Zombie Animals







Zombie Animals
The wildlife turned. Green eyed infected animals hunt your players, and the infection spreads by bite.
Zombie Animals turns ordinary Rust wildlife into an infected threat. Infected animals lose all fear, hunt players, wildlife and human NPCs alike, and are marked by glowing eyes you can spot across a field. Get bitten and you carry the infection yourself, bleeding health until you find a cure, spreading it to anyone who stands too close, and rising as a zombie if it kills you.
Features
Infected wildlife
- A configurable share of naturally spawned animals are already infected
- Infected animals never flee, never lose interest, and chase far beyond vanilla ranges
- They hunt players, uninfected wildlife and human NPCs, and ignore each other and other undead
- Wounding another animal passes the infection on, so an outbreak grows on its own
- Per species control of health, damage, speed, detection range, chase range and attack range
Glowing eyes
- Every infected animal gets glowing green eyes, hand placed per species so they sit in the real eye sockets
- Alphas glow red instead
- Just eyes in the dark
Alpha variants
- A rare alpha rolls on each infection, tougher, harder hitting and faster
- Fully configurable chance and multipliers
Night aggression
- After dark, infected animals move faster and notice you from further away
- Driven by the in game clock, with configurable hours and multipliers
Player infection
- Bites carry a configurable chance to infect the player
- Infected players lose health on a timer and hear themselves breathing like the dead
- Standing near an infected player long enough infects you too
- A status indicator shows infected players their condition
- Cure items and their success chances are configurable, medical syringes, large medkits and anti rad pills by default
Reanimation
- Infected players who die rise as a zombie where they fell, and their loot bag still drops normally
- Scientists and other human NPCs killed by infected animals rise too
The Little Details
- Infected animals yield spoiled meat when harvested
- Zombie breathing, visible breath and a death rattle, all range gated so quiet areas stay quiet
- Optional chat announcement when an infected animal kills a player
Commands
| /zaspawn <species> [alpha] | Spawns an infected animal where you are looking |
| zombieanimals.cureplayer <steamid or name> | Console | Server console | Cures a player's infection |
Permissions
zombieanimals.admin grants access to the spawn command
Requirements
SimpleStatus is required: https://codefling.com/plugins/simple-status
The plugin will refuse to load without it and tell you so in the console.
Supported species
Chicken, boar, stag, bear and polar bear.
Rust's newer predators (wolf, tiger, panther and crocodile) run on a different AI system with no server side targeting. Only the five species above are supported.
Configuration
| 1 | { |
| 2 | "Infection": { |
| 3 | "Chance for a naturally spawned animal to already be infected, 0 to 100": 6.0, |
| 4 | "Maximum infected animals alive at once, 0 for unlimited": 40, |
| 5 | "Infect existing animals when the plugin loads": true, |
| 6 | "Infection spreads when an infected animal wounds another animal": true, |
| 7 | "Chance for the infection to spread on a successful attack, 0 to 100": 100.0, |
| 8 | "Infected animals yield spoiled meat when harvested": true, |
| 9 | "Kill infected animals when the plugin unloads": true |
| 10 | }, |
| 11 | "Targeting": { |
| 12 | "Infected animals hunt scientists and other human NPCs": true, |
| 13 | "Infected animals ignore zombies and other undead NPCs": true |
| 14 | }, |
| 15 | "Effects": { |
| 16 | "Play zombie breathing sounds": true, |
| 17 | "Infected animals exhale visible breath": true, |
| 18 | "Infected animals get glowing eyes": true, |
| 19 | "Play a zombie death sound when an infected animal dies": true, |
| 20 | "Only play effects when a player is within this range": 60.0, |
| 21 | "Announce in chat when a player is killed by an infected animal": false |
