Project Zomboid

Project Zomboid

Anticipating Zombies [41.66+]
55 Comments
Bunny Butt Enjoyer 23 Sep, 2023 @ 12:25am 
VV like quilboar said, i wanna have this trait with cognitive zombies
Quilboar 16 Jul, 2023 @ 5:05pm 
Can you make it so that the amount of zombies that do this is customizable? I think it would be cool to have for like 1% of zombies or less
OriionKek 15 Jul, 2023 @ 2:59am 
i like the idea, but i hate how zombie's relocate speed is like 10x faster than their actual movement speed, and when you try to run past them, they activate super sayan and just teleport infront of you.
Magicoco 22 Jan, 2023 @ 6:09am 
Looking forward to updating, very smart MOD
BASTIAN 29 Aug, 2022 @ 10:35am 
does it work mp?
Metaweeb 6 Mar, 2022 @ 12:40am 
Thanks for clearing that up! Regardless this mod is great
Morry  [author] 6 Mar, 2022 @ 12:26am 
@Metaweeb The new functions the game uses to move/rotate characters do not work inside of a mod for some reason. This mod uses the old move functions as a workaround, which is why it looks janky compared to base game.

If the new functions worked, this mod would use whatever rotation/speed restrictions the base game also has.
Metaweeb 5 Mar, 2022 @ 10:50pm 
This mod is very cool but a little jarring. Is there any way that there can be some kind of delay to make it look more natural? Just curious
lyruhhh 2 Mar, 2022 @ 2:28pm 
oh wow this is one of those mods you have no idea that you need until you read the description and realize that you have no idea how you've lived without it
Rasta Imposta 17 Jan, 2022 @ 11:05pm 
will this be updated?
Skully 24 Aug, 2021 @ 4:35pm 
It doesn't seem to be working with 41.53, i havent noticed a diference.
Rochelle 14 Jan, 2021 @ 7:47pm 
Working on 41.50 pretty good mod!
Woldren 12 May, 2020 @ 10:01am 
thank you!!
Morry  [author] 12 May, 2020 @ 9:23am 
@Woldren I finally had some time to look at it and managed to fix it.
Morry  [author] 21 Apr, 2020 @ 11:53am 
@Woldren I'll hopefully have a look this weekend. I can't promise anything though. Depending on what changed I might not even be able to fix it without additional changes from the developers.
Woldren 21 Apr, 2020 @ 7:59am 
Ehi Morry! The mod gives me a lot of errors and fps drop now in 41.34
ATPHHe 8 Feb, 2020 @ 2:28pm 
Confirmed still working with IWBUMS Build 41.29
Morry  [author] 30 Oct, 2019 @ 11:00am 
Surprisingly enough it still works with the animation update.
Captaincazz 27 Oct, 2019 @ 8:41pm 
doubt it works now, the animation update just released like last week, and it was the biggest change in the code ever. Most mods dont work, and those that do generally cause bugs
Morry  [author] 13 Aug, 2019 @ 1:20am 
It should work with every type of zombie.

Though again, it only edits the lunge state, so that's the part where they're close to you and most of the time stretch their arms out.
BOOMER 12 Aug, 2019 @ 7:48pm 
it works with runners right? i can make World War Z zombies xd
BOOMER 12 Aug, 2019 @ 7:46pm 
ok thank you
Morry  [author] 12 Aug, 2019 @ 12:33pm 
I just get a notification when someone comments on this lol, I don't even have Zomboid installed at the moment.

As long as the Indie Stone doesn't change the zombie logic it should be fine. You could just test it by checking the console window for errors while walking past a lunging zombie. And if it cuts off your trajectory it still works as intended.
BOOMER 11 Aug, 2019 @ 8:28pm 
@Morry wow you still alive
This mod still working in 2019?
Morry  [author] 1 Aug, 2019 @ 3:27pm 
It will never work in multiplayer.

Unless The Indiestone changes how zombies work in multiplayer. They even added the OnZombieUpdate event to multiplayer but that didn't fix it either.
HardZ 27 Jul, 2019 @ 5:41pm 
please att for mp???
Var 28 Sep, 2018 @ 11:59pm 
@Morry, ок. Thank you.
Morry  [author] 28 Sep, 2018 @ 7:50pm 
As long as The Indie Stone did not change the zombie lunge behaviour it should still work. Not sure what changed since I haven't been playing the game
Var 28 Sep, 2018 @ 6:02pm 
Does this mod work now?
Morry  [author] 30 Oct, 2017 @ 12:44pm 
That's not going to work either. It will probably work with local splitscreen though, because there's no server in that case.
Homeless Guy 29 Oct, 2017 @ 12:15pm 
is it possible to add this into my local game and play with friends on hamachi by example ?
Morry  [author] 28 Oct, 2017 @ 1:29pm 
No it unfortunately does not because the OnZombieUpdate event this mod uses is never executed server-sided for some reason. I tried multiple things but I haven't found a way to get it working in MP.
Trombonaught 28 Oct, 2017 @ 12:47pm 
Does this work in MP?
Watcheka 13 Oct, 2017 @ 10:26am 
Just wanted to throw in my two cents here.... If you guys really want to get pedantic about "fresh vs rotten brains" you do realize that it's day 1 of the outbreak when you start playing? And the area of the brain that handles tracking is more centralized with the other "instincts" that they operate off of. If you think their brain is that rotten yet they aren't deteriorating externally is a little silly.
Morry  [author] 7 Oct, 2017 @ 4:39am 
It's been really nice to see how everyone has their own opinion on what zombies should probably be capable of. In my opinion tracking motion is even more basic than recognizing a prey, I remember a zombie chasing a plastic bag or something in a trailer for the walking dead.

