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Bondzberg

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  1. I can confirm that this still happens as of 41.71 and I can add a bit more insight. I'm the developer of the Night sprinters[41.60+] mod on the workshop and my mod suffered the same bug for the longest time. Through my testing I think I have an explanation as to why this is happening. I believe, on a server, there are 3 kinds of zombies: 1. zombies loaded onto the client and server(green) 2. zombies that are not loaded by either(red) 3. zombies that are loaded onto the server but not the client(orange). I might be wrong, so I included a picture of what I'm talking about on the zombie population map from the debugger. The problem is that the 3rd zombie type is not changing correctly. For whatever reason, these zombies keep their active/inactive status from when they are loaded by the server when they are then loaded in by the client. So if they are active when they are loaded by the server and change from the 2nd type to the 3rd type they will keep their active status when they are then loaded in by the client and change from type 3 to type 1.
  2. Ran into the same issue updating night sprinters. Found that changeSpeed() was removed and went down several dead ends before I found this janky fix: getSandboxOptions():set("ZombieLore.Speed",1); zombie:makeInactive(true); zombie:makeInactive(false); zombie:DoZombieStats(); As you know, speed is on a zombie to zombie biases. Changing the zombielore does not affect current zombies. However, it does set the default value. The next two lines obviously turn the zombie inactive then back to active(being inactive relates to another zombie lore setting that by default isn't really used). This sets the zombies speedType to -1 which is a flag value saying it needs to be updated. Then when DoZombieStats is executed the zombies the zombies speed will change to the current zombielore setting. Janky as all hell and might not work as well if you want to change individual zombie's speed, but it works I think.
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