| 22 | }, |
| 23 | "Player infection": { |
| 24 | "Players bitten by an infected animal can catch the infection": true, |
| 25 | "Chance for a bite to infect the player, 0 to 100": 25.0, |
| 26 | "Infection spreads to players who linger near an infected player": true, |
| 27 | "Range for player to player infection": 3.0, |
| 28 | "Seconds of exposure before a nearby player is infected": 20.0, |
| 29 | "Infected players rise as a zombie when they die": true, |
| 30 | "Seconds after death before the body rises": 10.0, |
| 31 | "Damage dealt each tick": 4.0, |
| 32 | "Minimum seconds between damage ticks": 18.0, |
| 33 | "Maximum seconds between damage ticks": 20.0, |
| 34 | "Clear the infection when the player dies": true, |
| 35 | "Cure items, and the chance each one cures the infection, 0 to 100": { |
| 36 | "antiradpills": 100.0, |
| 37 | "largemedkit": 50.0, |
| 38 | "syringe.medical": 35.0 |
| 39 | } |
| 40 | }, |
| 41 | "Alpha": { |
| 42 | "Chance for an infected animal to be an alpha, 0 to 100": 5.0, |
| 43 | "Alpha health multiplier": 2.0, |
| 44 | "Alpha attack damage multiplier": 1.5, |
| 45 | "Alpha movement speed multiplier": 1.15 |
| 46 | }, |
| 47 | "Night": { |
| 48 | "Infected animals are faster and more alert at night": true, |
| 49 | "Night movement speed multiplier": 1.25, |
| 50 | "Night detection range multiplier": 1.5, |
| 51 | "Hour night behaviour starts, 0 to 24": 19.0, |
| 52 | "Hour night behaviour ends, 0 to 24": 8.0 |
| 53 | }, |
| 54 | "Species": { |
| 55 | "chicken": { |
| 56 | "Can be infected": true, |
| 57 | "Health": 80.0, |
| 58 | "Attack damage": 12.0, |
| 59 | "Movement speed multiplier": 1.6, |
| 60 | "Detection range": 40.0, |
| 61 | "Range at which a chased target is given up, 0 to use double the detection range": 0.0, |
| 62 | "Attack range, 0 to keep the vanilla range": 0.0, |
| 63 | "Seconds to keep chasing a target that is out of sight": 60.0 |
| 64 | }, |
| 65 | "boar": { |
| 66 | "Can be infected": true, |
| 67 | "Health": 250.0, |
| 68 | "Attack damage": 30.0, |
| 69 | "Movement speed multiplier": 1.4, |
| 70 | "Detection range": 50.0, |
| 71 | "Range at which a chased target is given up, 0 to use double the detection range": 0.0, |
| 72 | "Attack range, 0 to keep the vanilla range": 0.0, |
| 73 | "Seconds to keep chasing a target that is out of sight": 60.0 |
| 74 | }, |
| 75 | "stag": { |
| 76 | "Can be infected": true, |
| 77 | "Health": 250.0, |
| 78 | "Attack damage": 25.0, |
| 79 | "Movement speed multiplier": 1.5, |
| 80 | "Detection range": 50.0, |
| 81 | "Range at which a chased target is given up, 0 to use double the detection range": 0.0, |
| 82 | "Attack range, 0 to keep the vanilla range": 0.0, |
| 83 | "Seconds to keep chasing a target that is out of sight": 60.0 |
| 84 | }, |
| 85 | "bear": { |
| 86 | "Can be infected": true, |
| 87 | "Health": 800.0, |
| 88 | "Attack damage": 70.0, |
| 89 | "Movement speed multiplier": 1.3, |
| 90 | "Detection range": 60.0, |
| 91 | "Range at which a chased target is given up, 0 to use double the detection range": 0.0, |
| 92 | "Attack range, 0 to keep the vanilla range": 0.0, |
| 93 | "Seconds to keep chasing a target that is out of sight": 60.0 |
| 94 | }, |
| 95 | "polarbear": { |
| 96 | "Can be infected": true, |
| 97 | "Health": 900.0, |
| 98 | "Attack damage": 75.0, |
| 99 | "Movement speed multiplier": 1.3, |
| 100 | "Detection range": 60.0, |
| 101 | "Range at which a chased target is given up, 0 to use double the detection range": 0.0, |
| 102 | "Attack range, 0 to keep the vanilla range": 0.0, |
| 103 | "Seconds to keep chasing a target that is out of sight": 60.0 |
| 104 | } |
| 105 | } |
| 106 | } |
Everything that affects gameplay is configurable: spawn chance, the cap on concurrent infected animals, spread chance, per species stats, alpha odds and multipliers, night hours and multipliers, bite chance, contagion range and exposure time, damage per tick, reanimation delay, cure items and their chances, effect toggles and effect range.