Zombie Night Terror

Zombie Night Terror

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Mr Trolls Minor Modifications [Level size increase update]
By Mr. Troll
What this will allow you to do

- Change hidden unit behaviours that still work when published
- Increase level size by 5000 [only works horizontally for the moment]
- Change the start off phase and state of Brain boss
- Increase human/zombie limit cap [very laggy]

What this can't help you with
- Paying your mortgage
- Running from the IRS
- Zombification and/or minor diarrhoea
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How to get started
First you must download this CSharp file
https://github.com/CardboardBoxHunter/ZMT-More-Editor-Options
Human Behaviours.
Now then, You and I both know that the editor can be unbearable at times. Your humans not acting the way you need them too?

Also thanks to Shakir123, for making a showcase that I didn't know about until 9 months later lmao

HumanAttitude
Fearful. This will make any human act like a citizen.
Ignore. Self explanatory.
Combative. Humans will hunt your zombies more actively.
Neutral. Humans will aggro and stay in position letting your zombies come to them.
Alert
RelayAlert. Turns off/on Alert Relaying capability.
AlertRelayRadius. This is how far away humans will relay an alert.
AlertRelayRatio. This is how much the alert decays. As in, humans will react to it less if its value is low.
VisionFollowTarget
This is for snipers only, using it on other humans will lobotomise them.
Contaminable
Allows you to make humans immune or infectable that otherwise couldn't be without this mod.
ResistScream
Humans will not react to screams, Useful for chase scenes that you don't want players to cheese, whilst not restricting them.
InvincibleOnAttack
Self explanatory, can be rather glitchy so use it with caution.

Lots of other cool stuff in the mod as well.







35 Comments
Mr. Troll  [author] 31 Jul @ 6:16pm 
Nah, you gotta do it manually, fairly easy to do luckily enough.

Follow this path to find your levels.
C:\Program Files (x86)\Steam\steamapps\common\Zombie Night Terror\znt_Data\StreamingAssets\Levels\Play

Once you've found your levels follow this path. Then copy/paste them inside the editor folder.

C:\Users\User\AppData\LocalLow\NoClip\Zombie Night Terror\Users\76561198088044275\Custom Levels\Editor

!FAIR WARNING!
I recommend that you close your game first as one time I accidentally corrupted a full level whilst moving it with the game open somehow.

Do. not. do. what. I. did. :steamsalty:
DaPostmaster 31 Jul @ 5:56pm 
Well, everything works out in the end! Uh, real quick, I have a level saved in the 'Official Levels' tab. If I save it again after re-downloading the CSharp File, will it just move over to 'Custom Levels' tab?
Mr. Troll  [author] 31 Jul @ 10:14am 
Made it so you can place waypoints ontop of eachother again. Turns out it was the fact that I carelessly removed the OnGroundValidator and that kept setting waypoints to sprint.
Mr. Troll  [author] 12 Jul @ 2:56pm 
Fixed weird bug that caused all new levels to go to the official levels folder instead of the custom level one, sorry for the inconvenience :(
Mr. Troll  [author] 5 Jul @ 12:08am 
Alright, bad news, i dont know how to fix it and i give up lmao. good news, you know that environment sound player no one knows how to use?

i got a full list of every playable sound effect in the game in this guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3456894270
Mr. Troll  [author] 22 Jun @ 10:17pm 
Yeah... real sorry about that DaPostMaster, completely forgot I was supposed to fix it months ago.

Anyways I put the link to an older version without the unlocked waypoints, has all the good stuff besides that.

Hope the glitch didn't set ya back too much on your level making and thanks for reminding me.
DaPostmaster 22 Jun @ 1:52pm 
This is fantastic, but it causes an odd glitch where whenever a human's patrol system is opened up, all of their movement nodes default to 'Sprint'. It makes creating cutscenes extremely frustrating, since I have to reverse basically all of a human's nodes back to 'Walk' whenever I open it up.
Mr. Troll  [author] 2 Feb @ 4:49pm 
Nice to see ya around David. I'm afraid I only have the know-how to change minor things like stats values, basics of the basics kinda stuff, so I'm not much of a scripter. Sorry I can't help ya with this kinda stuff. :(

Oh yeah, the alert radius is just the range that the alerted human will alert other humans, bigger the number = the further away the cry for help will be heard.

The ratio is like the strength of the alert, It allows more humans to hear it and pass it along to even more humans. Like a domino effect. :maintenanceworker:
powderader 31 Jan @ 8:08pm 
i still can't understand the alertrelay ratio and radius...
powderader 31 Jan @ 7:54pm 
sorry for asking too much, i just need 'em