DayZ SerVer Infos
本ページ上タブにある鯖VCあります。のタブの内部のアドレスは
現時点でも使用可能です。
仮に貴方がadmin部隊(在隊7名)と同時行動を行いたい場合
まずVCへログインしてください。歓迎します。
鯖情報基本部
追加された”スクリプト”
Self Bloodbag>自分への血液パック使用可
Toggable Stats > 右へ切り替え可能な戦績表示
Welcome Credits> 鯖ログイン時メッセージの追加
Street Lights> 町のライトを点灯、割と夜も明るい
Building Lights > 建物のライトを追加、これまた明るい
Tower Lights > 塔のライトを強化、夜中にぶつからない
Modified Dynamic Weather> 天候システムをリアルに
Modified Tow + Lift > 横転した車やヘリを戻せる
Suicide > 自殺機能
Anti Theft Backpacks > バックパックの盗難防止
Intro Video > イントロムービー
Remove Parts from Vehicles > 車両からパーツを取り外せる
Deploy Bike > チャリをスクラップメタル1つで造れる
(但し鯖再起動で消えるので回収が必要
Deploy Motorbike >エンジンと鉄くずでバイク。上と同じ
remove clothes> 死体から衣類を回収できる
Fire Dance> 火の回りで踊る事ができる。レッツパーリィ!
Cannibalism> 人間の死体が食える。(humanity激下がり
Knock Out > 背面からであれば人を気絶させ得る
DZAI > AI管理のNPC敵や野営地が沸く。
最も目立つ追加であり、同時に極めて危険。
コレに関してはオーバーキル状態なので何れバランスいじるかも
DayZ Chernarus Mission System > 色々とイベントが起こるように
Holy Book [God Mode for 5mins] > 聖書を使うと五分間無敵になる
Drink water from any water source > 水筒を使わず直接水が飲める
Randomized Custom Crash Site Loot > クラサイのアイテムが変動
Grave Cross >死んだ場所に墓が建つ(アイテム周囲に落下
Night fog >夜に霧が出る。
Russian Roulette>名実共にロシアンルーレット、オートマでやると即死
Taunt Nearby Zombies + Aggro Realism >ゾンビが賢くなる
Radio Chatter > ラジオ通信システムが聞こえる(現在微妙な稼動率
Tent Ignite >テントでの火をおこす動作や拡張、相変わらず消える問題は顕在か?
Earthquakes >時折地震が起こる。
追加された”建物や新しい町、または拡張された町”
Balota Airstrip
Oldfields Base
Berezino Medic Camp
Bridges to Otmel Island + Skalisty Island
Chernogorsk Medic Base
Dichina Base
Kamenka Town
Klen Mountain Base
Last Stand
North East Airstrip
North West Airstrip
Stary Sobor Medic Camp
Train_wreck
Skalisty Island Castle
Otmel Island
Rog Castle
Elektrozavodsk
Elektrozavodsk Nato Camp
Cap Golova
Lopatino
NovyLug Base
Zelenogorsk
Military camps
Chernogorsk Quarantine Zone
AIの戦闘能力・癖について
scriptの内部数値をそのまま貼り付け。
不明単語は翻訳してください。
scriptの中身で定義している部分を貼り付ける
意味分からんかもしれんがぐーぐれ翻訳で十分理解できるはず。
数字の単位とかは感で。
AIとzombieの探知関係
//AI weapon noise multiplier for zombie aggro purposes.
No effect if DZAI_zombieEnemy is set to false.
Enabling this option may impact server performance
as a script is run for each AI bullet fired.
//Note: AI cannot be attacked or damaged by zombies.
(Default: 0.00. Player equivalent: 1.00)
DZAI_weaponNoise = 0.50;
//Passive zombie-to-AI aggro. If enabled,
zombies will tend to be attracted to a nearby AI group leader.
Less impactful on server performance than setting
a value to DZAI_weaponNoise (Default: false).
DZAI_passiveAggro = true;
//Amount of time in seconds between AI ammo refresh
and zombie check. Decreasing this value
may impact server performance. (Default: 15)
DZAI_refreshRate = 30;
//Maximum distance for AI group leader to detect zombies.
Increasing range beyond default may impact server performance.
(Default: 200)
DZAI_zDetectRange = 50;
//Enable or disable AI hostility to zombies. If enabled,
AI will attack zombies. (default: true)
DZAI_zombieEnemy = true;
通常AIのスポーン値
//Enable or disable static AI spawns. If enabled,
AI spawn points will be generated in cities, towns,
and other predefined areas.
Does not affect custom-defined spawns (Default: true).
DZAI_staticAI = true;
//Set minimum and maximum wait time in seconds
to respawn an AI group after all units have been killed.
Applies to both static AI and custom spawned AI
(Default: Min 300, Max 600).
DZAI_respawnTimeMin = 300;
DZAI_respawnTimeMax = 800;
//Time to allow spawned AI units to exist in seconds before
being despawned when no players are present in a trigger area.
Applies to both static AI and custom spawned AI (Default: 120)
DZAI_despawnWait = 60;
特殊MAPスポーン設定
//Time to wait before deleting bodies of AI units spawned
from dynamic triggers. (Default: 300)
DZAI_dynRemoveDeadWait = 600;
//Time to wait before despawning all AI units in dynamic trigger
area when no players are present,
and delay time before force-despawning trigger area
after all spawned units have been killed. (Default: 120)
DZAI_dynDespawnWait = 360;
航空機パトロール設定
//Enable or disable AI air vehicle patrols. (Default: false)
DZAI_aiHeliPatrols = true;
//Maximum number of active AI air vehicle patrols. (Default: 0).
