Project Zomboid

Project Zomboid

Susceptible Trait - Airborne Infection
Mr Sunshine  [developer] 23 Apr, 2022 @ 10:47am
Suggestions or Improvements?
Do you have any suggestions or improvements to make the mod better, or additional mods to include in the masks? Let me know!
< >
Showing 1-15 of 103 comments
Notloc  [developer] 23 Apr, 2022 @ 7:46pm 
A more fleshed out version of the idea I commented in the main area:

User Story: I do not want to be infected through walls when it doesn't make sense.

Problem: The performance overhead of running wall collision on a horde would be unacceptable.

My initial idea involved filtering potential infections by matching the player's :isOutdoors() state with the zombies, only rolling for infection if the states match.

To expand upon this and avoid the potential exploits this alone would allow, an actual wall collision check could be run for zombies that are within distance<=2 of the player, while using the indoor/outdoor filter for the rest.

Simply retrieve the player and zombie's squares and run the check with:
not playerSquare:isBlockedTo(zombieSquare)
then roll for infection if its not blocked.
Last edited by Notloc; 23 Apr, 2022 @ 8:02pm
Notloc  [developer] 23 Apr, 2022 @ 7:53pm 
in order for
square:isBlockedTo(square2)
to work properly the tiles do actually have to be adjacent or the same.
This could be confirmed via the built in function
AdjacentFreeTileFinder.isTileOrAdjacent8(square1, square2)

Sorry for the mini-rant, I just think the mods a really cool idea. Fits perfectly with a character I want to RP.
Last edited by Notloc; 23 Apr, 2022 @ 7:56pm
Notloc  [developer] 23 Apr, 2022 @ 8:03pm 
edited my posts so the distance check says distance<=2 since I noticed the mod uses the :distTo() function, which returns Manhattan distance, meaning diagonals are considered a full distance of 2 away.
Notloc  [developer] 23 Apr, 2022 @ 8:39pm 
One final note. I was just playing with :DistTo() and I realized it doesn't take into account the Z axis (up/down).
This means that a zombie on the bottom floor of a 32 floor skyscraper could report as 0 distance away if the player is on the 32nd floor directly above them.

It would probably be a good idea to also manually add the z difference to the distance calculation, maybe even counting each floor as more than 1 since display wise the z axis is huge compared to the others and almost always represents a physical barrier. Or, just out right not allow infection from different floors.
Last edited by Notloc; 23 Apr, 2022 @ 11:17pm
Mr Sunshine  [developer] 25 Apr, 2022 @ 1:41am 
FYI to new readers: Notloc has joined the Susceptible team and is now implementing the above.
carpenter's lilac 26 Apr, 2022 @ 1:28am 
I have an idea: Air tanks that weigh as much as they can balance
the gameplay, perhaps their weight will be 8.0 (without equipment) and 3.5 when equipped
Air tanks just give you more time for your zombie encounters

It can be great to add a boost to fatigue when wearing gas masks on your face
Mr Sunshine  [developer] 26 Apr, 2022 @ 3:05am 
Thanks xc ee ec, that's an interesting idea. We'll consider it :)
Might be neat to somehow setup filter items as "repair" tools similar to glue/duct tape for weapons, but single use and only work on gas mask+ tier masks.
ганжубас 30 Apr, 2022 @ 10:49pm 
this mod i cool, but gasmask or masks are losing their conditions too fast. So why not to add filter system?
Amadeus 11 May, 2022 @ 9:58am 
Not entirely sure how the code works for Zomboid, but are there fixed positions and such across the map? Like an X / Y / Z coordinate? If so, what are the possibilities of having pre-set "infected areas" in locations of interest? Such as downtown Muldraugh, or maybe the military checkpoint leading into Louisville? If not possible / not interested, totally understandable. The mod is amazing as-is.
Last edited by Amadeus; 11 May, 2022 @ 9:59am
Notloc  [developer] 11 May, 2022 @ 10:18am 
Not certain. I'm more interested in dynamic systems, where say, the mall is filled with hundreds of zombies, so even if you trick them all outside, the air inside would still be dangerous for a few days.
But that's all future ideas for now.

The priority right now is finishing up mask balancing and the addition of maintenance options of some kind. Be it swappable filters for gas mask, cleaning for cloth masked, etc.
Amadeus 11 May, 2022 @ 12:12pm 
Totally understandable, plus I like that dynamic concept way more than mine. Regardless, I'm more than excited for any of the aforementioned features, all in your guys' own time of course. Kudos :)
Last edited by Amadeus; 11 May, 2022 @ 12:13pm
p6kocka 17 May, 2022 @ 10:39pm 
There should be a warning over the head (or something similar) that the mask is about to break. Because I am not able always (in big fights) to look at the small icon top left. Thank you.
Isopod Gaming 23 May, 2022 @ 11:42pm 
Suggestion: A moveable mask icon.
Reason: Use with arsenal26 and mods that require it adds an ammo counter to the area that the mask UI occupies. While not impossible to see what amount of ammo I have left, its quite hard in the heat of things, so having it able to be moved would be a welcome addition.
Mr Sunshine  [developer] 24 May, 2022 @ 1:09am 
Thanks for the suggestion @Isopod Gaming. This is planned already, so hopefully this will be added in one of the next subsequent updates
< >
Showing 1-15 of 103 comments
Per page: 1530 50