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  1. The feelings from the old Zomboid never gets to me anymore. The map is huge, there is always somewhere to run to and live in solitude. And when the zombies do arrive, they are easily out-runned. I've tried to mix and match sandbox settings to make a difficulty preset that keeps me on the edge of my seat. The main thing I'm missing in my balancing is fast zombies. We already have the choice between the standard "fast shamblers", and "sprinters". But for me, "fast shamblers" are too easily out-runned. On the other hand "sprinters" are so fast that you are essentially doomed from the start. I would very much like a preset in the middle-ground between fast shamblers and sprinters; a running speed. The speed of the zombies have not changed since the old small map of zomboid. But the map-size has! This does in my mind induce a clear imbalance that I believe has been overlooked. I would even go as far as to propose that the standard zombie speed in the survival/harcore mode be changed to accommodate this. That is one step in the right direction to make you feel a bit more helpless, in a world that I personally find too easy and void of danger. An alternative is to have a more mixed group of zombies with different run-speeds in the same game.
  2. Aight. Ever since the conception of games in this style such as Class3Outbreak, the idea of making my home area has been a thought. There are so many amazing options, Monroeville and the mall, Evans City, Any of the boroughs and townships in Butler and Allegheny Counties. And hell, to top it all off there is Pittsburgh. Now, I have absolutely no mapping experience and may just be using this as a good excuse to forget about my fiancee leaving me. However, I really want some input here. Here are some Google Maps images of local areas including the aforementioned. Monroeville: https://gyazo.com/e38857243ecbd99ea1fbc0119ff13970 The Mall: (featured in Dawn of The Dead) https://gyazo.com/bbaea16c9aa723ac43a5e8fa6e9249cc Evans City: (Home of Night of the Living Dead) https://gyazo.com/2e55455f11d06c4271e6c0a1ea75e000 Butler: https://gyazo.com/9cedc6993d74d642f11b04d0cb152846 Cranberry Township: https://gyazo.com/2d03b8777935912067c88b71e9310353 Connecting roads: https://gyazo.com/b06bb52ddc7906bfdbce70d6470b6a2b Zelienople: https://gyazo.com/e8602d983501e6a6e12e54fb439ba8ad Callery: https://gyazo.com/03ea7cc1265bb8efaa4ef835d5d1af0f Connoquenessing: https://gyazo.com/ca54b35b14bd084c4c8ea9867e082bf9 Meridian: https://gyazo.com/01e056def79de3da5867853cef1e1167 All of there are Southwestern PA, north of Pittsburgh. I know scale seems to be a thing we all have a hard-on for and we definitely need some sort of MP or fleshed out SP to make these maps worth it. The resources contained alone would make it boring to play on your own. Just wondering, is any of this something someone could take on? Can the game handle this sort of scale? Could it handle individual towns but not all of them interconnected? Hit me up share your thoughts.
  3. Simple mod that gives the zombies a chance to spawn without clothes! LINK
  4. nolanri

    Restless Zombies

    This mod has the same effect as the Nocturnal Zombies Mod but the AI is in effect all the time and not just at night. Zombies often stand around in groups doing nothing until they see or hear something. But not anymore! This mod will gives Zombies Primal hunting instincts and they will be moving around a lot more, scattering in random directions and be restlessly searching ... for you. Tested and working on Multiplayer Note that the AI effect is triggered by passing time so, if you set sandbox settings to make days longer it will lesson the effect this mod has on the zombies movements. http://undeniable.info/pz/RestlessZombiesMod.php
  5. Its that time again for a new lore to be starting up. The start of the lore is Friday, March 2nd, 2018 at 7pm EST. It is not too late to jump on over to the forums and submit a character application HERE If you do though, please be sure to read the lore posting bellow or on the forums HERE as well as the server and community rules HERE Mods - You will find out in game Zombie and world settings - you will find out in game 1. The Lore It all started without a single voice on the television warning us, a silent whisper through the streets of Fairhaven. Our only warnings were hidden within the depths of the web, even then, the information was bare, mere mentions of a super-virus with no list of symptoms accompanying it. How could we have prepared? We couldn’t have. Within weeks, the super-virus finally tore through the veil shrouding it. It made national news, and Fairhaven was placed under quarantine by the U.S Government. We watched as parking lots were converted into refugee camps, shopping centers became quarantine centers, and our neighbors houses became burnt out shells of their former selves. Nobody told us anything, just that we couldn’t leave. We held on by a thread, biting the