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メイン CustomActionFramework V2.3.7.1 v2.3.7.1
更新履歴(changelog)
Reduced redundant Smart Weapon HUD refreshes and mesh rebuilds. Fixed damage-indicator timing during frame stalls and missing directional warnings in some camera states. Corrected laser muzzle-to-crosshair alignment while retaining nearby obstacle blocking. Changed conduction to random eligible targets within range and fixed excluded hostile targets. Completed conduction endpoint effects and synchronization, prevented repeated firing audio, and made conduction instantaneous by default. Restored independent explicit knockdown duration and improved multiplayer physical feedback. Fixed duplicate projectile pooling operations and stale callbacks affecting reused chain projectiles.
オプション ForDevelopers_CAF_V2.3.7_English_XML_Guide v2.3.7
⬇️ Nexus でダウンロード旧バージョン(19件)を表示
旧バージョン CustomActionFramework V1.1.0 v1.1.0
⬇️ Nexus でダウンロード旧バージョン README CAF DevelopmentGuide v1
⬇️ Nexus でダウンロードアーカイブ CustomActionFramework V1.1.1 v1.1.1
更新履歴(changelog)
V1.1.1Date: 04/17/2026[Bug Fix] Lingering Zone Airborne Stacking: Fixed an issue where persistent lingering zones would still stack in mid-air even when the snap-to-ground parameter was enabled. The system will now perform a 20-meter downward raycast from the impact coordinates to find valid, attachable ground terrain before spawning the zone.[Feature] Weapon Fusion Projectile Zones: Projectiles in the Weapon Fusion System now support generating lingering persistent zones upon impact. For parameter implementation, please refer to the Developer Guide, or simply add the prefix CAF_ to the relevant zone parameters (e.g., set CAF_ZoneLifetime="5" to enable the zone field).[Feature] MinEvent Projectile Hit Detection: Projectiles spawned via MinEvents (trigger_effect) now fully support raycast hit detection. You can now trigger secondary actions when these projectiles hit enemies (such as applying buffs, restoring health, or triggering chain-reaction projectiles).[Feature] Dynamic Data for AOEDamage: Instant Area of Effect Damage (AOEDamage) now supports dynamic data injection via CVars. You can now pass variables directly (e.g., damage="@Cvar_name"). The parameters currently supporting dynamic data input include: Damage, Scale, Radius, Force, Zone Lifetime, Zone Damage, and Zone Tick Rate.
アーカイブ CustomActionFramework V1.1.1 v1.1.1
更新履歴(changelog)
V1.1.1Date: 04/17/2026[Bug Fix] Lingering Zone Airborne Stacking: Fixed an issue where persistent lingering zones would still stack in mid-air even when the snap-to-ground parameter was enabled. The system will now perform a 20-meter downward raycast from the impact coordinates to find valid, attachable ground terrain before spawning the zone.[Feature] Weapon Fusion Projectile Zones: Projectiles in the Weapon Fusion System now support generating lingering persistent zones upon impact. For parameter implementation, please refer to the Developer Guide, or simply add the prefix CAF_ to the relevant zone parameters (e.g., set CAF_ZoneLifetime="5" to enable the zone field).[Feature] MinEvent Projectile Hit Detection: Projectiles spawned via MinEvents (trigger_effect) now fully support raycast hit detection. You can now trigger secondary actions when these projectiles hit enemies (such as applying buffs, restoring health, or triggering chain-reaction projectiles).[Feature] Dynamic Data for AOEDamage: Instant Area of Effect Damage (AOEDamage) now supports dynamic data injection via CVars. You can now pass variables directly (e.g., damage="@Cvar_name"). The parameters currently supporting dynamic data input include: Damage, Scale, Radius, Force, Zone Lifetime, Zone Damage, and Zone Tick Rate.
