DayZ
InediaInfectedAI
487 σχόλια
johnkind  [Δημιουργός] 20 Ιουν, 5:42 
@boyscout
You can disable the following option, if I understood you correctly:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playersmovementcoordinationimpairmentwhenheadreceivinghits

But in general, the time during which the character moves slowly after being hit on the head depends on head protection, such as a helmet or mask. Therefore, it's not such a problematic debuff.
boyscout 20 Ιουν, 5:28 
hello! I can not make good settings because the translation is not logical for me in French.. I would like that when the zombies hit us, that we have the blur in the eye but that we can recover our gestural abilities quickly enough. like 30 seconds for example (if someone can help me thanks)
Shaggoth (Ищезаяц) 20 Ιουν, 4:05 
с платным модом ;) поэтому решай эту проблему бесплатно, джонни
Рудик 20 Ιουν, 3:31 
Ваш мод конфликтует с модом HuntingSkill (прокачка охоты) после ввода команды \iheal навык охоты слетает до 0
111 19 Ιουν, 10:43 
It would be nice to remove the setting
johnkind  [Δημιουργός] 19 Ιουν, 10:35 
@111
There's no proper way to do this.
The damage to equipment is based on the ammo, which is passed to the vanilla damage function.
You can influence this by changing the damage of the ammo itself ("InediaInfectedAI_ThrowingProjectile") in config.cpp, but I don't recommend doing this because the defense calculation logic in this mod is based on the hardcoded exact damage value of this ammo (10).
In the next update, I might make some adjustments that will allow changing the ammo "InediaInfectedAI_ThrowingProjectile" damage through config.cpp without these drawbacks.
111 19 Ιουν, 10:23 
When zombies throw sticks and stones, they quickly destroy things. How to make damage to things less?
johnkind  [Δημιουργός] 18 Ιουν, 1:21 
@Official Zealiux
I'll think about it. But for now, you can heal limbs with the \iheal command.
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#admin-privileges-and-commands
Official Zealiux 17 Ιουν, 12:27 
would it be possible to make the limb injury system be compatible with the VPP admin tools heal function? or can this already be configured?
johnkind  [Δημιουργός] 15 Ιουν, 2:37 
@Slawek1981
These mods are not related in any way.
To confirm the compatibility issue, you need to test both mods on a test server with a wipe performed and without any other mods.
111 15 Ιουν, 0:32 
@johnkind/
Thank you
Slawek1981 13 Ιουν, 13:18 
GREAT WORK <3
johnkind  [Δημιουργός] 13 Ιουν, 13:09 
@Rico Tyler
There is no such option.
Rico Tyler 13 Ιουν, 12:55 
Hello, its impossible to make zombie night more damage ?
johnkind  [Δημιουργός] 12 Ιουν, 3:32 
@111
Pain is based on shock damage, so shock protection provides pain protection.
111 12 Ιουν, 2:15 
Thanks for the mod.
What parameters can be prescribed in the clothes of a survivor, from the pain system. It kept the pain at bay.
H4xorC00ki3s 6 Ιουν, 3:29 
GREAT WORK <3
Host Leaver 6 Ιουν, 1:22 
Great mod, thank you for your amazing work!
Would it be possible to add a chance to vomit from torso injuries?
johnkind  [Δημιουργός] 5 Ιουν, 3:39 
@Dan.K
Yes, there are also settings that allow infected to befriend any NPCs, including Expansion bots. Everything is in the configuration guide.
It will also work with custom infected. There may be some issues with infected that have their own logic implemented, such as scream or hide logic like bloodsuckers, but this mod will work fine with 99% of the infected.
Dan.K 5 Ιουν, 2:03 
Will this mod work with the DayZ Expansion mods? Also wondering if it works with custom infected. Very Interested in using for our server.
Milah 2 Ιουν, 14:43 
Thanks, we will check :-)!
johnkind  [Δημιουργός] 2 Ιουν, 14:41 
@Milah
This mod does not affect this and does not have such mechanics and settings. Test it on a test server with a wipe and without other mods to make sure of this.
Milah 2 Ιουν, 14:30 
