Project Zomboid

Project Zomboid

Insurgent - Black Ops Profession
Mr Sunshine  [developer] 27 Dec, 2022 @ 3:19pm
Suggestions
Got any suggestions that you think would make this mod even better? Give it a shout below!
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Showing 1-15 of 139 comments
ComradeGiles 27 Dec, 2022 @ 3:32pm 
A hazmat suit.
Perhaps even a new "class" option for the one-handing operative lugging a briefcase in one hand and a gun in the other.
LazyPyro 28 Dec, 2022 @ 1:15am 
If you want a rough idea of that I could say its a biologist/virologist that is required to take small blood, or tissue samples of infected people. Comes with a special sort of satchel that house the samples.

Just because hes a nerd doesn't mean he can't defend himself
Sahahraphim 28 Dec, 2022 @ 2:06am 
An optional compatibility file for the "Research Facility, KY" mod since it modifies the military base that this mod uses.
DrivingSkeleton 28 Dec, 2022 @ 2:42am 
A LMG class could be fun, but of course the down side is that it's really loud and chews through ammo fast, which is already hard enough to find, or that it makes it hard to move large distances when in the primary or secondary slot.
YepThatsMyName 28 Dec, 2022 @ 6:23am 
Some more parachute spawn locations? We already have the normal one, so it would be fun to also have some "failed" spawn locations. Other (although dead) insurgents did find themself in quite bad situations, why couldn't we? Parachuting in the middle of the forest or even worse (like a rooftop of a building far away from our scheduled location) would definitely make a good story.

Also, I guess some trait ideas?

Extra rations - You always packed extra food and water when going out on missions. Starving or being dehydrated is the worst thing when fighting or infiltrating, after all!

No rations - Ooops. It seems whoever was in control of packing your stuff misplaced your rations with someone else's personal belongings. Rather than with food and water, you find yourself with a spiffo plush!

A Really Bad Landing - ♥♥♥♥! It seems like the plane you were taking to your parachuting location got a bad case of a "Infected pilot". Enjoying some alcohol on the plane, you find it crashing down!
Thinking fast, you tried jumping out of your plane, but while taking the parachute, you forgot your supplies!
Oh no! Anyway, after jumping, you have major trouble getting your parachute to work, and open it slightly too late, making your landing a rough one, and breaking your leg.
At least you didn't die-! Wait, what's that falling? OH THAT'S ONE OF EXPLOSIVES FROM THE PLANE.
While it didn't hit you directly, you do find yourself with shrapnel in your groin... and dirt. It seems you might get an infection! And if that wasn't the worst, the nearby area is on fire!
You cry. A lot. This is definitely not your day.
This was a really bad landing.

You start drunk, depressed, with a broken leg and an infected groin injury, surrounded by fire, with none of your supplies except what you are wearing. And that explosive probably attracted the attention of nearby zombies. So much for a covert mission.
Josko 28 Dec, 2022 @ 7:15pm 
I think whatever trait that gave me +skills to Axe, Long blade etc should also give +3 to Maintenance skill. Would make sense that someone who is trained would also know how to take care of their weapons.

Traits that give +skills to aiming, reloading or any of the melee skills should specify that instead of just saying Greatly increased, for example instead of greatly increased it should just say +3 aiming, +3 reloading so I know exactly how much I will get.

When I created my character I was sure I would get +10 aiming but when I started the game I just had level 9 aiming.

It's possible to make so the magazine starts fully loaded like this:

Events.OnNewGame.Add(function(player, square)


local prof = player:getDescriptor():getProfession()
if prof == "veteran" then
local inventory = player:getInventory()
inventory:AddItem("Base.Lyman_TMag")
inventory:AddItem("Base.M9")
local veterangun = inventory:AddItem("Base.XM117")



if not veterangun then return end
--veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sight_Aimpoint"))
--veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Laser_DVAL"))
veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sling_3"))
--veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Pad"))


for x=1, 4 do -- add 4 mags, loaded
inventory:AddItem("Base.556Clip"):setCurrentAmmoCount(30)
end

for x=1, 5 do -- add 5 mags, loaded
inventory:AddItem("Base.9mmClip"):setCurrentAmmoCount(15)
end

-- add a 5th mag, but track it
local veteranmag = inventory:AddItem("Base.556Clip")
veteranmag:setCurrentAmmoCount(31)

ISTimedActionQueue.add(ISEquipWeaponAction:new(player, veterangun, 30, true, veterangun:isTwoHandWeapon()))
ISTimedActionQueue.add(ISInsertMagazine:new(player, veterangun, veteranmag))


end
end)

