Reduce Zed Aggro Range. EPOCH

MancVandaL

New Member
Hi. I know this has been asked a thousand times, but I can't find a definitive answer, I don't even know if it's possible. I want the range at which a Zed can detect players to be a lot less than it currently is. They're WAY to sensitive to player movement, even crawling a good distance away, they can spot you and attack.

Running is fine, if they see you upright at full speed, they should see you away off. Sneaking and crawling though should be a lot harder to spot. You should be able to crawl fairly close to a Zed, or at least stop while it passes but they can see you way before you get anywhere near.

I've looked in a few files, one of which is zombie_findTarget.sqf. In there, there is a _range variable, that was set to 500. I reduced it to 200 but that didn't seem to help.

There's also a zombie_findTargetAgent.sqf that has a _range = 120. I've not changed this yet as I'm not sure what this could be for. It's a lot less than the 500 in the other script, which seems to be more of how the Zeds are behaving. I would have thought if they were using 120 you would be able to get fairly close, so I don't think this is for the aggro range?

Does anyone know where/how the Zeds hearing is worked out? Obv sound may be the main reason they are detecting from a distance rather than vision, I'd like to look into that too.

Thanks for any help.
 
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