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Maybe you already did play it im just a cdda lover hehe
More things are planned.
adding further compatibility to bandit mod
i'm making alot of checks inside my functions for each functions that uses the zombie instance.
Yes experimental is the mod i do all my work in.
I'm starting a new run with your old mod, and decided to give this one a go, but then noticed it's not compatible with the reactive zombies patch. Is there a separate mod for it?
It just takes time to code stuff and make it work in MP.
I can check the mod and see if i can do something to work a compatibility
Alors je pourrai essayer de faire en sorte que le zombie détecte les mouvements du joueur alors seulement quand le joueur commence a bougé alors le zombie devient active, sinon le zombie devient inactif ne bougera pas seulement si le joueur bouge.
Le lancé de dé est fait pour les joueurs Zomboid, mais une option sera possible pour essayer de représente le jeu C:DDA.
Toutefois le lançait de dé n'est pas implanté sur chaque fonction de zombie actuellement le system et la formule présent avec des UI avec le mod MoodleFramework,
Je suis en train de travailler sur le Hulk, Skeletal Juggernaut et Juggernaut Brute Wrestler pour essayer de finir le plus vite possible pour la 1.0 avant la fin du mois.
Yes there was a line looking for a table.
rapport complet: https://pastebin.com/C7gR9hjp
Fixed Issue spawn chance not taking account after initial world spawn. (Known issue for now Master Zombies will still spawn 0% chance zombies this will be fixed later.)
Removed Events, that lagged the game to much:
For Servers removed Events.OnSpawnRegionsLoaded.Add(CDDA_ZombieInit),Events.OnLoadMapZones.Add(CDDA_ZombieInit),Events.EveryOneMinute.Add(CDDA_ZombieInit)
For Clients removed Events.EveryOneMinute.Add(CDDA_ZombieInit),Events.OnSpawnRegionsLoaded.Add(CDDA_ZombieInit),Events.OnLoadMapZones.Add(CDDA_ZombieInit)
For Everyone removed Events.EveryOneMinute.Add(CDDA_ZombieInit) this was the big lag issue! , Events.onLoadModDataFromServer.Add(CDDA_UpdateZombie) , Events.OnSpawnRegionsLoaded.Add(CDDA_ZombieInit)
Added Only: Events.OnLoadMapZones.Add(CDDA_UpdateZombie) for everyone.
Added (immune to gun damage by adding HP) :For each hit the zombie takes with a fire gun it will add up the health and multiplied by four, this is sort of mitigated if you are high level in aiming stat, A higher level will result to sometimes killing the zombie before adding health.
Added Reset HP for zombies with immune to bullet function this will take effect after the zombie has already gotten shot and has high health pool for it to be killed with a normal weapon, It will reset to normal health to make it fair for the normal weapons.
Added Sound queues to Immune to Bullet Ability. (This will be a separate Sandbox option to disable Sound effects.
After a longtime I’m here and back to coding and to finish this mod for the release 1.0, I will start by patching everything, some issues still persist that can not be fixed due to Project Zomboid engine, Multiplayer stale zombies erased by the server or game, Or heavy lag due to many zombies updating the data.
Pas d'inquiétude, je vais recorder ça et améliorer le mod
because if i put like a monster outfit into a Predator and they spawn alot around the map it will make the mod inplayable or very hardcore if you understand
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3042358369
Well the spawning issue for me right now i don't know how it works ? since i didnt code my self and have poor vision in Lua sadly , i'm trying new events such as onLoad region or grid or cell to see maybe if it works.
Right now the only known thing is it works only in new saves i think creating a new one causes the spawns to break or something i have to look more into this issue.
Btw i'm working to add alot of sandbox options thats why the mod is not out yet , making sure to have it atleast playable because if i would've release the mod even in test it will error alot.
Adding alot of custom sandbox options for All other zombie types not just crawler or skeleton.
Reworking old code and goofy mechanics that kills players and breaks immersion from CDDA Game.
Giving you hints what this zombie is capable of and perhaps how to kill it also giving you a clear hint for trait dependant zombies the words used would be in different color to hint at the possible trait that the survivor had in countering this zombie, but would be used to match Lore here is an example:
Bad writing: Since I had Unlucky trait, I got caught lacking...
Good writing: I was unlucky I couldn't escape the bite.
these notes would be like maps but with custom design for each note.
spawns in Storyhouses, Survivor backpacks anything that ressemble a survivor there is no rarety factor.
My first idea was:
Just like the movie I Am Legend this zombie fears the sun so it will hide and seek refuge in sunlight, also if a player has a torch or the flashlight on it will health till it dies.
Or should I add a new zombie type by the name of? "Zombie night stalker" its description:
“ Somehow this brute hides in the dark like some kind of boogeyman. Very agile for such a large zombie. ”.
This one would have the same effects but doesn't die with the flashlight on it can't how ever seek refuge during sunlight it will become corpses or should I just invert the abilities since nightmares disappear in daylight.