In this example, the veteran starts with 4 9mm magazines and 4 5.56 STANAG magazines fully loaded, no need to add ammo boxes and manually load them every single time ^^
Might be neat to have an SMUI and SLEO compt version using stuff like its RBA vest, bump helmets, m40 and black swat gear for example.
mw00 29 Dec, 2022 @ 12:21am 
VFE (vanilla firearms expanded) integration patch.
Mr Sunshine  [developer] 29 Dec, 2022 @ 2:43am 
@error2k
I tested VFE with it before and it seemed to work pretty well (I’ll give it more extensive testing in time), let me know if there are any issues

@josko
Thanks I’ll consider it

@yepthatsmyname
Thanks, those are some interesting ideas
TheWarCake 29 Dec, 2022 @ 7:41am 
It'd be nice to have a bit more compatibility with Shark's Military Uniform overhaul. As it stands, the Vest normal soldiers have is higher then the scratch defense of an Insurgent's vest, among a few buggy character creation issues like debug names for clothing.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2530389024
okkydoo 29 Dec, 2022 @ 8:34am 
Idea 1: Add compatibility with "Save Our Station" (Compatibility is the addition of a "secret document" to the station ZULU-666)
Idea 2: Add compatibility with SecretZ (Also by addition of "secret documents")
Idea 3: Add some insurgents special stashes around the map
If you did proper VFE compt to take into account its extra weapons, it might be neat to add for example a submachine gun class with an MP5 and set it so if you run that and the dedicated stealth perks from the mod, you spawn with an MP5SD. Just an idea.
Last edited by BLACKHAWKS AND GOALS; 29 Dec, 2022 @ 12:43pm
Josko 29 Dec, 2022 @ 5:57pm 
Events.OnNewGame.Add(function(player, square)


if player:HasTrait("LoadoutRifleman") then
local inventory = player:getInventory()

local insurgentgun = inventory:AddItem("Base.XM117")



if not insurgentgun then return end
--insurgentgun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sight_Aimpoint"))
--insurgentgun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sling_3"))


for x=1, 4 do -- add 4 mags, loaded
inventory:AddItem("Base.556Clip"):setCurrentAmmoCount(30)
end


-- add a 5th mag, but track it
local insurgentmag = inventory:AddItem("Base.556Clip")
insurgentmag:setCurrentAmmoCount(31)

ISTimedActionQueue.add(ISEquipWeaponAction:new(player, insurgentgun, 30, true, insurgentgun:isTwoHandWeapon()))
ISTimedActionQueue.add(ISInsertMagazine:new(player, insurgentgun, insurgentmag))


end
end)

Events.OnNewGame.Add(function(player, square)
local inventory = player:getInventory()
if player:HasTrait("LoadoutPistoleer") then
inventory:AddItem("Base.G17")

for x=1, 5 do -- add 5 mags, loaded
inventory:AddItem("Base.GLOCKClip"):setCurrentAmmoCount(20)
end

else
inventory:AddItem("Base.M9")

for x=1, 5 do -- add 5 mags, loaded
inventory:AddItem("Base.9mmClip"):setCurrentAmmoCount(15)
end

end
end)

Events.OnNewGame.Add(function(player, square)


if player:HasTrait("LoadoutMarksman") then
local inventory = player:getInventory()

local insurgentgun3 = inventory:AddItem("Base.PSG1")



if not insurgentgun3 then return end
insurgentgun3:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sight_G28_Scope"))


for x=1, 6 do -- add 6 mags, loaded
inventory:AddItem("Base.762x51ExtClip"):setCurrentAmmoCount(20)
end


-- add a 5th mag, but track it
local insurgentmag3 = inventory:AddItem("Base.762x51ExtClip")
insurgentmag3:setCurrentAmmoCount(21)

ISTimedActionQueue.add(ISEquipWeaponAction:new(player, insurgentgun3, 30, true, insurgentgun3:isTwoHandWeapon()))
ISTimedActionQueue.add(ISInsertMagazine:new(player, insurgentgun3, insurgentmag3))


end
end)
Josko 29 Dec, 2022 @ 5:58pm 
You can use these scripts, tested them, works 100% =)

Altough I changed to Brita guns as you can see, maybe you can make a version of Insurgent that is for Brita only?
Josko 29 Dec, 2022 @ 6:00pm 
You could probably change so the Extra Ammo gives more magazines rather than ammo boxes, and Less Ammo gives less magazines
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