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Title  Low-impact Zombie Corpses
Author  The Krit
Submitted / Updated  10-30-2007 / 11-03-2007
Category  Undead
Scripts Included?  Yes
Gender  Various
As with BioWare's "Zombie Corpse" placeable, this will allow you to have dead bodies suddenly animate into zombies when adventurers get close enough. However, this package does not rely on an expensive heartbeat, so it requires less CPU time. (I'm guessing much less, but I haven't clocked it.)

Getting started is simple. Download, unzip, and import into your module. Then wherever you want a corpse to appear, place a zombie, and make sure the heartbeat script for that zombie is tk_zomb_hb. The script will take care of replacing the zombie with a corpse placeable, and the corpse will re-animate to the zombie when enemies approach.

Once you have the basics, some advanced features can be accessed via local variables on the original creature. (See the comments in the script tk_zomb_inc for details.) These include the ability to specify which placeable to use as the corpse, and which zombie to re-animate as. Plus, if you don't like the placeables, you can simply have the original creature fall over dead until enemies approach. There's also an option to have the zombie corpses respawn after the death of the zombie (which might be useful on persistent worlds).
New 11/3: The detection range can now be set to 2.5, 5, or 10 meters. (Previously, it was always 5.)

While I was doing this, I figured I would also improve the look of the re-animated zombies. Instead of *poof* appearing, they actually get up from where the corpse was lying.

By the way, there is nothing about zombies hardcoded into this system (other than the default placeable's appearance). You can use it to make any creature rise from any placeable or dead creature when enemies get close.

This is my thirteenth Vault submission, it involves zombies, and it was published on Halloween 2007. Creepy enough for you? :)


Submitted: 10-30-2007 / Last Updated: 11-03-2007
Unzip to your erf directory, then import into your module.
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Another dead body, but this one is face-up.... I don't like the look of this.... It's happening again.... Zombie!

Look, a dead body.... What the? ... Um, since when do dead bodies get up? ... Oh sugar-doodles!

The poor gypsy! ... Hold on, that gypsy looked deader a moment ago.... This is just not my day.... Turn undead! Turn undead! Please?

Might be best to let sleeping dragons lie.... Uh-oh.... I didn't mean to wake you.... Looks like someone got up on the wrong side of the crypt this morning.

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Comments (21):

Posted by fredseeker at 2011-09-19 07:55:42    Voted 10.00 on 09/19/11
Good improvements. I plan on using this instead of the default. Thanks!

Posted by KENLAMELLA at 2011-08-10 01:26:58    Voted 10.00 on 08/10/11
Truly awesome! You really gave unlife to my zombies now! Thanks!
Farewell and a long farewell it shall be. Some of us are not destined to meet again.

Posted by Fleshmelter at 2011-07-18 13:56:01    Voted 10.00 on 07/18/11
Good Stuff, as always TK!
PW Action Server:
| Chaosgate |

Posted by Pstemarie at 2011-02-01 16:02:20    Voted 10.00 on 02/01/11
I like this - the scope of its application for a variety of creatures should prove very useful.
Pstemarie - Project Q Team Artist

Posted by wmb1957 at 2010-10-04 18:23:05    Voted 10.00 on 10/04/10
Nice job, plan to use it for halloween fun.

Posted by The_Krit at 2010-09-09 18:04:14    

Did you have the zombie lie dead, or was it replaced by a placeable? Do you have any local variables set on the zombie (also any set on the placeable, if you are using one)? There is not much that can interfere with the respawn; the two possibilities I found would result from a local variable filled with a bad value. (Well, I guess there is a third possibility -- placing a zombie then deleting its blueprint would mess with the system, but that's getting into actively messing with things, and you sound like you stumbled upon a hole somewhere.)

As for making a demo module, it would not be too complicated. However, no one has yet asked politely for a demo module, so I have not made one.

Posted by Dark at 2010-08-28 20:45:11    
Sorry, but this script does not work as said, For one placing a zombie on the ground and coming up to it despawns it and spawn nothing in its place. Secondly dude. How about making a demo mod so we can see this working the way you say itís supposed to? I guess thatís to complicated?
Eye of the Beholder
Project Lead

Posted by Bard Simpson at 2010-05-04 16:07:21    Voted 10.00 on 05/04/10
This is great -- it works as claimed and allows for options. With efficiency and flexibility, what more could one want? Thanks, Krit!

Posted by ILikeKillAndYou at 2010-04-22 15:24:27    Voted 10.00 on 04/22/10
Great idea and script. Its sad the zombie animation is kinda fast could have been fun ;)

Posted by Gonzo_og at 2010-01-26 07:53:32    Voted 10.00 on 01/26/10
Creepy enough.

Posted by olcottr at 2009-11-06 03:10:06    Voted 10.00 on 11/06/09
That is freaking awesome. Combine it with the great zombie models across the vault and you've got yourself a treat.

Posted by Blasco-Yang at 2009-04-13 17:52:56    Voted 10.00 on 04/13/09
Top notch. I can't believe this has been available since October of 2007 and I'm just now finding it.

Thanks Krit!

Posted by SweeneyTodd at 2008-07-26 19:03:16    Voted 10.00 on 07/26/08
A must-have, and with some handy options built in.
Penumbria - A NWN Homestead

Posted by Darren Frenrith at 2008-05-25 01:58:14    Voted 9.50 on 05/25/08
Nice. Looks a lot smooter than Bioware's "random zombie teleporting in on top of corpse".
I'm a NWN1 Builder and a NWN2 DM for Jewel of Calimshan PW, who are just out of beta.

Posted by Keltic_Oryantal at 2008-02-02 08:10:28    
Much appreciated! My poor little cpu thanks you too.

"Eliminating the need for a PnP game one NWN area at a time."

Posted by The_Krit at 2007-11-04 14:00:18    
Oops. A word got dropped from my previous post (probably because it was in angle brackets). I meant "(when a player holds down the tab key)".

Posted by The_Krit at 2007-11-04 13:56:40    
Re: sleeping bears

This might not be perfect for implementing a sleeping creature since the downed creature will register as "dead" (when a player holds down ). If you're willing to do a bit of scripting on your own, you might be able to do something better -- just look at the function TK_CreateDetector() in the script tk_detector_inc. (I say "you" because waiting for me to come up with something might take a while.)

On the other hand, aside from that one detail, I like the idea, and you should be able to do something like wake a group of sleeping bears. The script to edit is tk_zomb_rise. I don't see a simple and clean way to do it, though. (The basic problem is finding the other bears who need to be awakened. If you can handle that, getting them to wake up is fairly simple.)

Which approach do you prefer? How much of the work can you do / have you done?

Posted by ghowriter at 2007-11-03 21:10:15    Voted 10.00 on 11/03/07
Perfect! This will work on something I have been trying to get working... since it isn't tied to zombies, I can put it on a bear (or group) and if the PC get's too close, it wakes (and is very angry!) any way to set this up to do a shout to any other's in the area... a group of sleeping bears... then if the pc wakes one, it wakes the others... i know, i know... too mean!

Posted by Borden Ha'elven at 2007-11-01 19:38:11    Voted 10.00 on 11/01/07
This is so going into our PW. Cheers.

Stuff I've done.

Posted by Caleb_Marlborough at 2007-10-31 23:44:35    Voted 10.00 on 10/31/07
Great idea! Braiinnnnssssssss!!!!!!!!!!!

Posted by Deiter at 2007-10-31 05:50:02    Voted 10.00 on 10/31/07
I had stopped using zombie corpses on my PW due to the excessive CPU usage. This is perfect. Thanks from the biggest fan of your script-fu!

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