Garry's Mod
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Headcrab Takeover (Zombie Overhaul)
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Content Type: Addon
Addon Type: NPC
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21.585 MB
3 июл. 2023 г. в 7:01
24 мар в 13:22
Обновлений: 50 (просмотреть)

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Headcrab Takeover (Zombie Overhaul)

Описание
The Headcrab Takeover mod includes various enhancements and bugfixes to all of the default Half-Life 2 Zombie/Headcrab enemies, as well as some brand new features.

New Features
All headcrabs can latch onto / zombify human NPCs and players, playing a new transformation animation.
All headcrabs can latch onto ragdolls, reanimating them.
All zombies can start to slump (play dead), either on the ground or against a wall if there is one nearby if they are idle for long enough, and will get up again once they spot an enemy.

Normal zombies and zombines will now play appropriate flinch / hit reaction animations depending on where they are shot.
Poison zombies can gradually regenerate throwable poison headcrabs.
Zombines can be split in half by explosions.
Fast zombies and zombines can survive explosions as torsos.
Fast zombies that were recently generated by a fast headcrab infecting something will eventually rot and turn into their default half life 2 model.
If fast zombie rotting is enabled, "fresh" fast zombies will not have the ability to lunge at foes until after they've rotten.

If Sabrean's Zombie Mod is installed, headcrabs will turn NPCs and players using certain models into the correct zombie skin variant if possible.
Some of the features listed above will only work to their full extent if Sabrean's Zombie Mod is installed, so I highly recommend using it.

This mod also features TTT (Trouble in Terrorist Town) support. Every feature mentioned above will also work during TTT rounds and generally any type of multiplayer server, though for TTT in particular, fast zombie rotting is automatically disabled.


NOTE
Fast zombies have received a zombine skin.
Fast zombies have received a new slump animation which allows them to slump against walls.
Fast zombies have received a new variant of the leap attack which lets them jump at foes even at close range.
Fast zombines can use grenades.

If these last features aren't working properly, you will need to uninstall and reinstall the following addons if they were enabled, so that they appear in the top left of the addon menu as freshly installed mods, and restart the game:

-Sabrean's Zombie Mod
-Sleeping NPCs V3

This list is not exhaustive. If you've reinstalled the above addons and the problem still isn't fixed, you will need to figure out if there's another addon which is overriding the fast zombie's model(s) and perform the same process to it too.


Extra Features
This mod contains some extra features when used alongside these two mods:
[VJ] BMCE [Legacy Version]
Half-Life Resurgence

BMCE:
The modded zombies introduced by that mod can slump using a variety of different poses.
When an half life 2 headcrab kills a humanoid NPC from that mod, it gets turned into the appropriate modded zombie from that mod.

Half-Life Resurgence:
Half Life 1 headcrabs can turn half life 1 humanoids into half life 1 zombies.
Half life 1 zombies can turn into gonomes after some time has passed.
Gonomes have two new skins, and will use the appropriate skin when any half life 1 zombie variant turns into one.
Baby headcrabs turn into headcrabs after some time has passed.
All half life 1 zombies can eat half life 1 bodies. A player controlled half life 1 zombie can manually eat a body by holding the spacebar key or whichever key has the "jump" function. This includes gonomes.
Gonomes have received a new attack which makes them spawn some baby headcrabs. Players can use this attack by holding the "E" key or whichever key has the "use" function. This attack can be disabled altogether in the settings.

You can enable, disable and generally modify these extra features as well as all the other features included in the mod by finding its settings in the game's utilities tab.


Hooks
This mod comes with the following hooks, allowing other scripts to modify the behavior of certain functions:
headcrabtakeovershouldntzombine - (victim, infector)
headcrabtakeoverforcezombine - (victim, infector)
headcrabtakeoverforcezombie - (victim, infector)

The first hook can prevent classic headcrabs from randomly creating zombines instead of normal zombies when infecting a target that doesn't have a noteworthy model. Return true to do this.

