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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.
Thank you
There is no such option.
Pain is based on shock damage, so shock protection provides pain protection.
What parameters can be prescribed in the clothes of a survivor, from the pain system. It kept the pain at bay.
Would it be possible to add a chance to vomit from torso injuries?
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.
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.
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.
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