DayZ
PvZmoD_CustomisableZombies
TRiMoXZ Jul 29, 2020 @ 7:30am
ZombieBase type set to WalkingDead issue
Liven, first of all amazing work dude! Your detailed documentation and well thought out design/architecture of your mods is a model others should follow..

Onto the issue which we did not experience until latest update.

Our infected are set to the below configuration as "Walkers". We are experiencing the infected sometimes adhere to the "walking" but randomly 1 or 2 in a pack will be full on sprinting (e.g.: chasing cars or us). It is not the "lunge" animation but rather full on sprint. Sometimes all of the infected are full on sprinting and not walking anymore.

I've tried using the numpad "4" to refresh hoping to reset but the only way to correct it is a server restart.

We use this mod alongside your PvzModSpawnSystem with vanilla system infected max count is set to 0.

<types> <type name="ZombieBase"> <Health_Points Day="3000" Night="3000"/> <!-- Health increased --> <Resistance_to_Bullets Day="1.0" Night="1.0"/> <Resistance_to_Melees Day="3.0" Night="3.0"/> <!-- Melee resistance increased to avoid one shot with fists --> <Resistance_to_HeavyAttack Day="0.5" Night="0.5"/> <Resistance_to_Vehicles Day="1.0" Night="1.0"/> <Resistance_to_Explosions Day="0.01" Night="0.01"/> <Resistance_to_HeadShots Day="0.001" Night="0.001"/> <!-- Headshot resistance decrease --> <Special_HeadShot_Weapons Day="0" Night="0"/> <Move_Speed_Min Day="0.0" Night="0.0"/> <Move_Speed_Max Day="1.5" Night="1.5"/> <!-- Max speed decreased to walk --> <Chance_To_Spawn_Crawling Day="0.0" Night="0.0"/> <!-- Never crawl --> <Ratio_Damage_Health LightAttack_NotBlocked="1.0" LightAttack_Blocked="0.0" HeavyAttack_NotBlocked="1.0" HeavyAttack_Blocked="0.5" NightRatio="1.0"/> <Ratio_Damage_Shock LightAttack_NotBlocked="1.0" LightAttack_Blocked="0.0" HeavyAttack_NotBlocked="1.0" HeavyAttack_Blocked="0.5" NightRatio="1.0"/> <Bleeding_Chance LightAttack_NotBlocked="0.0" LightAttack_Blocked="0.0" HeavyAttack_NotBlocked="0.0" HeavyAttack_Blocked="0.0" NightRatio="1.0"/> <Damage_Blood LightAttack_NotBlocked="0" LightAttack_Blocked="0" HeavyAttack_NotBlocked="0" HeavyAttack_Blocked="0" NightRatio="1.0"/> <Damage_Stamina LightAttack_NotBlocked="0" LightAttack_Blocked="0" HeavyAttack_NotBlocked="0" HeavyAttack_Blocked="0" NightRatio="1.0"/> <Vision_Distance_Ratio Day="1.0" Night="0.8" WithBloodyHands="0.5" WithSpecialMask="0.25" MinimumRatioDistance="0.1"/> </type> </types>

Any help is appreciated. If you need any more info, let me know..
< >
Showing 1-15 of 42 comments
Liven  [developer] Jul 29, 2020 @ 7:35am 
What other mod do you use?

Remember that infected can accelerate when they are very close to the player (at attack distance) or when they are crouching or sometimes randomly on very short periode of time.
I can't do anything about these case.

But if a zombie run a long periode of time there is a problem.

I tried my side your tweak and it works fine.
So back to the first question, can you send me the list of your mods?
Last edited by Liven; Jul 29, 2020 @ 7:54am
TRiMoXZ Jul 29, 2020 @ 7:46am 
Sure. Yeah, this is not the "accelerate" animation we are used to seeing when close. I wish I had a video, the other night we had groups chasing us. Last night we noticed only 1 or 2 in a group would be "sprinters" and the rest walking. Sometimes they all run. Very odd..

Negan's Sanctuary 192.158.225.8 : 2302

Mods listed in order of load starting with CF.

