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NeeVlaD

ХП у медведя

Здравствуйте,хотелось бы узнать как увеличить хп у медведя и волков?!После обновления 1.10 медведь падает с двойного выстрела с блейза..Это вообще печально.

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30.01.2021 в 08:45, Dima198901 сказал:

У меня не получилось справится с этой проблемой, но я сделал новый класс медведя и увеличил хп ему, тоесть убрал со спавна медведя и поставил своего с новыми параметрами и все работает. Медведь стал как химера.

а можно поподробнее? как делал? через серверный мод или скриптом? или ещё как-то?

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Присоединюсь к вопросу, тоже хотел бы задрать ему показатели.

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Сделать копию медведя с нужными показателями

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Воспользоваться поиском по форуму, например)

 

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@Huskys Проблема в том, что я увеличил ХП медведя до 4500 здоровья.. даже поставил броню на 2.. но он как умирал от 9 попаданий с М4-А1, так и продолжает. в Чём может быть проблема?
Вот код медведя:
 

class Animal_UrsusArctos : AnimalBase {
		simulation = "dayzanimal";
		scope = public;
		model = "\DZ\animals_bliss\ursus_arctos\ursus_arctos.p3d";
		armor = 2;
		displayName = "$STR_CfgVehicles_Animal_UrsusArctos0";
		descriptionShort = "$STR_CfgVehicles_Animal_UrsusArctos1";
		aiAgentTemplate = "Predator_UrsusArctos";
		injuryLevels[] = {1.0, 0.5, 0.2, 0.0};
		DamageSphereAmmos[] = {"MeleeBear", "MeleeBearShock", "MeleeWolf"};
		
		class DamageSystem {
			class GlobalHealth {
				class Health {
					hitpoints = 4500;
					healthLabels[] = {1.0, 0.7, 0.5, 0.3, 0.0};
				};
				
				class Blood {
					hitpoints = 5000;
				};
				
				class Shock {
					hitpoints = 5000;
				};
			};
			
			class DamageZones {
				class Zone_Head {
					componentNames[] = {"Zone_Head"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.1;
					canBleed = 0;
					
					class Health {
						hitpoints = 1000;
						transferToGlobalCoef = 1;
					};
					
					class Blood : Health {
						hitpoints = 5000;
					};
					
					class Shock : Health {
						hitpoints = 5000;
					};
					
					class ArmorType {
						class Melee {
							class Health {
								damage = 0.51;
							};
						};
						
						class Projectile : Melee {
							class Health : Health {
								damage = 0.56;
							};
						};
						
						class FragGrenade : Melee {};
					};
				};
				
				class Zone_Neck : Zone_Head {
					componentNames[] = {"Zone_Neck"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.1;
					
					class Health {
						hitpoints = 1200;
						transferToGlobalCoef = 1;
					};
					
					class ArmorType : ArmorType {
						class Melee : Melee {
							class Health : Health {
								damage = 0.15;
							};
						};
						
						class Projectile : Projectile {
							class Health : Health {
								damage = 0.78;
							};
						};
					};
				};
				
				class Zone_Belly : Zone_Head {
					componentNames[] = {"Zone_Belly"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.01;
					
					class Health : Health {
						hitpoints = 1600;
					};
					
					class ArmorType : ArmorType {
						class Melee : Melee {
							class Health : Health {
								damage = 0.3;
							};
						};
					};
				};
				
				class Zone_Pelvis : Zone_Head {
					componentNames[] = {"Zone_Pelvis"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.01;
					
					class Health : Health {
						hitpoints = 1800;
					};
					
					class ArmorType : ArmorType {
						class Melee : Melee {
							class Health : Health {
								damage = 0.3;
							};
						};
					};
				};
				
				class Zone_Legs : Zone_Head {
					componentNames[] = {"Zone_Legs"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.01;
					
					class Health : Health {
						hitpoints = 1000;
						transferToGlobalCoef = 0.0;
					};
				};
			};
		};
		
		class Skinning {
			class ObtainedPelt {
				item = "BearPelt";
				count = 2;
				itemZones[] = {"Zone_Pelvis", "Zone_Belly"};
				quantityCoef = 1;
				transferToolDamageCoef = 1;
			};
			
			class ObtainedSteaks {
				item = "BearSteakMeat";
				count = 20;
				itemZones[] = {"Zone_Belly", "Zone_Pelvis"};
				countByZone[] = {8.0, 8.0};
				quantityMinMaxCoef[] = {0.7, 1};
			};
			
			class ObtainedLard {
				item = "Lard";
				count = 2;
				quantityMinMaxCoef[] = {0.2, 1};
			};
			
			class ObtainedGuts {
				item = "Guts";
				count = 4;
				quantityMinMaxCoef[] = {0.5, 0.8};
			};
			
			class ObtainedBones {
				item = "Bone";
				count = 5;
				quantityMinMaxCoef[] = {0.3, 1};
				transferToolDamageCoef = 1;
			};
		};
		
