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Duckcall00's Zombie Stats
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Duckcall00's Zombie StatsPosted:

Duckcall00
  • Challenger
Status: Offline
Joined: Mar 13, 201014Year Member
Posts: 109
Reputation Power: 3
Status: Offline
Joined: Mar 13, 201014Year Member
Posts: 109
Reputation Power: 3
Here's a lot of Zombie info, taken straight from the PC files.

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Zombies start with 150 health.
With each round up to Round nine, they gain 100 health, ending up with 950.
Starting at round 10, the zombie health is multiplied by 1.1 with each round. At first, 1.1 isn't much, but it exponentially grows and becomes massive per round.


01. 150
02. 250
03. 350
04. 450
05. 550
06. 650
07. 750
08. 850
09. 950
10. 1045
11. 1150
12. 1264
13. 1391
14. 1530
15. 1683
16. 1851
17. 2036
18. 2240
19. 2464
20. 2710
30. 7030
40. 18234
50. 47295
60. 122673
70. 318183
100 5552108 (5.5 million health)


Dogs are also unchanged since WaW in health and general everything.
The first dog round will randomly occur between Round 5 and 7. The next dog round is 5 to 8 rounds afterwards, as are all subsequent dog rounds.
Their health increases with each of their rounds.
400 on the first Dog Round
900 second
1300 third
1600 for all following Dog Rounds



The health of the Creepy Crawlers increases the same as normal zombies, and then is multiplied by .75. So therefore they have 75% of the health of a normal zombie on any given round.


All regular zombies, no matter what round, deal 50 damage. Creepy Crawlers do 45 damage by meleeing the player. Dogs do 40 damage.
The player has 100 health.
Once the player is down they can survive for 45 seconds before dieing. It takes 3 seconds to revive a downed player.


Body Part Gibs are based on health and damage type.
Essentially, if a body part takes more than 10% of the zombie's total health, it will Gib off.
Only rifles, shotguns and explosives will gib limbs.
Pistols, SMGs and the like will not contribute to a gib.


There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.
The maximum number of zombies is 24 for one player.
+6 for each extra player.

From Rounds 1 to 4, the number of zombies is limited by 0.2, 0.4, 0.6 and 0.8 multipliers.

Between rounds 5 and 9, there will be 24 (+6 per player) zombies.

At Round 10 and on, the zombie count increases exponentially with (Round Number * 0.15 = Multiplier)

Example of a two player game:
Round 16 * 0.15 = 2.4
2.4 * 30 = 72 zombies


You start off with a maximum of 50 points earned from rebuilding per round.

That limit increases to a maximum of 500 points per round after Round 10.

maxreward = 50 * level.round_number;
      if ( maxreward > 500 )
         maxreward = 500;
      level.zombie_vars["rebuild_barrier_cap_per_round"] = maxreward;


However, some code flub causes the final reward to not come to pass, meaning every round has one less than their intended amount of the reward cap.
4 9 14 19 24 29 34 39 44 49.
After Round 10, the max is 490 points...



Each weapon is put in the list in a random order and it is all spun around.
Anything on the wall will not be in the Box. Same goes for the one-per-team weapons and the weapons the player is carrying.

-

The Monkey Bomb is a special case for the Mystery Box, it is given multiple counts in the random list until a player has it.
Before Round 10, the Monkey shows up in three spots in the random list.
On and after Round 10, the monkey goes up to five times in the list.
Once a player has the Monkey Bomb, it goes down to 1 count in the list.

-

The Ray Gun will be limited to one per every movement of the box. If a player gets a Ray Gun, it won't show up in the list until the box is moved again.

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The Freeze Ray and Thunder Gun are limited to one per team. Using the old Tesla Rifle code, they have a percentage chance of appearing in the box list.

After Round 5, the super weapon has 15% chance of being put in the list.
After Round 10, the super weapon has a 20% chance.
Once acquired, it has zero chance of appearing again.
If the player drops the weapon, the chance returns to 20%.
Even if the weapon appears in the list, that's no guarantee it will be chosen.


-

The box has a 15% chance of calling Teddy and teleporting the box in the 4-8 box open range.
The box has a 30% chance of calling Teddy in the 8-13 range.
The box has a 50% chance of calling Teddy after that amount of openings in one spot.
The first location will always call Teddy in by the eighth opening.


For a Carpenter power-up to spawn there needs at least 5 windows destroyed
For a Fires Sale to spawn the box needs to have moved.
If a Max Ammo is about to spawn, and the round is 29+, then another power-up will be chosen. However, it could also be a Max Ammo.


Once a fire trap or electric trap it bough it will stay active for 40 seconds. It then takes the trap 60 seconds to cool down.


The weapon the player is given while in Second Chance is as follows. The M1911 is the pistol you will be given by default. All later weapons will replace it.:
      M1911

      Ballistic Knife

      PaP Ballistic Knife

      Ballistic Bowie

      PaP Ballistic Bowie

      CZ75

      CZ75 Duel Wield

      Python

      **PaP Python**

      PaP CZ75

      PaP CZ75 Duel Wield

      PaP M1911

      Ray Gun

      Freeze Gun

      PaP Ray Gun

      PaP Freeze Gun

**In Single Player, any weapon listed below the PaP Python will be replaced by a PaP M1911

The following 1 user thanked Duckcall00 for this useful post:

raptorj45 (03-03-2011)
#2. Posted:
raptorj45
  • New Member
Status: Offline
Joined: Feb 26, 201113Year Member
Posts: 9
Reputation Power: 0
Status: Offline
Joined: Feb 26, 201113Year Member
Posts: 9
Reputation Power: 0
real nice find bro, keep up the good work : )
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