Project Zomboid

Project Zomboid

More Zombie Behavior
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Update: 14 Jun @ 7:11am

Fixed issue with animations not being overwritten in v2
Improved wander mechanic, but it still requires more work
Added simple replacement for grouping when wander behavior is active

Update: 2 Jun @ 1:17pm

Moved files to client instead of server in hopes of fixing desync

With flockign return new CustomVector2 instead of cached value, as operators are not always present for some reason

Update: 28 May @ 11:52am

Refactored code into new separate version only for build 42

Added:
Boids / Flocking behavior
Random distribution of behaviors

Update: 14 Apr @ 12:56pm

Added sandbox variable for speed up / slowdown amount

Update: 13 Mar @ 1:54pm

Fixed issue with SpeedUpSeconds being retrieved before value was initialized, this caused the default value of 300 to always be used
Fixed issue with speed up not being calculated completely accurately, it should now more closely follow SpeedUpSeconds

42: Added requested slowdown as alternative for speed up. Uses the exact same mechanics as speed up, but slows down instead.

Update: 16 Jan @ 2:12pm

42:
Added bandits compatibility
Made moving during attack linked to timeDelta

41:
Added starlit libary as replacement for accessible fields

Update: 26 Dec, 2024 @ 6:27am

Added build 42 compatibility

Update: 2 Oct, 2024 @ 12:42pm

Added options to only do intercept behavior for zombies that use cognitive setting "Navigate + Use Doors"

Update: 1 Sep, 2024 @ 7:55am

Fixed an issue where the fallback method for speedup wasn't used when intercept behaviour was turned off

Made speed up time more acurate. Due to an oversight, it took at least double the time for a zombie to speed up than set in the sandbox settings.

Adjusted min value of MoreZombieBehavior.SpeedUpSeconds to 10 to account for more playstyles

Update: 23 Jun, 2024 @ 6:01am

Sprinter animations also speed up now
Fixed NoBump issue with tripping sprinters