Project Zomboid

Project Zomboid

Weakening Zombies (Real time)
Showing 1-10 of 12 entries
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Update: 24 Jul, 2024 @ 11:25am

Update: 24 Jul, 2024 @ 11:14am

screwup

Update: 24 Jul, 2024 @ 9:35am

Fix for latest fix.

Update: 24 Jul, 2024 @ 9:04am

Minor update.

Update: 24 Jul, 2024 @ 5:04am

Update: 3 Jul, 2024 @ 4:48am

BUGFIX: Zombies now does not magically get health back when damaged or killed. Mod should work as intended now.

I could have fixed this sooner, but noone told me about this.

Update: 31 May, 2024 @ 9:59am

Synch with local version for weekend MP playtesting

Update: 29 May, 2024 @ 1:15pm

Added parameters for performance testing (Do not change these if you're not performance testing the mod):
1. Setting how often the scheduler should run
2. How big the slice should be.

I have played the game with this mod uising the default values and haven't run into any problems, but for MP servers i don't know, so i made it possible to simulate a heavier load.

I then lowered the values to minimum, and while the scheduler ran more often, i didn't seen any FPS drops or experienced any lag. But YMMV...

Update: 28 May, 2024 @ 8:57am

Update: 27 May, 2024 @ 3:02pm

- Incremented maxdays and maxperiod on start and range values to 365000 (1000 years).

- Changed iMaxHealthPenaltyAfterDays to a RANGE value (ranging from iStartDegradingAfterDays to iStartDegradingAfterDays + iMaxHealthPenaltyAfterDays) instead of an absolute clamp value. Reason: it is easier to specify a time range than to set an absolute time date.

So, If startdate is 30 and Maxhealth penalty day is 150, then Zombies will start degrading after a month (30 days), then reach maximum health penalty after 30+150=180 days (~6 months).