Project Zomboid

Project Zomboid

Barricades, Doors, Windows, and Vehicles Hurt Zombies [B42]
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Update: 9 Jan @ 7:10pm

- Fix for default sandbox options

Update: 9 Jan @ 2:31pm

- Fix for thumpable damage

Update: 8 Jan @ 12:30pm

Barricades Hurt Zombies [Build 42] - Changelog

Version 2.1 - Vehicle Damage Update

Important Note: While vehicle damage is now fully functional, SVU3 (Standardized Vehicle Upgrades 3) detection is still a Work in Progress. Currently, vehicle damage works but will only register as base METAL damage (1.25× multiplier) rather than applying specific SVU armor multipliers.

Base damage has been drastically reduced to 5% of zombie health

1. Core Vehicle Damage System Overhaul
  • Implemented new dedicated vehicle damage processing system that runs periodically instead of every tick
  • Built sophisticated angle-based part detection system:
    - Intelligently identifies best-fitting part (engine, trunk, doors) based on zombie's attack angle
    - Customizable detection ranges per part type (e.g., doors: 2.4 tiles, trunk: 2.7 tiles)
    - Proper part identification for more realistic damage application
  • Added zombie damage cooldown system to prevent excessive damage application
  • Separated vehicle logic from standard thumping system for better control

2. Performance Optimizations
  • Implemented function caching ([font=Courier New]print[/font], [font=Courier New]getActivatedMods[/font], etc.) to reduce overhead
  • Optimized math operations with inline calculations
  • Improved loop efficiency with direct numeric iteration
  • Removed redundant function calls in critical paths
  • Added periodic processing for vehicle damage instead of per-tick checks

3. Enhanced Debug & Logging System
  • Added master [font=Courier New]LOG_ENABLED[/font] switch for toggling all mod logs
  • Implemented sophisticated [font=Courier New]debugPrint[/font] function with [font=Courier New]DEBUG_MODE[/font] support
  • Added optional file-based logging capability (disabled by default)
  • Improved error tracking and debugging capabilities
  • Reduced console spam through optimized logging

4. Barricade/Door/Window Improvements
  • Reworked sandbox configuration loading:
    - Proper parsing of user-defined damage percentages
    - Implemented damage clamping between 0-100%
  • Improved material type detection for [font=Courier New]IsoThumpable[/font] and [font=Courier New]IsoBarricade[/font] objects
  • Enhanced sprite property checking for metal vs wood determination
  • Separated vehicle handling from standard thumping logic

5. SVU3 Integration Framework (WIP)
  • Added initial detection for SVU3 armor components (not yet fully functional)
  • Implemented baseline scanning for [font=Courier New]"SVU_Armor_"[/font] prefixes in:
    - Vehicle script names
    - Individual part IDs
  • Prepared framework for future armor type multipliers:
    - HEAVY_SPIKE (1.75×)
    - LIGHT_SPIKE (1.5×)
    - METAL_HEAVY (1.4×)
    - REINFORCED (2.0×)
  • Currently defaults all modded vehicles to METAL damage multiplier (1.25×)

6. Bug Fixes & Safety Improvements
  • Added comprehensive nil-checking for vehicle scripts and zombie squares
  • Improved blood splatter effect triggers with proper condition checking
  • Enhanced error handling for missing or invalid objects
  • Removed unnecessary logging from loops
  • Added safety checks throughout the codebase

Credits
  • Original mod by Brightex
  • Build 42 update and continued development by ZeroTheAbsolute

Conclusion
This update significantly improves mod performance and introduces a robust vehicle damage system. While SVU3 compatibility remains in development, the mod now properly handles vehicle damage using the base metal multiplier (1.25×). Future updates will expand SVU3 support with custom armor type multipliers.




Thank you for using Barricades Hurt Zombies! If you encounter any issues or have feedback, please reach out via the Workshop comments section.

Update: 6 Jan @ 6:50pm

Changelog for Barricades Hurt Zombies [B42]

Version 2.0

New Features:
Support for SVU (Standardized Vehicle Upgrades 3): -(SVU3 is not yet updated for B42 so I cannot test this)
- Added optional compatibility for SVU's spiked vehicle armor.
- Zombies now take extra damage when interacting with spiked armor from SVU.
- New sandbox options to control damage multipliers:
- Light Spike Multiplier (Default: 1.5x damage compared to wood).
- Heavy Spike Multiplier (Default: 1.75x damage compared to wood).

Gameplay Improvements:
Tiered Damage System:
- Implemented tiered damage scaling for different barricade materials:
- Wooden barricades: 1.0x base damage.
- Metal barricades: 1.25x base damage.
- Light spikes: 1.5x base damage.
- Heavy spikes: 1.75x base damage.
- Allows more strategic use of materials when building defenses.

Enhanced Blood Effects:
- Blood splatter effects now scale with material strength.
- Added sandbox toggle to enable or disable blood effects.

Sandbox Options:
Base Damage: Set the base damage zombies take when hitting barricades (Default: 50%).
Damage Source: Choose which types of objects will damage zombies:
- Player-built only, all objects, or disable entirely.
Metal Damage Multiplier: Configure how much more damage metal barricades deal (Default: 1.25x).
Light Spike Multiplier and Heavy Spike Multiplier (Require SVU): Adjust spike damage multipliers.
Blood Effects: Enable or disable blood effects when zombies are damaged.

Code Enhancements:
Optimized Performance:
- Improved detection logic for barricades and SVU components.
- Streamlined code structure for better readability and maintainability.

Error Handling:
- Added robust error handling to gracefully handle cases where SVU is not installed.
- Clear console messages for debugging and user feedback.

Bug Fixes:
Resolved issues where non-barricade objects could unintentionally cause zombie damage.
Fixed blood effects not scaling correctly with higher multipliers.

Update: 6 Jan @ 1:40pm

Version 1.1

Added translations for all sandbox options in:
- English
- French
- German
- Russian
- Spanish
- Chinese
- Japanese
- Korean

All mod functionality remains unchanged. Only configuration text has been translated.

Update: 6 Jan @ 1:08pm