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Found 5 results

  1. Hello, every time i try to start my server i got this error: [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 251570 Can sombody help me? Thanks
  2. Hello, every time i try to start my server i got this error: [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 251570 Can sombody help me? Thanks
  3. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
  4. Hi, We're making a few changes on a private server to rebalance a little, and one of the things I'm doing is a post-path step that forces a zombie to reject a valid path to the target and revert to Damage Area and into Break Block. The change is going to be a % chance based on the ratio between the pythag distance to target and the sum of the distance between the path points generated. If the ratio is too high then the entity is being taken for a ride by somebody abusing pathfinding, and I'm going to create a high chance of breaking blocks before repathing. Summing the path length and the calculation looks like a reasonable easy DLL injection, but I can't find a sensible place for it to live. If this is difficult, I think I can get the same effect by modifying the TraversalProviders cost output to be much more expensive for travelling away from the destination. But this only works if hTarget in the Path is the actual destination. This looks like an easier change but I don't think it'll be as reliable because of the way heights are calculated. I'm also not sure that an expensive path with trigger EAIDestroyArea / EAIBreakBlock because it does still return a clean path. Are there any guides on pathing that I've missed that might shed some light?
  5. Hi ! I have a server but if i check : serverip:port/api/getlandclaims. It seems that is not correct some claim don't exist. There is a command line to write in console to refresh or touch directly a file ? THX
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