But the primary reason I made this was to just make the game harder, I kind of got enough of things such as being capable of casually walking circles around slow zombies, resulting in the them never leaving the centre of the circle, which is what I would call 'unrealistic zombie behavior'.
Or being able to walk casually past 20 zombies because they're not trying to catch you but instead follow you. The vanilla code only takes positions into account and in no way velocity.

I probably should've called it "intercepting zombies" instead, because in practice they're almost always too slow to pursue properly.
Shadilay 6 Oct, 2017 @ 9:30pm 
I'd say it's a good mod for full on hardcore challenge. But in my opinion zombies are meant to be dumb not because they're zombies by nature but because of decomposition and brain damages. So in one way, Younger zombies (freshly turned) would tend to be more intelligent and probably use this kind of logic.

We saw this kind of phenomena in other zombie universe where new zombies could run for example.

I surely try this out when I decide to go full on hardcore.
Starfoth The Burgundy Silk Rug 13 Jul, 2017 @ 12:11pm 
I love it. No more taking down massive hordes by circling them and picking off the stragglers with quick attacks.
sthalik 11 Jul, 2017 @ 8:44pm 
It's good to know that, thank you.
Morry  [author] 11 Jul, 2017 @ 1:28pm 
sthalik, that issue should be fixed now.
Just A Damn Weeaboo 11 Jul, 2017 @ 9:04am 
And this is why it's a mod and not in the base game guys.
I feel like it can give a nice spin to the zombies which are ultimately dumb
But if you feel like it will make the game impossible, you can choose to not use it.
sthalik 11 Jul, 2017 @ 7:03am 
Morry, would you mind sending you changes? Basically you want player's movement vector with magnitude for the 1st known issue.
ZarPof 10 Jul, 2017 @ 9:58pm 
I like it. Even animals with almost no braincells can track. Take dragonflies for example they only have a few thousand braincells to our billions. Yet they can 3d track like a human.
greexx 10 Jul, 2017 @ 6:04pm 
xXBulletJusticeXx my thoughts exact rotting brains should loss most coordination
xXBulletJusticeXx 10 Jul, 2017 @ 4:44pm 
I feel very conflicted about this mod. It's an interesting concept, and would make sense if your zombies were able to open doors and windows, etc, as that takes advanced cognitive thought processes. Intercepting a target, versus following a target, are vastly different when it comes to brain power.

Escaping a horde of zombies, especially when surrounded, with this mod enabled, would nearly ensure death.
theharber 10 Jul, 2017 @ 11:33am 
I like this idea, I hope it gets added into the official build's server options (with credit, of course!).

Mr.Blamochai has a good point, it'd make for more thrilling escapes, and it'd make them different than escaping running zombies.
BerZerK [Bayern] 9 Jul, 2017 @ 7:32am 
Nice idea, but i prefer brainless dumb zombies.
HotCoco 9 Jul, 2017 @ 3:53am 
Really creative mod, now escaping from a horde should really be something intense.
Morry  [author] 9 Jul, 2017 @ 3:20am 
I doubt that's a conflict, it has to do with how Zomboid's LungeState works. Currently the mod only checks if a zombie is in the lunging state before anticipating, but zombies don't leave the lunging state depending on distance, only when some timer is runs out.
I'll look into stopping the behavior when a certain distance is reached, to see if that will look better.
Augur 8 Jul, 2017 @ 3:02pm 
I love it, but because I play on the keyboard, and am used to seeing zombies walk in only the 8 axis that I have, it's strange to see them sliding around. Would love to see an 8-axis version of the mod.

That said, the description talks about how zombies should only edit the behavior of them while they are lunging, but I encountered a slow shambler that was displaying the modded behavior from far away. I have the Survivors mod, so is there possibly a conflict?
Morry  [author] 8 Jul, 2017 @ 8:41am 
What do you mean with fixing? The known issues or have you spotted some weird behavior? If so, please tell me.