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With current default mod settings if you will lose LoS - there is huge chance zombie will drop chase, because there's huge chance it will receive "go somewhere else" command from mod in next few seconds. Pin-point hearing and navigation won't help because everything other than LoS is overriden by mod when it runs its script.
I was basically responding to this sentence. Memory and pin point hearing will help with this, unless you start day 1 with max stealth skills. How do I know? Because the proof is in the pudding, I played with it/am playing with it and I don't feel invisible whatsoever.
How are you 4 squares close to zombies without being noticed in week one? It doesn't make any sense.
It seems like you're just testing it in debug and not really playing with it.
I will admit though that the code is probably neutering what the heli events are trying to do, since right after a fly over they will just receive new commands.
But actual play with it is fine and working as intended.
Maybe, can't say for sure since I would need to test it. Memory part seems not really promising because again, if zombie not in LoS pursuit it will receive "scatter" command. Again, zombies were dropping pursuit when I was going around a corner in real gameplay, like 1 second before they were chasing me, gone around corner, script ran, chase dropped. Doesn't seem like memory would help, since basic memory is not "less than 2 seconds" either.
But even if those would work, why would I want to use it instead of just fixing interval, which mostly fixes my problems without altering other parts of gameplay?
"How are you 4 squares close to zombies without being noticed in week one?"
That part is just looking at the code. And yeah, it doesn't make sense to me at all in any week tbh cause all it help with is probably if you ran into the closet and 5 zombies banging on it, so they won't drop banging? :D
"It seems like you're just testing it in debug and not really playing with it."
Played with it, didn't make sense, tested it in debug to see what's the problem, fixed it for myself, shared with others since people was asking how to make it less frequent and I did exactly that for myself ;) Playing with it now with almost no problems and no changes to zombie settings.
"I will admit though that the code is probably neutering what the heli events are trying to do, since right after a fly over they will just receive new commands."
Not only that. Every other "scream/shooting" event is the same, zombies inside your chunk will ignore it in 5 seconds :) And not only events really, guns is the same problem, if you shoot shotgun for example (which is the same with events aka just triggering "loud sound at X location") or make any loud noise really - zombies will go to the sound, but now if they don't have LoS they will just stop in 5 seconds again, so guns a lot safer now too. Stopping really loud car and losing LoS too, etc etc.
Basically to really fix all issues truly we would need someone to write new code so zombies won't receive "scatter" commands if they already doing anything - like following some sound already, or pursuing "last know player location" when they lost LoS, or if they already moving at all really. That would truly fix it everything I believe :)