bullet where we could until people started vanishing from the camps, starting with the elderly, ending with children. Nobody had any real clue what was going on, families made scenes, tried to incite violence, until they vanished too. People were too afraid to act past the formation of C.E.I.T.A. We kept on eating our pills, taking our shots and watching the news for more information. All of this in the span of three days … three days, a major populace was nearly wiped to nothing, sections of the city barred off … only in three days. By day four? All we could hear were gunshots in the distance, the news telling us the quarantine had been expanded to Peoria and Bloomington, cutting us off from South Illinois. It wasn’t long until many of us were loaded up in buses and hauled off towards the military evacuation point outside the city … but not all of us, some of us were left behind to make our own way there. We gathered up in our cars and rode off, some towards the border, and some towards the evac point, right up until we reached the backed up highway with cars miles down. 2. The Towns Over The River (Fairhaven) (City) Valley Station (Kings Mill) Muldraugh (Twinsburg) West Point (Hartsdale) Rosewood (Union Center) Ohio Map + Dixie (White Horse Creek)
  6. Hi, Sometimes when I drive slowly with a lot of zombies (20-30 zombies) behind/next to my car, my car is like capatulted and it goes from 5mph to 60mph in one second and I think it mostly happens with slow vehicles like vans. So yeah it's fun to have such a boost but when there are trees everywhere you get an instant crash and that's way less fun game's version : 39.67.5 but it does that since the beginning of vehicles I didn't see anyone reporting this bug, I'm playing with sprinter zombies so maybe it has something to do with that It's very easy to make this bug happens, just take a slow van, attract a lot of zombies and drive slowly next to them or even in circles
  7. Having seen the impedning weather system that includes thunderstorms crossing the map, I wonder if that system could be co-opted to script a massive horde event. I am imagining a horde of zeds that spawn at the map's edge and move across the entirety of the map like a storm. Alternatively, I could also see an invisible draw beacon that passes over the map, attracting zeds as it goes. In the case of the former, I'm not sure how the migration of zeds would interact with standard zed activity. I imagine they would ignore things like moving to empty tiles or forming up with preexisitng hordes. In the case of a sound event or player action drawing them, I imagine that when they return to an "idle" state they would set off again towards their destination on the far side of the map. Once there, they would despawn. I guess it might be as "simple" as spawning a horde of special zeds who wander towards a map's-edge beacon when they would otherwise be idle. My intent is for a mid-game event (one to several months in) that has the potential to wreck any fortification anyplace on the map, if it happens to be in the path of the migratory horde. Perhaps there's a way that the path could be drawn over an area of the player's greatest activity. What do you all think? Other ideas for life post-helicopter (aside from more helicopters)?
  8. anyone who wants to join my server can: 68.232.168.49 lots of zombies rare loot. try and survive with me! im usually on during weekends
  9. Not sure if this one was already suggested, but here goes. When a player dies, they drop their weapons, I think. Correct? ( Haven't really died enough to be 100% sure. ^_^' ) Anyways, what if there's also a chance that, upon dying, they wind up KEEPING that weapon in their hand(s)? Doesn't necessarily mean that the zombie will be able to USE it, though, as... y'know... ZOMBIES. No "Learning". Only "Eating". (Though a pistol-holding zombie's finger pulling the trigger COULD be a threat, though mostly because guns are freakin' LOUD...) But what if y'all made it where, instead of dropping their weapons, survivors' zombie forms hold onto said weapons, at least until they start "Reaching" after the living survivors when close enough, to which they THEN drop the items, instead? This way, we could easily spot the "Dead Survivors" who may very well have valuable loot, as well as add a bit more variety to the zombie hordes, without necessarily making things that much more difficult to deal with, and yet, also make things simpler for "Loot Priorities" when it comes to looting a dead horde. Perhaps in addition to that, the zombies that DO spawn with weapons could also be holding onto them, so that we don't "Magically pull an Axe out of a zombie's arse" when looting the dead bodies... and besides that, it could also add a bit of variety to the "Survivor Zeds" whenever the backpack updates roll out, so we see a bit MORE variety between the "Bag Carriers" as well. Anyways, just a small idea I had. Didn't see it in the "Common Suggested" thing, so figured I'd throw it out there.
