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Certain zombies were set to spawn when a button was pressed, but often that button would bug and become unable to be interacted with - therefor preventing the zombies from spawning and the completion of the quest.
To bypass the bug we would use a pickaxe on the button to break it which would cause the zombies to spawn as if it was pressed.
See if there are any buttons that have not been pressed or are unable to be interacted with :)
In fact, you need to look for a mark where the enemy should have been, and try to run the script..... open doors, destroy the environment (if the enemy is behind the environment, but did not run the script, you hit him and the script will run), sometimes you just need to go to the point where the enemy should have been.
And if there is no marking, and enemies are not visible, then there are minimum 5-6 enemies left. Just punch the walls and stuff, sometimes the scripts are not activated, and enemies are easier to find so.
Well, developers do not know how to make perfectly working scripts.
If you're bypassing the "funhouse" gauntlet we're supposed to follow, by nerdpoling or simply chopping in and out of walls, then it's really easy to bypass one of those triggers.
This is what is so bad about the design. A supposedly open world/sandbox that devs force you to "funnel" in a correct ie fixed route for successful mission completion. Its much more fun to make your own route by axe holes and dynamiting a new route.
Yeah, that part is very disappointing. Quest POIs Might as well be slow moving on-rails arcade shooter from 1997 at this point. The ones that had the two guns pointed at the arcade screen that you and a pal could play at the same time.
I have no idea if that problem can be overcome, they added a function to not show stuff inside buildings when you a driving past and the game can still hitch and lag in big cities.
Base on my observations in any event.
Be nice if there were a 'Detect Zombies' skill like there is a 'Detect Animals' skill.