This one was written so 1.0.4.0 and 1.0.7.0 users alike could enjoy.
(Also tested on EFLC's TLAD, seemed to work okay and had another player confirmation it works on GTA IV version 1.0.3.0)
New in v2.1
Added independent Pedestrian Density Control for "Zombies Only" and "Zombies and Pedestrians" in the INI.
Decreased Size of Infection% and Health Side HUD Lettering.
Slowed Rate of Infection 20%
New in v2.0
Better Stability and Climbing Zombies thanks to reviewing HippieCommunists ZombieZ.cs.
Toggle On / Off Player Immunity
Slowed Down Infection Level / Health Loss by 25%
Added a "Blackout Notifier", like a pulse, to remind you your health is low (20%) when Immunity is OFF / player is infected.
Added 4 quick travel safe houses and several places to inspect on the map, and a hidden weapons cache of unknown location...
v1.0
There are, of course, the two modes:
Zombies and Pedestrians...
With zombies and pedestrians the infection is fast spreading. Everybody can get it. Bodyguards, police, even you...
There is an infection meter for once you've been "Bitten". When / before it reaches 100% you need to find an ambulance, otherwise your health starts a countdown. Use the "Heal" key next to the ambulance to get the cure. Until then the heal function can bring you back up to 78% health as long as you hold it and aren't incompacitated. Just pay attention.
Then there are Just Zombies...
In just zombies you can get infected just the same, there just won't be screaming pedestrians and traffic. You won't see many zombies running around either... unless you make your presence known. Car alarms, gunshots, consistant car honking while the car is stopped... well, those are like dinner bells. Then they come from out of the woodwork.
You can either be Niko, a cop with a partner, or a N.O.O.S.E. squad.
With The Body guard option turned on everytime one is killed or turned turned into a zombie another will find it's way to you. As the cop or Niko you will always end up with a group of four.
As the NOOSE squad you can end up with as many as eight. Hehe.
There is also the option to turn that off so the stop respawning, kill them all off, or make them invincible.
NOTE: They die if you change from Zombies back to Zombies and Pedestrians. They were retaining a Psychotic aspect and killing everything that moved... not good for healthy civilians :p
While the mod is active all the hospitals are marked on the map with hospital markers / blips. Doesn't mean all hospitals have ambulances...
There is an option for random events as well. Car explosions, random armed civilians, little things.
Weapons will be spawning at random around you, but that doesn't mean go hog wild and waste ammuntion.
Also, if you want the police to respond to Niko killing zombies while "zombies and pedestrians" are active you can activate that as well, making them treat him as a criminal instead of defending himself.
The README! has links at the bottom that may help some. Please read it.
When changing the big settings like Zombies to Zombie and Pedestrians i recommend bringing the player to a complete stop whether it be in a vehicle, on foot, whatever be it. Give the world a moment to to settle then change it. I also recommend playing the mod on a fresh restart of the game. Hope you enjoy!
Downloads: 29,938
Added: March 27, 2012 5:15PM
Last Downloaded: June 19, 2013 3:44PM File Size: 17.04 KB
(Also tested on EFLC's TLAD, seemed to work okay and had another player confirmation it works on GTA IV version 1.0.3.0)
New in v2.1
Added independent Pedestrian Density Control for "Zombies Only" and "Zombies and Pedestrians" in the INI.
Decreased Size of Infection% and Health Side HUD Lettering.
Slowed Rate of Infection 20%
New in v2.0
Better Stability and Climbing Zombies thanks to reviewing HippieCommunists ZombieZ.cs.
Toggle On / Off Player Immunity
Slowed Down Infection Level / Health Loss by 25%
Added a "Blackout Notifier", like a pulse, to remind you your health is low (20%) when Immunity is OFF / player is infected.
Added 4 quick travel safe houses and several places to inspect on the map, and a hidden weapons cache of unknown location...
v1.0
There are, of course, the two modes:
Zombies and Pedestrians...
With zombies and pedestrians the infection is fast spreading. Everybody can get it. Bodyguards, police, even you...
There is an infection meter for once you've been "Bitten". When / before it reaches 100% you need to find an ambulance, otherwise your health starts a countdown. Use the "Heal" key next to the ambulance to get the cure. Until then the heal function can bring you back up to 78% health as long as you hold it and aren't incompacitated. Just pay attention.
Then there are Just Zombies...
In just zombies you can get infected just the same, there just won't be screaming pedestrians and traffic. You won't see many zombies running around either... unless you make your presence known. Car alarms, gunshots, consistant car honking while the car is stopped... well, those are like dinner bells. Then they come from out of the woodwork.