Since installing the mod, our clothes are not getting broken anymore... they stay pristine.. is there any way to activate and deavtivate this??? Thanky <3
johnkind  [Δημιουργός] 27 Μαϊ, 14:06 
@Apocryphox
A character in armor and a helmet can withstand approximately 7 hits from a regular infected and about 4 hits from a military infected before losing consciousness, if just standing still and doing nothing.
However, if the character moves, blocks damage, allowing shock-HP to recover, they can endure many more hits.
It's also important to consider that shock damage triples when hits land on the head. Perhaps you just had bad luck and received several hits to the head, to avoid head hits, you need to block.
Alternatively, if you were without armor and a helmet, it may only take two hits for the character to lose consciousness, but certainly not just one.
In any case, read the configuration guide, it has answers to all your questions.
Apocryphox 27 Μαϊ, 13:15 
What value do i have to edit if i want to make the zombies weaker? I like the abilities and all but 1-2 hits and dead is a bit too much for me as default setting.
Malarkei 22 Μαϊ, 3:50 
Unfortunately I'm not able to code. Maybe someday i'll learn it! Thank you very much for the reply and for your mod!
johnkind  [Δημιουργός] 21 Μαϊ, 5:49 
@Malarkei
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.
Malarkei 21 Μαϊ, 4:39 
Hello! Awesome mod! I was wondering if i could make olny certain itens deal damage when thrown by players (Trying to jury rig a knife throwing mechanic) Thanks!
GamerInked 19 Μαϊ, 22:30 
@johnkind nah lol
Shaggoth (Ищезаяц) 19 Μαϊ, 10:07 
NO :steamhappy:
johnkind  [Δημιουργός] 17 Μαϊ, 11:22 
@GamerInked
Isn't there enough suffering already? 😂
GamerInked 17 Μαϊ, 10:34 
Would it be cool if when opening a wrecked car door,hood,trunk 5% chance that a car alarm goes off?
Hukuma 6 Μαϊ, 2:19 
Hello, this work is one of the best, thank you! make it possible to add your own medicines for the treatment of injuries and diseases from this mod and then everything will be perfect! Thanks again!
Shaggoth (Ищезаяц) 30 Απρ, 7:08 
проверь всё остальное заодно. есть шанс что у тебя ошибки в json и мод использует свои дефолтные значения
Treborn 22 Απρ, 9:36 
Hey does this work with TheWalkingDead mod?
[}{@P40K]KemperKrasno 21 Απρ, 16:40 
@johnkind thx)))
johnkind  [Δημιουργός] 21 Απρ, 16:24 
@[}{@P40K]KemperKrasno
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.
[}{@P40K]KemperKrasno 21 Απρ, 15:23 
There is no way to open the door quietly after the latest update.
Suspended*huh 20 Απρ, 7:13 
hey johnkind, ive just deleted the config file and generated another one, thanks for the help though!
johnkind  [Δημιουργός] 20 Απρ, 4:25 
@Gameb1te
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
Gameb1te 20 Απρ, 4:09 
Looks great, so can just install this and it will be as you intended?
Suspended*huh 20 Απρ, 1:04 
hello, this mod started to not follow the code ive edited, i edited the zombie not to attack players while uncon and break down doors but they still are?
Overside 15 Απρ, 5:24 
Working with "MedPlus"?
johnkind  [Δημιουργός] 15 Απρ, 2:21 
@LoRdNiTi
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".
Jundullah 14 Απρ, 13:51 
Something like this:

"DamageToZombieFromSpotlightVisualHp": {
"all": 50.0
},
"ScreamAttractsZombiesInRadius": {
"all": 10.0
},
"DamageToZombieSpotlightVisual": {
"mediumdef": 0.5,
"all": 0.6000000238418579,
"lowdef": 0.6000000238418579,
"highdef": 0.4000000059604645
},
Jundullah 14 Απρ, 13:51 
Something like

"DamageToZombieFromSpotlightVisualHp": {
"all": 50.0
},
"ScreamAttractsZombiesInRadius": {
"all": 10.0
},
"DamageToZombieSpotlightVisual": {
"mediumdef": 0.5,
"all": 0.6000000238418579,
"lowdef": 0.6000000238418579,
"highdef": 0.4000000059604645
},
Jundullah 14 Απρ, 13:24 

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).
Oddie_Jackal 14 Απρ, 4:35 
How do I stop them being hyper reactive to suppressed shots?