I love the idea and RNG of this mod. Perhaps there could be a lower minimum... like the lumbering horde/Romero unalert horde type speed. Maybe a scale of 1/2 or 1/3 of Walk speed for minimum. That should also cover crawler speed as well.
A step further would be a night/day change... have the daytime RNG be kept a bit under max to make a difference so that when nightfall hits (true night?), there is the additional layer of threat added to the game still, instead of no difference between night & day with the RNG.
This way, nightfall still has special meaning.
Keep up the great work. Im very interested in how this works with Walker Sim 2. Im guessing the speed factor kicks in once you enter their sphere and if they get alerted. Will have to test it out.
I'm just changing .xml files, so I can't promise much on changing the speed below the "0" value, but it's a great idea! maybe someone who knows more about the engine could help us with that.
On night/day I'll do some testing, considering how the values works maybe I'll also have to mess with settings and whatever .xml chooses how to change the zombie speed (hey, maybe even we could integrate the randomizer settings it in the settings window), if I find something I'll post the instructions also so there's more recent documentation (most posts I've found about zombie speed is at least 1 year old)
and yes! when they're traveling without seeing you they'll just walk. In-game I've seen some of them run if they're part of a roaming horde, however I'm not sure if that behavior is from this mod or another one I have installed.
Oh I wouldn't go below the 0 value either. I see the lowest atm is 0.2... could do 0.1 or 0.15, or 0.075, etc I currently use the same setups for creature packs, but its generally for those associated with the pack (not a flat association to all zombie templates). I forget which speed is for the lumbering zombies, I'll have to check, but assuming walker value is 0.2? with the changes to release 1.0 (I believe they were higher in previous alphas). Edit: I see vanilla crawler move speed is 0.25 And the lumbering/shambling around speed is (Classic Romero Speed?): <property name="MoveSpeed" value="0.08"/> <!-- Just shambling around -->
Looking at vanilla entityclasses.xml, they have this code (this one is for zombie dog): <property name="MoveSpeedNight" value=".3"/> So I guess you can use something similar and maybe take the random code as well like (example): <property name="MoveSpeedNight" value=".3, .4"/> or <property name="MoveSpeedNight" value=".1, .425"/> And see how it works.
I never thought about going one or two decimals lower... huh
Gonna test it and also the "nightspeed" properties later, if it works (meaning if I myself could make it work lol), then i'll add it for more people to use it.
Nice, looking forward to it. Im guessing you could try it as: <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='MoveSpeedNight']/@value">-0.08, 2.5</set> Example using slow lumbering 0.08 Classic Romero speed and 2.5 being a Mountain Lion's aggro speed. Wondering if the other bit or random code would apply to night as well or would you need to make it specify night? Or maybe it's a global value modifier regardless of time.
Also, I noticed that movespeednight bit was only on the zombie dog template (and for anything using that template). Looking forward to seeing if it works on zeds.
6 comments
Perhaps there could be a lower minimum... like the lumbering horde/Romero unalert horde type speed. Maybe a scale of 1/2 or 1/3 of Walk speed for minimum. That should also cover crawler speed as well.
A step further would be a night/day change... have the daytime RNG be kept a bit under max to make a difference so that when nightfall hits (true night?), there is the additional layer of threat added to the game still, instead of no difference between night & day with the RNG.
This way, nightfall still has special meaning.
Keep up the great work.
Im very interested in how this works with Walker Sim 2. Im guessing the speed factor kicks in once you enter their sphere and if they get alerted.
Will have to test it out.
On night/day I'll do some testing, considering how the values works maybe I'll also have to mess with settings and whatever .xml chooses how to change the zombie speed (hey, maybe even we could integrate the randomizer settings it in the settings window), if I find something I'll post the instructions also so there's more recent documentation (most posts I've found about zombie speed is at least 1 year old)
and yes! when they're traveling without seeing you they'll just walk. In-game I've seen some of them run if they're part of a roaming horde, however I'm not sure if that behavior is from this mod or another one I have installed.
I see the lowest atm is 0.2... could do 0.1 or 0.15, or 0.075, etc
I currently use the same setups for creature packs, but its generally for those associated with the pack (not a flat association to all zombie templates).
I forget which speed is for the lumbering zombies, I'll have to check, but assuming walker value is 0.2? with the changes to release 1.0 (I believe they were higher in previous alphas).
Edit: I see vanilla crawler move speed is 0.25
And the lumbering/shambling around speed is (Classic Romero Speed?):
<property name="MoveSpeed" value="0.08"/> <!-- Just shambling around -->
Looking at vanilla entityclasses.xml, they have this code (this one is for zombie dog):
<property name="MoveSpeedNight" value=".3"/>
So I guess you can use something similar and maybe take the random code as well like (example):<property name="MoveSpeedNight" value=".3, .4"/>
And see how it works.or
<property name="MoveSpeedNight" value=".1, .425"/>
Gonna test it and also the "nightspeed" properties later, if it works (meaning if I myself could make it work lol), then i'll add it for more people to use it.
Thanks a lot for the info!!!! kudos
Im guessing you could try it as:
<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='MoveSpeedNight']/@value">-0.08, 2.5</set>
Example using slow lumbering 0.08 Classic Romero speed and 2.5 being a Mountain Lion's aggro speed.Wondering if the other bit or random code would apply to night as well or would you need to make it specify night? Or maybe it's a global value modifier regardless of time.
Also, I noticed that movespeednight bit was only on the zombie dog template (and for anything using that template). Looking forward to seeing if it works on zeds.
Do you think messing up with the numeric values of .xml files from mods is too tiresome? I understand.
Now there's optional files for different speed configurations. Enjoy!