		class enfanimsys {
			meshObject = "DZ\animals_bliss\ursus_arctos\data\ursus_arctos_skeleton.xob";
			graphname = "DZ\animals_bliss\animations\!graph_files\bear\Bear_Graph.agr";
			defaultinstance = "DZ\animals_bliss\animations\!graph_files\bear\BearSkeleton_AnimInstance.asi";
			startnode = "MasterBear_SM";
			skeletonName = "ursus_arctos_skeleton.xob";
		};
		
		class AnimEvents {
			class Steps {
				class Walk1 {
					soundLookupTable = "PawBigWalk_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 1;
				};
				
				class Walk2 {
					soundLookupTable = "PawBigWalk_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 2;
				};
				
				class Walk3 {
					soundLookupTable = "PawBigWalk_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 3;
				};
				
				class Walk4 {
					soundLookupTable = "PawBigWalk_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 4;
				};
				
				class Run1 {
					soundLookupTable = "PawBigRun_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 5;
				};
				
				class Run2 {
					soundLookupTable = "PawBigRun_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 6;
				};
				
				class Run3 {
					soundLookupTable = "PawBigRun_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 7;
				};
				
				class Run4 {
					soundLookupTable = "PawBigRun_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 8;
				};
				
				class Bodyfall {
					soundLookupTable = "PawBigBodyfall_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 11;
				};
				
				class Settle {
					soundLookupTable = "PawBigSettle_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 12;
				};
				
				class Rest2standA {
					soundLookupTable = "PawBigRest2standA_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 13;
				};
				
				class Rest2standB {
					soundLookupTable = "PawBigRest2standB_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 14;
				};
				
				class Stand2restA {
					soundLookupTable = "PawBigStand2restA_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 15;
				};
				
				class Stand2restB {
					soundLookupTable = "PawBigStand2restB_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 16;
				};
				
				class Stand2restC {
					soundLookupTable = "PawBigStand2restC_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 17;
				};
				
				class Jump {
					soundLookupTable = "PawBigJump_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 18;
				};
				
				class Impact {
					soundLookupTable = "PawBigImpact_LookupTable";
					noise = "WolfStepNoise";
					effectSet[] = {"WolfStepEffect1", "WolfStepEffect2"};
					id = 19;
				};
			};
			
			class Sounds {
				class BearAttack {
					soundSet = "BearAttack_SoundSet";
					noise = "WolfRoarNoise";
					id = 21;
				};
				
				class BearBreath {
					soundSet = "BearBreath_SoundSet";
					noise = "WolfRoarNoise";
					id = 1;
				};
				
				class BearGrowl {
					soundSet = "BearGrowl_SoundSet";
					noise = "WolfRoarNoise";
					id = 2;
				};
				
				class BearMumble {
					soundSet = "BearMumble_SoundSet";
					noise = "WolfRoarNoise";
					id = 3;
				};
				
				class BearRoar {
					soundSet = "BearRoar_SoundSet";
					noise = "WolfRoarNoise";
					id = 4;
				};
				
				class BearRoarShort {
					soundSet = "BearRoarShort_SoundSet";
					noise = "WolfRoarNoise";
					id = 12;
				};
				
				class BearSigh {
					soundSet = "BearSigh_SoundSet";
					noise = "WolfRoarNoise";
					id = 5;
				};
				
				class BearSighLong {
					soundSet = "BearSighLong_SoundSet";
					noise = "WolfRoarNoise";
					id = 6;
				};
				
				class BearSighShort {
					soundSet = "BearSighShort_SoundSet";
					noise = "WolfRoarNoise";
					id = 7;
				};
				
				class BearSnarl {
					soundSet = "BearSnarl_SoundSet";
					noise = "WolfRoarNoise";
					id = 8;
				};
				
				class BearSnarlLong {
					soundSet = "BearSnarlLong_SoundSet";
					noise = "WolfRoarNoise";
					id = 9;
				};
				
				class BearSnort {
					soundSet = "BearSnort_SoundSet";
					noise = "WolfRoarNoise";
					id = 10;
				};
				
				class BearGrowl_1 {
					soundSet = "BearGrowl_1_SoundSet";
					noise = "WolfRoarNoise";
					id = 11;
				};
				
				class BearGrowl_3 {
					soundSet = "BearGrowl_3_SoundSet";
					noise = "WolfRoarNoise";
					id = 13;
				};
				
				class BearGrowl_4 {
					soundSet = "BearGrowl_4_SoundSet";
					noise = "WolfRoarNoise";
					id = 14;
				};
				
				class BearGrowl_5 {
					soundSet = "BearGrowl_5_SoundSet";
					noise = "WolfRoarNoise";
					id = 15;
				};
				
				class BearGrowl_6 {
					soundSet = "BearGrowl_6_SoundSet";
					noise = "WolfRoarNoise";
					id = 16;
				};
				
				class BearGrowl_7 {
					soundSet = "BearGrowl_7_SoundSet";
					noise = "WolfRoarNoise";
					id = 17;
				};
				
