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Another bonus i just thought of: Higher Jumps, and Double jumps.
That said, I aim to make scripting perks as easy as possible, both for myself, but also for other developers to make and upload their own perks to the workshop for anyone to use.
That's actually not unreasonable as I am already aiming at making that possible (lol)
Of course, the models chosen have to have the animations, otherwise they'd just look dumb T-posing towards you.
This would probably just break maps.
It won't be immediately possible, but I plan on rewriting how the round works once I get around to Special Rounds. You'd be able to define your own "round handler" which can determine its spawning rate, health, speeds, and the zombie classes themselves, and then attach itself to the gamemode to have it take over temporarily.
Don't think prone is a particularly big deal anyway. PhD I just made trigger from landing crouched.
I just didn’t want to spoil the navigation on maps already ready
There's a Nav Editor tool in there right now. One feature it has on the control panel is a button that saves the Navmesh only for the current config. Essentially, it just looks through all navmeshes and saves their locations and connections into a file in the Config (without saving the actual .nav file). When the navmesh is loaded, if a Config is loaded, it will instead clear the entire navmesh and re-create what is in that file.
Basically, you can edit the navmesh freely and save it separately for this Config (and nZombies) only. (Just don't save to the actual .nav and it won't affect other modes)