You can either be Niko, a cop with a partner, or a N.O.O.S.E. squad.
With The Body guard option turned on everytime one is killed or turned turned into a zombie another will find it's way to you. As the cop or Niko you will always end up with a group of four.
As the NOOSE squad you can end up with as many as eight. Hehe.
There is also the option to turn that off so the stop respawning, kill them all off, or make them invincible.
NOTE: They die if you change from Zombies back to Zombies and Pedestrians. They were retaining a Psychotic aspect and killing everything that moved... not good for healthy civilians :p
While the mod is active all the hospitals are marked on the map with hospital markers / blips. Doesn't mean all hospitals have ambulances...
There is an option for random events as well. Car explosions, random armed civilians, little things.
Weapons will be spawning at random around you, but that doesn't mean go hog wild and waste ammuntion.
Also, if you want the police to respond to Niko killing zombies while "zombies and pedestrians" are active you can activate that as well, making them treat him as a criminal instead of defending himself.
The README! has links at the bottom that may help some. Please read it.
When changing the big settings like Zombies to Zombie and Pedestrians i recommend bringing the player to a complete stop whether it be in a vehicle, on foot, whatever be it. Give the world a moment to to settle then change it. I also recommend playing the mod on a fresh restart of the game. Hope you enjoy!
| Rating: | |
| 8.80/10 - 59 votes |
Added: March 27, 2012 5:15PM
Last Downloaded: June 19, 2013 3:44PM File Size: 17.04 KB

































50/10 from me :3
I didn't write this one for MP and never tested it for that so i don't know.
@janusantsky
I hope you enjoy it!
I don't really know if it does, if you try let me know if it's compatible?
No, the "infection and health" HUD's are not toggleable as far as view goes, as far as function goes part of the feel of the mod is that you don't want to get "bit" or "scratched" whatever be it so you are always watching your back...
@mrpushy88
Thanks for checking!
@janusantsky
I've tried to "write" missions before... it took me like two days to get a ten minute mission that would work about 20% of the time at the end... I can't really put that kind of time into modding anymore, i got some serious real life stuff coming up.
how do I use this?
is it ok to use with simple native trainer?
put in the "scripts" and squeezed "F4" and nothing happened ...
You know how I help?
Thank you brother!
and also, what version of gta u playin.
1.0.7.0....
everting in Full...max....
check out the readme, at the bottom are all my customary answers and links to fix .net scripthook issues etc. Let me know if you've tried them...
Oh, and yes it's okay to use simple native trainer. Just remember f4 disables SNT by default so don't have it up when you go to enable the mod once you get it working :)
yeah brother!
it's worked!
mod 100%!
1000/1000
make more!!!
Is it after you've made any changes, like to a NOOSE squad or to zombies and back to zombies and pedestrians? If not, do you have any other mods on like a replaced ped.dat file for more pedestrians? Also, if the game is lagging a bit while running the mod maybe try turning your graphics resources down a little bit. The mod requires a little more processor power than the game itself normally does. See if those help.
********
someone approve my mod!
?????
????????
handling + explosion + new enb settings mod
email an adiminstrator...
aztec is it your mod or did you forget to credit the author of the work u r tweaking like airstrike ;P
IT IS MY MOD I try it 3 months!
It's endless, unless you select f4 :) No mission coding, not yet
I really don't know, i tried only as far back as 1.0.4.0 due to popularity but mrpushy88 asked the same thing about 1.0.3.0, tried it and it worked for him :) If you decide to give it a shot and let me know it's compatible. Also, view the readme, it has a lot of valuable information in it. I don't know about .net scripthook applications for version 1.0.1.0 though...
working on an update for better stability, chatted with guys on forums to find better ways to keep errors like "error in 'zombies and pedestrians'" etc. I also looked at hippiecommunist's zombiez.cs script and really liked the way his zombies climb fences, cars, etc. I'm going to see if i can use his model to make mine do the climb in a similar way.
I think i'm also going to put the Player Infection on a toggle because some people don't like it, though i think it feels more like a real zombie apocalypse where you are always on your toes.
Thank's,handyfisher
Is part of hippiecommunist's script include running zombies?Cause that would be very cool. And do we re-download this when you update this mod or will it be a new one?
When I'm finished with this update i'll see if i can make an updated .net script mod installation tutorial.
