Sinor-AdvancedZombieSystem
Sinor-AdvancedZombieSystem is a custom zombie spawning system , featuring dynamic zombie behavior, custom sound integration with Sounity and xsound, and configurable redzones points where zombies will spawn and attack players. The system is optimized to handle zombies while maintaining performance and immersion.
Features
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Fully Configurable.
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Synced Zombies using onesync or deafult client side.
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Dynamic Zombie using FiveM native Ped Density or Spawn System or Both
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Custom Zombie Behavior: Includes custom animations, health, and combat settings to make zombies more challenging.
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3D Zombie Sounds to provide immersive sound effects for zombie groans, attacks, and group behaviors.
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redzones : its a spawning zone for zombies you can choose Zone Zombie Limit and Spawn Distance and Zombies models.
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Safe Zones: Designated areas where zombies are automatically removed, ensuring player safety.
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Excluded Peds : Peds that can spawn normally and can be used in shops and other things.
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StrongerZombies : {model = “a_m_o_acult_02”, hp = 900}, – Example stronger zombie.
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OnFire zombies and Gas zombies and Runner zombies.
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FireZones : zones that keep all zombies on fire
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sounds from shooting and running and using vehicles noises can attract zombies.
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Vehicle Density so Players can find Parked vehicles to use.
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Vehicle Damage allow zombies to damage vehicle engine when players are inside.
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in Vehicle Damage allow zombies to damage players inside vehicles.
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Enable or disable headshot insta-kills for zombies.
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you can Enable or disable zombies spawning in safe zones, you can use it for event!
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and much More!
change logs
change logs: Update 1.1.0
- add Configuration to disable or enable blips for both redzones and safezones .
- add Configuration prevent zombies from climbing ladders.
- add Configuration for Maximum distance zombies will chase players.
change logs: Update 1.2.0
- fixed zombies spawning is safe zone
bug
. - fixed players cant focus on zombies when attacking them with melee weapons.
- add crouching and melee atack distance settings.
- add line of site to zombies , now they have see or hear or smell player to attack
- add slow reactions to zombies at first encounter with players
- new npc spawner with Friendly and unFriendly npcs
change logs: Update 1.2.5
- add settings for the
closestplayer
as the target for the zombies. - add
DeleteDeadZombies
setting for removing dead zombies. - fixed Zombies attached to one player when attacking.
- Zombies now attack new players near them and change targets base on distance and noise made by the player.
- Now if player is over the height of 3 meters zombies will Wander in that zone instead of staying still at one place .
- if player hide in a high place like a house roof for long time zombies will forget player and Wander away.
change logs: Update 1.3.0
Advanced Zombies System [resource]:
-
New Bite Settings so Zombies will Attack even in animations Cooldown
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new
Config.PlayerTalkingRange
for players using proximity chat" works Withpma-voice
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new exports for Attracting zombies to player and spawning zombies near players
example:
exports["Sinor-AdvancedZombieSystem"]:TriggerZombieAttractionToEntity(playerPed,50) -- Attract zombies to player within 50m
exports["Sinor-AdvancedZombieSystem"]:TriggerZombieSpawn(GetEntityCoords(playerPed),30,5) -- Spawns 5 zombies within 30m
change logs: Update 1.3.5
- added boss system (now you can add boss positions and respawn timer for them)
- fixed sync for npcs
- fixed normal zombies spawning in redzones
- add Global Zombies Health Configuration
- add Npcs respawn Time Configuration
change logs: Update1.4.2
- Added an option to ignore players who are Fully Bledout.
- Introduced a feature for players to fall to the ground when surrounded by zombies.
- Implemented a new
Config.Print
to display all resource files. - Added new Config for Distance Attacks.
- Introduced
Config.SpecialZombies
with the following types: - Runner Zombies
- Fire Zombies
- Gas Zombies
- Stronger Zombies
- Electric Zombies
- Prop Zombies
- All Special Zombies effects are now synchronized across players.
- Zombies are now spawned from the server side.
