The Giant - TAS Exclusive Strategy

19 days ago
4

In the script for spawning dogs (in _zm_ai_dogs), the game limits the max number of dogs to be spawned as 9, but the midround dog function (in zm_factory) doesn't check if there are 9 dogs when it randomly decides to spawn a dog, and before going to the spawning function the midround dog function takes 2 from the zombies remaining variable (which the spawning function adds back to zombies remaining after doing the check for 9 dogs). Basically, if there are 9 dogs spawned and the game tries to spawn another dog, it will take 2 from the zombies remaining; in this video, I changed the odds for a dog to spawn to be 100%, causing the sph tracker to show ~2.4 sph (half of the min spawn rate, which is 4.8 sph).

This can happen with meatballs as well, and it can happen with bugs iirc, but it doesn't work with other vermin and it only applies to BO3. Spiders would have worked as the spawning function is almost functionally the same, but the issue is that the wrong array call is used to count the number of spiders alive, and so the number of spiders isn't actually limited to 9 (you can have 24 spiders alive at once, happy to fuel your nightmares); on the other hand, drones and manglers do have a proper limit, but the functions are also written properly so as to spawn a zombie instead of a mangler/drone if the drone/mangler limit has been reached. I forget how it works with furies and keepers, but I think furies are limited to 9 like dogs but are somehow still not exploitable.

The reason this would be TAS exclusive of course is that the chance to spawn a dog is only 4%, and keeping 9 dogs alive would not only be pretty hard while killing zombies, but it would be pretty slow; it's only worth doing something like this if you're just always going to get the 4% dog spawn.

Loading comments...