@mrpushy
No, hippiecommunist's script didn't have running zombies. In my Left 4 Liberty: Infection mod i could make runners because of the use of relationship groups, in older versions i cannot seem to use them. So to make this mod compatible with 1.0.3.0 - 1.0.7.0 i have to run off the same base principles as his. I've just altered the heck out of his script to make it allow spreading infection, body guards getting attacked, my options, as well as reinforced my stuff. I did, last night, get a preliminary test version ready.
For those who care:
I Added a Toggle off / on Player Infection For "Immunity"
Added "Blackout" Pulse Notifier to remind you you're low on health while infected. Makes you feel like you're about to pass out.
Slowed Down Infection Timer / Health Loss by 25%, making it slower.
Added 4 "quick travel" safe houses to teleport you and your group to, several places to inspect - and a large, hidden weapons cache of unknown location...
Based Some of core Script off of hippiecommunist's zombiez.cs for better stability and climbing zombies. Then Altered the crap out of it :)
Now has a variable pedestrian density system and two dimensional ped deterent. Keeps streets looking "emptier" from afar, as well as less just walking pedestrians during "Zombies"
Zombies are harder to kill so having a group of bodyguards doesn't make it too easy.
the feel of the script, the exploding boats hitting the ground lol, or the stability? what do you mean by the statement?
I'm not hurt by the statement, i'm always happy to hear input. I looked over his script and found seen how his zombies climb so i used that to make the update's climb as well. I also learned about the way his was set up to make it more stable. He uses C# (.cs), where i use Visual Basic (.vb) so i had to convert it then see how his worked. I had to modify my entire script / use his premise to make it work for me. This next update will be strongly based off of his THINGS I LEARNED FROM HIS SCRIPT, some basic ideas, and his climbing zombies.
I did with a lot of time, make my own conversion of his script in .vb to play it and compare it to his .cs and was able to duplicate it with excellent results. So in essence I have a copy of ZombieZ.vb :P
Do you recommend replacing it with this one?(Haven't tried this yet)
I do enjoy hippiecommunist's stuff too! Although your zombie mod is focused on zombie apocalypse, his is just a small addition, Keep up the good work brother!!! Its amazing! runnin bein chased by the horde is awesome!
I actually am becoming more fond of this one, and i'm about done with the update which is WAY better. Wait for the update. It'll be out within the week. Thanks!
2012-04-28 00:43:18 - Error during Tick in script 'ZombiesAndPedestrians':
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
at GTA.Ped.get_Position()
at ZombiesAndPedestrians.ZombiesAndPedestrians()
at ZombiesAndPedestrians.ZombiesAndPeds_Tick(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at GTA.Script.TryTick()
at GTA.Script.DoTick()
at GTA.ScriptThread.OnTick()
try the version 2.0 i just released
@jordo85
i just put in in the version i released today, 5-2-2012
The way it is now is "safe" for general computer resource usage so it won't generally crash under a memory overload. For more distancing between you and zombies during zombies and pedestrians:
Under the "ZombiesAndPedestrians_Tick..."
..If Exists(zombie) AndAlso Zombie IsNot Nothing AndAlso zombie.isingroup = False AndAlso player.character.position.distanceto(zombie.position) > 58.0F AndAlso zombie.isrequiredformission = True Then
zombie.nolongerneeded()
zombie.die()
End If
Change the > 58.0f to a larger number. Each value of 1.0 = approximately 3 meters. This is the distance away from the player the zombies are "removed" from memory. The higher the value, the larger of a diameter of infection will suround you. THIS ALSO CAN CAUSE YOUR COMPUTER TO SLOW DOWN / CRASH... It is monitering a larger area.
For a faster "spreading" infection during Zombies and Pedestrians,
again Under the "ZombiesAndPedestrians_Tick..."
near the bottom of the sub you'll see this:
r = Ra(0, 8)
If (r = 3) Then
Dim pedzom As ped() = world.getpeds(player.character.position, 21.0F, 4)
For Each zombie As ped In pedzom
If Not Exists(zombie) OrElse zombie Is Nothing Then
Continue For
End If
You can change r = Ra(0, 8) to minumum r = Ra(0, 6), it will make the chances of grabbing zombies faster OR
"world.getpeds(player.character.position, 21.0F, 4)" = If you increase 21.0f it increases the diameter it searches for eligible zombies, and if you change the 4 to any number that is the number of zombies it looks to make.
