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Found 51 results

  1. Tactical NPC Squad A.I. ?!!

    Not quite Seal Team 6, but that's why we're in the WIP section... So I'm not attempting to offer any version of the SuperSurvivors! mod (by Nolan Ritchie) in any way. I’m just trying to play the game the way I want to play it, while trying not to break anything in the process. That said, I’d like to share and demonstrate a few things since Animations and NPC’s are on the horizon. I figure it was a good time to post this to perhaps add something to the NPC conversation. Talk is cheap, so I made a video to illustrate my ideas: https://drive.google.com/file/d/10Mrpw7JEj7skGhO4BWtG1UmvLRefpIDO/view 0:05 – [Eat now] command 1:05 – New Fighter Group Role 3:25 – Guard Task in Fighter Role 5:03 – New Over-Watch Group Role 8:19 – Over-Watch and Vehicles 10:35 – Close Over-Watch support for Vehicle 15:33 – NPC Vehicular Combat (firing from inside Vehicle) Rated (M) for Language enjoy!
  2. A simple quest with an NPC

    Hello Community, as the title says; i'm trying to create a simple mission, but the truth is i don't handle the API of the game very well and i can't find simple tutorials. I have tried to understand the code of other mods, but I have not been able to do it. Except one, EpicBattle. What I would like to do on my mod is simple. I would like the name of the NPC to appear on the screen and a context menu like in the super survivors mod. But instead of showing "Survivor Options", I'd like to show the "Talk" option. And then he'll show me a simple conversation. So far that's all I've been able to do, I hope to learn more, but there are no basic tutorials with the API of this game. Or if I could get some indication of what functions I should be looking for and learning, it would be very helpful, thank you very much. AllWeapons = {"Shotgun","HuntingRifle","Hammer","Axe","BaseballBat","Crowbar","Shovel"}; -- Current = 1; function CrearSuperviviente() --print("Test"); BuddyDesc = SurvivorFactory.CreateSurvivor(); local x = 10767; local y = 10554; local z = 1; Buddy = IsoPlayer.new(nil,BuddyDesc,x,y,z); SurvivorFactory.randomName(BuddyDesc); if(IsoPlayer.setRealPlayer ~= nil) then Buddy:setDisabledControls(true); else Buddy:setBlockMovement(true); end Use3DModels = true; if(Use3DModels) then if(Buddy:isFemale()) then Buddy:setModel("kate.txt"); else Buddy:setModel("male.txt"); end end Wep = Buddy:getInventory():AddItem("Base."..AllWeapons[Current]); Buddy:setPrimaryHandItem(Wep); end Events.OnGameStart.Add(CrearSuperviviente) My Mod: Super Survivor:
  3. Super Survivors!

    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879 Direct Download: http://undeniable.info/pz/SuperSurvivors.zip As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI! So whats different? Let's take a look. Let's get the Bad News out of the way first Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want: Pathfinding Freezes/Delay. If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant. Calling said survivor to you if they are stuck can get them un stuck MP is still a No Problems that have been fixed!: Random Survivor Despawn. No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game. There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost. The whole mod was totally re-written. Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed. Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed. The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles. Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name New Features: Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added. A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything! You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you. But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors. You cannot just shout orders or order all orders and have your orders heeded immediately like before. These are people not your puppets after all. To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation. By right clicking on them and "Call"ing them over to you. Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc. Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI. Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide. Now they will follow the following logic. If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food. Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base. Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not. Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!. So asking and asking does not help but lowers chances. Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you. And will continue on their way after you do not interact with them for a short time. Though you can of course call them back. First Aide! before survivors did not address their injuries at all. Now they will flee and give them self first aide if required. They don't do anything more complicated then bandaging. Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water. Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu. Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%. Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\ Japanese Translation by TEATIME05 Brazilian Portuguese Translation by williamfoxrpg Stuff that is Gone now or not yet added: Controlling Survivors. No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added) Stuff I plan on adding soon: Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups. You can join groups and not be the leader. Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879 Here is a demo video showing the Doctor AI: Random Survivor AI Demo Video: New order Gather Wood works great together with Chop Wood Order:
