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Повідомити про проблему з перекладом
GREAT MOD YOU GOT HERE!!!
Keep up the great work. :3
It is different for each player, but you can check on your own horde.
It is possible that you've set the distance to be too great, and the duration to be too short, so that the distance is greater than the horde can travel in that time.
One problem with CBTS working independently for each player is that if the phase are overlapping out of sync, another player entering the calm phase during your storm phase could be stealing your horde.
If that happened, the zombies would just walk backwards and forwards a short distance as the phase updates happened.
That's why I really think this mod should be updated to be synchronization with the server on login.
I hear the sound of the horde event starting, as do other players on their own individual timers, but there is never an attack. This leaves me wondering if (a) hordes disappears or (b) the horde gets stuck somewhere, or (c) the hordes migrate to far away to take to long to get to our base.
Then immediately before we wanted to hold the event, changed the settings to 0 Cooldown, 1 hour Calm, 2 hours Storm, and restarted the server.
Everyone logged in within a few minutes of each other, their timers started from 0, and our phases all triggered at the same time. (I used the StormAlertMessage to verify)
This was a kludge solution to a ridiculous problem that I only confirmed by reading the LUA files.
You shouldn't be claiming to support multiplayer without declaring the HUGE caveat that this is mod is NOT synchronized in multiplayer.
The first odd thing I noticed is that the debug counter in console.txt only counts when I'm logged in.
The second odd thing I noticed is that all the logic for the hordes is in the client lua.
The third odd thing I noticed is that when I logged in as a test account, the debug counter in console.txt is completely different.
As far as I can tell, all the logic for this mod - including the event phases - is done by each client, separately. So everyone has their own horde, and separate times, which only counts down when they're logged in.
Is that correct?
https://steamproxy.net/sharedfiles/filedetails/?id=2458631365
https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=3010852743
Because now I can just wait for the horde gathering phase to clear the area, find a second-floor apartment and drop a TV in front of the door to cheese an impregnable fortress. xD
however ty for your great mod
Dev said in previous page:
'Storm Phase Update Frequency is what you're looking for. Increasing it will call them in longer intervals rather than every minute. It replaced an old tickbox option in a recent update, so that part of the description is a bit outdated and needs a rewrite. Hope this helps.'
He didn't rewrite the description.
For example, if player 1 first starts and player 2 comes in four days after in-game time, each step is set to 180, 24, 12 hours
Storms are triggered on Day 10, Day 14
if this interval is in a Calm phase superimposed state, only a few of the gathered zombies point to the player and the remaining zombies wander.
The wind at the start of the storm can also be heard only by individuals.
Could you means explain in more details ?
Example
"@AbsoluteGato Storm Phase Update Frequency is what you're looking for. Increasing it will call them in longer intervals rather than every minute."
How does it relate to "Zombies are always aware of the player's position", does it means update player frequency per in-game minutes?
If so does that means by increasing the value from 1 to 10 the zombie tracking ability will get worst ?
there is a culling square around the player that determines if a zombie is rendered or not. (zombie represented by yellow dot) When the calm phase is active i see the zombies all moving toward the horde rally point which by default is outside of the culling square. Once the zombies move outside the culling square they are un-rendered.
This is where the issue comes in: Once storm phase hits the horde rally point which is outside the culling square doesnt do anything. i can see on the zombie population map as soon as they are rendered and become a yellow dot they all get my location and head towards me. Is there some kind of workaround to extend the culling square and/or have zombies that arent rendered receive the ping to move to the player?
woke up surrounded by 200+ zombies and the game got so laggy i have to teleport myself far from the location. the wind sound is very distinct and you can easily tell that "this one must be the indication". very good job sir
by the way, how to edit this section "Zombies are always aware of the player's position (this can be disabled in custom sandbox)". cant find anything read "zombies aware of player position" both in sandbox setting and game setting. am i doing something wrong? sorry for asking too many question
what a badass man. thank you for making this
It is the only mod that can accumulate more zombies than the chunk can support, one question, can you make a huge horde? and that this horde goes together migrating across the map until it meets the player? like in the walking dead
Was walking around the whole Eerie Country, looting houses, gaining weapons,
confused why there is nothing alive in all the locations I went through...
Then... I reach the sawmill, loot it and decide to continue by crossing the bridge and get on the highway...
About 2 minutes driving, I see all the zombies marching towards me.
That was a great moment of surprise.