- Fixed all bugs related to NPC and boss zombie duplication.
change logs v 1.5.0
- new zones system added to the script.
- now you can add zombies and npcs zones using polyzone resource.
dependences
- one of them:
config
Config = {}
-- prints for both server and client
Config.PrintMain = false -- print the main zombies related code
Config.PrintSpecial = false -- print Special zombies related code
Config.PrintBoss = false -- print Boss zombies related code
Config.PrintNpc = false -- print the npc spawner related code
-- new settings
Config.IgnoreDeadPlayer = true -- Ignore if player is dead "fully bledout"
Config.ZombiesFallCount = 3 -- falling to the ground when surrounded by 3 zombies
Config.FallChance = 10 -- 10% chance if surrounded by "ZombiesFallCount"
Config.fallCooldown = 1 -- in minutes
Config.ZombiesDistanceAttack = 1.5 -- Normal Zombies Models Attack Distance
Config.RunningDistanceAttack = 1.0 -- Runner Zombies Models Attack Distance
-- Sound Related
Config.SoundSystem = "xsound" -- "sounity" or "xsound"
Config.ZombieRangeSounds = {"range01", "range02", "range03", "range04","range05"}
Config.ZombieAttackSounds = {"attack01"}
Config.ZombieGroupSounds = {"LargHorde01", "LargHorde02"} --this one is sound in the background for Hords
Config.soundRange = 15.0 --zombie Range
Config.soundVolume = 0.1 -- sound Volume
Config.GroupSoundThreshold = 15 -- haw many zombies to play "ZombieGroupSounds"
Config.GroupSoundCooldown = 10000 --Cooldown
Config.SoundDuration = 5000 -- How long each sound plays
Config.MaxActiveZombieSounds = 2 -- Limit the number of zombie sounds in Distance
-- Zombies Related
Config.Headshots = false -- Enable or disable headshot insta-kills for zombies
Config.SafeZoneDensity = false -- Enable or disable zombies spawning in safe zones
Config.PlayerDamage = 5 -- damage taken from zombie hit
Config.RemoveOutOfVehicle = true -- Set to true to allow zombies to pull players out of vehicles, false to disable
Config.VehicleDamage = true -- Set to true to allow zombies to damage vehicle engine when players are inside
Config.VehicleDamageAmount = 5 -- Amount of damage zombies inflict on vehicles each attack
Config.inVehDamage = true -- Set to true to allow zombies to damage players inside vehicles
Config.inVehDamageAmount = 10 -- Amount of damage zombies inflict on players inside vehicles each attack
Config.allowClimbingLadders = false -- Set to false if you want to prevent zombies from climbing ladders
Config.AttackCooldown = 500 --Zombies Attack animations Cooldown
Config.DeleteDeadZombies = false -- Set to true to delete zombies after they die
Config.PlayerTalkingRange = 5.0 -- Adjust here 0.0 = false "player using proximity chat" works With `pma-voice`
Config.ZombiesHealth = 200 -- Global Zombies health
-- bite settings
-- note: this have no animations and its made becouse of Attack animations Cooldown so even if Zombies jest Standing There it Can do Damage.