The second and third hook will either force the resulting zombie from a classic headcrab to be either a normal zombie or a zombine. Return true to do this.
(By default, the mod will turn any victim that has the word "combine" in its model into a zombine.)

headcrabtakeovercreatezombiehook - (zombie, zombieskin, victimmodel, victimskin)

This hook is used by this mod to replace a normal zombie with one from [VJ] BMCE [Legacy Version] depending on the victim's model and skin after an infection / transformation has occurred. You can use this to do whatever you want to the resulting zombie.

headcrabtakeoverbeforecreatezombiehook - (target, damage)

This hook is called before a headcrab infects a target. Return false to prevent the infection from taking place based on whatever conditions you want.

____

Check out my Zombigaunt NPC addon if you'd like to make vortigaunts not be safe from headcrabs either.
Популярные обсуждения Просмотреть все (24)
117
10 июл в 18:57
What other people and me think should be in this mod.
jbanderson1119
101
5 июн в 6:22
Bug Report
John Soldier
11
8 мая в 1:32
Something is wrong
GOOFY ASS BRO
Комментариев: 621
Gordon? GORDAN! 11 ч. назад 
(Also I wonder if you think You could make a separate mod that lets the players be able to cut Valvebiped NPCs in half like you managed to accomplish here with the Bonemerged Zombie Torsoes, but expanded to every enemy with a Valvebiped skeleton so Combine or Rebels aren't safe from being cut in half.)
Gordon? GORDAN! 11 ч. назад 
I wonder if you'll make it have compatibility with Limakenori's Entropy Zero 2 SNPCs?

https://steamproxy.net/workshop/filedetails/?id=3173086035

With the ability to turn Vorts into the Zombie Vorts from Entropy Zero?
StrawWagen 10 июл в 13:17 
[Headcrab Takeover (Zombie Overhaul)] lua/autorun/server/headcrab_takeover.lua:1015: Tried to use a NULL entity!
1. GetClass - [C]:-1
2. GetWakeSeq - lua/autorun/server/headcrab_takeover.lua:1015
3. fn - lua/autorun/server/headcrab_takeover.lua:2261
4. unknown - lua/ulib/shared/hook.lua:109
5. FireBullets - [C]:-1
6. PrimaryAttack - lua/weapons/weapon_zbase/sh_internal.lua:91
7. ZBWepSys_Shoot - lua/zbase/npc_base_internal.lua:949
8. ZBWepSys_FireWeaponThink - lua/zbase/npc_base_internal.lua:1201
9. ZBWepSys_Think - lua/zbase/npc_base_internal.lua:1311
10. ZBaseThink - lua/zbase/npc_base_internal.lua:486
11. fn - lua/zbase/sh_hooks.lua:131
12. unknown - lua/ulib/shared/hook.lua:109 (x6)
StrawWagen 10 июл в 13:17 
[Headcrab Takeover (Zombie Overhaul)] lua/autorun/server/headcrab_takeover.lua:1015: Tried to use a NULL entity!
1. GetClass - [C]:-1
2. GetWakeSeq - lua/autorun/server/headcrab_takeover.lua:1015
3. fn - lua/autorun/server/headcrab_takeover.lua:2261
4. unknown - lua/ulib/shared/hook.lua:109
michaeljduplessis 9 июл в 22:38 
does anyone know how to make this work with custom headcrabs/zombie animation and models
ThatRussianSoldier91 9 июл в 16:26 
Realistic headcrab.png
WhatsLeftToScar 8 июл в 6:59 
Nice job
noahgru2012 5 июл в 20:17 
can you make it to where reskins of the headcrabs will work cause when i use it anytime it gets done wit the hole thing it makes the headcrabzombies head go llloooooooooooooooooooooooooooooooooooooooooonnnnnnnnnnnnnnnnnnnnnnnnnnnngggggggggggggg
Simon 5 июл в 12:04 
I dont care what anyone says this mod is awsome.
Dragonwing 190000 4 июл в 11:49 
@SilverTrex i think you can change that in the settings