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  • Add sound attraction to the walkers

    Cat_Squirrel_Inc

    Mythical
    Cat_Squirrel_Inc
    Cat_Squirrel_Inc Cat_Squirrel_Inc
    This would certainly add a twist. Like have walkers swarm when there's gunfire and stuff! That would be interesting...
     

    BenGermann

    Mythical
    BenGermann
    BenGermann BenGermann
    The way that would probably work is to have the server track the position from which a gun is fired, check the region from which it was fired (if it’s a safe zone or not), then spawn a variable number of zombies in a perimeter around the location the gun was fired from.

    I would love to see this as an addition, but a few problems arise:
    - Every gunshot can’t spawn zombies, it would lead to an overload of entities on the server.
    - This would be incredibly server-intensive and would lag the server considerably.
    - The current server entity cap is about 1100 last time I checked, with around 900-1000 zombies being on one TMD server at any point in time. Increasing the cap would end up lagging the server, which I’ll expand on in my next point.
    - The pathfinding of the zombies would require an overhaul (the devs might be looking into doing this down the road). The reasoning for this is because for hoards to work they would need to stick together and have a “goal” so to speak. This was attempted in the past and didn’t really work, resulting in “zombie conga lines” covering the map. Without an updating pathfinding for the zombies most would sit out of view, not being seen or encountered but still lagging the server.
     

    Juggie

    Mythical
    Juggie
    Juggie Juggie
    Maybe so shooting would attract nearby walkers but new walkers would spawn in from hearing the shots 1 shot in that region every 5-10 mins that would prevent a lot of lag.
     

    egmp1

    Mythical
    egmp1
    egmp1 egmp1
    Thats a great idea. Problem is it might take a while though because it doesnt look so easy because like BenGermann it will cause lag so they would need to make a way to prevent lag.