DayZ
DayZ-Expansion-Teleporter
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Update: 1 Apr, 2023 @ 10:43am

Update 1.8.3

Changed:
  • AI: Adjusted guard threat reaction threshold.
  • Quests: Display quest reset cooldown time on quest entries in the quest menu.
  • Quests: Changed inheritance checks for target quests.
  • Quests: Changed quest action handling. Most actions should be supported out of the box, success condition can be influenced by overriding `CustomMission::Expansion_CheckActionSuccess(ActionBase action, ActionData action_data)` in init.c
  • Quests: Don't create collection/delivery trigger if it would cover the whole map or if max distance is set to or below zero.

Fixed:
  • Market: P2P market: Fixed excluded items set in P2P market settings "ExcludedClassNames" array not used to exclude player main items displayed in the menu.
  • Quests: Fixed weekly/daily quests not getting displayed in the quest menu when on cooldown.
  • Quests: Fixed incorrect reset timestamp for daily/weekly quests in persistent player quest data.
  • Quests: Fixed an issue when the player died and the quest should cancel on player death.
  • Quests: Exclude quest containers from virtual storage.
  • Quests: Minor: Quest menu: Reset objective text if changed.
  • Quests: Send one single quest update during player quest initialization instead of multiple.
  • Quests: Fixed collection, delivery, treasure hunt, action and crafting objectives checks aborting when encountering a quest that player does not participate in.
  • Quests: Fixed changing amount in action, crafting, AI camp, AI patrol or position in travel objective configs not being carried over to player quest data.
  • Quests: Fixed travel objective state getting reset if reconnecting while already at target position.
  • Quests: Fixed canceling a quest with a travel objective not working correctly while still at the target position.
  • Weapons: Fixed ANPEQ laser only updating for owner.

Known Issues:
  • AI: Will not sit in bus.
  • Vehicles: Winching does not work properly.
  • Vehicles: When you restore/uncover a vehicle while standing on it, you may fall through it.

Notes:
  • If you were using the mod "Ammo Making" and noticed it was gone, the author reuploaded the mod here:
  • https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2834392060
  • The original mod was deleted from the workshop without any warnings and reasons from steam.
  • Server Hosters: You don't need to update your server settings manually! The server should convert old settings files automatically.
  • If you encounter problems with the marker system make sure you wipe the marker.bin file in your servers ExpansionMod profile directory!
  • If you encounter any problems with the market system please make sure to wipe your local DayZ "ExpansionMod" profile directory!

Links:
You can find the full experimental Bundle for testing on the Steam Workshop: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2540096189&searchtext=DayZ-Expansion-Bundle-Experimental
You can also use the separate experimental mods:
DayZ-Expansion-Core-Experimental
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2291785546
DayZ-Expansion-Experimental
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178159764
DayZ-Expansion-Licensed-Experimental
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178159769
DayZ-Expansion-Vehicles-Experimental
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2291785676
DayZ-Expansion-Book-Experimental
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2540092673
DayZ-Expansion-Market-Experimental
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2540095036
You can download the Expansion missions at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Missions/releases/tag/1.5.1275
Documentations for Expansion is available at:
https://github.com/salutesh/DayZ-Expansion-Scripts/wiki
Documentations for all the changes to the server settings is available at:
https://github.com/ExpansionModTeam/DayZ-Expansion-Settings/wiki

