DayZ
Knock Knock AI
agent001  [developer] 12 Jun @ 7:29am
Config Explanation
Enabled = 1; // 1=Enabled 0=Disabled chanceToSpawn = 3; // 0-100 chance to spawn ai at any given door that passes conditional checks safeZonePositions = ""; //list of positions where ai will not spawn. 2nd value is the radius (Xcoord Radius Zcoord) - single "123 45 678" multiple "123 45 678, 123 45 678" excludedBuildings = ""; //list of buildings whose doors will be excluded exclusiveBuildings = ""; //list of buildings whose doors will be exclusive for this mod. If left blank ai spawn can happen in any building that is not excluded. Any building classnames entered here become the only buildings that can spawn ai playerHistoryMultiplier = 5; //Number of doors held in player history - default value is 10. A multiplier of 2 makes it 20. 3 makes it 30 and so on and so on groupHistoryMultiplier = 10; //Number of doors held in group history - default value is 10. A multiplier of 2 makes it 20. 3 makes it 30 and so on and so on maxAiOnServer = 5; //max number of concurrent ai this mod can spawn across the whole server aiLoadout = "EastLoadout"; // loadout - enter multiple like this "EastLoadout, PoliceLoadout" if multiple entered the mod will choose one randomly faction = "East"; // faction enter multiple like this "East, Shamans" - Supported factions are: West, East, Raiders, Mercenaries, Civilian, Passive, Guards, InvincibleGuards, Shamans, Brawlers SEE WORKSHOP FOR INFO ON LINKING FACTIONS AND LOADOUTS typeOfAI = 0; // 0 = random, 1 = male, 2 = female aiActivity = 1; // 1=let the ai be free to make own decisions 2=aggressively attack triggering player (friendly factions will move to the player) canBeLooted = 1; // 1=Enabled 0=Disabled unlimitedReload = 1; // 1=Enabled 0=Disabled maxMoveSpeed = 3; // max move speed minMoveSpeed = 2; // min move speed noiseInvestigationRange = 50; // noise investigation range maxAccuracy = 0.9; // max Accuracy minAccuracy = 0.6; // min Accuracy threatDetectionRange = 200; // threat detection range aiDespawnDistance = 250; // distance in meters an AI will despawn if no players are around
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Showing 1-5 of 5 comments
playerHistoryMultiplier = 5; //Number of doors held in player history - default value is 10. A multiplier of 2 makes it 20. 3 makes it 30 and so on and so on

groupHistoryMultiplier = 10; //Number of doors held in group history - default value is 10. A multiplier of 2 makes it 20. 3 makes it 30 and so on and so on

What does these do exactly?
agent001  [developer] 13 Jun @ 9:06am 
playerHistory is a personal door history. groupHistory is a shared history. It is history of doors the mod has looked at. This way when a player clears a group of buildings or a street there will not be ai spawns in areas recently cleared. It really doesnt make sense that I left it as a multiplier when the values are so low and base ten but eh whatever.

I suggest playerHistoryMultiplier = 5 and groupHistoryMultiplier = 10 this gives 50 doors in the players history and 100 for the group. If you have large groups you might want to increase groupHistoryMultiplier to like 15 or 20.
Ahh I see thanks.
DrBreen 17 Jun @ 4:15am 
if you leave aiLoadout blank, :"" wil it spawn with random gear like Expansion AI?
agent001  [developer] 17 Jun @ 3:34pm 
No. You need to give the name of a valid loadout file from your expansion loadouts folder. You can use any of the expansion ones that work.
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