  10. Alright, based on my most recent death experience, I'm reading a book in a my house on the edge of town. Everything is barricaded. I triple-accelerate the play speed in order to plow through the book. I begin to hear a very rapid thud; it sounded like the helicopter. I thought, "Well, I haven't made a peep and I can't be seen, I'll just wait here and let the action pass me by." Turns out, for some reason, a zombie mystically sensed that I was in the corner of this particular house. It had started pounding on the boarded window, but due to the triple acceleration, it sounded like the helicopter. By the time I heard the glass shatter, peed my pants, and hit a movement button in order to shift play speed back to normal, it was too late. The zombie had gnawed me the death just that fast! Sooooo, two things I learned from this particular death: 1.) Currently, if you hear anything, anything, ANYTHING, that sounds remotely strange while you are in accelerated time, get back to normal speed and check it out! It could/will save your short, remaining life. 2.) My suggestion is that, upon any zombie sighting, the game automatically kicks back to normal speed. I think that's fair. Yes, taking one step already puts you back to normal speed, and that's probably good enough 99.95% of the time. However, if you're slightly ignorant and naive, like me, then it's not too much to ask that normal speed kicks in when a zombie is seen. It at least gives the player a few seconds to react, which would be true in reality. Unseen zombies, well, they should still kill you anyway . Anyone out there agree with me?
  11. Ok I see that male and female zombies have 3 versions in each. I been working on 6 more versions but dont know how to implement them. Is it even possible to add more variety?
  12. BIG ANNOUNCEMENT: NightmareZ is now on Steam! Get it on Steam: http://store.steampowered.com/app/509930 Greenlight page link: http://steamcommunity.com/sharedfiles/filedetails/?id=693100216 Here is the Greenlight Trailer: Please feel free to provide your feedback and suggestions to improve the game. NightmareZ is a side-scrolling platform action game with lots of fancy features, multiple enemies and retro visuals. This is my first major game project. I will soon put it on Steam Greenlight. Game Story: Who could ever think the Doom's day to arrive so early? The world has been completely consumed by Darkness(Dark energy). The zombies and evil spirits manifested themselves to rule over the world. But this is not an impossible task to restore the human beings who have already been lost. The fate is displaying the NIGHTMARE of being consumed by darkness spontaneously. In this catastrophic situation, a speck of light of HOPE appears. The person who has been lured to the battle field by the king of darkness, is not a human being but a demon with unusual demonic power. He wants to fight against the evil forces. He had lost his family 5 years ago due to the sudden attack of evil spirits. He is now guided by a saint who provides him the instructions from time to time. He is the son of the greatest warrior, Zaxina. He is Razor. There is a deep mystery behind the demonic powers of Razor, which his brother knows. Razor had never seen his brother from birth and hopes to meet him someday. His current aim is to seize and annihilate the evil demonic forces! Here are some gifs and screenshots given below to give you an idea of what the game is all about. Some screenshots from V1.3 which is currently under development. Follow the development blog for updates here: http://anamikmajumdar.blogspot.com/2015/03/project-nightmarez-2015.html Like my Facebook Page and stay in touch with me here: https://www.facebook.com/pages/Amaxang-Games/459063974167243 UPDATES: V1.3.1 is coming soon with some new features! It 95% done already. Only 5% to go for the final release. You can expect this game to be finally released in October. To follow the development process, it is highly recommended that you follow the game dev blog: http://anamikmajumdar.blogspot.com/2015/03/project-nightmarez-2015.html Now, you can read more information about this game in my official website: http://www.amaxang-games.com/2015/04/nightmarez-full-version-indie-roguelike.html Follow me on Twitter: https://twitter.com/AmaxangGames Feel free to post feedback. Thank you.
  13. Good afternoon, I think zombie guards would be a pretty cool idea. Where you could capture zombies and chain them to a fence, or on stakes around you're base as to camoflauge it a little bit from the encroaching zombie hordes. Food for thought.
