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WalkerSim2

WalkerSim2 2.0.5

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ZehMatt updated WalkerSim2 with a new update entry:

Release of 2.0.0

This is a big one also going with version 2.0.0, given it is called WalkerSim 2 it makes more sense to actually have the version of 2.x.x.

Changelog
  • Fix: Changing a parameter in the Editor no longer resets the state of CityVisitor groups, the configuration can now be edited live without a full reset.
  • Fix: With multiple players close together, one player could cause zombies to spawn right in front of or behind another player, spawns now avoid other players view.
  • Fix: Guard...

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ZehMatt updated WalkerSim2 with a new update entry:

Release of 2.0.1

Now with 3.0 near this will be probably the last update for pre 3.0, I also added support for 2.4 with this update since some people seem to be stuck on that and now they no longer have to fallback to an older version. Also since there is a huge misconception that landclaim blocks would prevent spawns I actually added the additional check for that, vanilla DOES NOT prevent spawns by landclaim blocks in case you didn't know or thought it would do that.

Changelog
  • Fix: WalkerSim now...

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ZehMatt updated WalkerSim2 with a new update entry:

Release of 2.0.2

This update fixes an issue with the web integration for dedicated servers using the 3.0 version, for local play there has been actually no issues with 2.0.1 but I recommend to update anyway if you plan to to use it with 3.0

Changelog
  • Fix: Web integration now loads on both game 2.x and 3.0 from a single build, the `WebServer` types moved into `Assembly-CSharp` in 3.0 so they are now redirected at load time instead of failing with a missing assembly.
Documentation...

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ZehMatt updated WalkerSim2 with a new update entry:

Release of 2.0.4

I'm truly sorry that there is yet another hot-fix release but now it should truly work for 2.4, 2.6 and 3.0-experimental, it was my mistake for not testing the binaries that the CI produced.

Changelog
  • Fix: More errors due to binary compatibility issues, this should now properly work across 2.4, 2.6, 3.0-experimental.
Documentation: https://7dtd-walkersim2.readthedocs.io/2.0.3/

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I'm unclear on exactly what the chaseactivator option does: Does it mean that the zombies instantly know where you are and zero in on you as soon as your presence in an area forces them to transition from an agent to an interactable zombie? What does this look like in practice, would you just be constantly mobbed by zombies that psychically know where you are?

The reason I ask is that I'm trying to find a balance of mods that mimics Project Zomboid, forcing you to stay as quiet as possible and stay out of sight, but I also want it to feel fair so the zombies don't have a supernatural sixth sense to see behind them or through walls

Also is there a way of increasing the memory of zombies that have noticed a sound, so all of their behavior is overridden and they travel all the way to the source of the sound before changing direction and resuming their normal behavior? So for example, someone fires a gun and all the zombies that hear it swarm to where the shot originated from, if there's a player then they attack, if there's nothing there they resume wandering
 
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I'm unclear on exactly what the chaseactivator option does: Does it mean that the zombies instantly know where you are and zero in on you as soon as your presence in an area forces them to transition from an agent to an interactable zombie? What does this look like in practice, would you just be constantly mobbed by zombies that psychically know where you are?

The reason I ask is that I'm trying to find a balance of mods that mimics Project Zomboid, forcing you to stay as quiet as possible and stay out of sight, but I also want it to feel fair so the zombies don't have a supernatural sixth sense to see behind them or through walls
https://7dtd-walkersim2.readthedocs.../configuration/systems.html#postspawnbehavior

Also is there a way of increasing the memory of zombies that have noticed a sound, so all of their behavior is overridden and they travel all the way to the source of the sound before changing direction and resuming their normal behavior? So for example, someone fires a gun and all the zombies that hear it swarm to where the shot originated from, if there's a player then they attack, if there's nothing there they resume wandering
This should be already the case.
 
Yes I've read the documentation, maybe I'm just stupid but when it says "Zombies chase whatever made them spawn (usually you)" does that mean they will home in on you as soon as they switch from agent to zombie, and always know where you are?
 
ZehMatt updated WalkerSim2 with a new update entry:

Release of 2.0.5

Changelog
  • Fix: Map info parsing no longer throws on 3.0 maps that nest property groups without `name`/`value` attributes in `map_info.xml`.
  • Change: Spawn and respawn locations can again be configured globally via `AgentStartPosition` and `AgentRespawnPosition`. Each movement system still has its own `StartPosition`/`RespawnPosition`, which now default to `Global` and fall back to the global setting unless overridden with a specific location.
Documentation...

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