Project Zomboid

Project Zomboid

Act Undead
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Update: 4 Oct, 2024 @ 1:23am

Hotfix for minor issue with True Crawl compatibility.

Update: 2 Oct, 2024 @ 4:58pm

Added an optional strike system for further delaying the failure of a player's acting. Strikes will attract zombies toward players without revealing them immediately until a certain number of strikes is reached within a set timeframe. Please see the new sandbox options for more information.

Update: 11 Jul, 2024 @ 12:20pm

Added sandbox options for automatically cancelling undead acting when players run or get spotted. Hopefully this is better suited to servers with no sprinting zombies. (Sprinting counts as running.)

Update: 11 Jul, 2024 @ 12:16am

Needed to make one final adjustment to the compatibility support for Superb Survivors in order to ensure that it works in any load order.

Update: 10 Jul, 2024 @ 10:21pm

Finally found a way to ensure player visibility while acting undead for users of Superb Survivors.

New animations ARE on the way; I already have a couple more to add that were submitted by angry, the Lifestyle guy. However, I wanted to publish this compatibility patch before I expanded content further.

Now that the mod is bug free and compatible with virtually every other mod like it that people seem to want to use, my focus will be on adding animations.

Happy shambling!

Update: 30 Jun, 2024 @ 9:04am

Adjusted mod to be compatible with Superb Survivors. Sorry for the weekend update, but the incompatibility produced a fairly constant stream of errors and was rather severe for people using that mod.

Update: 27 Jun, 2024 @ 5:12am

Improved support for True Crawl. This mod's stealth will now continue to work while True Crawl is in Server Mode. Please use True Crawl in Server Mode for best results with Braven's Camouflage.

No more updates unless bug fixing is required before this weekend. I am going to try to find some time during this weekend to work on some new idle animations, so stay tuned for an update on Monday or Tuesday if I find the time for that.

Update: 24 Jun, 2024 @ 9:18am

Minor fix to new True Crawl support.

Update: 24 Jun, 2024 @ 8:54am

Improved True Crawl compatibility by cancelling acting when entering the crawl state.

Split sandbox options into two pages, one for Flags (true-or-false conditions) and one for Nums (numbers)

Added some protection against errors that can only happen under rare server mod configurations.

Hotfixed a significant bug that would only occur when someone was NOT using True Music Jukebox. Oops. (But, seriously, come on, ya gotta run True Music Jukebox!)

Update: 21 Jun, 2024 @ 2:12am

  • Made smelling blood more likely; before, it was impossible with a single bleeding wound due to an edit I had made. One bleeding wound is now enough to be smelled; more will increase the likelihood of being smelled.
  • Encapsulated bloody smell check as a function so that other modders can decorate it more easily.
  • Added a blood smell effect multiplier in sandbox options for determining exactly how doomed bleeding players will be.
  • Added world sound events to players moaning that can draw the attention of nearby zombies. Distance configurable in sandbox options.
  • Added a warning when people forget to disable Anti-Cheat 12 instead of simply letting people get kicked. This warning closes automatically, and it can be closed manually with a mouse. It can also be disabled in sandbox options. If it is disabled, the mod will simply work without making players actually invisible to zombies, so that people can pretend as a bit with no advantages over others.
  • Added sandbox options for modifying walking, running, and sprinting speeds in general.
  • Added sandbox option to automatically activate a debug tool for animators.
  • Added sandbox option for disabling the jankier animations from vanilla.
  • Added custom idle animation and two custom walking animations. Idle is off by default, but looks a bit like Shaun if you think that sounds funny. The running and sprinting look good enough to me that I decided to turn them on by default.
  • Added zombieIdleType to idle animation set files for modders (and for use by this mod).
  • Added "idle" as a category of animation for adding and removing via the functions described on the Workshop page.
  • Added an easy mode in which zombies will never spot you (obviously off by default).
  • Added options for customizing how long it takes zombies to forget that you are human after they start chasing you and adjusted that duration. Range is intended to reflect your desired range of zombie intelligence.
  • Added injury speed scaling to movement animations so that injured actors will be slowed by their injuries. The degree of the effect is a new sandbox option. Players will now stop acting and apply normal foot dragging animations when feet are injured; there is a sandbox option to disable this.
  • Renamed run files to be more precise than vanilla is. Runs are now called runs. The sprint files in the run folder are deprecated but I won't delete them because I know better.
  • Changed speeds in XML files to reference variables that can be set from Lua to allow flexible scaling of zombie speeds. Animators can make use of these variables by adding key-value pairs to ActUndead.animationSpeed, where the key is the new animation's zombieWalkType and the value is the speed it will have. (This is what required properly naming runs as runs.)
  • Fixed toggle key behavior when it is rebound away from being the same key as the radial.
  • Added a way for translators to easily add frustration lines to the act of trying to act with a foot injury. See UI_EN.txt for details.
  • Added function to disable Ghost Mode briefly when players fall far enough to enable damage and reveal player position briefly as a way to simulate zombie responsiveness to the human way we fall.
  • Added tree state detection so that players properly animate zombie walking when they are acting undead in the trees.
  • Tweaked all default values after further playtesting using new debug tools that are also now available via sandbox options.
  • Was eaten by zombies many times for your happiness.

Attention Animators!

Are you an awesome animator? Vanilla Project Zomboid only had 7 truly unique walking animations and 5 running/sprinting animations, 2 of which were excluded for being likely to be indistinguishable from player jogging to many people. If you feel like contributing some cool animations to add some diversity to the base animations of this mod, please get in touch! You will be fully credited for any working animations you submit in a pinned discussion dedicated to any animators who decide to join in the fun.

Please make sure submitted animations are clearly unique from vanilla walking, jogging, sprinting, and ensure they work well at the same movement speed!