PC Stealth Builds. How are you guys doing?

There is no container or tents. It is in a building underground. The zombies spawn in the shower corridor behind you after you already cleared the entire first shower corridor and get half way down a hallway between the first one and the second one.

You continue to insinuate that I am somehow being dis-ingenuous and you couldn't be more wrong. Look, I like the Fun Pimps and I like this game. Running a PR screen when you clearly know nothing of what I'm talking about is not helping the image here. Go run the POI and see for yourself. You should try to sneak through there. You'll have loads of fun. I'm sure.
 
One thing that worked for me with "trigger areas" is to spam those Barbed Wire fences all over the place before I drop in or reach the trigger. It's not perfect, but if you do that when the zombies suddenly spawn or drop down from the ceiling, at least you have them pinned for some time and you have more time to shoot them or melee them.

That is something that has worked for me for some time now.

Warning: when COPS spawn however, that could be a liability so you have to immediately shoot/kill them or you're screwed!
 
For future reference, the specific POI I am talking about is called US Army Post #7. If you are feeling real froggy, run the infested version.
 
There is no container or tents. It is in a building underground. The zombies spawn in the shower corridor behind you after you already cleared the entire first shower corridor and get half way down a hallway between the first one and the second one.

Ok, that sounds really unfair. Is anyone fluent enough with the POI editor in 7d2d to be able to ckeck that trigger out?

You continue to insinuate that I am somehow being dis-ingenuous and you couldn't be more wrong. Look, I like the Fun Pimps and I like this game. Running a PR screen when you clearly know nothing of what I'm talking about is not helping the image here. Go run the POI and see for yourself. You should try to sneak through there. You'll have loads of fun. I'm sure.

When I ask about something, I actually am asking, not insinuating. But I like to make sure there is no mistake anywhere, I do enough mistakes myself to know those happen all the time. Again, I am not part of TFP, I am just a player.

I'll try to run that POI tonight.
 
Is anyone fluent enough with the POI editor in 7d2d to be able to ckeck that trigger out?

U.S. Army Post #7 is base_military_01. This isn't the POI I thought y'all were talking about. I think one has been revised since I last played it. I don't remember it being Tier 5.

I think you're talking about the bottom floor. I think I see 4 zombies volumes all linked as "Group 3". I don't see a trigger but three of those volumes are marked as "Active." I don't recall if I can stealth an active volume if I don't enter it. If so, then you must not enter that restroom or the bedrooms until you clear them. BUT, that won't clear the minscripts, so you're going to activate something eventually and eat at least half of the nasty ambush.

Hallway/Dining has 5 wandering zombies. This is probably what you clear before you enter the restroom or the Bedrooms.
Restroom/Showers has a minscript: Spawn 10 soldiers, wait until there's 4 left, then spawn 10 more.
Bedroom to West (officers quarters?) has a minscript: Spawn 5 soldiers; wait until there's 2 left, then spawn 5 more.
Bedroom to East (barracks?) has a minscript: Spawn 5 soldiers; wait until there's 2 left, then spawn 5 more.

I suspect you stealth the 5 wanderers in the Dining room then activate the other 3 volumes when you enter any of them to eat 20 zombies at once, with 20 more in reinforcements as the first wave is thinned out. No matter which of the 3 volumes you entered, the zombies from the other 2 will be behind you.

Your best bet is either activate the East bedroom or the bathroom then flee back to the elevator. The elevator door has 10,000 hit points, so close that. You might be able to recover stealth hiding in there, but that's a lot of zombies to beat down that door.

You would have to prepare the elevator to be an exit because you can't reach the ladder to get back up if you don't, plus the grate on the wall of the elevator might block jumps. If you can jump to the top of the elevator that would be your next chance to regain stealth, but you may still be pretty close to active zombies.

Your next fallback would be the top of the elevator shaft but you'll be on a ladder so no stealth as you climb. You'll probably be unable to reach the door unless you put some blocks down. Then, finally, up there on the roof of the building I'll bet you could recover stealth.

