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I've been wanting to override the obnoxiously loud (and fake) death effect but haven't gotten 'round to it (and there's the issue of it possibly being one of the core effects that are notoriously difficult to mod/work-around....but in your case it can duplicated for use in map logic).
2. You can do clever things with the OnHalfHealth outputs (or whatever its called), it's a genuinely simple way to have zombies count their own health and trigger early outputs (but might be based on code/cfg stats, not entity).
. . . . I like using 'halfhealth' to require some burst damage during an appropriately forgiving time window (else they regenerate a small portion)... it makes zombies seem tougher when it counts while still being realistically vulnerable at the same time.
hello ...BadLucky,
the npc_zombie dont die in my scenario. it just go ragdoll after get hit by bullets after a couple shots. Any death related behavior for the npc_zombie dont get activated.
the npc_zombie wont make any death noise when dropping. it just goes down silent. honestly it felt just right the way i moded this. but if you want , you can add a death sound effect when the npc_zombie drop to the ground.
it would be nice if you or someone else tryout my idea and send some feedback about it here.
i hope i understand your post right. i might have missunderstood something because my english is rusty. i apologise for that.