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OldWorld

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Everything posted by OldWorld

  1. Thanks a lot, so does this stop the zombies from playing dead? I'm guessing it does, with setFakeDead being false. Where would I put this code? Thanks in advance!
  2. I.. honestly don't know what to say. I wish that meant something to me. I appreciate it though. I don't suppose you would mind trying it out and seeing if it worked? That would be absolutely fantastic. Either that, or would you be happy to walk me through it?
  3. This is beyond me. I'm reading through it but I wouldn't know where to start. There's this 'asleep' Boolean, but I don't know if that's even relevant. I don't remember much from college, but isn't a Boolean either a yes/no thing? Only 2 choices?
  4. Maybe you have some ideas, though? Help would be greatly appreciated.
  5. It seems that them playing dead is actually a different 'phase' in itself. You could set the damage of a weapon to 10,000, and they'd still be alive whilst knocked down. Edit: What do you think I've been doing? Maybe you have some ideas, though? Help would be greatly appreciated.
  6. So I'm trying to stop zombies from playing dead when knocked down by a pistol, and I think I may have found something interesting. In scripts>items, there's a line that says: KnockdownMod = 2, I haven't a clue about modding, but I'm guessing maybe this affects how often the zombies are knocked down? I've tried changing 2 to 1 or 0, but nothing changed. Any ideas guys?
  7. Hey guys, I'm looking to modify the pistol damage as I'm trying to 'bypass' the effect of zombies playing dead after shot. I downloaded an item spawner mod as I wanted to fool around with sprinting zombies in Sandbox, to find that after zombies are shot, they always play dead, no exceptions. I had 20 sprinters.. sprint towards me, I shot them, for them all to lie dormant on the floor until I approached them. I think it should be a random chance of them playing dead as opposed to always doing it, so I'm looking to raise pistol damage slightly to negate this effect. Thanks in advance. Okay so I found this: http://www.pzwiki.net/wiki/Pistol Where is the code stored? Found it.
  8. Do I win anything if I reach 99 warning points? Perhaps an invite to be a closed tester? I'm only messing around. Apologies if I annoy you. My heart is in the right place. From now on I will be a good boy!
  9. Entered this thread under the assumption you would mention zombie animals, exploding zombies, zombies that could fire guns, zombies that could knock down walls in one attempt, zombies that could sprint/teleport/masturbate. +1 for not mentioning those things. As for your post, I totally agree. Similar to Dead Frontier (terrible game but some interesting features), it would be cool to have random encounters that included rare types of zombies. Not necessarily even types, 'types' suggests they're of another.. 'form' if you will. Perhaps just.. encountering zombies that have been dealt uncommon circumstances. Imagine way down the line, you encounter a lone zombie engulfed in flames. This zombie poses a huge threat to you, having the potential to set your entire safehouse alight if it manages to break down your defenses. You nail the zombie in the head with a pistol, to look ahead in the distance; spotting a burning vehicle. The vehicle would be part of the meta-event, with a very small chance of appearing (similar to DayZ's crash-sites). But when it 'does' appear, you know you've seen something truly different and special. It would certainly give us something to talk about.
  10. Part of the system. Nothing more. Maybe they added different encounters/sounds in newer builds? Food for thought.
  11. How many warning points do you need before stricter action is taken? I find it somewhat amusing to rack up points for cheeky harmless sentences. I mean, I respect Moderators always know best and whatnot, just genuinely intrigued.
  12. I didn't spam it. The post in the general discussion was primarily to ask if there was a file I could edit to affect this. This thread, on the other hand, is to specifically alert Lemmy and co. to it. I apologize if it seemed like I was spamming. Technically I've done nothing wrong, darling.
  13. NPC's aren't in, yet. What you're experiencing, is the meta-game system. This system simulates random gunfire, helicopters flying overhead, the spawning of dead bodies, and so forth. This system actually affects the gameplay. If a helicopter flies overhead, zombies will follow the direction of the noise. If you're in the way, prepare for a fight. The gunfire isn't actually being fired by an NPC, the sound is simply triggered by itself to add immersion. Zombies respond accordingly to it, which quite frankly is quite terrifying to witness for the first time. Clearly it's working as you came to the forum to talk about it. Fuck I love this game.
  14. Yeah you're probably right. That's a shame. Kinda spoils immersion in my opinion.
  15. Thanks. I don't suppose you'd be able to point me to a file in the directory that contains zombie AI? I'm hoping I could perhaps change whether this happens or not. A level of chance would be even better.
  16. Zombie 'play dead' chance should be a random percentage as opposed to playing dead every time they get knocked down. Highly unrealistic when shooting at hordes of zombies with a pistol, to find they're all still 'alive' but sleeping on the ground.
  17. Any news on an ETA? I know never to expect an ETA, but do you reckon there's a chance it'll be released today?
  18. Rathlord doesn't know what he's talking about. He's trying to justify a legitimate problem in the game. Moderator Warning Informal warning. Be lovely. -EG As for your sources of 'decapitation with axes, swords, and the like are entirely made up', I've seen some very, very gruesome stuff on the internet. Cold blooded executions, beheadings, things that would really mess with your head. Believe me when I say, it is very much possible to decapitate someone with an axe or a sword.
  19. It happens from time to time, Tim. Just restart the game and it shouldn't do it anymore. You may have to restart a couple of times but it will finally load into the game. It may be a bit annoying to have to edit the character and whatnot, but whatever.
  20. For a long time I thought the game was too light at night. Just played build .16, was actually really impressed with how dark it got at night. Nobody in their right mind would dare walk through a town at midnight, especially when the electricity is out. The brightness it's currently at is perfect in my opinion. It really makes street-lights and torches useful. Imagine walking through a forest at night, for your torch to flicker and run out. That's what makes Zomboid so damn immersive and fun. I'd seriously consider keeping the brightness to current levels.
  21. The more overweight you are, the higher the chance of snoring? (not sure if this is exactly true in real life, but for gameplay purposes perhaps?) Having the overweight trait perhaps giving a 20% chance to snore (and a 33% chance to wake you up if snoring), accompanied by a circle of noise that triggers when snoring, having the potential to alert any zombies in close vicinity. Athletic characters could have a much lower chance to snore, but perhaps having a higher chance to wake up if caught snoring. This would give more choice for the player. Overweight characters are more used to it, hence not waking up as much by it, at the expense of snoring more often. Healthy characters are less accustomed to snoring and wake up more by it, though they are less likely to snore in the first place, giving benefits to both traits. You could even add new traits, such as a wider noise radius, but perhaps sleeping on certain objects would stop you from snoring altogether. How about snoring being related to how deep in sleep the character is? Deeper sleep, better sleep but more chance to snore, and vice versa. Just some random ideas for you.
  22. At work til 4, will post after I've gotten a chance to play the new build. What optimizations did you make, exactly? Can't wait to play gonna make a base/farm and survive as long as possible.
  23. Do you intend to release this build today, or? Thanks in advance.
  24. Sandbox mode should allow you to spawn with NPC 'friends'. Could allow for some interesting roleplay scenarios, such as a family struggling to survive, a group of bandits, and so forth. It would also be cool if you could select the amount of NPC's to spawn with, you could have a zombie-exterminating squad, armed with pistols and shotguns. Would you consider this? Do you intend to add any other weapons/firearms? A powerful, slow-reloading Revolver perhaps? Maybe an assault-rifle, or a hunting rifle?
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