旧バージョン README CAF DevelopmentGuide_V1.1.1 v1.1.1
更新履歴(changelog)
V1.1.1Date: 04/17/2026[Bug Fix] Lingering Zone Airborne Stacking: Fixed an issue where persistent lingering zones would still stack in mid-air even when the snap-to-ground parameter was enabled. The system will now perform a 20-meter downward raycast from the impact coordinates to find valid, attachable ground terrain before spawning the zone.[Feature] Weapon Fusion Projectile Zones: Projectiles in the Weapon Fusion System now support generating lingering persistent zones upon impact. For parameter implementation, please refer to the Developer Guide, or simply add the prefix CAF_ to the relevant zone parameters (e.g., set CAF_ZoneLifetime="5" to enable the zone field).[Feature] MinEvent Projectile Hit Detection: Projectiles spawned via MinEvents (trigger_effect) now fully support raycast hit detection. You can now trigger secondary actions when these projectiles hit enemies (such as applying buffs, restoring health, or triggering chain-reaction projectiles).[Feature] Dynamic Data for AOEDamage: Instant Area of Effect Damage (AOEDamage) now supports dynamic data injection via CVars. You can now pass variables directly (e.g., damage="@Cvar_name"). The parameters currently supporting dynamic data input include: Damage, Scale, Radius, Force, Zone Lifetime, Zone Damage, and Zone Tick Rate.
旧バージョン CustomActionFramework V1.2.1 v1.2.1
更新履歴(changelog)
Custom Ranged Framework & Weapon Fusion System [Overview] This update introduces a major overhaul to the Custom Ranged Weapon Framework (Weapon Fusion System). Firearm actions now support simultaneous Projectiles and Instant AOE Damage. This allows for "true" AOE shotguns or specialized weapons. Tip: By setting AOE damage to 0 and only attaching particles, this system can be used to create fully custom, high-fidelity muzzle flash effects. [New Features] Dual-Track Ammo Recognition System: Introduced CAF_Proj_Ammo and CAF_AOE_Ammo parameters. The system now dynamically decides the firing logic based on ammo type: trigger a projectile only, a muzzle AOE blast only, or both simultaneously. Dismemberment Support: Instant AOE now includes a dismemberment chance parameter. You can now trigger dismemberment effects just like vanilla explosives. (Refer to the Dev Guide for parameter details). Custom Damage Types: You can now define specific damage types for any effect (e.g., Bashing, Piercing, Slashing). This ensures correct armor penetration and damage calculation logic. Kill & XP System Fix: Resolved a critical issue where custom damage effects failed to track kills or award experience. All custom kills now correctly provide XP and progress quests. [Technical Fixes & Optimization] Spatial Positioning Reconstruction: Completely refactored the coordinate offset mechanism. All physical checks are now calculated within the Absolute World Coordinate System, fixing the "hitbox drift" issue that occurred after moving long distances. Event Trigger Lock: Added a time-based MinEvent cooldown (Default: 0.1s). When a custom firearm hits a massive crowd with AOE, the system limits the reporting frequency of onSelfPrimaryActionRayHit. This prevents audio clipping/popping and infinite logic loops caused by recursive buff stacking. Redesigned Damage Formulas: Formula: Final Damage = (Weapon Base Damage * Multiplier) + Flat Bonus. Independent Scaling: Projectile and AOE scali…
旧バージョン README CAF DevelopmentGuide_V1.2.1 v1.2.1
更新履歴(changelog)
Custom Ranged Framework & Weapon Fusion System [Overview] This update introduces a major overhaul to the Custom Ranged Weapon Framework (Weapon Fusion System). Firearm actions now support simultaneous Projectiles and Instant AOE Damage. This allows for "true" AOE shotguns or specialized weapons. Tip: By setting AOE damage to 0 and only attaching particles, this system can be used to create fully custom, high-fidelity muzzle flash effects. [New Features] Dual-Track Ammo Recognition System: Introduced CAF_Proj_Ammo and CAF_AOE_Ammo parameters. The system now dynamically decides the firing logic based on ammo type: trigger a projectile only, a muzzle AOE blast only, or both simultaneously. Dismemberment Support: Instant AOE now includes a dismemberment chance parameter. You can now trigger dismemberment effects just like vanilla explosives. (Refer to the Dev Guide for parameter details). Custom Damage Types: You can now define specific damage types for any effect (e.g., Bashing, Piercing, Slashing). This ensures correct armor penetration and damage calculation logic. Kill & XP System Fix: Resolved a critical issue where custom damage effects failed to track kills or award experience. All custom kills now correctly provide XP and progress quests. [Technical Fixes & Optimization] Spatial Positioning Reconstruction: Completely refactored the coordinate offset mechanism. All physical checks are now calculated within the Absolute World Coordinate System, fixing the "hitbox drift" issue that occurred after moving long distances. Event Trigger Lock: Added a time-based MinEvent cooldown (Default: 0.1s). When a custom firearm hits a massive crowd with AOE, the system limits the reporting frequency of onSelfPrimaryActionRayHit. This prevents audio clipping/popping and infinite logic loops caused by recursive buff stacking. Redesigned Damage Formulas: Formula: Final Damage = (Weapon Base Damage * Multiplier) + Flat Bonus. Independent Scaling: Projectile and AOE scali…
旧バージョン CustomActionFramework V2.0.0 v2.0.0
更新履歴(changelog)
A major architectural overhaul introducing a centralized firing HUB, performance-optimized snapshots, and a new Smart Weapon system with auto-recharging virtual ammo. The DevelopmentGuide will update later, due to the massive params (around 355 XML params).
