[Release] Standalone Zombie System [Synchronized]

Is this the section I should replace?

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Yes, that is the area to replace.

For some reason the zombie peds are causing “Ran out of rage::netGameEvent pool space”.

2 Likes

Brilliant script, just one issue I have is that once the player is dead the zombies do not start wandering, instead the continue to attack the player.

Tried messing with this but haven’t managed to fix it.

	                if not IsPedRagdoll(Zombie) and not IsPedGettingUp(Zombie) then
	                	local health = GetEntityHealth(PlayerPedId())
	                    if health == 0 then
	                        ClearPedTasks(Zombie)
	                        TaskWanderStandard(Zombie, 10.0, 10)
	                    else
							RequestAnimSet('melee@unarmed@streamed_core_fps')
	                        while not HasAnimSetLoaded('melee@unarmed@streamed_core_fps') do
	                            Citizen.Wait(10)
	                        end
	                        TaskPlayAnim(Zombie, 'melee@unarmed@streamed_core_fps', 'ground_attack_0_psycho', 8.0, 1.0, -1, 48, 0.001, false, false, false)
							local damage = math.random(Config.ZombieDamage.min, Config.ZombieDamage.max)
							ApplyDamageToPed(PlayerPedId(), damage, Config.ZombieDamage.armorFirst)
	                    end
	                end
	            end

That is going to be due to your death script. You will need to find a way to pass the information from the death script to the zombie script. Health will only work if you do not have a death script.

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is this why im getting a poolspace error?

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sometimes people or myself crash and im wondering if thats the case

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i tried this ill see if it works ill keep everyone updated if it worked for me thanks metal !!!

2 Likes

Id look into something that adjusts the entities pool in gameconfig , one of these might fix that?
:fist_right:Gameconfig: http://bit.ly/2PfnjIZ
:fist_right:Pack file Limit Adjuster: http://bit.ly/34397WO
:fist_right:Heap Adjuster: https://bit.ly/3tXCplY

i did what it said in a previous comment delete a line, and it seems to be working people are able to join and play without crashing

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How do I make it so certain ped groups, say Army for example, do not become zombies and I can make them either hostile or friendly to the player?

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Zombies are just peds that in mind

keep getting this crash error when entering the city. I have tried a few things with no luck any help would be appreciated!

[Window Title]
FiveM

[Main Instruction]
Ran out of rage::netGameEvent pool space.

[Content]
Pool usage:
class CRemoveAllWeaponsEvent: 304 entries
class CScriptEntityStateChangeEvent: 129 entries
class CClearPedTasksEvent: 48 entries
class CGivePedScriptedTaskEvent: 30 entries

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Report ID: si-2226861d92894665afb146b02837e9bf
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I’ve done a pull request of my fork, it has major performance improvements and better logic, for now we just need to wait for him to accept the merge, or just go to the pull request and select and use my fork.
Edit: better wording

Downloaded your fork, but the zombies seem to not notice anyone around them, regardless of sprinting/shooting

hi, were is the download?

on Ghub as a fork

thats a u issue he did it this way so people can set it to fit there server and pc if you want a better make one yourself