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Personally I like pairing it with a body mulitplier to make bodyshots deal LESS damage and almost require headshots.
Example:
<property name="DamageBonus.head" value="15" />
<property name="DamageBonus.body" value="0.6" />
In the above example a shot to the head will deal 15x the amount of damage. A shot to the body however will only deal 60% of the total damage. Makes for an interesting dynamic. Especially with arrows where I lower the body bonus down to 0.3. Zombies are pin cushions, need to score the headshot to get the win. I actually built two mods around this concept. :)
I dont think the knockback is a part of the buff but rather the damage exceeds their knockdown threshold as assigned in the entityclasses.xml
Example:
<property name="KnockdownProneDamageThreshold" value="0.5"/>
<property name="KnockdownKneelDamageThreshold" value="0.4"/>
From what I understand this means that if the attack removes over 40% of their health they will kneel. If the attack removes over 50% of their health they will be knocked on their back.
Due to the way shotguns work its easier to achieve this, I suspect.
(Have you seen some of the kookiness in the vanilla like the .44 Magnum doing less head damage than the 9mm, etc, etc?)
BTW there is nothing that modifies a players chance to hit the head shot correct? That is just the actual mouse skill?
Wait are you saying that KnockdownProneDamageThreshold is an actual separate param that I can apply to shotguns directly? Or are you saying the shotgunWound buff is feeding from something like this and it's not an actual property name? Or maybe you mean shotguns already have this built in.
And no, the knockdown threshold is part of the entity itself in the entityclasses.xml. It is not something specific to the item.
I'm having trouble finding the difference between "base damage" in the 9mm and the .44
I'm actually struggling with this conceptually, if I am understanding it correctly. So if a bladed weapon could quickly zap 50% of a zombies health it could get pushed down? Not thematically cool right? If so, there must be a way to get only blunt items to cause knock, or have the entity only consider blunt damage for knockdown. That's why I had high hopes about the shotgunWound buff... was thinking maybe it artificially caused knockdown somehow. A way to tie it to the item. Hmmmm...
Example:
Pistol
<item id="213" name="partsPistol_barrel">
<property name="Extends" value="partsMaster" />
<property name="DescriptionKey" value="partsPistolGroupDesc"/>
<property name="PartType" value="Barrel" />
<property name="Weight" value="10" />
<property class="Attributes">
<property name="EntityDamage" value="11.4, 19" />
<property name="BlockDamage" value="5,13" />
<property name="DegradationMax" value="700,4000" />
</property>
<property name="EconomicValue" value="412" />
</item>
vs
Magnum
<item id="219" name="parts44Magnum_frame">
<property name="Extends" value="partsMaster" />
<property name="DescriptionKey" value="parts44MagnumGroupDesc"/>
<property name="PartType" value="Barrel" />
<property name="Weight" value="20" />
<property class="Attributes">
<property name="EntityDamage" value="35.2,88" />
<property name="BlockDamage" value="10,24" />
<property name="DegradationMax" value="2000,10000" />
</property>
<property name="EconomicValue" value="1125" />
</item>
As for blade weapons causing knockdown... yes, I suppose it is possible... You'd need to have the skill and perk maxed out though, more than likely, and be using the highest quality machete you can find. I never tried it myself.
Oh wow, it's in the individual "parts". This is the most non-intuitive thing I've stumbled upon thus far (everything else quite common sensical up to this point). Will have to wrap my head around this a bit.
Well unfortunately the same logic would apply to arrows and bolts. I assume the higher material versions do a great deal of damage, but they shouldn't be knocking a zombie (or a survivor) down in my mythos. Piercing/Cutting damage should be void of knockback, while it should be tastefully applied to shotguns and certian blunt weapons to a degree.
Perhaps I've identified a tiny void to dream/focus on.
So what do you think that shotgun wound buff is? Just cosmetics or something?
Thinking... doesn't this have the unfortunate side effect of making hunting/killing animals rather difficult.
Additionally, this makes corpse cleanup more time consuming, unless a "dead" (should I say deactivated?) zombie recieves damage in a different way? Or is there perhaps a bonus or buff we could increase when a zombie is deactivated to offset?
Animals can be more tricky this way, yes. Depends on your aim. :)
I just gave mine slightly less health to compensate.
Dont misunderstand. My pincushion comment was directly related to how I personally modified them with the forementioned headshot and body multiplier code. Not how it is in the base-game. They are not pincushions in vanilla. I was talking in the context of what the player could modify themselves in the game files.
Yes please note OP description, clearly talking MODs here, and specifically ones that follow the Zombie Commandments.
Noted on all Valmar, thanks mate. Been modding for almost 48 hours now, hopefully coming up for air (pizza?) soon.
Also, for your own sanity, I do hope you're use Notepad++ for your xml modding and not plain ol windows notepad! :)
BTW...
Breaks legs. Nice.
if i host a multiplayer game for me and my friends and change this settings, will it apply to our game or do my friends have to make the same changes?