Config.bite = false -- Enable/disable the bite feature
Config.BiteDamage = 3 -- Amount of damage dealt per bite
Config.BiteTimes = 5 -- Time between bites, in seconds
Config.BiteDistance = 1.5 -- Maximum distance for a zombie to bite a player
-- Distance Related
Config.DistanceTargets = { -- Distance for attracting zombies
Shooting = 200.0,--player Shooting
InVehicle = 70.0,--player in Vehicle
Running = 50.0,--player Running
Melee = 30.0, -- melee attack
Standing = 5.0,--player standing
Crouching = 3.0,--player Crouching
closestPlayer = 20.0, --closest player as the target for the zombie
}
-- Safe Zones
Config.safeZoneBlips = true -- Set to false to disable safe zone blips
Config.SafeZones = {
{coords = vector3(-581.78, -166.96, 39.74), radius = 50.0}, -- alta street
{coords = vector3(-413.83, 1173.76, 337.04), radius = 120.0}, -- galileo observatory
{coords = vector3(360.76, -1590.5, 36.95), radius = 90.0}, -- davis avenue
{coords = vector3(2048.74, 3418.85, 49.0), radius = 80.0}, -- sandy shores
{coords = vector3(-551.52, 5325.73, 75.27), radius = 120.0}, -- wood factory
{coords = vector3(2632.86, 2933.43, 48.71), radius = 50.0}, -- train station
{coords = vector3(465.06, -787.55, 48.32), radius = 100.0}, -- china town
{coords = vector3(199.13, 2771.14, 50.59), radius = 50.0}, -- route 68
{coords = vector3(-398.75, -2245.06, 13.99), radius = 90.0} -- autopia parkway
-- Add more as needed
}
--fire zones
Config.FireZones = {
{coords = vector3(2778.11, 3476.78, 63.15), radius = 100.0},
{coords = vector3(3508.29, 3783.13, 35.91), radius = 100.0}
-- Add more as needed
}
--Red Zones
Config.redZoneBlips = true -- Set to false to disable red zone blips
Config.RedZones = { -- zombies in red zone will be deleted for preformance
{
coords = vector3(500.85, 5602.52, 799.01),
radius = 150.0,
ZoneZombieLimit = 20, -- Maximum zombies in the zone per player
redzoneSpawnDistance = 10.0,
RedZoneZombieModels = {
"a_f_y_juggalo_01",
"a_m_m_beach_01",
"a_m_m_eastsa_02",
"a_m_m_farmer_01",
"a_m_m_fatlatin_01",
"a_m_m_hillbilly_01",
"a_m_m_malibu_01",
"a_m_m_mexlabor_01",
"a_m_m_og_boss_01"
-- Add more zombie models specific to this zone
},
},
{
coords = vector3(1674.32, 2593.53, 59.89),
radius = 150.0,
ZoneZombieLimit = 20, -- Maximum zombies in the zone per player
redzoneSpawnDistance = 10.0,
RedZoneZombieModels = {
"a_m_m_tennis_01",
"a_m_o_acult_02",
"a_m_y_genstreet_01",
"a_m_y_genstreet_02",
"a_m_y_methhead_01",
"a_m_y_salton_01",
"a_m_y_stlat_01"
-- Add more zombie models specific to this zone
},
},
-- Add more red zones here
}
-- Zombies spawner settings
Config.SpawnerOptions = {
MinSpawnDistance = 40,
MaxSpawnDistance = 100,
DespawnDistance = 300,
SpawnZombieLimit = 30,-- Maximum zombies per player
ZombieModels = {
"a_f_y_juggalo_01",
"a_m_m_beach_01",
"a_m_m_eastsa_02",
"a_m_m_farmer_01",
"a_m_m_fatlatin_01",
"a_m_m_hillbilly_01",
"a_m_m_malibu_01",
"a_m_m_mexlabor_01",
"a_m_m_og_boss_01",
"a_m_m_polynesian_01",
"a_m_m_rurmeth_01",
"a_m_m_salton_02",
"a_m_m_skater_01",
"a_m_m_skidrow_01",
"a_m_m_soucent_04",
"a_m_m_tennis_01",
"a_m_o_acult_02",
"a_m_y_genstreet_01",
"a_m_y_genstreet_02",
"a_m_y_methhead_01",
"a_m_y_salton_01",
"a_m_y_stlat_01",
"csb_agent",
"s_m_y_cop_01",
"s_m_y_prismuscl_01",
"s_m_y_prisoner_01"
-- Add more models as needed
},
ZombieWalks = {
"anim@ingame@move_m@zombie@core",
"move_m@drunk@moderatedrunk",
"move_m@drunk@a",
"anim_group_move_ballistic"
-- Add more models as needed
},
}
-----------------------------------
-- Density settings ---------------
-----------------------------------
-- if using density for System do here from 0.1 to 1.0 ...