旧バージョン ForModder_CAF_DevelopmentGuide_V2.1.0 v2.1.0
更新履歴(changelog)
V2.1.0 May 24, 2026 1. Smart weapon system is now live; the specific deployment plan has been updated in the guide. The smart weapon system is officially launched. The visual appearance of the smart UI has also been optimized, making it much less obtrusive. 2. Various bug fixes. 3. Performance overhead optimization.
旧バージョン CustomActionFramework V2.1.0 v2.1.0
更新履歴(changelog)
V2.1.0 May 24, 2026 1. Smart weapon system is now live; the specific deployment plan has been updated in the guide. The smart weapon system is officially launched. The visual appearance of the smart UI has also been optimized, making it much less obtrusive. 2. Various bug fixes. 3. Performance overhead optimization.
旧バージョン CustomActionFramework V2.1.1 v2.1.1
更新履歴(changelog)
New transparency & brightness controls for triggered VFX Added particle_alpha and particle_brightness parameters for SpawnZone effects. For custom projectiles, added particle_alpha and particle_brightness for the projectile itself, as well as hit_particle_alpha and hit_particle_brightness for the impact explosion. These allow batch adjustment of effects without modifying the original Unity assets, effectively reducing visual clutter and light pollution caused by overlapping particles. Usage example: SpawnZone: particle_alpha="0.3" particle_brightness="0.6" CustomProjectile: particle_alpha="0.5" particle_brightness="0.3" hit_particle_alpha="0.5" hit_particle_brightness="0.3" Setting the values to 1 keeps the original default appearance. CAF Random Affix Module (still developing) This is an experimental module still under development and not yet officially released. It is planned as a major feature for version V2.5.0, inspired by ARPGs like Diablo and Path of Exile. Players will be able to reroll, enchant, extract, and lock affixes on weapons. The core logic is already implemented, leveraging CAF’s 300+ custom parameters, and it supports vanilla passive affixes. Warning: Because of potential conflicts with other affix-related mods, do not manually enable this module in important saves — doing so may corrupt your save files.
旧バージョン CustomActionFramework V2.3.0 v2.3.0
更新履歴(changelog)
Game Compatibility Updated the public CAF Base framework for 7 Days to Die V3.0.1. Existing CAF XML projects can continue using MinEventAction and HUB integration. Older CAF folders and DLLs should be removed before installing V2.3.0. Runtime and Performance Added prefab preloading and caching to reduce visual-effect loading pauses during combat. Moved chained projectiles and selected batch effects to budgeted, multi-frame spawning. Improved lifecycle management for projectiles, homing effects, impact effects, persistent Zones, lasers, and Smart Weapon state. Improved cleanup when firing stops, weapons are switched, effects expire, entities are removed, or ammunition is depleted. Reduced unnecessary updates and residual objects during high-frequency combat effects. Production builds now keep high-frequency diagnostic logging disabled by default. HUB and Snapshot System Expanded the HUB Snapshot interface so third-party DLL modules can contribute weapon data without being built directly into CAF Base. Preserved ammunition-based template routing through CAF_Templates.xml. Improved Snapshot rebuilding when weapons, ammunition, or installed modifiers change. Retained dynamic numeric values through supported @CVar, _add, and _mult properties. Existing CustomRanged, DynamicRanged, Laser, and ContinuousLaser templates remain supported. Firing Modules Improved CustomRanged projectile, homing, piercing, splitting, chain, HitBox, AOE, and persistent-Zone handling. Improved DynamicRanged cadence, acceleration, recovery, spread, audio, and firing-state cleanup. Improved Laser piercing, chained targeting, origin effects, hit effects, and Zone payloads. Improved ContinuousLaser tick processing, muzzle following, ammunition handling, and beam cleanup. MinEventAction Systems Consolidated AOEDamage support for sphere, box, and cone entity damage. Expanded CustomProjectile support for homing, curve steering, piercing, splitting, chained projectiles, swept HitBox collision, RayHit ev…
アーカイブ ForDevelopers_CAF_V2.3.0_English_XML_Guide v2.3.0
更新履歴(changelog)
