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Thread: Disable Yellow zombie bag despawn during Horde Night Please ?

  1. #1
    Hunter Ripflex's Avatar
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    Cool Disable Yellow zombie bag despawn during Horde Night Please ?

    As a game mechanic suggestion, can you disable Zombie bag despawn timer during horde night and resume the despawn timer when it's over... seeing dozens of yellow bags everywhere as we kill zombies and watch them disappear is disheartening.

    Having someone to sacrifice themselves to gather them or watch them despawn kinda craptacular...

    Good build by the way...

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    Fun Pimps Staff Gazz's Avatar
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    If you want that loot you have to risk your neck. Your call.

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    I agree with you. The game pushes realism in so many ways, that it makes a design choice like this seem quite odd. At least make temporary containers last a certain number of game hours. It's bad enough that corpses disappear like an arcade game now.

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    Quote Originally Posted by Gazz View Post
    If you want that loot you have to risk your neck. Your call.
    i would..if you didnt disable running back.
    i never used a base for horde night until alpha 17, and i looted while waiting for the next zombies.

    this is of this topic, but i have to say that made horde nights too boring for me, i have to get out and fight and still have a chance to survive.

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    Fun Pimps Staff Gazz's Avatar
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    Running is faster than in A16.

    If you mean sprinting backwards - that was a simple bugfix.

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    I agree. I literally just finished my first Horde Night and was pretty pissed off. I was having fun just defending and killing Zombies and saw about 6 loot bags and was excited to go grab them once I finished the waves. After finishing the waves I looked around to loot as I used to do in previous Alphas just to find nothing as they had despawned whilst I was playing.

    I've been enjoying A17 a lot but this left a really bad taste in my mouth since the entire point is to build a base that is secure, yet you have to run out part way through just to pick up loot? Horrible design. Loot bags are rare enough during the day that there should be at least a few in-game hour despawn on them.

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    Quote Originally Posted by Gazz View Post
    If you want that loot you have to risk your neck. Your call.
    What a stupid point of view. Since in previous Alphas I could still loot the Zombie Bodies right up until morning.

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    I'm sure someone has a modlet for it by now, for your vanilla game you can just go into "entityclasses.xml" and find the container.

    <entity_class name="EntityLootContainerRegular">
    <property name="Mesh" value="LootContainers/zpackPrefab"/>
    <property name="ModelType" value="Custom"/>
    <property name="Prefab" value="Backpack"/>
    <property name="Class" value="EntityLootContainer"/>
    <property name="Parent" value="Backpack"/>
    <property name="IsEnemyEntity" value="false"/>
    <property name="TimeStayAfterDeath" value="300"/>
    <property name="LootListOnDeath" value="70"/> <!-- used to determine container X/Y size -->
    <property name="Faction" value="none"/>
    </entity_class>
    TimeStayAfterDeath on this says it lasts 300 seconds after dropping, aka 5 minutes. You COULD change the value in that field to "3600" and dropped death bags will last an hour until TFP updates the build again. (If you wanna go old school XML edits instead of the XPath thing we've got now, it is @ line 3090). Just remember this will go to whatever that current build's default setting is every time they update or you validate files, and it only applies to games YOU are hosting (config XML files are copied from the Host for every game and stored as temp files until you leave that session, either MP or Deidcated Server)

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    Quote Originally Posted by Derichian View Post
    What a stupid point of view. Since in previous Alphas I could still loot the Zombie Bodies right up until morning.
    I think this was only A16, and possibly A16.4. We used to have the godawful "gore" blocks, IIRC even when they were gotten rid of (I forget which build now, but it was before A16) zeds would actually decay eventually on their own, not like where we got eviscerated remains if we chopped up unlooted corpse.

    I agree they don't last long enough. I wouldn't be against them lasting forever, but I wasn't surprised when Gazz said "no risk, no reward" and I'm not deadset against that either (although I think they decay way too fast still), even as someone who generally prefers to perch on the walltop and rain down arrows & bullets. Do I risk my neck jumping down there right in the middle of a horde night? Can I clear the main waves before the loot despawns? Should I just pretend I didn't see it? I think it adds something to gameplay that you can't always just leave potentially really good loot lying around until it is safe and convenient to retrieve it.

    - - - Updated - - -

    Quote Originally Posted by METALmurderer View Post
    I'm sure someone has a modlet for it by now, for your vanilla game you can just go into "entityclasses.xml" and find the container.



    TimeStayAfterDeath on this says it lasts 300 seconds after dropping, aka 5 minutes. You COULD change the value in that field to "3600" and dropped death bags will last an hour until TFP updates the build again. (If you wanna go old school XML edits instead of the XPath thing we've got now, it is @ line 3090). Just remember this will go to whatever that current build's default setting is every time they update or you validate files, and it only applies to games YOU are hosting (config XML files are copied from the Host for every game and stored as temp files until you leave that session, either MP or Deidcated Server)
    Is the default really a whole 5 minutes??? Seems it goes by so fast. Assuming it is 5 min, and that it isn't bugged, then scratch what I said above, I think 5 min is reasonable.
    Last edited by Ldog; 4 Days Ago at 06:57 PM.

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    Quote Originally Posted by Gazz View Post
    If you want that loot you have to risk your neck. Your call.
    Ok, I get it...you want the game more challanging, but let me simplify it in a few words.
    We play the game for fun, and not to get pissed of, if something is causing the players to unnesesarly get pissed of, then maybe you just shouldn't do it.
    Am I wrong?

  11. #11
    Fun Pimps Staff Gazz's Avatar
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    That's fine. You're not forced to do it.

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    Quote Originally Posted by Gazz View Post
    That's fine. You're not forced to do it.
    I mean as a game feature, maybe you shouldnt ad it for those reasons...

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