-- note that the zombies that are created by density side are normal npcs changed to be zombies so they may act more like normal npcs some times
-- basically they will have some tasks of normal npcs like talking on the phone and other...
Config.PedDensity = 0.1
Config.ScenarioPedDensity = 0.1
Config.VehicleDensity = {
Random = 0.0,
Parked = 0.0,
Overall = 0.0
}
Config.ZombieWalks = {
"move_m@drunk@verydrunk",
"anim_group_move_ballistic",
"move_lester_CaneUp"
-- Add more models as needed
}
-- zombies/npcs-related-settings
-- Special Zombies
Config.SpecialZombies = {
-- full effects example
-- you can add zombies with all effects no problem
-- {
-- model = "ped_model_here",
-- IsRunner = true, -- if zombies is runner
-- IsOnFire = true, -- if on fire
-- IsGas = true, -- if gas do the settings under
-- GasSettings = { gasRange = 5.0, healthDamage = 1, drunkEffect = false },
-- IsStronger = true, if stronger add the hp under
-- StrongerSettings = { hp = 700 },
-- IsElectric = true,-- if electric do the settings under
-- ElectricSettings = { effectRange = 5.0, damage = 5, shockEffect = true },
-- IsProp = true,-- if prop do the settings under
-- PropSettings = { propModel = "prop_gascyl_01a", offset = { x = 0.07, y = -0.07, z = -0.03} }-- am using "prop_gascyl_01a" so it do Explosion
-- },
-- stonger zombies and prop example
{
model = "s_m_y_prismuscl_01",
IsStronger = true,
StrongerSettings = { hp = 2500 },
IsProp = true,
PropSettings = { propModel = "prop_gascyl_01a", offset = { x = 0.07, y = -0.07, z = -0.03} }
},
-- only fire zombies example
{
model = "a_f_y_juggalo_01",
IsOnFire = true,
},
{
model = "a_m_o_acult_02",
IsOnFire = true,
},
-- runner and gas zombies example
{
model = "a_m_m_farmer_01",
IsRunner = true,
IsGas = true,
GasSettings = { gasRange = 5.0, healthDamage = 1, drunkEffect = false },
},
-- runner and fire and stronger zombies example
{
model = "a_m_m_og_boss_01",
IsRunner = true,
IsOnFire = true,
IsStronger = true,
StrongerSettings = { hp = 400 },
},
-- runner and electric zombies example
{
model = "s_m_y_cop_01",
IsRunner = true,
IsElectric = true,
ElectricSettings = { effectRange = 5.0, damage = 5, shockEffect = true },
},
-- props zombies example
{
model = "a_m_y_genstreet_01",
IsProp = true,
PropSettings = { propModel = "prop_gascyl_01a", offset = { x = 0.07, y = -0.07, z = -0.03} }
},
-- Add more special zombies as needed
}
-- Boss zones
-- am using special Zombies as example u can use any Model you want
Config.boss_position = {
respawnTime = 15, -- in minutes
positions = {
{model = "a_m_m_og_boss_01", coords = vector4(1535.28, 1758.82, 108.8, 220.04)},
{model = "s_m_y_prismuscl_01", coords = vector4(1110.19, 1448.41, 167.54, 97.1)},
}
}
-- Excluded Peds
Config.ExcludedPeds = { -- Peds that can spawn normally "npcs"
"s_m_y_marine_03",
"s_f_y_scrubs_01",
"a_m_o_soucent_03",
"a_m_y_dhill_01",
"a_m_y_hippy_01",
"cs_beverly",
"ig_hunter"
-- Add more models as needed
}
-- npc zones
Config.NpcsrespawnTime = 15 -- in minutes