Game Compatibility Updated the public CAF Base framework for 7 Days to Die V3.0.1. Existing CAF XML projects can continue using MinEventAction and HUB integration. Older CAF folders and DLLs should be removed before installing V2.3.0. Runtime and Performance Added prefab preloading and caching to reduce visual-effect loading pauses during combat. Moved chained projectiles and selected batch effects to budgeted, multi-frame spawning. Improved lifecycle management for projectiles, homing effects, impact effects, persistent Zones, lasers, and Smart Weapon state. Improved cleanup when firing stops, weapons are switched, effects expire, entities are removed, or ammunition is depleted. Reduced unnecessary updates and residual objects during high-frequency combat effects. Production builds now keep high-frequency diagnostic logging disabled by default. HUB and Snapshot System Expanded the HUB Snapshot interface so third-party DLL modules can contribute weapon data without being built directly into CAF Base. Preserved ammunition-based template routing through CAF_Templates.xml. Improved Snapshot rebuilding when weapons, ammunition, or installed modifiers change. Retained dynamic numeric values through supported @CVar, _add, and _mult properties. Existing CustomRanged, DynamicRanged, Laser, and ContinuousLaser templates remain supported. Firing Modules Improved CustomRanged projectile, homing, piercing, splitting, chain, HitBox, AOE, and persistent-Zone handling. Improved DynamicRanged cadence, acceleration, recovery, spread, audio, and firing-state cleanup. Improved Laser piercing, chained targeting, origin effects, hit effects, and Zone payloads. Improved ContinuousLaser tick processing, muzzle following, ammunition handling, and beam cleanup. MinEventAction Systems Consolidated AOEDamage support for sphere, box, and cone entity damage. Expanded CustomProjectile support for homing, curve steering, piercing, splitting, chained projectiles, swept HitBox collision, RayHit ev…
旧バージョン ForDevelopers_CAF_V2.3.0_English_XML_Guide v2.3.0
更新履歴(changelog)
Game Compatibility Updated the public CAF Base framework for 7 Days to Die V3.0.1. Existing CAF XML projects can continue using MinEventAction and HUB integration. Older CAF folders and DLLs should be removed before installing V2.3.0. Runtime and Performance Added prefab preloading and caching to reduce visual-effect loading pauses during combat. Moved chained projectiles and selected batch effects to budgeted, multi-frame spawning. Improved lifecycle management for projectiles, homing effects, impact effects, persistent Zones, lasers, and Smart Weapon state. Improved cleanup when firing stops, weapons are switched, effects expire, entities are removed, or ammunition is depleted. Reduced unnecessary updates and residual objects during high-frequency combat effects. Production builds now keep high-frequency diagnostic logging disabled by default. HUB and Snapshot System Expanded the HUB Snapshot interface so third-party DLL modules can contribute weapon data without being built directly into CAF Base. Preserved ammunition-based template routing through CAF_Templates.xml. Improved Snapshot rebuilding when weapons, ammunition, or installed modifiers change. Retained dynamic numeric values through supported @CVar, _add, and _mult properties. Existing CustomRanged, DynamicRanged, Laser, and ContinuousLaser templates remain supported. Firing Modules Improved CustomRanged projectile, homing, piercing, splitting, chain, HitBox, AOE, and persistent-Zone handling. Improved DynamicRanged cadence, acceleration, recovery, spread, audio, and firing-state cleanup. Improved Laser piercing, chained targeting, origin effects, hit effects, and Zone payloads. Improved ContinuousLaser tick processing, muzzle following, ammunition handling, and beam cleanup. MinEventAction Systems Consolidated AOEDamage support for sphere, box, and cone entity damage. Expanded CustomProjectile support for homing, curve steering, piercing, splitting, chained projectiles, swept HitBox collision, RayHit ev…
旧バージョン CustomActionFramework V2.3.1 v2.3.1
⬇️ Nexus でダウンロード旧バージョン CustomActionFramework V2.3.2 v2.3.2
更新履歴(changelog)
