Project Zomboid

Project Zomboid

CDDA ZOMBIES - Experimental
69 Comments
DETOX  [author] 8 Jan @ 11:27am 
Yes in B42 i hope some mods can update first as first framework and i need more energy to finish this mess there is alot of fixing needed
DETOX  [author] 27 Nov, 2024 @ 12:31pm 
yes i had something planned for this type of comand
PasteldeShocloo 27 Nov, 2024 @ 12:16pm 
Hi! can you make to spawn zeds by command like "createcddazed (type) (ammount)"?
DETOX  [author] 16 Nov, 2024 @ 5:45pm 
To be honest i would Recommende you the cdda game i think you will enjoy it and thank you for the support 😁.
Maybe you already did play it im just a cdda lover hehe
Mustang 14 Nov, 2024 @ 4:17am 
I can't see myself not playing with this mod TBH, custom zombies adds so much flavor
DETOX  [author] 13 Nov, 2024 @ 11:18pm 
I hope you like it.
More things are planned.
Mustang 12 Nov, 2024 @ 5:28pm 
:D i was just about to add Bandit mod to my playthrough :D
DETOX  [author] 12 Nov, 2024 @ 12:10pm 
for next update :
adding further compatibility to bandit mod
i'm making alot of checks inside my functions for each functions that uses the zombie instance.
DETOX  [author] 8 Sep, 2024 @ 6:01am 
@Sen i dont know i reactive zombies has updated the guy who made it is the guy who maintains the cdda patch for it,

Yes experimental is the mod i do all my work in.
Sen 8 Sep, 2024 @ 5:38am 
Hi there, I'm Sen's StoryForge, is this the mod you were talking about you are working on atm?

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?
DETOX  [author] 25 Aug, 2024 @ 12:20pm 
@Mustang No problem thanks for the support,

It just takes time to code stuff and make it work in MP.
Mustang 25 Aug, 2024 @ 12:16pm 
Glad to Hear it , Keep Up the good work Sir! , i appreciate your creation.
DETOX  [author] 25 Aug, 2024 @ 8:52am 
@Mustang Yes models are planned i did some tests on my own end with custom models and animations and works,

I can check the mod and see if i can do something to work a compatibility
Mustang 25 Aug, 2024 @ 5:04am 
The Walking Dead Zombies - mode has some nice models - i really want to use this and that mod together but they are not compatibe, - anyway you could make it compatible or ask the author for some permision to use the custom models for your module too? (at least for the more rarest zombies)
Mustang 25 Aug, 2024 @ 5:03am 
Are there any models planned for the mode?
DETOX  [author] 2 Aug, 2024 @ 1:02am 
Alors j'ai deux systèmes pour le système de tour par tour. Comme tu vois le système de lancé de dé, essaye de représenter un lancé de dé entre chaque attaque, mais le zombie continue de bouger si le joueur ne bouge pas.
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.
DETOX  [author] 1 Aug, 2024 @ 11:11pm 
J'ai enlevé la ligne qui buggé
tonyzur 1 Aug, 2024 @ 10:49pm 
en solo, je n'ai pas testé la version expérimentale en multi.
DETOX  [author] 1 Aug, 2024 @ 10:07pm 
@tonyzur
Yes there was a line looking for a table.
DETOX  [author] 1 Aug, 2024 @ 9:54pm 
Est ce que ce bug etais en multijouer ou solo
tonyzur 1 Aug, 2024 @ 3:21pm 
le jeu me spam d'erreurs quand j'essaie de jouer avec ton mod, "attempted index: canSpawn of non-table: null" à la ligne 2196
rapport complet: https://pastebin.com/C7gR9hjp
tonyzur 23 Jun, 2024 @ 6:03pm 
beau boulot mon cher, aussitôt que mon ordi sera de nouveau capable de jouer à pz je vais jeter un oeil aux changements. as-tu vu le nouveau framework pour faire des zombies spéciaux, zomboid forge? ça m'a l'air très intéressant, mais très peu de mods s'en servent.
DETOX  [author] 21 Jun, 2024 @ 11:58am 
Second patch :

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.
DETOX  [author] 20 Jun, 2024 @ 8:49am 
First patch, Fixing the immune to gun fire ability.