  4. Hi I understand that at this current time the vehicle thing is under going some major changes at the moment so I don't expect anything too soon but after you guys are done on that could you maybe consider adding in some NPC's. Survivor NPC's The last mention I ever saw of it was somewhere around 2015 I believe (off the top of my head) but I think it would make the game that little bit more fun to play. Imagine if you could go into town find some more survivors who are scavenging for loot and band together to block off an entire area of a city to yourselves creating a safezone for all the people you gather. Now of course banding together should have it's downfalls too like feeding the survivors caring for their medical needs and such but it's upsides could be maybe putting them to work and getting a base down quicker assigning them jobs such as farming, building, looting missions and anything else you could think of. Bandit NPC's So I find that personally once you have a base setup with large wooden walls, the zombies seem to be pretty ineffective of destroying it so I figure why not add some NPC groups of bandit survivors who will actively seek out players and their bases to attack. Maybe destroy of few of those walls a lot quicker than any of the zombies could by using sledgehammers or something. And have a few roaming bandit groups too who make a lot of noise with their guns or weapons so that you know who to stay clear of. End Anyways I'm gonna wrap this up, as I said I understand that the vehicle thing is undergoing some major work so take your time guys. I've got nearly 200 hours in this game and it's still addicting as hell and I love it. I know all of the above that I've mentioned is a f**k ton of work in regards to coding it all and I don't expect Rome to be built in a day but please consider adding the NPC's soon once you're done with the vehicle changes as I'd love to be able to do something other than survive as it's becoming quite stale personally. But yeah... keep on doing what you guys are doing I love the game and fully support any of the work you guys do. I'm not really a forum guy so I don't know if I'll be too active but I hope the right people see this post. Peace guys!
  5. NPC Faction Ideas

    So we all know that NPCs are coming...eventually. And what zombie apocalypse would be complete without a few ragtag groups of survivors that, more often than not, end up being a bigger threat than the zombies? The Walking Dead has groups like the Saviors and the Whisperers. Fallout has raiders, super mutants, and all sorts of colorful groups. What groups will rise from the ashes of society in Project Zomboid? Here a few ideas I had for possible NPC factions for late-game: The West Point Militia A group of ragtag civilians with guns and ammo pilfered from the trusty West Point gun store, led by the former mayor of the town. They are initially camped out by the north bridge connected West Point to Valley Station, but their goal is to "take back" West Point from the undead and establish a safe zone by walling off the downtown area. Inspired by Walking Dead's Woodbury. The Inmates Following a bloody riot, the surviving prisoners of Knox Penitentiary stormed the prison's armory and wiped out the guards, establishing control over the entire facility. Once under lock and key by the state of Kentucky, they are now a formidable gang of thugs, murderers, rapists, and all forms of criminals with heavy weaponry and an impressive base of operations. The few guards and corrections staff left alive are little more than slaves to the Inmates, forced to help maintain the facility and often the target of abuse by the prisoners. Surprisingly (and thankfully), despite no longer languishing behind bars, the Inmates rarely venture outside the fences of the penitentiary. However, the food stockpile in the prison's kitchen won't last forever... The Faithkeepers Controversial pastor Dan Firebaugh leads a small group of heavily-armed right-wing religious cultists from his fortified church in March Ridge. The group, known as the Faithkeepers, believes the End Times are upon them, and that God is raising the dead to punish the world for its sins. During the day, they keep to themselves, holed up in their church chanting prayers and listening to hate-filled, ranting sermons from Pastor Firebaugh. But at night, they roam the streets of March Ridge and beyond, preying on helpless survivors (or as they like to call them, "sinners and heathens") and murdering anyone they deem a threat to their twisted, bloody ideology. Inspired by...well, I'm pretty sure you can guess. National Guard Remnants Unbeknownst to the news media, the establishment of the Exclusion Zone was not the first attempt by the military to contain the Knox outbreak. On July 7, 1993, the 238th Regiment of the Kentucky National Guard was deployed to Knox County on a clandestine mission authorized by the President himself. The troops thought they were being deployed for disaster relief and riot control due to the unconfirmed reports of a viral outbreak throughout the county. Instead, they walked into a slaughterhouse. The operation was a disaster, and the thousand-man-strong 238th was reduced to a few dozen Guardsmen within three days of deployment, prompting the military and the federal government to withdraw and set up the Knox Exclusion Zone. Now cut off from their commanding officers and stranded in the middle of a war zone, the few remaining soldiers of the 238th must regroup and form a plan to make it to the Exclusion Zone border, or die trying. These are just a few of the ideas that crossed my mind. What kind of NPC factions would you like to see?
