Project Zomboid

Project Zomboid

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More Zombie Behavior
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6 mar, 2024 @ 11:06
21 okt @ 11:14
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More Zombie Behavior

Beskrivning
More Zombie Behavior
This mod adds multiple behaviors for zombies with the intent to make the game more difficult. By default all behaviors are turned on, but each one of them can be turned off by means of a sandbox option.

New in v2
  1. Java sub-mod
  2. Boids / Flocking behavior
  3. Random distribution of behaviors

Java sub-mod
An optional sub-mod that fixes the the zombie sliding.
It moves the location of the OnZombieUpdate event to after the base update. Which fixes the mod's override getting overriden by the base game.

This enables the mod to use the vanilla movement system. Which fixes the zombies sliding and some jitter when zombies fade in.
The java files need to be manually overriden and a sandbox settings toggled to actually enable the java behavior.
This way the old behavior can be re-enabled as a fallback in case the IndieStone updates the game.

Boids / Flocking

While moving, zombies take other nearby zombies into account and will display flocking behavior. Which aims to simulate zombie herds more "realistically" by having them spread out and walk in the same general direction. This should also prevent zombie conga lines from forming while a group is chasing you.

For more information on boids: https://en.wikipedia.org/wiki/Boids

This feature is still in active development.
There are flocking-adjecent behaviors which are not yet done, such as a wander behavior.
Performance can still be improved. There is a system in place to dynamically scale down the amount of flocking calculations. But it might not be enough for some setups.
And there is an issue where zombies can get stuck against a wall.
These things will be adressed in later updates.

Random distribution of behaviors
Every behavior (except boid behavior) can be given to a random amount of zombies. By setting the sandbox setting to the value "random", the percentage of zombies can be specified with another sandbox setting in a separate tab.

Behaviors
  1. Boids / Flocking
  2. Intercept during chase
  3. Speed up during chase
  4. Move during attack
  5. No bump
  6. No burn damage

This mod techically works in multiplayer, as it throws no errors. But extra jank may occur when zombies switch targets, such as moonwalking to the switched target.

Intercept during chase
Zombies will take the player's velocity into account when chasing and intercept them. Instead of walking to the player's current position which results in zombies lagging behind the player.
This behavior is togglable for the WalkTowards and Lunge state, because this is an extension of an earlier mod I made.

This behavior intends to make it more difficult to casually walk past zombies.

Speed up during chase
Zombies will slowly speed up, over 5 minutes by default, to 1.5 their base speed, but this is adjustable with a sandbox option. Knocking a zombie down will reset this speed boost.
The maximum speedboost should be faster than the default player walking speed.

This behavior intends to make it more difficult to fight zombies in the open over longer periods of time.

There is now also the option to slow down zombies instead, mostly intended to be used with sprinters.

Technical details:
Where possible this speed up is done by means of speeding up the animation. However the game does not immediately detect animation speed changing, only when a state changes. Therefore there is a backup implementation that just increases the velocity of the movement. So this can look a bit weird if it takes a long time for a state change to happen.

Move during attack
Zombies will move with about the same speed as a lunge during the attack animation. This also uses the speed up behavior if it's turned on.

This behavior intends to make it more difficult to casually walk past zombies

No bump
When you run into a zombie, it transitions into a state where it is stunned for a short duration. When this behavior is turned on, this only happens when the zombie is hit from behind. Instead the zombie is free to immediately attempt an attack, similair to earlier builds of Zomboid.

This behavior intends to make running through a horde of zombies more difficult

No burn damage
Zombies are immune to fire damage, but will eventually stop burning after a random amount of time.
This ensures that fire is only detrimental to the player and cannot be used to kill zombies.


Compatibilities
Mod
Compatibility
Bandits
42 only
Wandering Zombies
yes
Starving Zombies
assumed yes, did not test it myself
Definitive Zombies
yes
The Walking Dead shamblers
Reported to work
Melee Ragdoll
Possible desync with local splitscreen

Workshop ID: 3174295288
Mod ID: Morry-MoreZombieBehavior
Mod ID: Morry-MoreZombieBehavior-v2
Populära diskussioner Visa alla (1)
1
12 mar, 2024 @ 16:23
Compatiblity + Enabling during game
TheMan
93 kommentarer
JuryOfYourFears 15 nov @ 12:14 
Okay, just making sure, thanks!
Morry  [skapare] 15 nov @ 10:49 
@JuryOfYourFears The java sub-mod is part of the v2 of the mod, which is only meant for build 42
JuryOfYourFears 12 nov @ 16:19 
Man, I'm a huge fan of this. Very simple change that really makes me feel like a noob after 3k hours.

I noticed the java side looks like it's for 42, is there no java for 41?
Morry  [skapare] 27 okt @ 13:13 
@⤜grim∿gundog⤳
The checkboxes are deprecated, but they cannot be removed without possibly overriding settings in existing saves.
Use the drop down versions of the intercept behaviors, they have more options. When the dropdown is set to "Use deprecated" it will use the checkbox's value instead.

The lunge state is the moment where a zombie gets close and holds out its arms while chasing you.
The WalkTowards is just the general walking state.
So basically, turn on the lunge version if you want them to intercept nearby. Also turn on the walkTowards version if you want them to intercept from further away
⤜grim∿gundog⤳ 27 okt @ 6:37 
I don't really undestand how the "Intercept during LungeState" and "Intercept during WalkTowardState" options work and differ from each other. Which one should I use on multiplayer [B41]? If I want to use newer version of these mechanics, should I also uncheck the "Deprecated: [...]" option?
Charyan 23 okt @ 10:11 
Awesome thank you
LRuego 23 okt @ 7:42 
would be good if the steps to install the java mod was added to the description
Morry  [skapare] 23 okt @ 7:31 
@Charyan If you want to use the optional java mod, yes.

The files are in {Path to mod}\MoreZombieBehavior\Contents\mods\pz-MoreZombieBehavior-v2\java\{Specific version}
You can just copy-paste into the root of where Zomboid is installed to overwrite the files.
Charyan 23 okt @ 3:29 
Im confused by this statement

"The java files need to be manually overriden and a sandbox settings toggled to actually enable the java behavior.
This way the old behavior can be re-enabled as a fallback in case the IndieStone updates the game."

Is there files in the mod im supposed to manually copy somewhere in the game files? if so where am i supposed to copy/paste or am i misunderstanding?
KemonoAmigo 21 okt @ 17:57 
Another Morry W as usual