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Everything posted by Cidxgaming
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A project like this is a massive undertaking, especially alone, and especially when IRL stuff comes up (like the creator had mentioned). While this is a sick concept everyone is for sure excited for, I would speculate that this will likely take another year to complete, at least. But I'm sure the creator TheMitu97 will chime in with updates as it progresses.
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That is certainly not something I am aware of. But I am just a player/admin not a modder. You'd probably have to make a mod for it. Maybe someone else can help you.
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When you host your own server, either as an admin on your private server, or if you use a 3rd party server host (I use Indifferent Broccoli server hosting) when you log in with your server admin character, you can simply right click the screen and it will bring up a 'horde manager' option where you can spawn in zombies to the location you're at and can choose how many and what types of zombies. If you leave the type to 'none' it will simply spawn zombies that the game thinks are approriate to that location. So if i go to spawn in 50 zombies while i'm standing inside the hospital in Louisville, and leave the zombie type to 'none' it will likely spawn in 50 zombies that are a mix of patients and nurses and doctors. What those zombies have on them is again relavant to where they are or what type they are. You can not choose what they have individually. So if you wanted 50 zombies to spawn in a hospital with AK47s and grenades, you can not. I hope that helps. (There are also mods for controlling various spawns too)
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Is the Jay's Chicken or Spiffo Hat not enough for you?!
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I guess it would depend on what this game's lore is for Zombie's vision. Some zombie lore (other games) depict zombies seeing a person's life force like a glow for example, where clothing and camoflauge may do nothing to prevent that. Others systems may imply they see like Heat Signatures. I guess we would need to define more lore to this game really.
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Open doors at a distance by tying rope to door handle
Cidxgaming replied to Yes Lunch's topic in Mod Ideas and Requests
Or how about ripping locked doors off the hinges with a rope tied to a vehicle? =) -
I would imagine if you made your own map/tile with a parking garage with terrain/ramps then yeah you should be able to set the spawn zones for them as well. Or if you're the admin to a server, you should be able to spawn them in (I'd imagine). I have not tried myself. :shrug:
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HaHa that's true. And taking knowledge off of existing stuff in game (ie: disassembling and reverse engineering) could be an indepth part of the crafting system itself. Which would then help you ''discover'' some schematics/recipes for crafting new items.
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Just going to throw this out there for food for thought: When a crafting system says you need X, Y and Z for a recipe, the fun of crafting may be hunting and gathering those resources so you can make the next best thing, but that system may not be engaging enough for those truly interested in crafting. By that I mean, lets picture crafting a backpack from scratch (both in game and in real life): In a video game, a recipe or crafting screen may say you need a pouch, webbing/straps, some type of chord, fasteners, maybe glue, etc. You have the recipe that shows you what you need, you get it and then craft it and now you have a backpack. The game may benefit from a crafting system that only has recipes AFTER you figure out how to craft something through trial and error. Maybe you can make a backpack several different ways and different fasteners or chords produce stronger backpacks, which you only find out through a hidden recipe style crafting system. I realize if you told players to make a toaster, and they had no recipe on their crafting screen, that there is the potential that they may NEVER figure out how to make one...because now we're talking about a gap in knowledge of the actual player, not necessarily the character. As one player has maybe no idea what components are in a toaster and therefor has no idea what to even start gathering. So there is a fine balance between style #1: "here is a recipe now go gather materials and craft" and style #2: "the recipe is unknown, and you have to do trial and error" before the recipe is discovered". I'm willing to bet this deep into the crafting update, the devs have a good handle on what they are looking to do with it. But thought i'd give some input.
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I agree with the crafting system complaint a bit, but I also didnt' really craft in vanilla game mode. I pretty much immediately was on Multiplayer with crafting mods. So if you're comparing vanilla crafting....then yeah they kind of do need to fix crafting (since most of us are using mods for crafting instead). Alternatively, they could leave the crafting to the mods and then NOT do a crafting update, so they can work on other stuff. But clearly they did not choose that route so its fine IMO. The only thing i think the game struggles with is a lack of depth. And by that I really mean more player interactions. Which will be coming with NPCs and future builds. So really that complaint, is just a temporary one. But the game really really needs NPCs and interactions. Simply surviving in this game is quite easy... especially with what seems like super fast farming. The game needs a little more spice like NPCs being around needing rescue, or worse, attacking you with firearms or trying to steal your vehicles, etc. The game really needs to FORCE the players to do something other than survive IMO. But honestly i think they are working on all this. It's just going to take a few more years.
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Old post but, I agree. 25% would be nice.
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This seems interesting. I would also love to replace the current generic audio coming out of the radios talking about "Trump and fiscal spending in the new year "or whatever it says on repeat lol.
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- radio broadcast playing
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Is it possible to change specific buildings to non-residential on a server?