  6. Ok, so I was discussing this game with a friend and telling him how I was hoping to fill my insanely large Perma Base with a few survivors (or a lot... would need more housing to avoid discontentment see note 3). Got me thinking on what basic trait NPC "followers" should have or be tagged with. Feel free to comment and add, I'll update this to include suggestions both in the "I deem worthy" and "I'm against it or I don't care category". While we wait for NPC it could be a good way to distract us from such post as "when NPC will be here" and focus on what we actually want out of them (assuming it's not to late). I know this may not be knew, but play along and we could get a list of do and don't do to help our friendly devs. First and foremost You should be able to edict a few rules (see note 1). You should be able to assign role to NPC, idealy based on skills or potential (see note 2). Anything else falls here? Note 1 : Edict rules Maybe those won't be as complex as a pre-apocalypse legal system. But some obvious ones should make their way in : Rationing (both food or other items) Curfew or restriction to go out. This could be targeted against specific roles to allow some but not all out of your base, for the good of all. Basic 10 commendment stuff (not kill, not steal, etc). Anything else? Side effect of note 1 Obviously their may be time where you need to enforce such rules... what will you do then? Will you banish people? Will you simply kill them (or just whip them a few times)? But more importantly, both the rules and the punishment for breaking it should have an impact on NPC (based on his/her psyche in the first place... is it a conformist? an anarchist? etc). Note 2 : Define roles One of the most interesting possibility of having NPC (beside side quest), is having them fill a specific role. Are they guards? Are they farmers tending your community crops? Are they cook? Here the list would be too long for me alone to fill it (beside what I've given here). So I call on the community : What role can NPC have beside being sideshow/side quest? Leader Guard Looter Farmer Cook Builder Note 3 : Behavior modification factor I assume that things like unjust rules/punishement, starvation, cramped living, etc will have an adverse effect on NPC. The opposite should also be true (fair rules, enough to eat, decent living space, etc) will have a positive effect on NPC. I deem worthy and credit is due to... (will insert credit on post number and ref to where it got) Leader - Keshash in this thread Builder - Migoxiss in this thread I'm against or I don't care (may be split into two eventualy) ... (will insert both original post number and reply along with a few word summary) No hype train I don't want post about : when will NPC be there, OMG I wish NPC where there. We all do, and the answer is when it's ready. The point of this post is to tell what we want out of them, not how soon we want them.
