Garry's Mod

Garry's Mod

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[VJ] Zombified CSO2 SNPCs 2
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Content Type: Addon
Addon Type: NPC
Addon Tags: Fun, Realism
File Size
Posted
Updated
1.102 GB
14 Jun, 2024 @ 3:34am
19 Jul @ 7:09pm
18 Change Notes ( view )

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[VJ] Zombified CSO2 SNPCs 2

In 1 collection by Dawud Sandstorm
bullshit for the fudging thing
9 items
Description
I put a good amount of work into this, a like would be greatly appreciated. I'm trying to get Mega-Upload, and though I'm not completely optimistic this'll get me, it'll still be extremely cool if it did.




This is the sequel to Zombified CSO2. It has 36 SNPCs, 18 Runners and 18 Walkers. Each model has color variation based on stage of infection, with 5 stages, and most models have a Green and Grey version.




The SNPCs work is based off a stage based progression system.
There are 5 stages of infection, the first of which has the zombie be incredibly agile at the cost of endurance, while the latter stages trade their agility for durability and strength. You can idenfify the stage of a zombie based on skin coloration and generally how fast they are moving toward you.

All zombies gradually progress toward higher stages of infection, with progression becoming notably faster with each kill a zombie makes. Zombies in later stages can also regain their agility by either killing enough survivors, or by becoming enraged by nearby survivors.

All zombies also gradually regenerate their health. The rate is based on the stage of the zombie and is taken from a health pool determined by stage and number of kills.
If the zombie is killed and the health pool is greater than its max health, then the an amount of health equivalent to the zombie's max health is subtracted. The body will gradually regenerate health until either it either runs out of health, or it reaches the zombie's max health at which point it will reanimate.

If the zombie is killed by bodyshots(as in the majority of damage done to the zombie was bodyshots), the max health will not be subtracted and the body will reanimate twice as fast. This probably shouldn't happen too much anyway because bodyshots have a massive damage penalty(50-98% dependent on stage), but I thought I might warn you. There is a gib effect to show that you did enough headshot damage to apply the penalty.

Also, if you shoot the body while it's regenerating it won't do any damage. I tried implementing that but it crashed the game (this may be subject to change though). The last thing is that certain stages are far more prone to repeated reanimation than others. For example, the first stage may get up multiple times without any kills due to the relatively small max HP compared to the regeneration pool, while the last stage basically gets a free reanimation for each kill it gets (ie. don't get killed by it).

There is also an infection system. If you are killed by a zombie, it spawns a zombie based on your model.
You can also get infected when you are hit by a zombie, determined by (your health/damage inflicted), and the rate of infection is directly determined by how much health you have, ie if you have like >20 health you'll zombify almost immediately, while if you're at full health it can take quite a while.

When you are zombified 90% of the time it'll just be a citizen because alot of this mod relies on visually being able to identify the stage of the zombie, and bonemerging (doing what that Lethal Necrotics Mod did) doesn't really quite allow that. If you do use a citizen model it will correctly give the model you had at the time of zombification. It also correctly gives you a zombified version of the model you are using if you are using alyx or chell (I was originally going to do a broader addon with Zombified HL2 and Portal, but I got bored and frustrated, and then life got hard, so I quit), or if you use one of the CSO2 Playermodels (which you can find here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2843006746) for reasons that should be obvious.

I would appreciate any comments for ideas or perhaps recommendations, but please keep degenerate comments to yourself. I appreciate community interaction alot, truly, and feedback would be greatly appreciated.

Also, if you like this leave a like please, it'll be much appreciated.

43 Comments
WOW fixed. really thx :)
Dawud Sandstorm  [author] 19 Jul @ 7:10pm 
@教主圣迪克sᴀɪɴᴛs. Ok, it should be fixed now.
oh hmm.. still red error. I donno know if its my problem. and I check my command console it says:

Model missing: models/gibs/humans/gib_small1.mdl
Model missing: models/gibs/humans/gib_small2.mdl
Model missing: models/gibs/humans/gib_small3.mdl

yeah. if I kill one each, display context above
Dawud Sandstorm  [author] 19 Jul @ 10:13am 
@教主圣迪克sᴀɪɴᴛs. Update is up, it should be fixed.
Dawud Sandstorm  [author] 19 Jul @ 10:05am 
@教主圣迪克sᴀɪɴᴛs. I thought I fixed it a couple weeks ago, but the upload failed. It's because the gib textures I used from VJ base were renamed for some reason. I think I can fix it if the publisher doesn't bug out again.
hello there I got the bug which the zombie models turn into red error while kill zombie in head. donno wats goin on. no problem or lua error display. and I also installed the first ver. notice some1 talkd abt it 4 yrs ago. got no idea abut it. should I uninstall the first version?
`皿´ 1 Jul @ 11:45pm 
You're right, I turn off npc relation addon and it works perfectly.Thank you!
Dawud Sandstorm  [author] 1 Jul @ 6:10pm 
@`皿´ I can't replicate the issue, odds are there's a mod you installed that conflicts with the addon.
`皿´ 1 Jul @ 2:54am 
I need help. Zombies only chase npcs but they don't chase the player. They only attack me when I stand right in front of them.
Houndy 18 Jun @ 8:00am 
zhangcheslon07 i might make nodes for this map when im ok