One thing i think that would be very beneficial is on the BP_EnemySpawner is the ability to change the zombie settings. Even basic things like Health, Laying down etc. How it is currently set up, you need a new Zombie BP for any difference, like if i wanted a zombie with 100% health, it needs a Blueprint. If i want to add a 2nd Zombie with 50% health, it needs an other BP. Over the course of the game this is going to be so many varied Blueprints for health, laying down etc that it will bloat the game behind the scenes. Each zombie BP may not be much, but it all adds up, especially when we are specifically attempting to recreate the classed OG Res 1/2/3 game. Add to that the increasing expense of hardware thanks to horrible AI and datacenters, the ability to keep things as limited as possible is a must.
@ben4886 Yes Ben, that's a great suggestion 👍
For things like Health and other gameplay-related parameters, we can definitely add those options to the Enemy Spawner so they can be configured per spawned zombie without requiring separate Blueprints.
However, for zombie variants such as the Laying Down Zombie, things are a bit different since they require their own class due to their unique setup and behavior. So that part would still need its own class, but yes, I agree this part could be expanded further.
we need a licker type enemy i see mixamo has this weird crawling type animation would be perfect and it has this weird skinless looking thing as a character model might be something to look at
regards
please please i beg you can u please add a classic shotgun and fire and pump reload somehow it is a re staple