That's just from looking at it via the POI Editor. I have not played it... at least not this version.
 
minscripts
I finally had to google where that word comes from. The closest thing I found quickly is that it's a scripting language, that also compiles as valid C++. So, saying "minscripts" is basically saying "C++"s? I get the jargon use, but that sounds silly to me :)
 
I finally had to google where that word comes from. The closest thing I found quickly is that it's a scripting language, that also compiles as valid C++. So, saying "minscripts" is basically saying "C++"s? I get the jargon use, but that sounds silly to me :)

All I know is that's what Faatal or Lazman called them when they introduced the feature. I'm 99% certain it is a TFP added feature, not something they got from elsewhere. The things you can do with it are pretty specific to 7d2d.
 
All I know is that's what Faatal or Lazman called them when they introduced the feature.
There's also MiniScript, which promotes itself as easy to embed to Unity; another scripting language.. might be that. There's also MineScript for Minecraft and Monoscript for .. "something" related to Unity.. oh the mystery! :)
 
U.S. Army Post #7 is base_military_01. This isn't the POI I thought y'all were talking about. I think one has been revised since I last played it. I don't remember it being Tier 5.

I think you're talking about the bottom floor.

That one is brutal stealth or no, especially as a T6 infestation.

I've never even tried to regain stealth there. Either I run around the dining area like a headless chicken trying not to get cornered as I pick them off, or I do exactly as you describe: preparing an escape route through the ladder to the room at the very top. Then I just keep knocking them back off the ladder, and occasionally heading back down to attract the respawns that haven't gotten the memo.

Or even more often: I don't use the elevator shaft at all.
 
There is no container or tents. It is in a building underground. The zombies spawn in the shower corridor behind you after you already cleared the entire first shower corridor and get half way down a hallway between the first one and the second one.

You continue to insinuate that I am somehow being dis-ingenuous and you couldn't be more wrong. Look, I like the Fun Pimps and I like this game. Running a PR screen when you clearly know nothing of what I'm talking about is not helping the image here. Go run the POI and see for yourself. You should try to sneak through there. You'll have loads of fun. I'm sure.
Sounds like a skill issue...j/k!!!!!

But seriously, this game is not designed to do a full stealth run. This game uses more of a horror movie scenario, where for the most part you can stealth your way through an area, but suddenly a floor gives out and you are ambushed. Like the last season of the LAst of us. there were so many Deus Ex Mushroom, where through no fault of anyone's a swarm of zombies spill out of a hallway/corridor.

I use stealth to make sure i can control the avenues of attack, and when i am in an area where i know there will be an ambush, or even when i don't know there is an ambush i have my Oh â– â– â– â–  backup for dealing with the zombies.
 
U.S. Army Post #7 is base_military_01. This isn't the POI I thought y'all were talking about. I think one has been revised since I last played it. I don't remember it being Tier 5.

I think you're talking about the bottom floor. I think I see 4 zombies volumes all linked as "Group 3". I don't see a trigger but three of those volumes are marked as "Active." I don't recall if I can stealth an active volume if I don't enter it. If so, then you must not enter that restroom or the bedrooms until you clear them. BUT, that won't clear the minscripts, so you're going to activate something eventually and eat at least half of the nasty ambush.

Hallway/Dining has 5 wandering zombies. This is probably what you clear before you enter the restroom or the Bedrooms.
Restroom/Showers has a minscript: Spawn 10 soldiers, wait until there's 4 left, then spawn 10 more.
Bedroom to West (officers quarters?) has a minscript: Spawn 5 soldiers; wait until there's 2 left, then spawn 5 more.
Bedroom to East (barracks?) has a minscript: Spawn 5 soldiers; wait until there's 2 left, then spawn 5 more.

