DayZ
Zens Anti-Combat Logout Mod
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更新于:9 月 20 日 下午 10:34
作者:Zenarchist

Fixed this mod accidentally blocking 40mm explosive grenade launcher explosives hitbox, leading them to do no damage to surrounding entities.

更新于:8 月 20 日 上午 12:56
作者:Zenarchist

- Fixed unpinning smoke grenades triggering combat log timer

更新于:7 月 7 日 上午 3:05
作者:Zenarchist

Fixed ExpansionAI compatibility

更新于:6 月 4 日 下午 11:40
作者:Zenarchist

- Added #define ZENANTICOMBATLOGOUT

更新于:6 月 4 日 上午 12:40
作者:Zenarchist

- Fixed for 1.28

更新于:5 月 4 日 下午 10:23
作者:Zenarchist

Fixed potential nullpointer error logs on client-side
Fixed server-config'ed messages not syncing with client properly when they try to logout

更新于:2024 年 4 月 13 日 上午 12:25
作者:Zenarchist

- Added ability to track who initiated combat first:

PlayerBase.c
bool DidWeStartCombatWith(PlayerBase enemy)

This feature is useful for 3rd party mods to interact with my mod. For example, on my server I have Expansion AI guards patrolling a community zone, and if a player murders someone nearby, they get banished from the area for X amount of days and the guards will shoot them on sight.

I use this new DidWeStartCombatWith(player) feature to only banish the instigator of combat, so that if the victim shoots back at their attacker in self-defense and kills them they aren't punished for their violence.

- Improved net code to reduce potential issues with server performance (the client no longer RPCs the entire PlayerBase object to the server when a player shoots at another player, instead I made a unique integer ID which is sync'd to all clients and the client just sends the integer ID to the server to identify the player they shot at which is a much more efficient method)

Code is on github as always.

Cheers, Zen

更新于:2023 年 4 月 28 日 下午 10:49

Meta file update.

更新于:2023 年 4 月 28 日 下午 10:48