  7. This is basically a sum-up of what I understand about NPCs and their development. This was written in a small amount of time and I didnt type it in FULL detail. The ETA is not official it is just by how I see it. Some things here may not really make sense, that is because im just overwhelmed with how much hype my body is being fed every single millisecond that I am alive. NPC Development 2016 NPCs and my Speculation (And my life story :P) With the animation update, the making of NPCs should be whats next and should be easier. I would give an estimation of about maybe 1 or 2 more months until news about NPCs! Well their development has most likely been a MASSIVE change from like 2 or 5 years ago. Lemmy (Chris) said that they will make the 5 years of development worth the wait, that to me seems like a hint, as if there wont be a 6 years of development (UNLIKELY). Ive been spending quite some time doing this research and I had the same hype 2 years ago but then it never happened, and I will be very depressed if it happens again. Im just waiting on what is next on this next mondoid, my guess is that it "might" be about NPCs, because there is still stuff to add but I feel like NPCs are Priority OR the more LIKELY update will be the release of animations, THEN they will talk about NPCs. FUCK IM SOO HYPED DUDE IM SO LIGHT HEADED... God damn this game was like 5 years of my life, come home from school on Monday, skip homework to read the mondoid, then do a butt load of research into trying to find some hints on NPCs and development. Now it may not have been a full 5 years because I only got the game 2014 but I was a big fan since release, I would get jealous watching a you tuber play this game especially with NPCs. From 2014 all the way up to the beginning of summer (this year) It was basically a dead game, however I would haveten check on some updates but I never really read into them, UNTIL I realized that I had the game and I remembered how much hype there was! Sadly I was let down after reading basically everything about development since then. Well enough of this typing crap, I just wanted to put this out there so you can relate or so that you know that you aren't the only ones suffering from the "NPC blackout". I know the devs have said that they want NPCs out more than any one else, and all I have to say about that is... I Understand. <3 I am really looking forward to playing NPCs and I wish they could just release now so I can play them all summer, and if I do, my friends would most likely assume that I died. Sincerely, -A member/player/supporter of TIS and Project Zomboid P.S I even said to myself, if these NPCs dont release after ANOTHER 5 years! I WILL study coding, animations, and basically anything PZ needs so I can join Indie Stone. IF A DEV READS THIS, Feel free to delete this post or reply, but please understand that, I understand No need to send me links to any discussion because the chances are I have already read them. I guess I can say I feel the pain that Chris types whenever he types up one his long ass replies. I know you guys dont send out ETA's but can you say mine was a good guess? I feel like the most likely reply from a dev is the usual, "We dont do ETA's" or the classic "They are finished when they are finished"
  8. NPCs suggestion

    What sup guys, last night with my GF, we were thinking of ideas for PZ, and we came across the idea of NPCs, well we all know that the dev are working on NPCs. but the idea is for a more develop NPC mechanism. First Idea was that NPCs should able to roam around the map not just stay in a single spot (Dev may have already thought about it). Secondly, NPCs should be able to barricade their houses and/or either we tell them what to do. Thirdly, Later in the development NPCs should be able to create a small community or like a small base. (like TWD tv show) Fourthly, that would be cool to see NPCs that has interaction with the world, such as you see them walking in the street of Muldraugh, in group or single, you see them roaming, or you see a group of bandit looting a store. Fifthly, each NPCs has their own little story and job, it can be generated by the game it doesnt have to be like scripted. Last but not least, Would be cool with you would be able to trade with NPCs and that they have factions of NPCs. ex the Military faction, the bandit faction, the Savior faction(they are the nicer one), The cannibal faction (Thats self-explanatory)... Maybe most of those Ideas were already taken I dont know but let me know
  9. Npc Modding?

    Hello there, I know npcs will eventually come into game, but I am very interested in attempting an npc mod. Can anyone point me in the right direction to do this? I am not new to modding nor LUA. I simply have no real reference materials. tyvm -Winter
  10. NPC zomboid # RIP

    So i remember project zomboid talking about adding npc's soonish a long long time ago, actualy i am waiting 5 years and the havent added the npc's in the game. How long will the wait before adding the npc's??? Does anyone care about npc's or everyone forgot about them??
  11. NPCs?

    First of all I don't want to start a keyboard warrior fourm post about this I simply want to know about the NPCs you guys keep promising them soon, but later in the post not so soon. I haven't heard a single update about NPCs in a while. I think this will be the best feature to come out. In my opinion. If so I just want to know how it is going and a offical release date or a estimated release date.