I suspect you stealth the 5 wanderers in the Dining room then activate the other 3 volumes when you enter any of them to eat 20 zombies at once, with 20 more in reinforcements as the first wave is thinned out. No matter which of the 3 volumes you entered, the zombies from the other 2 will be behind you.

Your best bet is either activate the East bedroom or the bathroom then flee back to the elevator. The elevator door has 10,000 hit points, so close that. You might be able to recover stealth hiding in there, but that's a lot of zombies to beat down that door.

You would have to prepare the elevator to be an exit because you can't reach the ladder to get back up if you don't, plus the grate on the wall of the elevator might block jumps. If you can jump to the top of the elevator that would be your next chance to regain stealth, but you may still be pretty close to active zombies.

Your next fallback would be the top of the elevator shaft but you'll be on a ladder so no stealth as you climb. You'll probably be unable to reach the door unless you put some blocks down. Then, finally, up there on the roof of the building I'll bet you could recover stealth.

That's just from looking at it via the POI Editor. I have not played it... at least not this version.

Ok. The elevator shaft is something where I would prepare an exit route. And @CoolJ, it doesn't sound like the zombies spawn in places you already cleared, instead they spawn in areas you couldn't clear all at the same time. Still, that sounds like a very AGI-unfriendly design. Improvement might be (without having seen it yet) to have more than one way back to the elevator, maybe through a dug tunnel (often seen in other POIs as well)

If I don't reach the elevator by running back immediately I would have no chance at all at my difficulty setting (and maybe not even at default) with the agi weapons in single player. And not sure, but maybe even with a different attribute as well (maybe except STR) I would have no chance since there is no scaling for player numbers at all. What would be easy for 4 or more players with 4 times the DPS could be impossible to survive for a single player.

If those are scripts, shouldn't there be some parametric scaling of enemies to quest players ? ( @Laz Man )

Yesterday I tried to check out that army post, but had a different one in my quest log, so I did that, it was a quarry with a long road winding down to the bottom. @theFlu : This is one where you need to run a long way as AGI players until you lost most of the zombs. And it seems every few meters there is a new hidden hole in the wall where a few zombies are hidden, so if I wanted to stealth this I had to backtrack more than a dozen times, again and again. Wasn't really fun after the 5th time anymore. Not sure I will want to do this ever again.
 
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And @CoolJ, it doesn't sound like the zombies spawn in places you already cleared, instead they spawn in areas you couldn't clear all at the same time.

I need to play it. The part that worries me is that since there's a minscript involved I worry the rooms will look empty until the script is triggered.

I've not made heavy use of minscripts and trigger volumes in my own POIs, so I don't have any practiced, well-established knowledge in their behavior. I'm thinking back to the minscripts demo POI and those test volumes were setup with the zombies behind walls so that they didn't spawn in view of the player assuming the player followed the desired path. In this case, I don't think there's any concealment.
 
And @CoolJ, it doesn't sound like the zombies spawn in places you already cleared, instead they spawn in areas you couldn't clear all at the same time.

What part about I cleared the entire shower row and went all the way to the end of it and looted the lockers, then, turned around and went right back down the now cleared and empty shower row, only for zombies to spawn all over again in that same row of showers the second I was halfway down the hallway between that row and the next one did you not understand?

I'm pretty sure I have said this exact thing like three times now. I cleared that room for sure. Zombies spawned in it behind me afterwards. I has happened to me twice now. The second time I was expecting it and even backed down the hallway so I would already be pointed in the correct direction to dispense lead.

The whole concept of these trap rooms with volume triggers, is not compatible with a class that is designed to slowly kill each zombie one at a time with stealth. It totally negates the one single benefit the class has and forces you to fight in the worst way possible because you do not have the sustained damage output to kill that many bullet sponge zombies without using weapons you are not specced for.
 
What part about I cleared the entire shower row and went all the way to the end of it and looted the lockers, then, turned around and went right back down the now cleared and empty shower row, only for zombies to spawn all over again in that same row of showers the second I was halfway down the hallway between that row and the next one did you not understand?

