Releases: VJ-HLR-Developers/Half-Life-Zombie-Edition-SNPCs
Releases · VJ-HLR-Developers/Half-Life-Zombie-Edition-SNPCs
2.2.0 - Revamp
SHOWCASE VIDEO: https://www.youtube.com/watch?v=bQBfJCtBsaU
- Added distant firing sound for the M16
- Added cocking sound after every shot for the SPAS-12
- Added HL1 impact decals to all the weapons
- Added proper version number to be recognized by VJ Base plugin system
- Added a unique death animation when Zombie Female Assassin is killed while running
- Added a controller message when pulling out a grenade as a Zombie Soldier
- Added a menu with 3 settings:
- Toggle to enable or disable headcrab latching
- Slider to change max number of headcrabs a Breeder can spawn
- Slider to change max number of baby headcrabs a Breeder can spawn
- Headcrab's leap distance and velocity are now on par with the original game
- Humans can now be spawned with specific weapons through spawners or scripts
- Unarmed Scientists now have a rare chance to play a unique idle animation and complain about their ties
- Human Grunts no longer spawn the HL1 low-def leg piece when gibbed
- Players can now detach as a headcrab when controlling a Zombie Breeder
- Updated mouth-movement system for Security Guards and Scientists in case model support is added in the future
- All NPC weapons are now categorized separately under the same category as the NPCs
- Adjusted Zombie Crasher's projectile spawn position to better be aligned with the model
- Zombie Crasher will now attempt to predict enemy movement when firing its projectiles
- Zombie Soldiers with grenades are now guaranteed to be killed when it explodes regardless of its health
- Decreased Zombie Female Assassin's melee attack and damage range
- Applied
VJ_ID_Undeadtag to all zombies - Applied various optimizations
- Reorganized and cleaned up files
- Updated outdated functions and variables to newer versions
- Spawn menu and entity names are now all aligned
- Fixed SPAS-12 using SMG1 ammo instead of buckshot
- Fixed rare cases where world model of the NPC weapons drawing when it shouldn't
- Fixed Zombies flinching in situations where they shouldn't be
- Fixed Security Guard attempting to play gesture firing animations
- Fixed cases where Headcrabs wouldn't latch onto or damage their enemy while leap attacking
- Fixed humans creating errors on spawn in certain cases where weapon override is set to "none"
- Fixed Scientists with pistols lowering their gun when alerted and raising it when idle (it's now properly the opposite)
- Fixed Scientist animations breaking when their weapon is switched from a rifle or shotgun to a pistol
- Fixed Zombie Crasher using the wrong footstep sound pitch
- Fixed gibs not painting blood decals
- Fixed Zombie Female Assassin not playing a death animation when killed by a headshot
- Fixed cases where controlling any regular Zombie would grant it the ability to leap attack (including after decontrolling it!)
- Fixed Zombies attempting to jump while crippled
- Fixed Zombies getting crippled only to recover and stand back up within the same second (caused by a logical oversight)
- Fixed gibbing errors for Zombie Soldiers
- Fixed when controlling a Zombie and detaching its Headcrab, NPCs will no longer target you after decontrolling the Headcrab
- Fixed Headcrabs damaging NPCs that are currently transforming into a zombie