  12. *Warning this mod would be huge xD* \\ So, first off I'm new to the forums, Hello everyone! Modders and fellow PZ Family! I'm familiar with how the forums work, and in advanced I'd like to apologize if I upset anyone lol >.< - P.s I'm not a modder but would love to learn how! // That all being said, let's get down to the idea! I've played PZ for the better part of a year or so, definitely not as long as most everyone here, but that isn't necessarily needed to know that it can become quite lonely in the PZ world. I mean, we all know when we start off in the world there's that sense of quick, find a location, gather food/water, weapons, quick get carpentry going, and then leading into electrical and farming, etc; etc! But it gets lonely doing your own little thing and to be frank, quite aggravating, not that I'm complaining (yes I die A LOT xD). I came up with the idea after seeing the title screen, and looking at the man (I know when the lightning flashes, but let's assume that it's the player [male or female] holding someone they hold dear, or even just a friend). *For the sake of this discussion I'd like to just call the npc in question Aurora (f).* The Idea is: Starting off in the world, with someone to look after, or even finding someone weeks or months into the game. So far I'd like to say the NPC is stationary, as I'm not too sure how a mechanic would go about moving the npc, this is where idea's from people who want to discuss this come in. Maybe the player can choose a location pre-world gen? So the player doesn't have to just stay on one house in case of a large horde? Maybe the player can set off sound traps in area's around the outer perimeter of their current base to draw hordes away to protect the NPC? Be they: Injured Sick Depressed (given up on living after the apocalypse) Afraid / feeble (not suggesting a child in the game, but think of the possibility of taking care of a child? The Last of Us anybody?) Bed ridden (just throwing out ideas) Any of the case above, (all subject to change in discussion of course this is a family discussion! ) Possible questions as to why? Q: What does the NPC do? A: To be honest I had some ideas about this for example: Give small quests (possible obtaining of XP for certain skills?) [For Ex: Aurora:" [Player Name], *cough* *cough*.... I feel.. very faint, my head is.. burning.. please water? Do we have any medicine?" [Player Name]: Hold on Aurora.. I'll go check our supplies, you just lie here in bed. I'll be back. -The player goes to check their supplies (designated location? Medicine cabinet? Not too sure yet sorry..) only to find out there isn't any. [Player character inner thoughts]: "I remember seeing a clinic in town, next to the store.. maybe I should check there for medicine..." And if the player finishes this quest they could get XP for Agility, or something. Possibly give the player small gifts as thanks (ammo, meds tender love xD), or helpful hints, maybe keep a log of supplies held in the base, Tend to the farm, cook food? I'd even go as far to say chat with the player (for those dialogue lovers) to keep the Player company, and to provide companionship. (but the npc shouldn't attack? It kinda ruins the point of the Player taking care of them, sort of getting them through the apocalypse if that makes sense?) Feel emotion, Gratitude, sadness, fear of impending death, warn the player if they hear the slightest sound, maybe?Q: Can the NPC die? A: Yes. It's the point of this mod idea for the player to have to take care of the NPC, and provide companionship. Q: How can the NPC die? A: A number of ways: Neglect (possible suicide? unsure currently) If they do not receive care when sick or injured (moderate care, like a nurse to a patient.) Lack of Food Zombie Attack (obviously, maybe they turn into a zombie?) More to be discussed?Q: Can the player interact with the NPC? A: Yes! It'd be amazing for the player to be able to "chat" with the NPC and discuss how their current situation is, maybe tell stories, or random chats, some revealing supplies in surrounding houses or locations (example of this at end of this answer), and each conversation has multiple options that the player can choose, that will either affect positively,negatively, or not even at all, the NPC. EX: Aurora: "I've looked outside the window today, and have noticed the house across the way.. Seems like they were well off.." [not sure how the mechanic would work, but discuss it!] Q: How can the player interact with the NPC? A: Idk! I'm just pitching an idea xD I have no idea how to do this, maybe pushing an unused key near the npc will trigger a dialogue box to appear? Q: Can the NPC get sick, and heal from it? If so, what does the NPC do after feeling better? A: I'd like to say yes to the first part, because that can give the player quests, and as for the length of sickness (or even injury) that'd have to be discussed, maybe a possible function that will allow the player to select the time span of such things pre-world gen? As for the second half, I'd say just wander the house or set area the NPC is in, EX: if inside a house, unable to exit, (if the house is a two story, can wander upstairs), NPC can automatically close curtains for self safety, If a zombie enters the house, the NPC will attempt to sneak into a room and close the door, if seen the