*Interesting NEWS!* 7/10/2013
Release 1.7.7.2 Changelog
Changes:
* [FIXED] - Zed direction issue when under chase condition. (should stop them keep turning)
* [FIXED] - Fixed an issue where you'd get stuck after the tackle animation.
* [FIXED] - Infection divide by zero error.
* [FIXED] - Updated all zed movement systems to fall in line with the re-added LOS and Angle of attack checks. (This should improve zeds reaction times & make sure target is in hitting range)
* [FIXED] - Redone the FSM Agent brain. This will allow the more advanced SQF attack system to work smoother.
* [FIXED] - Balanced Zed damage Normal returned to .7 Viral kept at 50% higher rate. (Both types can still knock players concussions)
* [FIXED] - Viral's base damage updated to be normal's highest damage output.
* [FIXED] - Small updated to overall damage output.
* [FIXED] - Major duplication fix.
* [UPDATED] - PV optimization (should remove some unwanted traffic)
Example.
When you blood bag someone it sends out to everyone on the server. This is pointless the only ppl who need to know is the medic and the player getting the transfusion.
* [NEW] - Medbox1 & foodbox1 found at infected camps.
* [NEW] - Medbox1 added to hospital.
* [UPDATED] - Updated hospital loot.
* [UPDATED] - Removed all trash items from building loot tables and replaced with a generic table (better organisation)
Foodbox Contains
magazine = "FoodCanBakedBeans";
count = 6;
magazine = "FoodCanSardines";
count = 6;
magazine = "FoodCanFrankBeans";
count = 6;
magazine = "FoodCanPasta";
count = 6;
magazine = "FoodCanFrankBeans";
count = 6;
magazine = "FoodCanPasta";
count = 6;
Medbox1 Contains.
magazine = "ItemBandage";
count = 5;
magazine = "ItemEpinephrine";
count = 2;
magazine = "ItemMorphine";
count = 5;
magazine = "ItemBloodbag";
count = 2;
magazine = "ItemPainkiller";
count = 2;
magazine = "ItemAntibiotic";
count = 3;
* [NEW] - Added Difficulty system admins can set.
Easy: (PVP Feel)
dayz_maxLocalZombies = 20; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
dayz_maxMaxModels = 50; // max quantity of Man models (player or Z, dead or alive) around players. Below this limit we can spawn Z
dayz_maxMaxWeaponHolders = 80; // max quantity of loot piles around players. Below this limit we can spawn some loot
dayz_tagDelayWeaponHolders = 5; // prevent any new loot spawn on this building during this delay (minutes)
dayz_tagDelayZombies = 5; // prevent any new zombie spawn into or near this building during this delay (minutes)
dayz_lootSpawnBias = 100; // between 50 and 100. The lower it is, the lower chance some of the lootpiles will spawn
dayz_infectionTreshold = 1.85; // used to trigger infection, see fn_damageHandler.sqf
dayz_ViralDmgScale = 300; //Virals dmg scale level, see fn_damageHandler.sqf
dayz_NormalDmgScale = 200; //Normal zeds dmg scale level, see fn_damageHandler.sqf
Medium:
dayz_maxLocalZombies = 30; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
dayz_maxMaxModels = 60; // max quantity of Man models (player or Z, dead or alive) around players. Below this limit we can spawn Z
dayz_maxMaxWeaponHolders = 80; // max quantity of loot piles around players. Below this limit we can spawn some loot
dayz_tagDelayWeaponHolders = 10; // prevent any new loot spawn on this building during this delay (minutes)
dayz_tagDelayZombies = 5; // prevent any new zombie spawn into or near this building during this delay (minutes)
dayz_lootSpawnBias = 75; // between 50 and 100. The lower it is, the lower chance some of the lootpiles will spawn
dayz_infectionTreshold = 1.45; // used to trigger infection, see fn_damageHandler.sqf
dayz_ViralDmgScale = 400; //Virals dmg scale level, see fn_damageHandler.sqf
dayz_NormalDmgScale = 300; //Normal zeds dmg scale level, see fn_damageHandler.sqf
HARD: (MMO Feel)
dayz_maxLocalZombies = 40; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
dayz_maxMaxModels = 80; // max quantity of Man models (player or Z, dead or alive) around players. Below this limit we can spawn Z
dayz_maxMaxWeaponHolders = 80; // max quantity of loot piles around players. Below this limit we can spawn some loot
dayz_tagDelayWeaponHolders = 20; // prevent any new loot spawn on this building during this delay (minutes)
dayz_tagDelayZombies = 5; // prevent any new zombie spawn into or near this building during this delay (minutes)
dayz_lootSpawnBias = 67; // between 50 and 100. The lower it is, the lower chance some of the lootpiles will spawn
dayz_infectionTreshold = 1.25; // used to trigger infection, see fn_damageHandler.sqf
dayz_ViralDmgScale = 500; //Virals dmg scale level, see fn_damageHandler.sqf
dayz_NormalDmgScale = 400; //Normal zeds dmg scale level, see fn_damageHandler.sqf
* [NEW] - 1 Type of Camo Net.
* [NEW] - Object orientation system for better placement (will allow more control on object placement tents, stash, camo nets, tanktraps, sandbags, wirefence)
* [NEW] - Camo nets will be removed within 24 hours of owners death.
* [NEW] - Gear menu UI
* [UPDATED] - Added 1 guaranteed loot spawn in every building.
* [REMOVED] - Removed Collision system from tents, stash's, camo nets (Should allow storage system to be placed in better locations)
* [REMOVED] - Difficulty system due to issues with official hive. (Official hive cant hold multiple difficulty levels)
* [UPDATED] - Viral Workers have now been assigned home locations. (MilitarySpecial, Military,Industrial) (harder to spot)
* [UPDATED] - Viral Villagers have now been assigned home locations. (Supermarket,Farm,Residential) (easy to spot)
*NEW!* POPULAR
Gear Menu UI.
All new changes sent to Matt for review.
SOURCE