  14. Hello comunity of project zomboid, I am grateful that you have gone through this suggestion. I was talking with my friends and we talk about project zomboid, i tell s suggestion and my friends start to say more suggestions and thats howthey were created. This suggestions are for the community, if anyone love this ideas please help us shareing this suggestion to someone else. I begin with the suggestion of the prosthesis. The second idea is about eat zombies (Yes, what you read): The next idea is about the armors: And the last idea but equally important is the idea of the coliseum and waves: Credits:
  15. How does the idea of "Zombie Traps" sound? I believe that it would open lots of new features, ideas, gameplays and much more potentials for the gameplay. Some of my ideas would be: Bear traps ( A trap that could either work for big animals such as Deers ( if they get implemented in the future ), bears etc or either as a zombie trap to immobilize them or even wound the zombie and making it walk slower. Spikes Pit Fall Boulder Trap These are some ideas of mine. What do you guys say? Do you like the idea ? Let me know and opinions are welcomed!
  16. How do I spawning zombies in multiplayer? spawnHorde(x,y,z,num) The code only work in single player. what should I do?
  17. I haven't taken a look at this shit yet, so I don't know if I can figure it out for myself, but figured I'd check here if someone had an answer already. Is there a way to spawn a Zed that has information similar to what happens when your player dies? It has all your gear you had when you died, and its information is saved. What I want to do is spawn a zed who has specific stuff in his inventory that will be in the same area with the same shit if you quit and restart the game (the hordes obviously don't have this type of information stored in them, their color, sex, hair and all that changes when you relog and their inventories aren't filled until you kill them).
  18. Hi. I would like to ask some questions that have been bothering me for some time. Item respawn: How far i have to be from structure to let something spawn in that boulding.(different cell || mapXXXX_XXX or some specific distance) eg I have builded my fortres around those Coords: 11872x6755 cell: 39x22 rel: 172x155 and i have cleared all "creats" in hardware shop that is located at those Coords: 11973x6911 Cell: 39x23 Rel: 273x11 and for some reason items are not respawning there (time to respawn is 2 in game hours and maximal number of items in creates is 5) And does HoursForLootRespawn=2 this mean "after 2 in game hours new items CAN spawn in container that has less than MaxItemsForLootRespawn in it" or "after 2 in game hours new items MUST spawn in container that has less than MaxItemsForLootRespawn in it" Item respawning: is there any way to determinate how many items will respawn after HoursForLootRespawn=2 Im asking about that cuz from description of MaxItemsForLootRespawn=5 i understand that this is a maximum number of items that can be inside container to let new items to spawn Does this mean that after each HoursForLootRespawn in that container will spawn 1 item until it will reach MaxItemsForLootRespawn itmes in it Zombies corpse removal: HoursForCorpseRemoval=10 does this mean that if all players will leave cell that has corpse that are older than 10(in game?)h they will disappear or do they just nead to be outside my "screen" Can we use zombies as a automated trash or will they stay if will put something inside of their inventory Server mods: Does WorkshopItems= is used only for downloading mods? Im asking about that cuz when i had just that filled with mod id (like this WorkshopItems=498441420) mods were off and i had to add them to Mods=Hydrocraft in order to turn them on (and i coppied them to mod folder located <drive>:\Users\<username>\Zomboid\mods\<here> As for game mods from workshop goes to <drive>:\<steamFolder>\steamapps\workshop\content\<appId>\<modId>\ when i downloaded server from steam (tools\Project Zomboid Dedicated Server) it had to download mods again <drive>:\<steamFolder>\steamapps\common\Project Zomboid Dedicated Server\steamapps\workshop\content\108600\<modId>\ is there no other way to get mods for the server like check does user has them in default mod directory? I apology for my bad english but i hope that you will be able to understand me
  19. I really enjoy the idea of putting stakes in the ground at 45 degree's, sharpened sticks jammed into the ground for zombies to get stuck on. Then you can go up to them and finish them off. You could have them break once in a while so you would have to replace them every so often. It would be really cool to have them around your base. You could use a knife on logs to carve stakes, then you would have to dig a hole and put them in the hole.
