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The mission definetely gets a thumbs up from me. =)
Ah, now when you've said it, I recognize the issue! =) I'm slowly learning Eden Editor in my spare time and when I was trying to add zombies to a scenario prototype, I've ran into the same issue. You're right, it seems to be an unavoidable issue with the zombie mod you've used here.
Thanks for playing. :)
The docile zombie is an issue with the zombie mod. If i change any loadout of the zombie, somehow they just stop moving while still able to hurt you if you go within their range. Not something i can fix haha.
Hope you'll do more horror missions in the future! =)
The only very minor issue is that in the beginning of the scenario a zombie that the player runs into when exploring the building and is supposed to kill to proceed is docile and doesn't attacks even if the player gets really close to him .
Did you play with the task markers turned off? If so, turn it on in the difficulty settings in game so you can progress
Thanks for playing man. :)
I'll keep that in mind for the setobjecttextureglobal. Was my first time using setobjecttexture so i didn't know the difference and the inspo scenario used setobjecttexture too.
The armoury was intended to be just decoration, since no objectives needs any explosives.
@xxx ChiggY xxx
Thanks for playing :)
Ryan's zombie mod has a setting module (forgot which one) to enable the zombie's burrowing out animation at the start. I didn't use any of the spawner module.
What i did is simply use a 'CreateUnit' script and instead of just popping into the game, the zombies do the burrowing out animation.
Haha, i can understand that. Thanks for playing :)
@onestar
Thanks for always checking man :)
Damn why cant this npc come inside with me T_T
Should be fixed now, thanks for reporting :)
Thanks for playing man:)
Ryan zombie has the digging out animation as spawn which looked cool and still pretty stable to use.
I'll fix up that fog once i'm home