Zombie Master: Ideas & Implementation: npc_sniper

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Uploaded by on Oct 15, 2007

How to get a functional npc_sniper in Zombie Master.

*Note: In this video he says supressing every time he misses his shot.

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Uploader Comments (lymnjuice)

  • Shambler would be very easy to target, considering how slow they are, but how would the sniper react to banshees. Also, if he were facing hulks, he wouldn't aim for the legs (the hulks weak spot), but for the head right? And the hulks head is about a millimeter wide. I'd like to see a vid with all the different zombie types and the sniper's reaction, if you could please.

  • The way the sniper works is he does not really shoot the zombies -- its just a sprite effect showing a bullet. There is another script that is run every shot that gives the bullet at 1/7 chance (adjustable) to kill the zombie. Sadly the ZM team did not implament turrets so this is the best work around I was able to design. Was really just a proof of concept.

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All Comments (10)

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  • How can i do this

  • I agree. It makes the human players feel a little more alone and harassed if they can't even see the person helping them: in its own way, it makes them feel even more isolated, as they have absolutely no contact with anyone outside of the group.

  • Legs aren't their weakspots, they just have better hitboxes there. Their real weakspot is the top of the head, but the hitboxes aren't very good so you'll probably hit it only 75% of the time while aiming there. As for the legs they are at 100% so you won't miss if you aim there.

  • That's Great :')

  • The sounds are directly from HL2

    Anways, its kinda wierd that he hits them every time while moving, but just standing still he misses :D

  • I'd really love to see this in a map.

  • awesome shit though I hate the sounds, 5-star for making it work

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