  20. First of all, I wasn't sure where to put this, so if an admin wants to move this to a better fitting category, that'd be great. So I, like many of you probably did, made a mistake when choosing Sandbox options for the first time for a playthrough. Maybe you didn't choose enough zombies (guilty as charged), maybe you just want to tweak a few settings. Whatever. Well, on discovering that the Save Editor mod didn't work, as it was for an older build, I was slightly disappointed. My big fort would have nothing to be tested with. So I searched around and found bits of information that allowed me to finally come up with a temporary solution (temporary as in, until in- or post-game editing is added to the game, if it will be). So without further ado... Step 1 Make a new game with the options you want, the character you create doesn't matter, as it's your "main" character we want. Once you made it in game, save and exit. Step 2 Navigate to your Zomboid folder. Mine is in C:\Users\*User*\Zomboid where User is your Windows User. For Macs, I'm sorry I don't know, but I'm sure there's one, you might have to Google around for it. Go into the Sandbox folder (and be careful here) and grab the newly created world folder and your main world folder and back them up somewhere, the desktop is fine. Somewhere where you know where they are. Step 3 I hope you didn't close your Zomboid folder, we still need it! Go into your main world folder and copy the map_p.bin file, it should be at the bottom if you filter by name, a-z. This is your player file. Copy that player file to your new world you created, and replace the other map_p.bin file. You've successfully transferred your player to a new world! **Below is an optional step for replicating the world if you've interacted with it in ways you want to keep the same.** *If all you wanted to do was transfer a character, you can stop reading and go and play with it in his/her new world!* But wait, I had stuff on the ground, stuff in storage, a fort! Where is that? Well, for that you need to do one additional option Step 4 From your main world folder, you need to copy all of the map_####_###.bin files, all of the map_ files that have numbers trailing them. These are your edits to the world, whether by you, the erosion mod, zombies or whatever. Copy all of them. The best way to do it is to select all (control + a for windows) and then deselect any files that don't say map_####_### (the amount of numbers may vary, but that's how they look to me) Copy those files to the new world you made with the new settings. Make sure if you moved your character when checking if it was in the new world that you don't start the new world up and become stuck in your fort or something (again, guilty as charged). If you ever want to make everything the same before all of these steps, then you would navigate to those backups I told you to make, copy the map_p.bin and the map_####_### files (if applicable) and paste and replace them in said world in the Zomboid folder. If you made those backups (which you should have, because I specifically said to) you will never lose your character and world, they'll always be there if you make a mistake or wish to return immediately (obviously if you interact with the new world but then choose to go back, if you copy and paste the backup, those actions wouldn't have been done. An alternative would be to copy the map_p.bin from the new map as that would be the "latest" character. This could be pretty exploitative, but it's up to you how you want to play your own game. Perhaps you want a new character to replace the old one (because of the Build 31 professions update), why not drop everything on your current character, create a new world with a new character and just copy the old map_####_### files over so you get everything your old character had? Really sandbox is just that: a sandbox which you create your own rules, your own story, your own game. Why be limited at the start? Enough rambling, hope you guys have fun with your new settings, new world, refreshed zombie spawns e.c.t! I hope your fort gets tested to its full extent and you get rekt! Or whatever your new plan is for the new world!
  21. I just discovered Project Zomboid a week ago, couldn't believe I hadn't heard of it. I love it and I'm on my third character, Robert Neville, playing on 'The First Week' mode. I've barricaded myself into a warehouse, cleared all the zombies from the parking lot, and two weeks in I've made my own allotment growing potatoes and tomatoes. The question I have is do the zombies in this game mode migrate around in hordes like I'm told they do in Survival? Right now I feel pretty safe as no new zombies ever seem to approach the building. Should I be spending hours building walls around the warehouse to keep zombies out? It just seems a bit pointless at the moment if there aren't any on their way.
