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If you are a modder and you wish to recognize bandits from other zombies, here is the proper way to do it:
local isBandit = zombie:getVariableBoolean("Bandit")
where zombie is an instance of IsoZombie class.
If one player is in the storm phase while the other player is in the calm phase, zombies will constantly run away from the location.
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://steamcommunity.com/sharedfiles/filedetails/?id=2458631365
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3010852743