Zombies

Zombies 3.0.1.0

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Hello, all.

I am pleased to announce that my Zombies mod is now updated to 3.0.1.0, for compatibility with 7D2D version 3.0.0 (stable).

Changes for 3.0.1.0:
  • Update entitygroups.xml to use vanilla 3.0 format - thanks to JebTSB for helping with this!
  • Fix some spawning of female zombie lumberjack (avoid spawning in biomes other than the snow, to the degree possible)
  • Always use templates for "ExperienceGain" (introduced in 2.6 but now standard in 3.x)
  • Add "PreviousTier" properties to support 3.0 "Max Enemy Tier" setting
  • Remove commented-out code of features that are no longer supported
  • Remove references to the 2.0 version ("New for 2.0" or similar)
  • Update ModInfo.xml
  • Update README.md
Version 3.0.1.0 is now the main version. The 2.x version is still available for those who have not yet updated to 7D2D 3.0.

Enjoy!
The latest version of my Zombies mod is now at 2.0.1.2.

Changes and new features:
  • Added the new zombies to the appropriate "kill zombies" challenges
  • Added compatibility patch for the "Elemental Zombies Always" mod by JebTSB
  • Fixed inconsistent hand items for male, scrubs, and soldier zombies
  • Updated for 2.6: uses new ExperienceGain property template values
  • Updated for 2.6: removes unused entity groups and probabilities
This version should also be compatible with any previous 2.x version. Tested with 2.0 and 2.6.

The external download URL goes to a .zip file auto-generated by GitLab from the latest code, so you should automatically get the latest version if you use it.

Enjoy!
This is an update to fix the Policewoman zombie.

Unbeknownst to me, people were commenting on other sites that the Policewoman's head hitbox wasn't working. I confirmed that the collider on the "Head" object wasn't working.

It turns out this is because I used the "Head" transform as the "RightHandJointName" transform, so that the cop vomit would originate from her mouth, rather than her hand. What I didn't know is that transforms used as weapon joints, as well as their children, apparently have their colliders disabled.

I fixed it by adding an empty "Jaw" object, as a child of the "Head" object, and using that instead.

I also fixed a couple of minor issues with the AI targeting, though I don't think anyone noticed these.

There should be no risk to save games if you are updating from 2.0.1.0.
The Zombies mod is finally updated for game versions 2.0 and above.

New features:
  • Multiple materials (skins/clothing) for businessman, firefighter, policewoman, and male and female soldier zombies.
  • Charged versions of the burnt, businessman, businesswoman, cowgirl, generic female, office worker, firefighter, generic male, and medical scrubs zombies.
  • Infernal versions of the burnt, businessman, businesswoman, female lumberjack, office worker, firefighter, policewoman, and military zombies.
  • New custom Unity shaders:
    • support fading (most people notice it on the Plague Spitter but it's also used elsewhere)
    • support the new "MatColor" property used for Radiated, Charged, and Infernal
    • new hair shader uses dithering for transparency - no more "glow in the dark" hair
  • Updated Unity controller
  • Other misc. 2.0 updates (localizations, spawn probabilities, etc.)
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