Project Zomboid

Project Zomboid

Advanced Trajectory's Realistic Overhaul
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Update: 20 Dec, 2024 @ 8:53pm

Update: 19 Dec, 2024 @ 8:31pm

- Added potential fix to error when shooting car (prob stemmed from null bulletTable when trying to retrieve penCount of bullet)
- Added option to disable car aim limit/nerf
- Commented off method call for checkBowAndCrossbow. It is no longer needed due to wait zombie is now registered for hit.
- Fixed some sandbox options not showing intended display name

Update: 18 Dec, 2024 @ 11:58pm

Big update that I have been working on and off throughout the year. Because B42 is out, I'd rather release this now and start looking into what can be done with B42 If there are major issues, then I will revert to previous version.

  • Shooting while in a car is nerfed as aiming is now limited to a cone
  • Player is no longer able to damage themselves when driving into their own bullet
  • Player can now consistently hit nearby zombies that are stepped on (if character is seen pointing their gun down at the zombie being stepped on, then it will register as hit)
  • Optimized and cleaned code for better readability and performance
  • Added bullet pen to car (dependent on hit count stat of gun and damage is reduced the further it travels through a car). Targets in car can get damaged. Beware of the 50 cal sniper from Britas.
  • Added circular hitboxes to zombies and players that can be modified through code. Different hitboxes for each stance (stand, crouch, prone, crawl).
  • Added support for PVP between players in the same faction (same faction can shoot each other if faction pvp is on)
  • Added drunk effect where crosshair can only tighten to a certain extent
  • Added an optional aiming setting where player can manually change the Z level they want to aim at (gives more performance). Hold shift and use scroll wheel when aiming to change Z level. It resets everytime you stop aiming.
  • Reworked way zombies and players register hit from bullets in multiplayer or singleplayer (fixes health desync where zombies don't get damaged or health resets when another player shoots the zombie that you shot)
  • Added different shot reactions to zombies, no more same hit reaction
  • Bullet speed can be faster now without having any collision issues (max value is 2 which means it travels 2 cells every frame)
  • Added point blank (can be disabled by setting "Max Distance for Point Blank" in HitOrMiss section to 0)

Update: 28 Jan, 2024 @ 1:04pm

Fixed throwable bug

Update: 28 Jan, 2024 @ 11:47am

Revert

Update: 28 Jan, 2024 @ 11:45am

Need to fix a bug with molotov

Update: 27 Jan, 2024 @ 6:53pm

  • added compatibility to BeeArr's BB Guns and the Whitworth Rifle
  • added option to use crosshair from AT

Update: 6 Jan, 2024 @ 4:18pm

Fixed sound radius not taking into account of throwable item's attributes

Update: 5 Jan, 2024 @ 6:35pm

Update: 5 Jan, 2024 @ 5:10pm

  • Bullets now prioritize zombies closer to player over accuracy
  • Throwable explosives now attract zombies
  • Rewritten detection for zombies/players behind character
  • Added transparency mechanic to crosshair to help players know if RNG will be used for hit/miss
  • Hit/miss is applied from each created projectile rather than trigger pull (each shotgun pellet has a chance of missing)
  • Reduced bullet speed to 1.7 to prevent bullets from bypassing wall collision detection