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Releases: VJ-HLR-Developers/Half-Life-Zombie-Edition-SNPCs

2.2.0 - Revamp

24 Dec 22:57

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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_Undead tag 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  • Updated outdated functions and variables to newer versions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