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Found 5 results

  1. Recently in my pz server i've had zombies spawn in large numbers (20 to 70 or so) right next to me. I run a server with a decent amount of mods, so i dont know if its a mod that is screwing up the zombie spawns or if its a vanilla game bug. But either way if anyone else had this problem and found a fix for it that would be nice if I could fix it cuz I dont really want to restart my world I don't have footage of my experience, but this youtube had filmed his experience of the same bug so heres a link to that https://www.youtube.com/clip/UgkxueCV7ruzY8gRCKwml1An-xvTjtXzlPVD
  2. So I made a nice functional little mod which adds a bunch of zombie outfits the spawn pools, based off another mod. That's all working great. But I'm trying to expand the functionality right now and I'm running into a really weird and frustrating issue. The thing is, I want to add spawn chance multipliers and a couple of booleans as sandboxvars that control whether certain behaviours run or not. Now, so far as I can tell all of this code should work but the game is completely ignoring any changes to the settings themselves. Take, for instance, this block; ExosEnabled = 0 if SandboxVars.ArcStalkerOutfits.ExoZombies == true then noise('Exo Zombie Spawns: Enabled') ExosEnabled = 1 end Simple enough, right? ExosEnabled serves as a final multiplier to the chance of all zombies of a specific type. It defaults to x0, and if the sandbox option is true then it prints a message to the console/log that says they're enabled and sets the multiplier to x1. A few lines later, the base spawn chance is multiplied by the faction spawn chance, and then by the ExosEnabled value - and anything multiplied by zero equals zero, so the chance of ever seeing those types of zombies in the wild should be... zero. But here's the kicker; the sandboxvar defaults to true, and even if I uncheck the box so that it's false it still acts like it's true and prints the message to the console/log. The only way it actually stops doing that is if I set the default value of the sandboxvar to false in the sandbox-options.txt. And even then, it still apparently treats ExosEnabled as 1, because I'm still able to find that zombie type in the world by random chance. Worse, it's also treating every other sandboxvar added by the mod as 1, and for some reason if I try to print their value to the console they come back as blank. Everything else works, there's no compile errors in the console, nothing like that. The sandbox options are just being completely ignored for reasons I can't fathom. Are they just busted to the point I should use Mod Options or Easy Config? Is there some trick I'm missing? Have all mod SandboxVars secretly been FUBAR this entire time and somehow nobody's noticed?
  3. Recently re-watched the first season of The Walking Dead. At the beginning of the apocalypse a lot of zombies can be seen eating corpses, which makes sense. I think this is a great feature that could be added to PZ (while obviously zombies would not eat other zombie corpses). While the zombies are doing this, they could be less aware of what is going on around them and less likely to notice the player. This would serve to lower the difficulty at the beginning of the game. After the first couple of days the frequency of this event should smoothly reduce to zero, as there are less survivors left. The animations for zombies consuming flesh are already in the game (as can be seen when the player is devoured). Due to this I think this feature could be added to the game easily. I feel this addition would enhance the atmosphere of the game and make the world seem more real and frightening. What do you think?
  4. In my adventures to create a mod that adds new zombies to the spawn lists, I've been trying to add configuration options that, well, function as intended. My efforts have been blocked either because the 'core' sandbox options don't apply consistently, and I know they're not applying reliably, because if I put a nice little block of code into my mod to print the variable values to the console, it always returns the default values set in the sandbox-options.txt instead of the values I defined during game setup. I've tried using OnLoad and OnGameStart functions in which case they do work... but only for Singleplayer, and then the functions completely break Multiplayer compatibility -- which is a dealbreaker. All I want to do is make it so players and serveradmins can adjust the spawning frequency of certain types of zombie to suit their tastes. Having sandbox vars be saved, loaded, and applied properly would go a long way, and it's possible this is a problem for other mods using them as well.
  5. So I got to looking at the the sandbox set up and noticed there was only urban and uniform. I promote other zombie spawning methods. Such as but not limited to "migration" where zombies spawn then migrate or migrate from edges of map. Or both. Or maybe an option where zombies spawn in particular locations. Basically just more spawner options. I would be excited to see that for sandbox games. Although, the migration spawn system might not work until NPC's are in for obvious reasons. Unless of course there's already a system where the game takes stocked up zombies and puts them in a location that lacks zombie activity.
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