DZAI_maxHeliPatrols = 3;
//Classnames of air vehicles types to use. Valid vehicle types:
Helicopters and Planes (Default: “UH1H_DZ”).
//Air vehicles that are normally unarmed may have weapons
added by DZAI (see “DZAI_airWeapons” setting below).
DZAI_heliTypes = [“UH1H_DZ”];
//Selects what action to take when an AI air vehicle is destroyed
(Default: 2):
//0: Do nothing, 1: Dead lootable units are dropped out by parachute,
2: Live, highly-skilled, well-equipped units are dropped out
by parachute.
DZAI_airLootMode = 2;
AI 探知系特殊設定
//If enabled, AI group will attempt to track down player responsible
for killing a group member.
Players with radios will be given text warnings if they are being
pursued (Default: true)
DZAI_findKiller = true;
//If normal probability check for spawning NVGs fails,
then give AI temporary NVGs only if they are spawned
with weapongrade 1 or higher (applies only during nighttime hours).
Temporary NVGs are unlootable and will be removed at death
(Default: false).
DZAI_tempNVGs = false;
//Amount of humanity to reward player for killing an AI unit
(Default: 0)
DZAI_humanityGain = 1;
//If enabled, players with radios will be given text warnings
if they are being pursued by AI groups.
Text warnings include distance of pursuing AI group (Default: true)
DZAI_radioMsgs = true;
制限武装
//(Only if DZAI_dynamicWeaponList = true)
List of classnames of weapons that AI should never use.
By default, AI may carry any lootable weapon.
DZAI_banAIWeapons
= [“M249″,”DMR”,”M24″,”SVD_CAMO”,”SVD”,”RPK_74″,”Mk_48″];
AIからLoot出来るchance値
//Chance to add each medical item.
DZAI_chanceMedicals = 0.70;
//Chance to add each edible item.
DZAI_chanceEdibles = 0.75;
//Chance to add random item from DZAI_MiscItemS table.
DZAI_chanceMiscItemS = 0.50;
//Chance to add random item from DZAI_MiscItemL table.
DZAI_chanceMiscItemL = 0.10;
AI 戦闘技能設定
Lv1からLv5の解説部
The AI skill levels are not linear 0-3. The skill gap between
1-2 is higher than 0-1 and 2-3.
0-1: Low to medium-skilled AI. Most common type of
AI encountered. Intended to challenge players.
2-3: High-skilled AI. Uncommon/rare type of AI found in places
with military loot. Intended to kill players.
HeliCrew: Maximum-skilled AI. Skills are intended to be extremely
high as helicopters patrol alone and carry high-value loot.
実際のクラスごとの戦闘性能(1.00が最大、人間レベル)
//AI skill settings level 0 (Skill, Minimum skill, Maximum skill).
DZAI_skill0 = [
[“aimingAccuracy”,0.05,0.10],
[“aimingShake”,0.30,0.50],
[“aimingSpeed”,0.30,0.40],
[“endurance”,0.30,0.60],
[“spotDistance”,0.15,0.30],
[“spotTime”,0.25,0.40],
[“courage”,0.40,0.60],
[“reloadSpeed”,0.60,0.80],
[“commanding”,0.40,0.60],
[“general”,0.40,0.60]
];
//AI skill settings level 1 (Skill, Minimum skill, Maximum skill).
DZAI_skill1 = [
[“aimingAccuracy”,0.05,0.10],
[“aimingShake”,0.30,0.50],
[“aimingSpeed”,0.30,0.40],
[“endurance”,0.30,0.60],
[“spotDistance”,0.15,0.30],
[“spotTime”,0.25,0.40],
[“courage”,0.40,0.60],
[“reloadSpeed”,0.60,0.80],
[“commanding”,0.40,0.60],
[“general”,0.40,0.60]
];
//AI skill settings level 2 (Skill, Minimum skill, Maximum skill).
DZAI_skill2 = [
[“aimingAccuracy”,0.05,0.10],
[“aimingShake”,0.30,0.50],
[“aimingSpeed”,0.30,0.40],
[“endurance”,0.30,0.60],
[“spotDistance”,0.15,0.30],
[“spotTime”,0.25,0.40],
[“courage”,0.40,0.60],
[“reloadSpeed”,0.60,0.80],
[“commanding”,0.40,0.60],
[“general”,0.40,0.60]
];
//AI skill settings level 3 (Skill, Minimum skill, Maximum skill).
DZAI_skill3 = [
[“aimingAccuracy”,0.10,0.20],
[“aimingShake”,0.45,0.55],
[“aimingSpeed”,0.45,0.55],
[“endurance”,0.40,0.50],
[“spotDistance”,0.50,0.75],
[“spotTime”,0.40,0.80],
[“courage”,0.80,1.00],
[“reloadSpeed”,0.40,0.60],
[“commanding”,0.80,1.00],
[“general”,0.80,1.00]
];
//AI skill settings level 4 (Skill, Minimum skill, Maximum skill).
DZAI_heliCrewSkills = [
[“aimingAccuracy”,0.50,0.50],
[“aimingShake”,0.85,0.95],
[“aimingSpeed”,0.85,0.95],
[“endurance”,0.60,0.80],
[“spotDistance”,0.90,1.00],
[“spotTime”,0.90,1.00],
[“courage”,0.90,1.00],
[“reloadSpeed”,0.90,1.00],
[“commanding”,0.90,1.00],
[“general”,0.90,1.00]
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