Cidxgaming replied to inkkling's topic in Help
There is a server setting that you can change. To be honest it's always OFF (false) by default but it sounds like on your server it somehow was flipped to ON (true). In your server settings (either your own computer server or a 3rd party server host) you can look for and change the "Allow non-residential structures as claimable safehouses" and change it to FALSE. All buildings are always lootable, so no separate setting for that. The only non-lootable buildings would be an opposing faction's safe-houses (if you have those settings on). -
Adding working (or not) trains?
Cidxgaming replied to KerikPlay123's topic in Mod Ideas and Requests
Since the lore/setting of the game takes place where the players are in the quarantined section of the state of KY, I think that is the main reason you don't see working trains traveling around. That said, the players finding an inactive train and getting it working so they can use the rail ways does sound like a really fun idea/mechanic that would also be within the lore or setting. The only train I think i've seen is a stationary one in one of the Map mods on steam. -
Player SafehouseRespawn Timer if killed in PvP
Cidxgaming replied to Joker X's topic in Mod Ideas and Requests
The easier solution may be to manually set the spawn-in point (server host settings) at whatever waypoint you want and disable 'spawn in safehouse'. This way you can select the location and have it be a neutral location, but far enough away from the safehouse that they can't get back to it so fast. Of course doing so would make that spawn-in point the same for all parties. So there is that to consider. -
I think you should watch some videos on 'zombie pathing'. I believe once they have line-of-sight (LOS) on you they kind of actually track you through walls for a few seconds. And if you were to duck into a car, house, etc, they will wait outside pounding. While funny, I don't think this sounds like a mod that would be possible or at least more so: feasable. If the zombies see you and you hide in a closet, they will just pound and wait outside of the closet. If they see you and you run around a corner into a closet, they likely were already tracking you through the walls and will again wait outside and pound on the closet. If they did NOT see you, but you know they are coming and decide to hide in a closet, under a bed, etc, then it is kind of the same thing as already being in a small house where they can't see you. Making the point of the mod kind of pointless. I could only see this mod being useful if you play with a lot of people and you can hide their to avoid damage/being-eaten basically, and wait for rescue. That could work.
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Question related to build 42 (and future game updates/patches): If I have a 3rd party server hosting our game, when build 42 launches, will we have to server wipe and update to the new server and start over? Or will the update patch just integrate into current games/servers that are running kind of seamlessly?
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Make a multiplayer version of this where he is twice as big, unkillable (or respawns randomly on the map when you kill him), walks very slow, but always knows where the players are and heads in that direction at all times while screaming "STARS!" when he gets within maybe 100m and you will be the best modder on PZ. LOL
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Curious if there is a mod that prevents or modifies Carpentry or Metal Working, either at all or at least prevents it from getting past maybe level 2-3 Asking because I'd like to create a server where the players have to make a base in what exists or keep it moving, and cannot reinforce buildings with any ridiculous fencing or making custom buildings. I'd be ok with having them able to board-up windows, but not much beyond that. Thanks for any input.
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I think if the entire game was locked to the 1 game mode you are describing, yes the game would be fun for the 100 hours you've played and then shelf it until more updates come out. However, that is not the case. And there are many modes to the game. SANDBOX servers and server hosts for multiple people to be on are some of the BEST ways to play the game. Coupled with Mods, your imagination of creating fun objectives and scenarios for you and/or friends to do make the game pretty friggin fun. I have 300 hours in the game now and 95% of that has been with mods and custom sandbox settings. Its a blast. I look forward to future mods and vanilla updates. Also if you want a real challenge, turn on sprinting zombies and set a stop watch and see if you can make it past 10 minutes. lol
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npc Writing and helping developing NPC stories
Cidxgaming replied to Etherick's topic in PZ Suggestions
I would imagine the EASIEST thing to do (in regards to implementing NPCs sooner rather than later), would be to make the first publish of NPCs be all enemies. You would find them out looting buildings or holding off a small horde, etc. Maybe even that ''robber'' you see looting and scurrying out of your base at times could be an enemy NPC that is finally attackable. Then with future updates, befriending, rescuing or conversing with NPCs could come later (which I would imagine to be the hardest undertaking).- 3 replies
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"Sleepy" = Sleep Apnea lol "Good Taste" = Connoisseur There are actually already grenades and a lot of the weapon stuff you mentioned (through Mods). Brita's mods have a lot of this.
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Along the lines of that idea: Perhaps going to the radio station and using a special radio there (or perhaps any radio at that location during a certain time of day) will tell you the coordinates of a supply drop that then spawns in game the next day somewhere randomly on the map? =) For balance, this can maybe only be done once per radio station, or once every 30 days in game. /shrug Alternatively, my friends and I have played a ''scenario'' where we were basically like Umbrella Corp Troops (Resident Evil), sent in to cover up the events in Louisville. One of our assignments was blowing up all of these radio stations and radio towers around the map.
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- radio
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