The Zombies need a base AI that will make it easy to implement barricades and other nZombies-specific behavior onto any actual Zombie NPCs without having to repeat the code. The AI needs to also obey special navigation modifiers, as well as players being untargetable or entities being of a higher priority. Systems for barricades can be coded such that it rather looks up the entity class the zombie is colliding with, and does a specific behavioral function based on it - this will let you apply this system to any other obstacle, such as Brutus locking down Perk Machines when within range.
Of course, the AI needs to be optimized since it is the main bottleneck of the gamemode.
The Zombies need a base AI that will make it easy to implement barricades and other nZombies-specific behavior onto any actual Zombie NPCs without having to repeat the code. The AI needs to also obey special navigation modifiers, as well as players being untargetable or entities being of a higher priority. Systems for barricades can be coded such that it rather looks up the entity class the zombie is colliding with, and does a specific behavioral function based on it - this will let you apply this system to any other obstacle, such as Brutus locking down Perk Machines when within range.
Of course, the AI needs to be optimized since it is the main bottleneck of the gamemode.
Base
Functionality
Events
These can be overriden, but all have a default function
More may be added. Feel free to request specific functionality support.