Author Topic: [DONE][Suggestion] Add Extra Zombification Parameters  (Read 1317 times)

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 484
    • View Profile
[DONE][Suggestion] Add Extra Zombification Parameters
« on: January 01, 2023, 03:33:51 pm »
It would be nice to have additional parameters for zombification such as:

for weapons:

ZombificationOnDamage: int (zombification chance will only fire if the target takes at least X damage from the zombifying attack after armor/resistances, not on hit)
ZombificationOnKill: true/false (zombification chance will only fire if the target is normally killed by the zombifying attack)
ZombificationChanceRanged: int (zombification probability for the ranged element of this weapon)
ZombificationChanceMelee: int (zombification probability for the melee element of this weapon)

and for armors, so you have options other than straight up immunity:

ZombificationResistAbsolute: int (reduces the chance of zombification by this flat amount to a minimum of 0; modifies specialChance/ZombificationChanceRanged)
ZombificationResistPercent: int (reduces the chance of zombification by this percent to a minimum of 0; modifies specialChance/ZombificationChanceMelee)
« Last Edit: January 01, 2023, 03:43:08 pm by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8598
    • View Profile
Re: [DONE][Suggestion] Add Extra Zombification Parameters
« Reply #1 on: January 01, 2023, 03:43:41 pm »
Good news, all this functionality is already available via scripting.

Offline Yankes

  • Commander
  • *****
  • Posts: 3194
    • View Profile
Re: [DONE][Suggestion] Add Extra Zombification Parameters
« Reply #2 on: January 01, 2023, 03:45:15 pm »
Good news, all this functionality is already available via scripting.
Even more, you can decide WHAT will spawn

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 484
    • View Profile
Re: [DONE][Suggestion] Add Extra Zombification Parameters
« Reply #3 on: January 01, 2023, 03:52:53 pm »
Good news, all this functionality is already available via scripting.

Was hoping for a convenient standardization of these parameters.

Unfortunately, while such a script can be produced, it is unlikely to be shared between projects, and I'm certain this functionality would be desired by many mods.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8598
    • View Profile
Re: [DONE][Suggestion] Add Extra Zombification Parameters
« Reply #4 on: January 01, 2023, 04:08:04 pm »
Sorry, but that is not a valid argument.
The scripts can easily be written in a way that they can be shared.
You can also add tags that will be called exactly as you proposed above on exactly the same entities, and can be used as any other attributes.


PS:
Adding new parameters to anything that has been converted to support scripts is out of scope of OXCE.
Maintaining backwards-compatibility between scripts and new parameters is very time consuming and also leads to very hard to read code.
Both Yankes and I rather invest time into something that is not available yet.

Offline Buscher

  • Colonel
  • ****
  • Posts: 167
    • View Profile
Re: [DONE][Suggestion] Add Extra Zombification Parameters
« Reply #5 on: January 01, 2023, 07:44:34 pm »
While Hatching Chryssalids and Tentaculats isn't exactly what you are asking for, it might still serve as a base for writing your own script.

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 484
    • View Profile
Re: [DONE][Suggestion] Add Extra Zombification Parameters
« Reply #6 on: January 02, 2023, 03:00:57 pm »
Even more, you can decide WHAT will spawn

On this note, there doesn't currently appear to be a good way in a script to reference and utilize zombieUnitByArmorMale/zombieUnitByArmorFemale or otherwise create indices/switches for more dynamic zombification transforms that varies depending on the unit being zombified.

Offline Yankes

  • Commander
  • *****
  • Posts: 3194
    • View Profile
Re: [DONE][Suggestion] Add Extra Zombification Parameters
« Reply #7 on: January 02, 2023, 04:10:37 pm »
Yes, this is used only in engine to determine default transformation but there should not be any problem to expose it to scripts too.
When I will have more free time I will look how best would be expose it to y-scripts.