Unified Combat Damage and Hit Feedback Integrated CustomRanged, DynamicRanged, Laser, ContinuousLaser, AOEDamage, SpawnZone, and CustomProjectile with the shared CAF damage dispatcher. Unified the stacking rules for global, module-level, and branch-level critical chance and critical damage modifiers. Added bounded frequency controls for critical-hit and dismemberment feedback during high-rate attacks. Added lethal-impact feedback that calculates knockback, kill impact, and dismemberment force from damage, effect radius, and hit distance. Improved high-damage blood effects and hit-part feedback. Limited repeated push force from very small, high-rate damage areas. CAF CustomProjectile direct hits can now enter the shared resolved-hit and kill event bus. AOEDamage, SpawnZone, and Projectiles Fixed incorrect position or orientation for elongated AOE effects, ground fire, and spatial-slash effects when aiming up or down in first-person or third-person view. Position offsets and Box centers now use the horizontal forward direction, while visual-effect rotation continues to use the full aiming direction. Added the explicit particle_fill_box option to SpawnZone. When enabled, CAF fills the Box by duplicating the particle Prefab at its original dimensions instead of stretching one effect across the entire area. Added particle-height scaling, end-of-life fading, and synchronized audio fading to SpawnZone. Looping zones now manage their lights through an independent lifecycle, preventing ParticleSystem lights from disappearing before the zone finishes. Added a lower bound to high-speed homing-projectile scan intervals so scan frequency no longer grows without limit as projectile speed increases. CustomRanged Audio and Ammo HUD Fixed custom firing sounds failing on non-Smart CustomRanged weapons. Start, loop, and end firing sounds no longer incorrectly depend on the Smart Weapon branch. Vanilla firing audio remains available as a fallback when a custom audio asset fails to loa…
旧バージョン CustomActionFramework V2.3.3 v2.3.3
更新履歴(changelog)
CUSTOM ACTION FRAMEWORK V2.3.3 - Fixed remote ammunition-consumption and successful-reload events not consistently reaching Host-authoritative CAF processing on Dedicated Servers. - Restored weapon mechanics that depend on ammunition consumption or completed reloads, including heat gain, full-heat reload authorization, and subsequent special attacks. - Added synchronized AOEDamage and SpawnZone particle presentation for remote clients while keeping gameplay resolution Host-authoritative. - Fixed elongated ground fire and particle_fill_box layouts collapsing into a single point or incorrect circular cluster on remote clients. - Prevented duplicated audio sources and lights on secondary filled-zone instances. - Fixed a multiplayer windowBagStorage XML loading error. - Dedicated Servers, Listen Hosts, and all clients must use CAF 2.3.3. No new world or save migration is required.
旧バージョン CustomActionFramework V2.3.4 v2.3.4
更新履歴(changelog)
- Updated compatibility for 7 Days to Die V3.2.
旧バージョン CustomActionFramework V2.3.5 v2.3.5
更新履歴(changelog)
- Fixed an issue that could prevent AOEDamage from dealing damage in multiplayer and on dedicated servers. - Fixed server-side creation and damage processing for player-triggered SpawnZone effects and persistent zones attached to AOE effects, while preserving CVar-driven parameters. - Improved area target detection to reduce reliance on zombie model collision layers. Unified filtering so target_tags no longer bypasses ignore_self or ignore_tags. - Corrected MinEvent damage and kill attribution, preventing stale Buff sources from affecting subsequent abilities or retaliation effects. - Fixed missing damage feedback for the casting player when damage is applied by the server. - Fixed rotation for zones without particle effects, improved attached-zone refresh and isolation between players, and fixed leftover zones when switching worlds.
MOD 解説
Custom Action Framework(CAF)は、『7 Days to Die』向けのXMLベースの戦闘フレームワークです。このフレームワークにより、MOD制作者は、投射物、レーザー、範囲攻撃(AOE)、残留ゾーン、スマートウェポン、クリティカルヒット、および戦闘イベントといったシステムを、設定可能にすることができます。CAF V2.3.5は、ゲームに対応しています。
原文(英語)を表示
Custom Action Framework (CAF) is an XML-driven combat framework for 7 Days to Die. It adds configurable projectile, laser, AOE, lingering-zone, Smart Weapon, critical-hit, and combat-event systems for mod authors. CAF V2.3.5 supports game
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