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.
DETOX  [author] 20 Jun, 2024 @ 8:49am 
Change Notes

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.
DETOX  [author] 19 Jun, 2024 @ 3:17am 
Resuming work soon trying to relearn Lua and decode my old code and alot of stuff behind the scene i will be back as the mod updates here.
DETOX  [author] 19 Jun, 2024 @ 3:16am 
@tonyzur Re cela fait plusieurs mois j'avais trop de travail mon disque dur a lâché ou reste alors que j'avais ma sauvegarde du mod avec beaucoup de choses comme le system de lancé de dés.
Pas d'inquiétude, je vais recorder ça et améliorer le mod
DETOX  [author] 22 Oct, 2023 @ 6:02am 
@tonyzur oui je vais essayer de le mettre en place !
tonyzur 22 Oct, 2023 @ 5:46am 
serait-il possible d'implémenter un lancé de dés qui permettrait aux joueurs de bloquer une attaque venant d'un zombie s'ils lui font face et sont en posture de combat lorsque le zombie se lance sur eux? pour être fidèle à cdda, le lancé de dés serait influencé par les compétences du personnage en nimble (je connais seulement le nom en anglais des compétences) et en celle qui est liée à l'arme utilisée par le joueur. je m'y connais pas du tout en lua alors je suis complètement ignorant en ce qui est des possibilités.
psychonurse 28 Sep, 2023 @ 3:04am 
i see, i understand i think its not possible. :)
DETOX  [author] 28 Sep, 2023 @ 2:58am 
@psychonurse It looks very impressive but the question are there outfits that are rare to spawn?
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
DETOX  [author] 28 Sep, 2023 @ 2:17am 
i will check it out
psychonurse 28 Sep, 2023 @ 12:45am 
psychonurse 27 Sep, 2023 @ 8:25am 
thank you so much for your hardwork detox, looking forward on it.
DETOX  [author] 27 Sep, 2023 @ 6:21am 
@psychonurse Hello , great to hear from again, 
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.
psychonurse 27 Sep, 2023 @ 5:55am 
hope you can fix the spawn rate. even if i put 0.0 in crawlers or other special zombie it will not remove
psychonurse 26 Sep, 2023 @ 10:08am 
hi bro any news regarding the update. thanks
DETOX  [author] 17 Sep, 2023 @ 4:20am 
Yoo . Idea was to add, notes from dead survivors that explain the type of zombie or zombies without breaking lore.
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.
psychonurse 14 Sep, 2023 @ 2:50am 
nice idea .
tonyzur 13 Sep, 2023 @ 2:26pm 
interesting idea, sounds good to me
DETOX  [author] 13 Sep, 2023 @ 2:01pm 
So I had an idea about the charred nightmare zombie since its a Nightmare sort of, I wanted to know what you think if I added special abilities to this zombie type so.


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.
DETOX  [author] 11 Sep, 2023 @ 9:57am 
Yes i had it on my mind should be easy to add
tonyzur 11 Sep, 2023 @ 12:02am 
thanks, love the mod. btw, would it possible to make it so that when the boomer's ability procs it makes all worn clothing reach maximum blood level?
DETOX  [author] 11 Sep, 2023 @ 12:01am 
Sure adding it back
tonyzur 10 Sep, 2023 @ 6:40pm 
even if it's not needed, i still think that you should restore it. it was closer to the source material and i personally liked it a lot.
psychonurse 7 Sep, 2023 @ 6:24am 
nice waiting for the big update
DETOX  [author] 5 Sep, 2023 @ 11:19pm 
Its not needed i think the cdda game has alot of other creatures zomboid has only one zombies, since cdda game has alot of them zombies are referenced with the letter Z, in zomboid its not needed i think.
tonyzur 5 Sep, 2023 @ 12:09pm 
did you remove the Z that came after the zombie type? if so, why?
DETOX  [author] 24 Aug, 2023 @ 9:57am 
no pm :)
psychonurse 24 Aug, 2023 @ 9:53am 
Thank you for this update.