Project Zomboid

Project Zomboid

Proper Vehicle Injuries for MP [B41 & B42]
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Update: 4 Dec, 2023 @ 3:36pm

Update 3.1
- Minor update to V3.0, this changes PVI so it now looks for the seatbeltDamageReduction and seatbeltFractureReduction sandbox options, as the most recent Working Seatbelt update changed the names of these.

Update: 1 Dec, 2023 @ 6:08pm

Hotfix for Update 3.0
- Logic to handle seatbelts was reducing injuryTime TO the percentage specified in Working Seatbelt's sandbox options, instead of reducing the time BY the percent specified.

Update: 25 Nov, 2023 @ 12:38pm

Update 3.0

  • WorkingSeatbelt compatibility patch has been added. Seatbelts should apply their injury reduction to the duration of injuries caused by PVI, and reduce duration of fractures as specified in WorkingSeatbelts sandbox options.

  • Helmets also now protect your head from fractures, 'FullHat' helmets like a full motorcycle helmet will provide full protection as specified PVI, and 'Hat' helmets (riding helmet, crash helmet, etc) provide less.

  • Users now have the option of enabling the full suite of injuries for any severity, so deep wounds/deep glass wounds/death aren't locked to high & fatal severity anymore. I'd recommend being careful with the death chance :)

  • Fast Healer and Slow Healer now make injuries heal 30% faster and 30% slower respectively. Sandbox option added under 'PVI - Main' to disable this, if desired.

  • Multiple fractures are now possible, including multiple full limb fractures. This is possible because I rewrote the main injury handling function to roll for ALL injuries at the same time instead of fractures being seperate.

  • Major overhaul to underlying code in checkCollision() so it's easier to read and work with for me later on.

BUGFIXES & TWEAKS
  • Fixed a bug with doMultiInjury() that might've been making fractures last significantly shorter than they should've.

  • Fixed doMultiInjury() to now fully handle all injury types instead of rolling fractures and full limb fractures in a seperate function.

  • doDeath() has been slightly reconfigured, follows the modular approach of the other injury related functions.

  • Fixed a bug regarding full limb fractures; I was checking for a string, and not if the type of injury was 'fullFracture', so they probably never occured...

Update: 1 Nov, 2023 @ 12:37pm

Minor Hotfix
Increases the maximum duration of fractures to 1500 units, or up to ~750 in-game hours.

Update: 30 Aug, 2023 @ 2:13pm

Update 2, Patch 1
- Debug messages that would make your character say what severity of collision they were involved in have been commented out, and will no longer show.

- Unit conversion between m/s and km/h is now properly being done (my brain is a bit smooth).

Update: 23 Jul, 2023 @ 2:28pm

Update 2 Patch 0
Sandbox options have been implemented! If there are any issues, please report them in the Bugs & Issues discussion page.

Update: 21 Jul, 2023 @ 6:09pm

Initial Workshop Upload