CF
VPPAdminTools
GoreZ
VanillaPlusPlusMap
Trader
Server_Information_Panel
Airdrop-Upgraded
PvZmoD_CustomisableZombies
PvZmoD_Spawn_System
zSpawnSelection
Banking
IRP-Land-Rover-Defender-100
Gerphelius Zil-130
Modular Vest System
SchanaModParty
Arma Weapon Pack
CodeLock
Mass'sManyItemOverhaul
OP_BaseItems
EarPlugs
GDZ Lucille
MoreGuns
Zeroy-FishingZ
RaG_Hummer_Refresh
Notes
BaseBuildingPlus
Clouds Military Gear
Liven  [developer] Jul 29, 2020 @ 8:04am 
I don't see any mod that modify zombies (except GoreZ but no problem with this one)
I do not understand what's hapen.
Maybe you can try to lower a little bit the "Move_Speed_Max"
Liven  [developer] Jul 29, 2020 @ 8:10am 
Do you have something in your server logs when the problem hapen?

We're right you only have the ZombieBase Section in your Characteristics.xml file?
Last edited by Liven; Jul 29, 2020 @ 8:26am
TRiMoXZ Jul 29, 2020 @ 8:22am 
Correct, `ZombieBase` is only section.

Here is the full content for `PvZmoD_CustomisableZombies_Characteristics.xml`

<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <!-- ___________ YOU CAN FIND DETAILED INSTRUCTIONS in PvZmoD_CustomisableZombies_HELP.txt file ___________ --> <types> <type name="ZombieBase"> <!-- WALKINGDEAD_HEADSHOT Example (Night values are "normal zombies" ones to compare changes ) --> <Health_Points Day="3000" Night="3000"/> <!-- Health increased --> <Resistance_to_Bullets Day="1.0" Night="1.0"/> <Resistance_to_Melees Day="3.0" Night="3.0"/> <!-- Melee resistance increased to avoid one shot with fists --> <Resistance_to_HeavyAttack Day="0.5" Night="0.5"/> <Resistance_to_Vehicles Day="1.0" Night="1.0"/> <Resistance_to_Explosions Day="0.01" Night="0.01"/> <Resistance_to_HeadShots Day="0.001" Night="0.001"/> <!-- Headshot resistance decrease --> <Special_HeadShot_Weapons Day="0" Night="0"/> <Move_Speed_Min Day="0.0" Night="0.0"/> <Move_Speed_Max Day="1.5" Night="1.5"/> <!-- Max speed decreased to walk --> <Chance_To_Spawn_Crawling Day="0.0" Night="0.0"/> <!-- Never crawl --> <Ratio_Damage_Health LightAttack_NotBlocked="1.0" LightAttack_Blocked="0.0" HeavyAttack_NotBlocked="1.0" HeavyAttack_Blocked="0.5" NightRatio="1.0"/> <Ratio_Damage_Shock LightAttack_NotBlocked="1.0" LightAttack_Blocked="0.0" HeavyAttack_NotBlocked="1.0" HeavyAttack_Blocked="0.5" NightRatio="1.0"/> <Bleeding_Chance LightAttack_NotBlocked="0.0" LightAttack_Blocked="0.0" HeavyAttack_NotBlocked="0.0" HeavyAttack_Blocked="0.0" NightRatio="1.0"/> <Damage_Blood LightAttack_NotBlocked="0" LightAttack_Blocked="0" HeavyAttack_NotBlocked="0" HeavyAttack_Blocked="0" NightRatio="1.0"/> <Damage_Stamina LightAttack_NotBlocked="0" LightAttack_Blocked="0" HeavyAttack_NotBlocked="0" HeavyAttack_Blocked="0" NightRatio="1.0"/> <Vision_Distance_Ratio Day="1.0" Night="0.8" WithBloodyHands="0.5" WithSpecialMask="0.25" MinimumRatioDistance="0.1"/> </type> <!--________________________ DON'T ADD NEW CLASS AFTER DEFAULT CONFIG ________________________________--> </types> <!-- ___________ YOU CAN FIND DETAILED INSTRUCTIONS in PvZmoD_CustomisableZombies_HELP.txt file ___________ -->
TRiMoXZ Jul 29, 2020 @ 8:24am 
Appreciate the suggestion. On next server restart today, I'll make suggested change to `Move_Speed_Max`. Will report back on findings.
Liven  [developer] Jul 29, 2020 @ 8:32am 
You don't need to wait for a restart, all xml variables modifications can be apply by pressing numpad4 ingame.

