - can now turn them back on, this problem has been fixed:
Zombies.DamageToPlayerHandlerIsActive => 1
Zombies.DamageToZombieHandlerIsActive => 1

Update: Sep 23, 2023 @ 5:35am

1) The main change in this update. Infected AI has been completely redesigned, much has been rewritten from scratch. Perhaps something will break, since a lot of code has been redone. I hope for quick feedback in this case.

- Many problems that made it possible to abuse zombies have been fixed, for example - in most cases zombies will no longer get stuck in doors, knocking them out if they see the player. They will stop hitting the door and run to attack him.

- A target correcction system has been added, thanks to which zombies have become more attentive.
They will no longer stupidly run past you without noticing you if you disturbed them and moved a short distance from a position of irritation. Most likely they will notice you.

- Added system for irritating zombies with noise of footsteps. Thanks to this, many zombie behavior bugs were fixed.
For example, when zombie was in MINDSTATE_ALERTED mode, I had no way to somehow process its irritation and change search goal, so the zombie stopped responding to vanilla footstep noise.
Now sound of footsteps activates them in any state in the same way as other irritants, such as flashlights, etc., and with highest priority.
Now, to avoid problems, you will have to move really silently!
This mechanic works in parallel with vanilla mechanic and disabling it will not disable the vanilla mechanic.
New parameters have been added to customize how zombies react to footsteps.
You can add this parameters manually or recreate default config by deleting config file and restarting server:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepsjogdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepsjognightnoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepscrouchsprintdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepscrouchsprintnightnoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepssprintdaynoise
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactfootstepssprintnightnoise

- All "Zombies.React*" parameters are now floating parameters, which will allow you to flexibly adjust sensitivity of zombies to various irritants.
You can read more here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#more-information-about-zombiesreactirritant-parameters

2) Added ability to separately configure reaction of zombies to red light.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Parameters (default values for all = 1):
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactheadtorchredvisual
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactchemlightredvisual
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactanddestroyheadtorchredvisual
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactanddestroychemlightredvisual

3) Added ability to configure chance of vomit and bloody hands when searching or butchering zombie body.
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessearchbodywithoutglovesbloodyhandschancepercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessearchbodywithoutmaskvomitchancepercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesbutcheringwithoutglovesbloodyhandschancepercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesbutcheringwithoutmaskvomitchancepercent

4) Added ability to limit maximum speed of zombie movement for search mode and chase mode.
If vanilla mechanics are required or zombie speed is handled by another mod - disable parameter "Zombies.SpeedHandlerIsActive".
You can add this parameters manually or recreate default config by deleting config file and restarting server.
Parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedhandlerisactive
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedlimitinsearchmode
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedlimitinchasemode

5) Default value for "LossInterestToIrritantAfterSeconds" parameter has been changed from 3 to 2 minutes in order to slightly smooth out situation when players abuse zombies by throwing irritating items into places they can't reach.
You can change this parameter manually or recreate default config by deleting config file and restarting server.

Update: Sep 16, 2023 @ 10:18am

There have been many complaints that when attack of unconscious players is disabled, zombies still stay nearby for a very long time, killing the player when he comes to his senses.
Therefore, now after the player loses consciousness, the zombies that were chasing him go into vanilla mode.

Update: Sep 16, 2023 @ 6:41am

- Problem with FPS drop has been fixed, for which system for attracting zombies has been greatly reworked.
- In addition to fact that zombies now have a priority irritant, irritants among themselves also have priority.
For example, zombie will first react to strong light source, and only then to weak one.
If irritants have equal priority, then the zombie will follow first one to which it reacted, ignoring others, and will only begin to react to others after 10 seconds have passed since the priority irritant has been lost.

Update: Sep 15, 2023 @ 2:33am

Added configuration parameter "Vehicles.Noise" that allows you to configure radius of attracting zombies with engine noise for each vehicle separately.
More details:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#vehiclesnoise
You can create "Vehicles.Noise" parameter manually (see default value below), or recreate default config by deleting config file and restarting the server.
Default parameter value:
...
"Zombies": {
...
},
"Players": {
...
},
"Vehicles": {
"Noise": {
"all": {
"RpmMaxMeters": 120.0,
"RpmIdleMeters": 40.0
},
"Offroad_02": {
"RpmMaxMeters": 140.0,
"RpmIdleMeters": 50.0
},
"Truck_01_Covered": {
"RpmMaxMeters": 150.0,
"RpmIdleMeters": 60.0
},
"Truck_01_Covered_Blue": {
"RpmMaxMeters": 150.0,
"RpmIdleMeters": 60.0
},
"Truck_01_Covered_Orange": {
"RpmMaxMeters": 150.0,
"RpmIdleMeters": 60.0
}
}
},
...
If "Vehicles" or "Noise" option is missing in configuration, the following parameters will be set for all vehicles:
RpmIdleMeters = 40, RpmMaxMeters = 120

***

Major reworking of zombie attraction functionality (more hardcore!):
- Frequency of response to irritants has been increased to once every 5 seconds. Now they will react to light, etc. much more often and more realistically;
- Zombie now has a priority irritant that it will follow, ignoring others, and will only begin to react to others after 10 seconds have passed since the priority irritant has been lost. This was done to eliminate situations where a zombie, caught between two or more irritants, began to run back and forth in place, torn between the irritants.

***

Doors:
- Fixed Bohemia bugs with door sound positioning that prevented zombies from opening some doors, for example, in prison:
https://www.youtube.com/watch?v=SaWJT4tOagc
- Fixed sounds of some metal doors that sounded like wood when hit.

***

Small rebalance of default chance of knocking out and breaking doors. As tests have shown, with value of 20%, it took a very long time for a zombie to knock down door, and destruction generally happened extremely rarely.
New values:
BreakingDoorsOpenChancePercent = 25
BreakingDoorsDestroyAfterOpenChancePercent = 25

You can change this parameters manually or recreate default config by deleting config file and restarting the server.

Update: Sep 13, 2023 @ 6:55am

- Disabled effect of bonfire geometry on pathgraph generation;
In other words, players could make bonfire in narrow passage or in doorway, thereby blocking possibility of zombies coming through.
The same could be done in vanilla mechanics.
Now zombies can walk through bonfire.
Moreover, they can extinguish bonfire with blows if corresponding option is enabled.

- Added zombie reaction to bonfire during the day (smoke, crackling fire, etc.);
- Added zombie reaction to smoke from house chimney;
Zombies.ReactFireplaceDayVisual;
Zombies.ReactAndDestroyFireplaceDayVisual;

Minor difficulty rebalance.
You can change this parameters manually or recreate default config by deleting config file and restarting the server:
- "ScreamAttractsZombiesInRadius" default value changed from 40 to 50 meters (according to my tests, 40 meters is not enough and zombies almost never attract help);
- "ScreamChancePercent" default value changed from 20% to 25% (it also seemed that scream worked quite rarely);

Update: Sep 10, 2023 @ 2:52pm

- Fixed bug because of which zombies did not attack players who got out of the car;