  22. A problem you can often observe is how zombies Jump back and forth over a fence, looks really funny when whole group does that. Walk long distances around the fences to get to the opposite side, for no reason (not chasing the player)This is caused due to random new target being picked in random distance and angle of the zombie. Instead, ray-cast should be used. Or maybe ray-cast already is used but fences, windows or doors are not considered. In the most ideal case zombies should still roam over fences, windows atc, but less likely. This would make it a nice probability defense line (eg. build a fence to keep most of them out). I made an image to explain the problem:
  23. Currently, when zombies get bored they start vandalizing everything in their reach. Larger group of zombies quickly wipe away all windows and doors in player's proximity. Which is another thing - zombies only destroy stuff when player is close. When I sneak to a group of zombies even though they don't seem me they will slowly disperse and start destroying surrounding objects. It is very typical of them to find water barrels. Zombies often walk long distances in order to attack player-made objects. This is making me feel the game is cheating on me - especially if zombies walk around the wall to attack said water barrel or door. This is even worse due to A* nature of zombies pathfinder. I see nothing wrong with zombie destroying objects that interfere with it's path, but there must be a motivation for this action! Why would zombie just go to window to destroy it? When I approached the market (lot's of big windows), after just one day all windows and doors were broken. The only upside is that I don't need to break doors to get hinges and doorknobs. I just walk around the city and pick what zombies left behind them.
  24. I am making a mod that shows zombie and player locations on PZ Server map project. This requires some alterations of both game and the map. Currently it looks like this and uses JSON to transfer all zombie locations at once: I would rather stream the zombies and their location continuously through event-driven model, ideally in a separate thread. Currently I'm just gonna replace the original zombie registry ArrayList with my overridden ArrayList implementation that registers adding and removal of the zombies. But that doesn't deal with zombie locations.
  25. Greetings PZ survivors. Alas it's a been a while since I've gotten some good PZ play time in. How long a has the zombie cam been in play when you die(Watching your survivor who just turned go shuffling around was rather interesting). That one was new to me last time I fired up PZ. Anyway, Just wanted to let you know that my company is making a sequel to our original zombie themed game ZPocalypse. You start off on the loan apocalyptic streets having just escaped the recently nuked urban zombie infested wasteland. You’re tired, wounded, and hungry. You need SHELTER, a safe house, where you can lick your wounds and regroup. Not just any house will do though. First you need to make sure it’s safe inside. Clear it out, board up those windows, clean out those beds. Setup guards for early warning systems, and get patrols to go out on scavenging runs, b/c food is in short supply. But they keep coming, every night. What will you do? How long will you last? Is their any end in site for this zombie apocalypse? So much so, have I enjoyed the crafting and base building of PZ that we felt we needed to incorporate some of those aspects into our physical game Zpocalypse 2 which is up on kickstarter right now. ATM we are funded, but we'd really love to open up some , what I feel are vital stretch goals, to really get this game fleshed out and fully specked. (Aka, I'm talking about campaign mode). Campaign mode is going to take alo of time, play testing and play testers to get it so you can play jsut like in PZ to literally see how many days you can survive. So far we've added new foods types (Good Food, Raw food, Rad Food, Coffee, Booze, smokes). You can combine the Raw food and Rad food, using a camp fire upgrade to make various pots of stew which remove the negative status effects that raw and rad food give you if eaten unprepared. Next we got our resources conversion upgrades, such as the Workbench, which lets you build other upgrades, in addition to granting the ability to disassemble armory cards into scrap for you use in building other things. Reload bench lets you craft more ammunition and make improvised bombs. Infirmary lets you remove negative status effects with a night of rest. Beds lets you regain hit points faster overnight, instead of just idly sitting on the ground attracting more zombies to your safe house. You can now build pit traps, upgrade those pesky sandbags with spikes, and maybe even make a propane bomb. The game is being redesigned so you the player have alot more decision and choices for what your survivors do each day. These choices dictate how bad nightly combat will be(if there even is any combat), all the while trying to improve the fortifications’ of your base, feed your survivors, find more survivors, and of course kill as man of those ghoulish zed heads as possible! Anyway, it's up on kickstarter for another 2-3 weeks. Please check it out. There are some areas of the game which are purposely unfinished as we are trying to get community direction on where to take the game. Which new locations, mechanics, and concepts will we put into the game? (I'd personally love to add the cloth part type, and allow hung sheets crafting to block line of sight, just like you can in PZ). Zachary Parkes Vice President of Greenbrier Games Inc. Lead Designer for Zpocalypse 2: Defend of the Burbs https://www.kickstarter.com/projects/gbg/zpocalypse-2-defend-the-burbs press pics for Zpocalypse 2 defend the burbs
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