The logs informations are important. I've just made a modification in my code (will be push with next update at the end of the week or next week) to secure some things in speed control code but not sure at all it will solve the problem without log feedback.
TRiMoXZ Jul 29, 2020 @ 8:51am 
Forgot it will refresh real-time. Thanks

So, I reviewed server logs for past (2) days and found nothing. No errors or anything that stands out as "odd". Also, two days ago while playing we noticed all infected were sprinting I was streaming server logs but nothing indicated a problem..
Liven  [developer] Jul 29, 2020 @ 9:04am 
I have to think where the problem can come from, no idea for the moment :(
Not easy because I can't reproduce the bug.

You said the problem never hapen before the last update?
Had the mod been running for a long time before the last update?
TRiMoXZ Jul 29, 2020 @ 12:40pm 
Yep totally understand. Nope, never witnessed the speed issue prior to last update.

Not sure if this helps but past couple times the issue occurred while we were travelling in a vehicle. We'd drive by a group and watch as they ran down the road chasing (def not accelerating but full sprint mode). Possible issue with spotting vehicles?

The last time it occurred we drove into town and exited the vehicle. I saw Zombie staring off into the field and approached it slowly; it turned and started chasing me all around the houses. We killed him and rebooted server and all was fine again. odd...

If you need any log's let me know, again didn't see anything.

No reports of issues today. Will let ya know after some game time tonight.
Liven  [developer] Jul 29, 2020 @ 1:02pm 
Did you see the zombie running more than 30 secondes?
Did you have to headshot the running zombies or did you shot him as normal zombie?
Did you see the bug at day time / night time / both / during the sunset or sunrise (ingame of course)?
Can copy me your customZombie global.xml file?
TRiMoXZ Jul 29, 2020 @ 1:15pm 
Sure.

Did you see the zombie running more than 30 secondes?
- Yes. Last night while chased around houses was roughly 30 seconds with same speed chase as vanilla zed. I really wanted to be sure before reporting.

Did you have to headshot the running zombies or did you shot him as normal zombie?
- Headshots from M4 took 3-4 hits instead of 1; almost as if they "reset" back to vanilla zeds.
note: After server restart the infected return to dropping easy peasy lemon squeezy.

Did you see the bug at day time / night time / both / during the sunset or sunrise (ingame of course)?
- Day time only.

Contents of `PvZmoD_CustomisableZombies_Globals.xml`.

Note: `Items_Protect_HeadShots` is empty. We felt dropping walkers almost impossible with it turned on using `WalkingDead` config.