				class BearGrowl_8 {
					soundSet = "BearGrowl_8_SoundSet";
					noise = "WolfRoarNoise";
					id = 18;
				};
				
				class BearGrowl_9 {
					soundSet = "BearGrowl_9_SoundSet";
					noise = "WolfRoarNoise";
					id = 19;
				};
				
				class BearGrowl_10 {
					soundSet = "BearGrowl_10_SoundSet";
					noise = "WolfRoarNoise";
					id = 20;
				};
				
				class BearGrowl_12 {
					soundSet = "BearGrowl_12_SoundSet";
					noise = "WolfRoarNoise";
					id = 22;
				};
				
				class BearGrowl_13 {
					soundSet = "BearGrowl_13_SoundSet";
					noise = "WolfRoarNoise";
					id = 23;
				};
				
				class BearRoar_1 {
					soundSet = "BearRoar_1_SoundSet";
					noise = "WolfRoarNoise";
					id = 24;
				};
				
				class BearRoar_2 {
					soundSet = "BearRoar_2_SoundSet";
					noise = "WolfRoarNoise";
					id = 25;
				};
				
				class BearRoar_3 {
					soundSet = "BearRoar_3_SoundSet";
					noise = "WolfRoarNoise";
					id = 26;
				};
				
				class BearRoar_5 {
					soundSet = "BearRoar_5_SoundSet";
					noise = "WolfRoarNoise";
					id = 27;
				};
				
				class BearRoar_6 {
					soundSet = "BearRoar_6_SoundSet";
					noise = "WolfRoarNoise";
					id = 28;
				};
				
				class BearRoar_7 {
					soundSet = "BearRoar_7_SoundSet";
					noise = "WolfRoarNoise";
					id = 29;
				};
				
				class BearSighLong_0 {
					soundSet = "BearSighLong_0_SoundSet";
					noise = "WolfRoarNoise";
					id = 30;
				};
				
				class BearSighLong_1 {
					soundSet = "BearSighLong_1_SoundSet";
					noise = "WolfRoarNoise";
					id = 31;
				};
				
				class BearSighLong_2 {
					soundSet = "BearSighLong_2_SoundSet";
					noise = "WolfRoarNoise";
					id = 32;
				};
				
				class BearSnarlLong_0 {
					soundSet = "BearSnarlLong_0_SoundSet";
					noise = "WolfRoarNoise";
					id = 33;
				};
				
				class BearSnarlLong_1 {
					soundSet = "BearSnarlLong_1_SoundSet";
					noise = "WolfRoarNoise";
					id = 34;
				};
				
				class BearSnarlLong_2 {
					soundSet = "BearSnarlLong_2_SoundSet";
					noise = "WolfRoarNoise";
					id = 35;
				};
			};
			
			class Damages {
				class BearBiteDamage {
					damage = "BearBiteDamage";
					id = 1;
				};
				
				class BearLeftPawDamage {
					damage = "BearLeftPawDamage";
					id = 2;
				};
				
				class BearRightPawDamage {
					damage = "BearRightPawDamage";
					id = 3;
				};
				
				class BearBiteDamageIntimidate {
					damage = "BearBiteDamageIntimidate";
					id = 11;
				};
				
				class BearLeftPawDamageIntimidate {
					damage = "BearLeftPawDamageIntimidate";
					id = 12;
				};
				
				class BearRightPawDamageIntimidate {
					damage = "BearRightPawDamageIntimidate";
					id = 13;
				};
			};
		};
		
		class CommandMoveSettings {
			useSpeedMapping = 1;
			movementSpeedMapping[] = {0.0, 0.24, 0.55, 1.72, 3.5, 8.0};
		};
		
		class CommandLookAtSettings {
			lookAtFilterTimeout = 0.5;
			lookAtFilterSpeed = 1.57;
		};
	};

 

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Никто не сталкивался с такой задачей?

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Сталкивался...изменил, но судя по всему я не туда это вкидываю. Не срабатывает.

 

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Ребят, как повысить хп у медведя и волка? Что вообще никто не знает?

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У меня не получилось справится с этой проблемой, но я сделал новый класс медведя и увеличил хп ему, тоесть убрал со спавна медведя и поставил своего с новыми параметрами и все работает. Медведь стал как химера.

Edited by Dima198901 (see edit history)

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27.01.2021 в 13:57, Verum сказал:

quantityCoef = 1;

Ребят, я так понял, этот параметр говорит о том, что при разделки туши 100% выпадает данная часть?

transferToolDamageCoef = 1;  - а это тогда за что?

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@poohh75  Коэффициент повреждения холодного оружия при разделке.. Вроде оно

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Подскажите плиз, а как распределяется урон?
Есть класс GlobalHealth с классом Health, в котором атрибут hitpoints = 4500,  а есть класс DamageZones,  с классами зон медведя (голова, шея, живот и т.д.) со своими классами Health и атрибутами hitpoints.

Непонятна механика и алгоритм распределения урона. Как урон на разные части мишки влияет на глобальные hitpoints.

 

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