Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The mod allows you to set a damage multiplier for projectiles thrown by players using the parameter "Zombies.ThrowingProjectilesHandlerDamageMultiplier".
However, there is no option to customize this damage based on the thrown item.
Nevertheless, in your mod, you can modify and override the ItemBase.InediaInfectedAI_ThrowingProjectileGetThrowerDamageMultiplier() method to change the damage multiplier depending on the type of item and the creature that throws it as you see fit.
Isn't there enough suffering already? 😂
Read the changelog, item 9.
There have been many complaints about this mechanic, which was enabled by default.
Players were constantly using it without realizing that it has a small radius and is intended for completely different situations. As a result, the mechanic became annoying.
Therefore, the ability for quiet opening by default is now disabled, and infected don't react to opening. If you need this mechanic, you'll have to activate it in your configuration file.
Yes.
But you can always customize something to suit your needs.
A full list of features and parameters for customization can be found in the configuration guide:
https://github.com/ysaroka/InediaInfectedAI/wiki/Configuration-guide
https://github.com/ysaroka/InediaInfectedAI/wiki/FAQ#i-set-some-parameters-in-configuration-file-but-server-ignores-them
Wolves have this in their code, just as infected have chase mode in their code, but all these scripts are hidden from modders.
If you want to influence these things, you'll have to write your own script to control the infected completely without being able to see how it's done vanilla.
This is currently how the search mode and partially the chase mode are implemented.
However, creating a fleeing script from scratch is time-consuming, and unfortunately I don't have it at the moment, the mod is essentially completed in its current state.
And anyway, attaching this functionality to Spotlight isn't quite right, ideally, it should be possible to do something similar with any item, as it's currently done in "Zombies.CustomIrritants".
"DamageToZombieFromSpotlightVisualHp": {
"all": 50.0
},
"ScreamAttractsZombiesInRadius": {
"all": 10.0
},
"DamageToZombieSpotlightVisual": {
"mediumdef": 0.5,
"all": 0.6000000238418579,
"lowdef": 0.6000000238418579,
"highdef": 0.4000000059604645
},
"DamageToZombieFromSpotlightVisualHp": {
"all": 50.0
},
"ScreamAttractsZombiesInRadius": {
"all": 10.0
},
"DamageToZombieSpotlightVisual": {
"mediumdef": 0.5,
"all": 0.6000000238418579,
"lowdef": 0.6000000238418579,
"highdef": 0.4000000059604645
},
I have a question / request.
Your Code:
"DamageToPlayerBleedingChancePercent": {
"all": 10.0,
"highstr": 16.0,
"mediumstr": 13.0,
"lowstr": 10.0
},
"ReactSpotlightVisual": {
"all": 1.0
},
shows that the player can be triggered by it. What about Zombies?
Make something like Dying Light has...?
Example Zombie responds to the "UV Lights" as he responds to Spotlights, but he loses HP by that and it triggeres the Flee response (Wolves have that in their Code).
https://github.com/ysaroka/InediaInfectedAI/wiki/FAQ#the-infected-can-hear-the-silencer-shot-very-well-why-is-that
I didn't notice any problems.
Moreover, there's a parameter "Zombies.FriendlyNPC", allowing any zombie or animal to be made friendly to any NPC from "DayZ-Expansion-AI":
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesfriendlynpc
"BloodHandlerIsActive": {
"all": 1,
"Dayz_Doggo": 0
},
thanks it works
amazing mod)))
Review the compatibility information with other mods.
How I can change that ?
In the first update point, I mentioned that there might be issues with mods that rely on the player's global variable context. This is because I've stopped using the global context for player variables and ceased storing data there, as this method consistently caused variable shifts upon mod installation, various strange problems appeared and necessitated server wipes.
Now, server wipes are no longer necessary, but variable shifting occurred upon mod update not due to the addition of variables to the context, but due to their removal from there. This is a one-time issue, and unfortunately, nothing can be done about it except for a server wipe.
But this is the pain that sooner or later had to be endured so that in the future, you would never encounter such problems again.
Therefore, after the latest update and wipe, there will never be any problems in the future as this mod no longer uses the vanilla context for player variables.
The pain system is based on vanilla shock damage and takes into account protection from vanilla shock damage provided by various equipment.
Therefore, for better limb protection, adjust the vanilla shock damage protection of items in config.cpp.
For example, for "PlateCarrierVest":
CfgVehicles -> PlateCarrierVest -> DamageSystem -> Global Armor -> Melee -> Shock -> damage
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesthrowingprojectileshandlerisactive
Also, please note the new parameter:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesstuckjumphandlerisactive
Even if jumps are disabled, they may attempt to escape from a stuck position by jumping towards the player. This can also be disabled at your discretion.
Yes, you can specify base classes. I don't remember what the base class is for all dogs from DayZ-Dog.
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesupjumphandlerisactive
"BloodHandlerIsActive": {
"all": 1
"Doggo_Wild1": 0
},
Just disable the blood handler for the dog class, parameter "Zombies.BloodHandlerIsActive".
1) Creating an experimental version doesn't make sense because this is not a project where new features constantly appear that need testing.
This is a project where almost everything that is conceived is implemented, and it is almost finished.
2) Any function in this modification can be completely disabled via the configuration. You can disable everything except AI. Or you can, for example, keep the blood mechanics enabled while disabling everything else, including AI.
May be better to make like in sGunplay, an experemental branch and then will be less like this situation.
Also will be very good if you will separate AI form other features like bloodloss, guts, medecine system etc.
Because a lot of servers have their own systems for this and its very hard to use togather.
🤦♂️ Damn, this config accidentally ended up in the repository as a result of experimenting with projectile damage. It will be removed in the next update.
{
};
class SurvivorBase: Man
{
class DamageSystem
{
class DamageZones
{
class Head
{
class ArmorType
{
class Melee
{
class Health
{
damage=1;
};
}
}
}
}
}
}
WHY!!!?????
I informed about this in the news on Discord:
johnkind — 25.03.2024 13:33
The new mechanic of extending looting status from bodies to nearby players, parameters "Zombies.SearchBodyExtendLootingToPlayersInRadiusMeters" and "Players.SearchBodyExtendLootingToPlayersInRadiusMeters," is not functioning correctly.
It is recommended to set these values to "0" to revert to the old looting mechanic.
Otherwise, players within 30 meters of a player looting a body will lose the ability to loot that body.
In the next update, which will not be very soon, this issue will be fixed.