<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <!-- ___________ YOU CAN FIND DETAILED INSTRUCTIONS in PvZmoD_CustomisableZombies_HELP.txt file ___________ --> <!-- See the new Features at the end of the file --> <types> <type name="File_Name"> <Customisable_Zombies_List File_Name = "PvZmoD_CustomisableZombies_Characteristics.xml"/> <!-- don't forget .xml extension --> </type> <type name="Features_Activation"> <Disable_All_Features Day = "0" Night = "0"/> <!-- [0 or 1] --> <Zombies_Health_Activated Day = "1" Night = "1"/> <!-- [0 or 1] --> <Zombies_Resistance_Activated Day = "1" Night = "1"/> <!-- [0 or 1] --> <Zombies_Speed_Activated Day = "1" Night = "1"/> <!-- [0 or 1] --> <Zombies_CrawlControl_Activated Day = "1" Night = "1"/> <!-- [0 or 1] --> <Zombies_Strenght_Activated Day = "1" Night = "1"/> <!-- [0 or 1] --> <Zombies_Vision_Activated Day = "1" Night = "1" WithBloodyHands="1" WithSpecialMask="1" MiniMumRatioDistance="1"/> <!-- [0 or 1] --> <Player_Fist_Fighting_Activated Day = "1" Night = "1"/> <!-- [0 or 1] --> </type> <type name="Zombies_Caracteristics"> <Zombies_Health_Ratio Day = "1.0" Night = "1.0"/> <!-- [Decimal 0.0 to infinite] --> <Zombies_Strength_Ratio Day = "1.0" Night = "1.0"/> <!-- Except the bleeding chance [Decimal 0.0 to infinite] --> <Zombies_Speed_Ratio Day = "1.0" Night = "1.0"/> <!-- [Decimal 0.0 to infinite]--> </type> <type name="Players_Caracteristics"> <Maximum_Number_Of_Bleeding_Sources_From_Zombies_Combat Value = "4" /> <Shoes_Degradation_When_Hit_By_Crawling_Zombie Value = "2" /> <!-- [Decimal 0.0 to infinite] --> <Fist_Fighting Gloves_Degradation_Speed_When_Fist_Fighting = "0.5" /> <!-- [Decimal 0.0 to infinite] (Tactical gloves have 100.0 hp for example) --> <Fist_Fighting Bleeding_Chance_If_Fist_Fighting_Without_Gloves = "0.025" /> <!-- [Decimal 0.0 to 1.0] --> <Fist_Fighting Player_Dammage_If_Fist_Fighting_Without_Gloves = "0.5" /> <!-- [Decimal 0.0 to 100.0] (Max player health is 100.0 hp) --> <Fist_Fighting Player_Health_Limite_To_Take_Dammage_From_Fist_Fighting = "80.0" /> <!-- [Decimal 0.0 to 100.0] --> <Special_Mask_To_Hide_From_Zombies List = "ZombieSkinMask,SkinMask,Infectedmask," /> <!-- no spaces, use comma between each mask --> <Multi_Hits_On_Heavy_Attack Radius = "1.2" /> <!-- [Decimal 0.0 to infinite] (0.0 => Disable the feature / too higth value can cause performance problems) --> <Multi_Hits_On_Heavy_Attack Dammage_Ratio = "0.5" /> <!-- [Decimal 0.0 to 1.0] --> <Multi_Hits_On_Heavy_Attack Min_Dammage_To_Activate = "15" /> <!-- [Decimal 0.0 to infinite] --> </type> <type name="Night_Management"> <OverRide_Vanilla_Night_Time Activated = "0" /> <!-- 0 : Vanilla night time / 1 : Replace vanilla time with values below / -1 : No night config (Day zombies config always used) --> <Night_Beginning Time = "20:30" /> <!-- 24h time (set 20:30 no 8:30pm for example) --> <Night_End Time = "04:30" /> </type> <type name="Other"> <Special_HeadShot_Weapons List = "Crossbow," /> <!-- (no spaces, use comma between each weapon) --> <Items_Protect_HeadShots List = "" /> <!-- no spaces, use comma between each helmet or mask--> <Friendly_Wolves List = "" /> <!-- (no spaces, use comma between each wolf)--> </type> <type name="Debug_do_not_modify"> <Debug_Mod Activated = "0"/> <!-- [0 or 1] keep to 0 to save server resources : refresh xml modifications each 1 second in debug mod and each 30 seconds in normal mod (when change from 0 to 1 the curent 30s timer have to finished before begin to refresh at 1s rate) --> </type> <type name="NewFeatures"> <!-- New feautures, you should move them in the right section (not mandatory but cleaner structure is easier for you to tweak) --> </type> </types> <!-- ___________ YOU CAN FIND DETAILED INSTRUCTIONS in PvZmoD_CustomisableZombies_HELP.txt file ___________ -->
Liven  [developer] Jul 29, 2020 @ 1:30pm 
Thanks for all the informations. I have to dig that. No idea what is going on.
It is like sometime zombies are not taken in account by my system, like if they are not Creatures from ZombieBase.

To be sure, the problem is not always with the same type of zombies?
Liven  [developer] Jul 29, 2020 @ 1:32pm 
When you killed running zombie, do you remember if he had a vanilla size inventory or an extended inventory?
Last edited by Liven; Jul 29, 2020 @ 1:40pm
TRiMoXZ Jul 29, 2020 @ 1:45pm 
Not a problem.

"To be sure, the problem is not always with the same type of zombies?"
- At first we noticed this behavior with the "old man" zombies but last night we confirmed same behavior with others like farmer zombie (he's the one who chased me around houses), and another wearing a plaid shirt (red). There were others but it quickly became a blur ;)


"Whe you killed running zombie, do you remember if he had a vanilla size inventory or an extended inventory?"
- I hadn't checked previously but if it happens again I'll be sure to record that info for ya.

< >
Showing 1-15 of 42 comments
Per page: 1530 50