ZombieHorde

ZombieHorde 0.6.18

Fixed for Rust update
Fixed a issue where NPCs with melee weapons were picking bad attack positions
Implemented a horde based dormant system since this NPC type doesn't seem to do it naturally
Fixed NRE when target becomes null
Fixed loot not spawning when using the loot table
Switched NPC type and rewrote all horde and member behaviour
Added config option for senses (enabled by default). When enabled if any hordes are within range to hear explosions, gunshots, tree's falling over/resource harvesting they will run towards the sound investigate.
Added throwable explosive support (since this NPC type does not have it). Zombies can throw grenades, beancans and C4, but only when they can't navigate to a targets position (for example if a player is on top of a rock, or standing on foundations)
Moved dome offset
Added config option "Disable NPC dormant system" which defaults to true
Horde think and member think are in rate limited update queues (0.5ms per frame)
Member think and HTN tick are done at the same time
Removed Vanish hook call and just check if the target has limitedNetworking
Refactor
Remove zombies from Rusts NPC dormant system
Reworked the entire horde movement system
Removed RandomSpawn integration and default Rust player spawn points for zombies, replaced with a Random spawn option
Increased horde update rate
Catch a bunch of conditions that can cause zombies to get stuck
Added chat command /horde tpto <number> to teleport to a horde
Changes to NPC check. See if that works?
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Reactions: DaMarkson
Changed warehouse spawn offset
The config has changed. Your previous settings for health and speed will revert to default

Exposed more member options
Code:
"Vitals": {
          "Health": 200.0
        },
        "Movement": {
          "Movement speed (running)": 6.2,
          "Movement speed (walking)": 3.1,
          "Turn speed": 120.0,
          "Duck speed": 1.5,
          "Acceleration": 12.0
        },
        "Sensory": {
          "Vision range": 40.0,
          "Hearing range": 20.0,
          "Field of view": 220.0
        },
Added config option "Can target NPCs from HumanNPC"
Fixed health reverting to default when taking damage if health is higher than the default value