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Probably. Unless it uses "Bullet_Expansion_Taser" it won't work. You can set any melee KO to trigger abduction now if you really don't want to run weapons. Regen your config if you don't see melee options
I was just abducted 3 times in a row. When I work on this mod next I will make sure to look very closely that something isnt amiss but from what I see it's working fine.
But at the moment is not possible strictly by the mod. Perhaps in a future update.
You probably don't have the required mods or they are not installed properly. Check the description for the requirements. Make sure they are installed successfully then you should have no issue with this mod.
(I'm new to this lol)
Thanks for posting your information here. There isn't anything I can do about Terje Medicine if it is trreating tasers like bullet wounds. The author of that mod will need to correct that. But that is good to know. Regarding loot barrel placement I will add more fine grained control in a future update. Regarding the AI looting your weapons and shooting you... HAHAH thats why I love dayz and AI. So unpredictable sometimes.
thank mate for sharing your knowledge and settings with us. it's things like this that make a good community, no matter what game it is. great!
I'll take a look at it on the test server and give feedback...
"DamageReceivedMultiplier": -1,
"CanBeTriggeredByAI": 0,
"MinDistRadius": -1,
"MaxDistRadius": -1,
"DespawnRadius": -1,
"MinSpreadRadius": 1,
"MaxSpreadRadius": 100,
"Chance": 1,
"WaypointInterpolation": "CatmullRom",
"DespawnTime": -1,
"RespawnTime": -2,
"LoadBalancingCategory": "",
"UseRandomWaypointAsStartPoint": 1,
"Waypoints": [
[
13539.5,
3,
6342.3
]
]
},
"Patrols": [
{
"Name": "Test Abduction",
"Persist": 0,
"Faction": "East",
"Formation": "RANDOM",
"FormationScale": -1,
"FormationLooseness": 0.5,
"Loadout": "MVDLoadout",
"Units": [],
"NumberOfAI": 5,
"Behaviour": "HALT",
"LootingBehaviour": "WEAPONS | BANDAGES | UPGRADE",
"Speed": "WALK",
"UnderThreatSpeed": "JOG",
"CanBeLooted": 1,
"UnlimitedReload": 1,
"SniperProneDistanceThreshold": 0,
"AccuracyMin": -1,
"AccuracyMax": -1,
"ThreatDistanceLimit": -1,
"NoiseInvestigationDistanceLimit": 0,
"DamageMultiplier": -1,
thanks for this and all your mods and your free effort for the DayZ-community
... just my 50 cents.
Don't use the mod if you have an issue with it. I made it for my server and I turned it into a public mod because.. why not.
Expansion asset as the abduction barrel inherits from gravecross
Expansion AI for the ai
Expansion weapons for the taser
Or just run bundle !
ok maybe you can explain again what is the minimum list of mods needed?
a whole bunch of mods it is not clear what for.
I think only expensin ai and core are needed.
it will be ideal if you adapt.
because on other maps it does not work
I am making a stalker project and it does not work on the aod map.
at the moment you need to connect 6 mods for it to work - this is nonsense.
reduce dependencies only for core and ai
@unicorn
If you run dynamic ai just use locations and set up a test area. Or adjust one of your T menu loadouts and spawn AI that way to test.
it would be great if you could share your config. thank you very much!
You give tasers to the ai you spawn via expansion, dynamic, airborne or any other method. Then when those ai abduct you you go to the location specified in the config.
Ai abductors does not spawn ai to roam the map. It enhances ai eqquipped with a taser. The only ai this mod will spawn (optionally) is in response to an abducted player waking up.