
The Crimson Head concept is directly taken from Resident Evil 1 (Remake), where zombies must be burned after being killed; otherwise, they return stronger and more aggressive. Since we highly value your useful and insightful suggestions, several of you requested this feature for the Classic Survival Horror Framework, and it has now been added to the framework in update 1.8.
Currently, the Crimson Head feature is enabled on the BP_ZombieNormal class, but by default, this feature is turned off. In order for BP_EnemySpawner to add the Crimson Head state to an enemy it spawns, you need to add a new ID to the EnemyCrimsonID array on this class in the editor, and then press the Generate button as shown in the image.
For example, in this image, this enemy spawner is spawning an enemy that has a spawn location at index 0 and a Crimson ID at index 0. The indices of the Crimson ID and the spawn location correspond to each other.

Crimson Head enemies are those that, after being killed, must be burned; otherwise, after a certain period of time (default 30 seconds), they will come back to life, but more aggressive, meaning they become both faster and stronger, to the point where they can decapitate the player with a single hit.
Note that if the player leaves the room, the enemy will immediately respawn upon re-entering the room, ignoring the 30-second timeline.
If the player kills an enemy that has turned into a Crimson Head, that enemy is destroyed permanently.
Crimson Head states are saved and loaded exactly in the save system, meaning if an enemy has become a Crimson Head and the player hasn’t killed it yet, but saves the game, that enemy will remain a Crimson Head when the game is loaded.
To burn a Crimson Head enemy, the player must have two items in their inventory: a Fuel Can and a Lighter, and the Fuel Can must contain a sufficient amount.
Did you enjoy this new feature? What are your thoughts on it? Have you tried it in the framework yet?
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