NPC will run into a room and hide, panicking for help from the player [unless the NPC is sick and bed ridden, in which case I'd assume the NPC would hide under the covers or something and avoid zombie detection. I'd also like to say there to be a function added where the player can request the NPC to only stay upstairs or in a single room? That'd be cool lol! Q: How often would NPC'S give quests and have new dialogue available? A: This is an answer only the modder would be able to answer, although I'd like to see there be an option for quest availability pre-world gen? Q: Can the NPC use Combat mechanics? A: I'd love to say no, but if the modder wants it, who am I to stop them? After-all, this would add a level of realism to the game. Q: Can the NPC change location? A: Again, I'd LOVE to say yes, but idk how that would work, THIS particular question is HUGE. As the NPC could draw unwanted attention to the player, and cause the whole mod to be a waste of gameplay, as the player could just die, die, die. Maybe if the NPC were to just be invisible from zombies? (which would ruin the option of them being killed by the Zombies). This would have to be discussed for sure! >.< sorry again! Q: This is a pretty hard mod idea, are you nuts? A: I like to look at life as a challenge, I know it's a daunting task, as there are NO Npc's currently in game, and maybe for good reason, I'm just so in love with this game, I can't help but pitch Idea's, I'd love to see so much more be done with this game, I want to help! Even if my idea's are impossible (which most are I guarantee, but don't know any better because I'm not a modder >.<). If they are please let me know, if they are just hard but possible if the modder has any free time, please let me know, because I know everyone has a life, but this is just an idea after all! All of this being said Hello every one again, I am NEW, but I just wanted to make this idea know, what do you all think? That's all I have for now I'm tired >.< Have a job interview tomorrow, wish me luck! Your new friend & Sister, ~ DemonXelo
  13. Dynamic Economies

    If this is even possible is there a way for certain societies within the game (if you survive long enough) to adopt different types of economies? So for example with trade if a certain group of NPC's only trades in pre-apocalyptic money then you'll have to obtain some before you're able to trade? I think it would be a neat feature and kind of give a bit more depth to NPC's while also giving usage for the cash itself. What does everyone else think about this feature? Please leave comments below and if you think it is or isn't possible to implement.
  14. Knowing that the government is still functioning outside Knox County, it would be helpful (Specially during late game, when the electricity and water goes down and supplies run out.) if government helicopters will "occasionally" drop relief packages/supplies on Knox country (Either randomly or in a specific drop zone) to aid its survivors. Supplies like, non-perishable goods, batteries, flashlights and maybe some weapons which may help you go by for at least a week or two. The bad side of this is that the zombies will be swarming the drop zone, being drawn by the noise caused by the helicopter and competition among survivors in which conflict may arise. Plus, an interesting game option for sandbox or maybe survival where you can start a new character and leave your old character to become a NPC in the same map and let fate decide on what will happen to him/her. This idea popped in my mind while I was playing last night, when my character who was a carpenter succumbed to his wounds inside his fort last night, playing with a new character in the same map, I tried to go back to my old fort to recover my supplies and imagined how awesome it would be "If my new character, Basti Artadi could meet Dong Abay, my old one."
  15. So here's my suggestion. I suggest that when you go offline. Your character turns into an NPC with the only motivation being guard the safe house. That way, when you log on your base isn't raided cause no one was there to stop it. And if it is you'll be dead so it doesn't feel like it was raided in your sleep. At the very least this should definitely be at least an option at some point, please?
  16. Pre-Infection mod?

    So I was reading the developer's list of ideas that are "Yes" and "No", and I noticed that pre-infection starting times are a no. But when I heard that NPCs are coming soon, I thought that maybe someone could make a mod where the introduction text is changed to something like "You were at home watching TV when an emergency broadcast came on, informing you that the zombie infection has reached Kentucky, it will be days until it hits your town, and that it is advised that you don't panic and stay in your homes." or something like that. With the latest dev notes about NPCs being (planned to be) able to survive after 8 months, i thought that maybe with that level of intelligence, they would most likely riot and raid houses in the first couple days. So if someone could make a mod that removes zombies for the first 3/7 days, it would greatly resemble the chaos of when the outbreak first hits. 'cause waking up with the whole world overrun with no warning whatsoever makes no sense. Do you guys think that would be possible?
