Project Zomboid

Project Zomboid

Advanced Trajectory's Realistic Overhaul
Showing 11-20 of 43 entries
< 1  2  3  4  5 >
Update: 18 Dec, 2024 @ 11:58pm

Big update that I have been working on and off throughout the year. Because B42 is out, I'd rather release this now and start looking into what can be done with B42 If there are major issues, then I will revert to previous version.

  • Shooting while in a car is nerfed as aiming is now limited to a cone
  • Player is no longer able to damage themselves when driving into their own bullet
  • Player can now consistently hit nearby zombies that are stepped on (if character is seen pointing their gun down at the zombie being stepped on, then it will register as hit)
  • Optimized and cleaned code for better readability and performance
  • Added bullet pen to car (dependent on hit count stat of gun and damage is reduced the further it travels through a car). Targets in car can get damaged. Beware of the 50 cal sniper from Britas.
  • Added circular hitboxes to zombies and players that can be modified through code. Different hitboxes for each stance (stand, crouch, prone, crawl).
  • Added support for PVP between players in the same faction (same faction can shoot each other if faction pvp is on)
  • Added drunk effect where crosshair can only tighten to a certain extent
  • Added an optional aiming setting where player can manually change the Z level they want to aim at (gives more performance). Hold shift and use scroll wheel when aiming to change Z level. It resets everytime you stop aiming.
  • Reworked way zombies and players register hit from bullets in multiplayer or singleplayer (fixes health desync where zombies don't get damaged or health resets when another player shoots the zombie that you shot)
  • Added different shot reactions to zombies, no more same hit reaction
  • Bullet speed can be faster now without having any collision issues (max value is 2 which means it travels 2 cells every frame)
  • Added point blank (can be disabled by setting "Max Distance for Point Blank" in HitOrMiss section to 0)

Update: 28 Jan, 2024 @ 1:04pm

Fixed throwable bug

Update: 28 Jan, 2024 @ 11:47am

Revert

Update: 28 Jan, 2024 @ 11:45am

Need to fix a bug with molotov

Update: 27 Jan, 2024 @ 6:53pm

  • added compatibility to BeeArr's BB Guns and the Whitworth Rifle
  • added option to use crosshair from AT

Update: 6 Jan, 2024 @ 4:18pm

Fixed sound radius not taking into account of throwable item's attributes

Update: 5 Jan, 2024 @ 6:35pm

Update: 5 Jan, 2024 @ 5:10pm

  • Bullets now prioritize zombies closer to player over accuracy
  • Throwable explosives now attract zombies
  • Rewritten detection for zombies/players behind character
  • Added transparency mechanic to crosshair to help players know if RNG will be used for hit/miss
  • Hit/miss is applied from each created projectile rather than trigger pull (each shotgun pellet has a chance of missing)
  • Reduced bullet speed to 1.7 to prevent bullets from bypassing wall collision detection

Update: 31 Dec, 2023 @ 3:37pm

BIG UPDATE WITH NEW MECHANICS

- everything here can be tweaked and the new mechanics can be disabled

- discovered that Alternative Crosshair works very well with this mod for ammo counter so I recommend using it and using Mod Options mod to change the range crosshair to isometric with vanilla's crosshair transparency turned down

- balanced player progression with new mechanics (low aiming levels now have focus mechanic)
- reworked recoil (can be tweaked)

- player target now has a chance of receiving fractures when shot (10%)
- player target now has a chance of receiving no bullet lodges to simulate bullet piercing through the body (will only generate deep
wound; 25%)
- CREDITS TO dr fish / drfishetti for code and contribution to the mod

- added distance penalty mechanic
- the farther the player aims, the more bloom. The penalty applies past a certain distance which is dependent on weapon range and aiming level.
- encourages scopes and sniper rifles for early game long distance shooting
- headshots aren't as easy as before now
- encourages the use of crouch and prone

- reworked panic moodle (adds shakiness and increases effect of
distance penalty)

- added hit or miss mechanic
- past a certain bloom value, RNG will determine whether or not you will miss the target
- the smaller the crosshair, the less chance of you missing
- the minimum bloom value is dependent on aiming level (shotguns will increase it significantly so use shotguns if you want HIGHER CHANCES of hitting your target)
- it is suggested that players shoot when the crosshair is at its smallest even for those with lower aiming levels with shotguns
- encourages shoot -> run -> stop -> shoot rather than simultaneously run and shoot
- decreased max bullet cone for hit or miss mechanic

- added compatibility to Run N Gun trait from Insurgent mod (SEVERELY REDUCES movement and turning penalty)
- the trait it pretty cool so I decided to have this unlocked when the player reaches level 10 aiming (level unlock can be adjusted)

- change crosshair color from cyan blue to neon green since it's easier on the eyes
- crosshair goes yellow if it goes out of gun range

Update: 3 Dec, 2023 @ 1:23am

  • Removed player hit reaction where they get pushed back on client side view but not on server side. Can ruin PVP experience since target player can clip through walls in the view of the shooter.