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That said there has been talk of making where you're targeting a bit more noticeable in a future update, but I don't think anything was written in stone when it was mentioned.
Don't hold the cursor over the body. Remember: the Z is in the tile where its feet are.
I use the 'aim behind' method, mentally drawing a line from my feet to the mouse, which should pass through the tile where the target is standing.
Most important aiming tip: if you just moved positions, stand still a few seconds before opening fire. Movement kills any chance of accuracy at lower levels.
Hydrocraft is where its at though. got a barreta p92 (i think) with 15 clips, 2x scope and suppressor. i can hit at 10 steps consistantly. My ar15 has a grip on barrel, 4x scope and 5 other things and i can hit the width of the screen. just got to the 5th box for aiming and reloading and went to mauldraugh from rosewood to clear out the storage and get books. killed 250 with pistol alone. used all the ammo, went to ar15 and got another 100 and still there. i am so far away that they dont even react to being shot down. also make sure the weapon is tip top condition. and BETA blockers. if you are scared you WILL miss. heart beat causes your hand to wiggle in tune with it. cant hit squat that way.
Last thing, watch the head swinging, if you shoot and the head wiggles away you miss. aim when its in front of barrel. there is no time delay. then most important, never shoot diagonally. the game doesnt do that. always try and have a straight line shot.
You can invest a day or 2 just loading and unloading your guns, unless your in vanilla.
Panic has no effect on accuracy. I've disproved this outdated rumor many times, including pasting the whole hit chance calculation code on the forums. It nerfs damage, not accuracy (and obviously reload speed)
Huh? It shoots fine diagonal...
Night Drivin’
May 2019
(a link for quicker access to the blog)
https://projectzomboid.com/blog/2019/05/7192/
"Also added to the internal build this week is an experimental system to help with gun aiming – which will also come alongside a general tightening stuff like the shotgun radius, before we fully overhaul firearms in a future build.
Please note a) this might not end up in the main game or primary game modes depending on how fun it feels, and b) the colour is WIP and will be toned down in any full release."
however this is yet to be possibly implemented.
=======================================================================
As for firearm hit chance, it is random and other factors heavily affect it, including panic and other accuracy decreases (which will take effect when you are fighting a large horde making firearms useless without beta blockers (unless you choose the veteran career))
edit: incorrect information (sorry for not reading above!)
I will admit, firearms are useless anyway, unless you need to draw thousands of zombies towards your location, they never hit anything unless you waste millions of rounds failing to hit a couple of zombies (which is comical at best and deadly at usual) in which case you get a single skill point (sometimes you still need more ammo to waste before levelling), even then they mostly just create crawler zombies.
Don't get me started on slow reload times due to panic, (even max skill level is slow when under panic) ugh!
Just stick to melee, the game combat-wise is currently designed mostly around encouraging melee combat as far as i can tell, considering the consequences and little benefit to using firearms; or you could get the mod ORGM which makes guns relevant again by making them actually hit stuff.
Guns should be more player skill with ingame skill instead of ingame skill = more luck; but they are not at the moment.
As mentioned in my previous post, panic has no effect on Hit Chance at all. I've gone through the entire attack and targeting code countless times during the creation of ORGM, the only things that effect Hit Chance are:
Base weapon + attachment hit chance
When the player last moved and weapon + attachment AimTime bonus (if the player has been moving)
Aiming skill level
Pain in the hands or arms.
Range bonuses for point blank, and penalties for exceeding max range or targets under min range (min range usually only applies if a scope is attached)
Marksman trait if the player has it (currently not pickable in vanilla)
Anything else like panic, stress etc effects the weapons damage, not Hit Chance.
This info is in zombie/ai/states/SwipeStatePayer.class (compiled java file) starting at line 797 and ending at line 836 where the final random roll happens.
All I find are what item allow to repair what, nothing on how much they repair or repair chances are
Hoping to find a lead to trace & disable that repair degradation system entirely to make a mod
best bet to bypass the degradation would be to manually reset the repair counter with item:setHaveBeenRepaired(0)
And it contain no value I can exploit whatsoever only references seemingly pointing nowhere, great...
How does one even use command in SP considering it is completely disabled
But by 'manually' I didn't mean by using the MP commands obviously that wont work. I meant manually call that from the lua in your mod. Probably in response to a event such as OnEquipPrimary so it gets reset when the player holds the weapon.
Probably not the best event to use, but it works as a crude example:
Events.OnEquipPrimary.Add(function(player, item)
if item == nil or item.setHaveBeenRepaired == nil then return end
item:setHaveBeenRepaired(0)
end)
Well thanks for the help gonna try to make it after an extensive tutorial session
Gonna let someone else make a similar mod and cheat repair meanwhile instead, coding is just quantum physics to me
But really, thanks for the insights.