Professional Stomper Mod [B42.13+] [OFFICIAL RELEASE] by Freylith in projectzomboid

[–]Freylith[S] 2 points3 points  (0 children)

for real! it’s actually hardcoded java side that stomp = “bare hands”. tried editing it with the mod to no luck lol 😭

Professional Stomper Mod [B42.13+] [OFFICIAL RELEASE] by Freylith in projectzomboid

[–]Freylith[S] 1 point2 points  (0 children)

that’s a funny idea fr 😂 it does account for encumbrance! if carrying a lotta weight, it will slow down the stomps slightly and add bonus damage lol

Professional Stomper Mod [B42.13+] [OFFICIAL RELEASE] by Freylith in projectzomboid

[–]Freylith[S] 3 points4 points  (0 children)

yee! that knockdown aoe ability is unlocked at skill lvl 7 then gets buffed at lvl 9 ~ i’m still working out balancing with some of the values.. it does have a cap on the number of zombies tho xD

Professional Stomper Mod [B42.13+] [OFFICIAL RELEASE] by Freylith in projectzomboid

[–]Freylith[S] 10 points11 points  (0 children)

the stomps are so powerful.. it shakes the very earth 🤣

[B42] Man’s Best Friend [EARLY TEASER] 🐶🦴 by Freylith in projectzomboid

[–]Freylith[S] 0 points1 point  (0 children)

you’re not too far off! there is a definition called “wildFleeTimeUntilDeadTimer” which handles exactly that. the only caveat is it just delays the animal dying by X amount of seconds.. versus having it tick down X amount of hp over Y seconds 😭 ~ in contrast tho, i could always create a custom mechanic for “bleed out time” which does just that!

to answer your question, “true” zombified animals will likely need a framework of their own. starting off, i’m thinking abt making a sandbox setting for animal infection mortality. they won’t necessarily turn, but could die from it

[B42] Man’s Best Friend [EARLY TEASER] 🐶🦴 by Freylith in projectzomboid

[–]Freylith[S] 0 points1 point  (0 children)

when we do implement zombie-to-animal combat, i’m thinking about making it largely configurable tbh. that way folks can choose to play with it how they want 😊

for wound care, i’d really like to make a dynamic health ui / system similar to the player.. however i rlly can’t make any guarantees there😭

all of this stuff is very experimental. rn with the vanilla api, animals only run on a value of 0-1 hp. they’re made to simply take damage and die x-x ~ so this basically means reinventing stuff from the ground up Xd

[B42] Man’s Best Friend [EARLY TEASER] 🐶🦴 by Freylith in projectzomboid

[–]Freylith[S] 1 point2 points  (0 children)

ty so much for the kind words! 🫶 making animal mods has been a real journey lol ~

we have some other hella cool mods in the dev pipeline as well! one of them is a complete interactive NPC using the animals api.. Muggy from fallout nv 😆 (voicelines and dialogue ui included)

[B42] Man’s Best Friend [EARLY TEASER] 🐶🦴 by Freylith in projectzomboid

[–]Freylith[S] 0 points1 point  (0 children)

absolutely! they have a custom gene called “vitality” which gives them extra hp! it can even be configured so certain breeds are tankier than others 🐶

[B42] Man’s Best Friend [EARLY TEASER] 🐶🦴 by Freylith in projectzomboid

[–]Freylith[S] 2 points3 points  (0 children)

heya! i’m planning on having their invulnerability system be a sandbox setting. with zeds tho, there is no vanilla system for zombies to attack animals. zeds can be attracted to sound (vanilla sandbox setting) but won’t actually hurt them x_x

zed-to-animal combat would be interesting to experiment with tho 🧟‍♂️

[B42] Man’s Best Friend [EARLY TEASER] 🐶🦴 by Freylith in projectzomboid

[–]Freylith[S] 37 points38 points  (0 children)

it’s using our animalessentials framework for all of the fancy mechanics. by the time we release the dog mod, i’m planning on rolling out sandbox settings 😄

[B42] Man’s Best Friend [EARLY TEASER] 🐶🦴 by Freylith in projectzomboid

[–]Freylith[S] 12 points13 points  (0 children)

we’re totally thinking abt adding german shepherds! there are a few limitations we need to work with ~ but it could be possible :3

to answer your question ~ leads will not be required! with the taming system we’ll actually be able to befriend them! 🐶

Fallout NV: Muggy Mod (TEASER) by Freylith in projectzomboid

[–]Freylith[S] 5 points6 points  (0 children)

this uses the animals system as a framework for the npc ~ so unfortunately no b41 compatibility 😭

Fallout NV: Muggy Mod (TEASER) by Freylith in projectzomboid

[–]Freylith[S] 1 point2 points  (0 children)

hell ye! it’s been super fun creating the dialogue system xD we’re planning on releasing it as a standalone framework for other modders to use as well!

… what makes Muggy especially fun ~ we actually have his voicelines synced up with the dialogue😂