  17. Ok, so first of, this is more of an idea that went through my head as I was playing, more so than a suggestion, anyway, the core of the idea is pretty simple. Adding a craftable radio, or simply snatching one around from a house, a garage, a car(once and if they are in the game) the list could go on where you could get your hands on one. Essentially, after some time in the apocalypse, the only reasonable means of communication pretty much would be your old radio and the idea is once you would acquire one, your world would once in a while transmit some kind of conversation or just a message and spawn the "event" somewhere in your world. It could literally be anything i.e.: Other survivors calling out to the world giving a bit of information about their status and location(once NPC are in the game) Warnings about zombie hordes movement(the horde would spawn, once you'd hear the message) Zombie attacks and call-outs for help, being limited by time Maybe even some military convoys running through the area being attacked/killed off leaving some weaponry behind to scavenge(assuming they are not all dead knowing we still hear the helicopters every now and again) That's just to mention some of the ideas, the events could literally happen anywhere in the world i.e., you could be in West point and the event would be in the Mall or Muldraugh, they could be both positive or negative and not always reachable. It would add a bit to the late-game, provide resources for people who don't enjoy having their loot (unrealistically) respawn, spice up the difficulty a little bit as well probably and would support forcing people out of their comfort zone to explore a bit.
  18. Okay, so I know the NPCs are currently being worked on and I know they will be buggy as hell at the moment but I'd like a box on Sandbox mode which I can tick to use the NPCs in there current form. People may agree and disagree with this but I'm sure it would help a lot on the progress and then we can also see the current state of the NPCs, just a thought!
  19. As the title suggests, I would like to know if anyone has made an npc mod. If not, then maybe someone would be interested in creating one? Even a simple mod, one that adds npcs that just run around and get killed would make the game much more chaotic and fun. I understand that actual npcs are under development, but it would be nice to play the game with some kind of makeshift npc survivers in the meantime. (Even if they ARE lackluster compared to the eventual release of the official npcs.) Any replies would be great, thanks.
  20. My suggestion is on how to deal with player death, "reincarnation" and interaction with NPCs. So I have been pondering this, Having died many times in the Sandbox mode and loading up the same map to go find my stuff lying around; the concept of NPCs as part of this seems like it might become an issue. If the player dies and he has a large posse hanging around his base, if he comes back as a new character, the NPCs would have no idea who he is. He would have to develop all new relations probably be kept out of the base "he built" (in another life). My suggestion would be instead of starting out a new character every time you die, if you have a group of NPCs, could there be an option to take control of one of them instead? That way it makes a more contiuous story of your group survival. This could lead to awesome situations where you lead a team into an infested area, get swarmed by zombies but only one of the NPCs manages to get out before the horde turns everyone into horderves. I realize this may qualify under the "ending other than death category" but I would argue it does not. Your character still dies, you just get to choose whether to continue on with the story of your group or start a whole new character. Let me know what you think on this... and sorry if someone else already suggested this. EDIT: Also, there could be an "ironman" check box option at game startup that prevents you from being able to respawn on a map at all. This way, everyone can be happy. EDIT EDIT: It should also be noted that this would only be a Sandbox setting as the other modes would be more hardcore and you can not change settings in Survival anyway.