Update: 21 Mar, 2023 @ 1:22pm

Update 1.8.0
Added:
  • AI: Added invincible guards faction. You can't kill them, they can kill you. Totally unfazed by vehicles coming at them.
  • AI: Added observers and invincible oberservers factions. They will look at players but otherwise be mostly passive.
  • AI: Added formation looseness parameter to patrol settings.
  • Book: Added new parameter "ShowPlayerFaction" to book settings when the Expansion AI mod is loaded.
  • Core: The action indicator is hidden whenever an expansion menu is opened.
  • Hardline: Added rarity for quest items.
  • Hardline: Added settings to use per-faction reputation and to make player faction persistent.
  • Main: Added ExpansionGenerator_Large and ExpansionGenerator_Small (WIP).
  • Market: Added P2P (player-to-player) market system. The expansion player 2 player market system is a system that works outside and different from the Expansion market system. It allows you (the server owner) to create traders on defined positions on the map where players can sell and buy items from or too other players. Players can define there own prices for the items they sell and items that get listed for sale even take over all there conditions/attachments or cargo items.
  • NameTags: Display player/NPC faction in the name tag when the Expansion AI mod is loaded and player has a faction.
  • NameTags: Added new parameter "ShowNPCTags" to settings. Displays NPCs name if posible.
  • NameTags: Added new parameter "ShowPlayerItemInHands" to settings. Displays name of the item the currently tagged player has in hands.
  • NameTags: Added new parameter "UseRarityColorForItemInHands" to settings. Uses the Hardline item rarity color for the item name when the "ShowPlayerItemInHands" setting is also enabled.
  • Navigation: Added more color options for the player arrow on the map.
  • Personal Storage: Added personal stroage system. The expansion personal storage system is a storage system that works outside and different from the normal DayZ container/cargo system. It allows you (the server owner) to create storages on defined positions on the map where players can deposit and retrieve items that can only be seen by the owned player. Depostited items can only be retrieved at the same storage where they have been deposited unless the certain storage is a global storage.
  • Quests: Added support for multiple action executions in one quest action objective.
  • Quests: Added support for multiple crafting executions in one quest crafting objective.
  • Quests: Added target objective configuration parameter "CountAIPlayers" when the Expansion AI Mod is loaded to control if player AI is counted towards the quest objective when a player classname is used as target in the objective configuration.
  • Quests: Added configuration parameter "AddItemsToNearbyMarketZone" to Collection and Delivery objective configurations to control if the collected/delivered items get added to a nearby market zone when a quest with such objectives is completed and the player that turns in the quest is within said market zone.
  • Quests: Added configuration parameters "TriggerOnEnter" and "TriggerOnExit" to travel objective event configurations to define the triggers called for the event. Example: If the configuration parameter "TriggerOnEnter" is enabled and "TriggerOnExit" is disabled, the objective can only change its state to completed when a quest player reaches the objective location but will never trigger as incomplete again when the player leaves the trigger area (defined by the "MaxDistance" config parameter).
  • Quests: Added new quest configuration parameter "RequiredFaction". If the parameter contains a valid faction name from the Expansion AI mod, the quest can only be accepted when the player is member of that given faction.
  • Quests: Added new quest configuration parameter "FactionReward". If the parameter contains a valid faction name from the Expansion AI mod, the quest can only be accepted when the player is not a member of that given faction already and will join the given faction on quest completion.
  • Quests: Added new quest configuration parameter "PlayerNeedQuestItems". Controls if the quest will be canceled if the quest players are missing one of the quest items on relog/reconnect.
  • Quests: Added new quest configuration parameter "DeleteQuestItems". Controls if the quest items will be deleted when the quest is completed or not. They still always get deleted when the quest is canceled.
  • Quests: Quest items are shown in the quest menu when the quest has one.
  • Quests: Crafting objective items are shown in the quest menu if the quest has a crafting objective.
  • Quests: Added new collection objective configuration "NeedAnyCollection". Determines whether the player must collect all or only one of the configured items in order for the objective to be completed. Player will need to select the items he wants to use before he can turn in the quest.
  • Quests: Added new quest objective configuration parameter "InfectedDeletionRadius" to AI camp objecive configurations. Controls the radius in with infected get deleted from the first AI position. Set it to 0 to disable the cleanup.
  • Quests: Added new quest objective configuration parameter "ContainerName" to Treasure Hunt objecive configurations. Controls the object used for the container the quest players need to find. Need to inherit from "ExpansionQuestContainerBase".
  • Quests: Added new quest objective configuration parameter "DigInStash" to Treasure Hunt objecive configurations. Controls if the spawned container is put into an underground stash so the player needs to dig it out or not.
  • Quests: Added new quest objective configuration parameter "MarkerName" to Treasure Hunt objecive configurations. Creates a map/world marker on the objective position with the container depending on if a marker name is given or not.
  • Quests: Added new quest objective configuration parameter "MarkerVisibility" to Treasure Hunt objecive configurations. Controls the map/world marker visibility (2 - visible in world | 4 - visible on map | 6 - visible on map and in world).
  • Quests: Added new quest objective configuration parameter "MaxDistance" to Treasure Hunt objecive configurations. Controls the range within the player need to be to trigger the spawn of the stash.
  • Quests: Added new quest reward configuration parameter "QuestID". Spawns the reward item as a quest-giver item that can turn out the quest with the given ID. Set to -1 for normal reward item.

Changed:
  • AI: Is now included in Bundle.
  • AI: Guards won't aggro until players point their weapon at them, start melee in the guard's direction, hit another player, unpin a grenade, or place explosives/traps in the area. If a player hits another player within 150 m of the guard, it won't deaggro until some time has passed (e.g. 20 seconds if within 130 m, 2 minutes if within 30 m).
  • AI: Made it less likely that guards will hit innocent players that are between them and their target.
  • AI: AI will now toggle their flashlights and/or NVGs at night.
  • AI: AI will now treat handcuffed players as low threats.
  • AI: Reduced rate of turning and head/aiming acceleration to make movements look more natural.
  • AI: Only start shooting after facing target.
  • AI: Improved player and Infected targeting to better take current body posture into account.
  • AI: Ignore non PlayerBase NPCs.
  • Animations: Is no longer included in Bundle.
  • Main: "BuildingIvys" in general settings can be set to 2 to enable ivies on all buildings on the map, not just predefined areas.
  • Main: Moved expansion props to the Map-Assets mod.
  • Map-Assets: Changed some `bldr` objects to scope 1.
  • Market: Category names in trader files and trader filenames in *.map files are now case insensitive.
  • Quests: Overhaul of the whole quest system.
  • Quests: Changed quest actions event l

Update: 12 Mar, 2023 @ 3:15pm