Config.npc_zones = {
-- note : You Have to Add Only "ExcludedPeds" So Npcs Spawn Normaly
---- Friendly Examples ----
{
coords = vector3(-408.65, 1238.9, 327.51),-- this is needed so if npcs get out of zone they are deleted
radius = 200.0, -- Zone radius
type = "FRIENDLY", -- Friendly NPCs won't attack the player
positions = {
{model = "s_f_y_scrubs_01", coords = vector4(-425.85, 1110.8, 326.68, 40.2), task = "WORLD_HUMAN_STAND_MOBILE"},
{model = "a_m_o_soucent_03", coords = vector4(-426.91, 1110.19, 326.68, 358.71), task = "WORLD_HUMAN_SMOKING"},
{model = "a_m_y_dhill_01", coords = vector4(-431.61, 1112.2, 326.68, 301.37), task = "WORLD_HUMAN_SMOKING"},
{model = "s_f_y_scrubs_01", coords = vector4(-404.39, 1193.38, 324.66, 114.16), task = "WORLD_HUMAN_STAND_MOBILE"},
{model = "ig_hunter", coords = vector4(-371.55, 1259.6, 328.04, 206.35), task = "WORLD_HUMAN_SMOKING"},
{model = "a_m_y_dhill_01", coords = vector4(-430.66, 1183.96, 324.8, 294.94), task = "WORLD_HUMAN_SMOKING"},
{model = "a_m_y_dhill_01", coords = vector4(-405.23, 1163.86, 324.92, 347.21), task = "WORLD_HUMAN_SIT_UPS"},
{model = "ig_hunter", coords = vector4(-405.79, 1161.31, 324.92, 153.36), task = "WORLD_HUMAN_SIT_UPS"},
{model = "s_m_y_marine_03", coords = vector4(-408.75, 1163.01, 324.91, 272.33), task = "WORLD_HUMAN_PUSH_UPS"},
{model = "ig_hunter", coords = vector4(-430.44, 1134.22, 324.9, 91.34), task = "WORLD_HUMAN_GARDENER_LEAF_BLOWER"},
{model = "a_m_y_dhill_01", coords = vector4(-415.66, 1129.38, 324.9, 253.65), task = "WORLD_HUMAN_GARDENER_PLANT"}
}
},
---- unFriendly Example ----
{
coords = vector3(-468.81, 5996.75, 31.28),
radius = 90.0, -- Zone radius
type = "UNFRIENDLY", -- Unfriendly NPCs will attack the player on sight
positions = {
{model = "s_m_y_marine_03", coords = vector4(-450.42, 6013.41, 40.48, 320.23), task = "WORLD_HUMAN_GUARD_PATROL"},
{model = "s_m_y_marine_03", coords = vector4(-439.76, 6002.22, 40.44, 232.8), task = "WORLD_HUMAN_GUARD_PATROL"},
{model = "s_m_y_marine_03", coords = vector4(-430.93, 5994.51, 35.31, 259.54), task = "WORLD_HUMAN_GUARD_PATROL"},
{model = "s_m_y_marine_03", coords = vector4(-444.57, 5987.76, 35.31, 91.42), task = "WORLD_HUMAN_GUARD_PATROL"},
{model = "s_m_y_marine_03", coords = vector4(-476.97, 6027.64, 31.34, 272.02), task = "WORLD_HUMAN_GUARD_PATROL"}
},
weapons = {"WEAPON_COMBATPISTOL"} -- Weapons for unfriendly NPCs
}
--- add more as needed
}
tebex
Preview
Other Scripts
Standalone|ZombieSystem
Standalone|VehicleSpawner
standalone|SurvivalHUD
QBCore|RobberyCreator
QBCore|SafeZone
QBCore|Shop
QBCore|WeatherSync
QBCore|PhoneStoreRobbery
QBCore|CamperHousing
QBCore|LootBags
ESX|LootBags
ESX/QBCore|InGameMusic
ESX/QBCore|RadiationZones
ESX/QBCore|LootAreas
ESX/QBCore|CraftingVehicles
Support:
you can join my discord for any support ! Sinor System
Code is accessible | N/A |
Subscription-based | No |
Lines (approximately) | +1000 |
Requirements | Sounity or xsound |
Support | Yes |