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Re: Zombies! WH40K! and more.[message #305505] Sat, 02 June 2012 03:42 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: New minor zombie-specific upgrades:

A new ini-setting controls wether zombies can wear armour that was lying around where their corpse was - this way, if you kill a guy in full spectra, the zombie raised from that body will be equipped in that same spectra armour.

As people complained about the naming of zombies (originally zombies always retained their original names, including stuff like 'MINER' or 'SOLDIER'), zombies are now called 'ZOMBIE'. except for those created from special NPCs/RPCS/Mercs, they'll keep their original name.

Added missing sounfiles for zombies rising/attacking.

There are now quite a few ini settings for zombie and poison. I'll explain them in a bit more detail here:

ZOMBIE_RISE_BEHAVIOUR controls wether a zombie can spawn from a corpse. The corpse must be of a human bodytype (Male, female, bigmale or civilian) and still have a head.
  • 0 Every corpse can spawn a zombie once. Corpses of zombies do not spawn new zombies.
  • 1 A zombie can rise from any corpse, including zombie ones. They will return again and again until you destroy the body or take off the head.
  • 2 50% chance that a corpse will never spawn a zombie again
    (*] 3 Every corpse can spawn a zombie once, after that 50% chance that the corpse will never spawn a zombie again

If ZOMBIE_SPAWN_WAVES is set to TRUE, once the game decides to raise zombies, it will raise as much as it can. if enough bodies are present, that will be as much as MAX_NUMBER_CREATURES_IN_TACTICAL (default 32, max 40).
As this can be rather overwhelming when you find yourself around a lot of bodies, setting this value to FALSE causes the game to check every corpse individually. As a result, less zombies will spawn at once, but they spawn more constantly.

ZOMBIE_RISE_WAVE_FREQUENCY is the possibility that zombies will rise. This check is perforemd every turn. The higher the number, the more propable.

ZOMBIE_CAN_CLIMB controls wether zombies can climb up roof. Setting this to false makes every roof a safe haven from the undying horde (but who'd want that?).

ZOMBIE_EXPLODING_CIVS: if set to true, zombies will expldoe violently when they want to attack but have no punchign animation. This was originally a dirty fix, but since then, I created a workaround: they hit you without an animation. Technically this isn't needed anymore, but people might have fun with it (there are games out there where zombies can explode).
Also, if you set this to true, you'll soon start gunning down civilians from afar, because you'll be afraid they come running to you and explode. Mhm. Created suicide vests I guess.

ZOMBIE_DAMAGE_RESISTANCE is the zombie damage resistance. Values from -50 to 95. Setting this to a high value can make bringing down a single zombie a team effort.

Note that zombies do not take any damage at all from tear and mustard gas (they are already dead, they do not care). However, they will take damage from fire, and they do not seek to get out of flames. Yes, that is intended.

ZOMBIE_ONLY_HEADSHOTS_WORK: For those who want to have it really hard: firearms can damage zombies only with headshots if set to TRUE. A full magazine of 7.62 wont even scratch them if applied to their torso...

ZOMBIE_DIFFICULTY_LEVEL: 1-4, with 4 being the hardest. On 1, zombies are about as threatening as Shank. Their physical values rise with each level, at 4 they will be at 8x-9x.
At level 2 they gain the martial arts trait.
At level 3 they gain the martial arts and athletics trait.
At level 4 they gain the martial arts (expert) and athletics trait.

ZOMBIE_RISE_WITH_ARMOUR: If set to true, zombies will be equipped with armour that lay on the same tile as their corpse - so the dead will wear the same armour the living had. No more cheap Glaser kills with this one.

POISON_BASE_MEDICAL_SKILL_TO_CURE controls how much medical skill you need to cure poisoning. If you play with new traits, you will aditionally need at least the paramedic trait.
Note that you can also cure poisoning with he new antidote drug. Hmm... where would one buy such a thing in Arulco?

ZOMBIE_POISON_DAMAGE_PERCENTAGE controls what percentage of damage dealt by zombies will also cause poisoning. So if its 50%, a hit by a zombie that does 6 damage will cause 3 poison points.

POISON_INFECTION_DAMAGE_MULTIPLIER controls how fast you can lose life due to poisoning. As you know, you mercs regain a bit of life every hour due to natural regeneration. Poisoning can cause this to be a negative value. Basically, the more life you have, the higher your regeneration you will be. The more poisoned you are, the or life you will loose. This is also influenced by your activity level. Being rather relaxed (like sleeping or a PATIENT) will aid your regeneration and lower your infection, whereas being under stress, like travelling or being in a battle, does the opposite.
At low levels of poisoning, your natural regeneration will offset your poisoning. At high levels, you will take additional damage and poison points.
The higher POISON_INFECTION_DAMAGE_MULTIPLIER, the faster you'll loose life due to poisoning.
Yes, you can go unconscious or even die this way (although it doesn't work that fast. Will propably be more from neglicence in your part Smile )

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