The default way i send it out is safe enough to play on my laptop, a basic hp with a dual core amd p360 and ATI 4250 (on board graphics) for over an hour without a hickup. Other than it looked like i was playing on atari :P
Sounds like your having trouble with your .net scripthook working. When you log into gta, press the tilde "~" and see if a green screen comes up. Remember, if you're using a laptop hit the function key before hitting F4
I changed the values and they worked good. IDK what you changed on the stability part but the earlier version i can get over 30+ zombies on screen with little slowdown and in this one the game starts to 'hiccup' wheres theres around 20.
Is there anyway to make your earlier release stable like this one so the error with Zombies + Peds doesnt show up?
Also it seems after leaving the area im playing in no more civs show up. Thers nothing but cars on the streets. People are driving just no civilians walking until i reset the script.
While im here how do i increase zombie spawns in Zombies only?
Also is it possible to make cops show up with their Sirens ON? Kinda dumb how they show up and start blasting with their sirens off.
Okay, at the bottom of ZombiesWithoutPedestrians_Tick
you'll see:
If zomcount >= 15 Then
If player.character.isinvehicle = False Then
world.peddensity = 0.1
'game.displaytext("Ped Density = 0.1")
End If
End If
If zomcount >= 6 AndAlso zomcount <= 14 Then
If player.character.isinvehicle = False Then
world.peddensity = 0.4
'game.displaytext("Ped Density = 0.4")
End If
End If
If zomcount <= 5 Then
If player.character.isinvehicle = False Then
world.peddensity = 0.6
'game.displaytext("Ped Density = 0.6")
End If
End If
So Delete all of those and replace it with this:
If zomcount <= 24 Then
If player.character.isinvehicle = False Then
world.peddensity = 0.5
End If
End If
If zomcount >= 25 Then
If player.character.isinvehicle = False Then
world.peddensity = 0.1
End If
End If
That will keep you around 25 active zombies.
I also made you something for your traffic question and posted it on gtaforums under your thread.
i would make runners for it but 1.0.4.0 won't let me :(
That is why i made this mod, so people with 1.0.4.0 / 1.0.3.0 could have an okay zombie mod to play. Otherwise they would all be able to just download my "left 4 liberty infection" mod.
Secondly, in pedestrians and zombies, the pedestrians suddenly turn zombie when I approach them. It's a bit ugly to see them walking around normally, then without warning turn out to be a brain eater.
Lastly my bodyguards don't react to zombies until they get attacked by them :(.
Help/enlightenment would be greatly appreciated :). Regards!
Secondly, in pedestrians and zombies, the pedestrians suddenly turn zombie when I approach them. It's a bit ugly to see them walking around normally, then without warning turn out to be a brain eater.
Lastly my bodyguards don't react to zombies until they get attacked by them :(.
Help/enlightenment would be greatly appreciated :). Regards!
the police should engage you if you hit f12(default key anyway) to enable being wanted them. They have a low presence in general because they are being spawned in the games normal cop to pedestrian ratios.
As far as the Zombies and Pedestrians go, the script is grabbing random pedestrians to keep adding to the infection in addition to it spreading. It's usually coincidence they are chosen in front of you.
Bodyguards were difficult to do because version 1.0.4.0 doesn't offer "relationship groups" so i couldn't make bodyguards "hate" zombies. Thats why they react in that fasion. I did the best i could there, and the script works the same for that version up to 1.0.7.0.
I added a Preview Video for anyone interested.
10/10 !!
I am releasing a small update here tonight actually...
@Grif 863
sorry for late reply. I've tried the zombie niko thing, doesn't work out so well with getting him "unzombiefied". I can make you loose control of him and he'll do what every other npc does, but it's kind of lame after the first couple of times.
The left 4 liberty elements are left seperate due to difference in coding needed because of the way 1.0.4.0 responds to different "relationships", or i should actually say doesn't. That's why the are just different and not complete birds of a feather.
*****I WILL BE VERY INACTIVE FOR A WHILE DUE TO REAL LIFE ISSUES GOING ON AND WILL NOT BE ABLE TO SPEND ANY TIME ON MY MODS.*****
*****I WILL BE VERY INACTIVE FOR A WHILE DUE TO REAL LIFE ISSUES GOING ON AND WILL NOT BE ABLE TO SPEND ANY TIME ON MY MODS.*****
*****I WILL BE VERY INACTIVE FOR A WHILE DUE TO REAL LIFE ISSUES GOING ON AND WILL NOT BE ABLE TO SPEND ANY TIME ON MY MODS.*****