I didn't get out of the discussion so far that it was respawns in the same room you were still in, but it make sense to be a result of the minscript for that room which is basically:

spawn 10 zombie soldiers
wait until there's 4 of them left
spawn 10 zombie soldiers

My assumption is the POI Designer assumed you would be fighting them out in the hallway or the dining area and not notice the respawn.
 
I didn't get out of the discussion so far that it was respawns in the same room you were still in, but it make sense to be a result of the minscript for that room which is basically:

spawn 10 zombie soldiers
wait until there's 4 of them left
spawn 10 zombie soldiers

My assumption is the POI Designer assumed you would be fighting them out in the hallway or the dining area and not notice the respawn.

It's a solid assumption. If you aren't trying to stealth it you get zombies pouring out of each of those rooms, and as you kill them more and more pour out. The design is really great for that playstyle and I enjoy it a lot. I have never successfully maintained stealth in there long enough to experience what CoolJ is reporting, but 100% agree that it stinks for that.
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This is one where you need to run a long way as AGI players until you lost most of the zombs. And it seems every few meters there is a new hidden hole in the wall where a few zombies are hidden, so if I wanted to stealth this I had to backtrack more than a dozen times, again and again. Wasn't really fun after the 5th time anymore. Not sure I will want to do this ever again.

Sounds like Correa Rockworks. I love this POI but would be lousy for stealth. Wonderful for sniping. Lovely for open combat. I expect the same is true for Hybrid Mining. Although among my very favorite POIs in the game, I wouldn't go to either if I was in the mood for stealth play.
 
What part about I cleared the entire shower row and went all the way to the end of it and looted the lockers, then, turned around and went right back down the now cleared and empty shower row, only for zombies to spawn all over again in that same row of showers the second I was halfway down the hallway between that row and the next one did you not understand?

Ok. This discussion has been going on for days and I don't remember every single sentence or detail. As long as I haven't seen the layout myself I also can't picture it in my mind. That is the reason I want to see it myself.

In my game I just got the quest by the way. But it is 5km away so I build a gyro first, flew there, but then I didn't have time anymore to go through. But I have been in that POI already, still don't remember that particular setup of rooms. Well, I'll experience it shortly.

What I don't understand from your description is how you could have cleared an gone through all rooms and not activated the trigger but going back in again triggered it. I am not aware that is possible with triggers. I am not saying I don't believe you, this is just something that seems strange.

I'm pretty sure I have said this exact thing like three times now. I cleared that room for sure. Zombies spawned in it behind me afterwards. I has happened to me twice now. The second time I was expecting it and even backed down the hallway so I would already be pointed in the correct direction to dispense lead.

The whole concept of these trap rooms with volume triggers, is not compatible with a class that is designed to slowly kill each zombie one at a time with stealth. It totally negates the one single benefit the class has and forces you to fight in the worst way possible because you do not have the sustained damage output to kill that many bullet sponge zombies without using weapons you are not specced for.

I agree partly. I am ok with triggers, but not when it is overused and not when it is set up in a way that makes it impossible to survive without exactly knowing a specific POI. Zombies spawning behind you in cul de sacs and without obvious hints seem to ignore stealth players and If I am correct with the zombie numbers not scaling, also single players.
 
I'm not a big fan of stealth, but sometimes respawns also affect you when you're playing normally. There's a place, I can't remember the name, it's a cinema with seats and a screen, relatively large, on the roof. When the trigger is activated, a bunch of irradiated zombies appear and the natural reaction is to climb onto some higher blocks. Well, that's exactly where the zombies appear out of nowhere. They just materialize in the air, and if you're aiming your weapon, they'll hit you from behind.

It has to do with the new spawn system in 2.0, where zombies keep appearing until you kill a certain number in infection missions.
 
A thought occured to me while perched for the night upon my water tower.

Can all the minscript be XML'd out? Or do you have to go into some PoI design mode?
 
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