  21. So, again for post-NPC era, what about instead of creating just one character, you could make a whole group to start with? And there will be a tactics system like in many games, to give out orders or let them do what they want if they need to eat, rest or whatever. Also, an ability to switch player controls between your group members, so that while one sleeps, other stays on watch... Or goes on a raid. That'd make sense in multiplayer with the sleep implementation, but the problem is, you can't roleplay a loner, unless you need to sleep for not more than only 5 minutes (game hours), and have contraptions so players or bandits won't get you. Also, I'd like a feedback on my idea about offline AI characters - you log off a server, your avatar goes AI and does whatever you assign for it (just an option, I don't mean it to be everywhere, I know it's probably hard and quite a bold idea which would cause some more random or butthurt for some players)
  22. I had an idea where there is an npc who is just absolutley obsessed with collecting as many spiffo dolls as he can, and will stop at nothing (I fixed it ) to get them. So what i am suggesting is an npc easter egg where he will just go bat shit crazy if he does not get his spiffo dolls. So it will kinda be like Tallahasse from zombie land except with spiffo dolls
  23. So I have another topic in the PZ suggestions called "Neat Little Ideas". (Found here: http://theindiestone.com/forums/index.php/topic/10095-neat-little-ideas/ ) Here is one of the ideas I suggested to be implemented into the game, and more, in case anyone would like to make it a mod. For reference, humanoid characters or characters are NPCs, Players, and Zombies. Is sorta shorter for me to write. When a zombie, NPC, or player dies, a blood puddle slowly forms around the body, suggesting they are bleeding on the ground. The size of the blood puddle and how fast it forms would depend on the type of weapon used to kill them and/or the severity of injuries on the body at the time of death. Which one is added, should depend on the games limits. (List of blood puddle size to weapon killed with: Fists: None/Very Small. Fork: Very small. Bat: Medium. Kitchen Knife: Large. Axe: Large, and so on.) Maybe a humanoid character stepping on the blood puddles or other blood textures would give that character bloody footprints for a short time, resulting in interesting player, zombie, and npc tracking. Another cool idea, is that the blood textures should look different, depending how much damage is done. Ex: The blood textures should look gorier if hit with an axe five times, than hit with a fork or bat. Characters should show better blood particles when being hit instead of chunks of meat flying out and blood magically appearing on the ground when hit. Blood particles look somewhat like this: (But it should look more... Realistic, than this example. ) Well, that's my mod request. Get your brilliant coding minds working, and I hope at least one of these suggestions become a mod! I appreciate feedback. Thanks for reading!
  24. It has already been confirmed that there will be NPCs in the next update of PZ, but the devs have said nothing about NPCs that don't want to co-operate with the player. These possible groups of NPCs include: 1. bandits and looters, groups and single NPCs that might, on meeting the player, would attack the player and/or loot the player's safehouse(s). 2. NPC groups, groups of up to 8 NPCs that hold out in their own safe-houses and don't want to meet the player. Equally there might be groups that function similar to "the Governor's" or "Carver's" groups from the walking dead where they would kill or enslave any other survivors. In both cases, these NPCs would attempt to shoot the player and some of the larger groups might live in sealed off communities of buildings.
  25. Responding To NPCs

    Every now and then, you will be in a chat with an NPC, whether it will be abput the weather, or a strategy to take over a grocery store, and while in previous versions you could respond with a reaction (happy face, neutral, angry face), having to click them takes too much time, and, there will be questions where you have to answer with words, and the reaction faces won't help. So my suggestion is to have a little pop up in the left of the screen, where you could answer with a hotkey, here's an example (Let's pretend the 1, 2 and 3 keys aren't used to switch between weapons): -------------------------------| 1. We have to move | Situation stealthfully, we can't be | afford to be detected. | You and Jack are trying to move across -------------------------------| a street, but it is filled with zombies, 2. We take em out, | Jack whispers to you: without making too | ''Dammit man, there's to many of them, noise. | what the hell are we going to do?'' -------------------------------| You make out 3 possible options: 3. We have no choice | <------- but to go in guns blazin',| Take em by surprise | ------------------------------| Now, say you picked 1 or 2, is it going to work? that's up to the sadistic AI dire... *COUGH* *Ahem*, I mean, erm, The Governor, yeah..., anyway Anyway, as you are the player, you are in charge of yourself, so if you screw up, it's your own fault, but the NPC is owned by The Governor, so he decides whether the NPC gets caught, or even worse, dies, so even if you manage to stay undetected, the NPC's chance is influenced by his sneaking skill, and The Governor's atitude. Except if you pick 3, it will probably be influenced by luck and The Governor's atitude more than anything, and we both know how The Governor is... Also, this could be uses to answer questions after you killed an NPC, and you are talking to their friend, who you found in the next building, you could say: Yeah, i killed em Or No, i didnt see him.