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The Localization text is thankfully passed from server to client. While it isn't downloaded as a file, it does appear in a dynamic kind of way. However, if the client also downloads the mod with this Localization and further amends the names, the client version will take precedence.@arramus LOL i was laughing through most of that list. those names are awesome. i'll throw them into a separate Localization.txt file in the mod as an option for players to use. I've wanted to create my own localization file with custom zombie names, but unless it has changed, the localization.txt is still not automatically downloaded from servers to the client.. and so for now i'm just focusing on the core server side XML.
@GarglingGlass that's interesting.. i'll have to look into this further. you're right these zombies don't have collision with the player vehicles, so you can't run them over with your vehicles either. i loaded up the snufkin zombies and they also ignore and walk through the player vehicles. fortunately the stationary POI vehicles still so collide with the zombies.
@arramus does this collision issue happen when you're running my enZombies or the Snufkin zombies as well?
Here is the run down on custom zombies we've seen so far:
- Custom zombies that are very closely connected to an existing zombie (by utilising their model) will be treated exactly the same as any Vanilla zombie.
- Custom zombies that are based on archetype build and are not utilising an existing zombie model will not:
* Be decapitated since there are no connected sequences of decapitation stage
* See collision from vehicles
* Show consistent responses to traps (although this has been seen with vanilla based custom zombies as well on occasion)
However, they more than make up for this with some amazing and often comical game physics which can see them perform some B class movie death scenes. In a way I am glad vehicles do not have collision as they would be shot into outer space.