thank you to
TASK FORCE GHOST for you amazing warfare mod
project outbreak for the amazing zombies
morkmasher for being a homie
6A9C064C26ADF96A
Ranking
0Serversrunning this mod
0Observed players nowon servers reporting this mod
1Estimated player-hours (partial)Partial 7-day data (1% coverage)
Deployment17th16.7ahead of 17% of tracked mods by servers running it
Activity28th27.6ahead of 28% of tracked mods by play on those servers (partial 7-day data)
Popularity21.1deployment and activity combined (partial 7-day data)
Last 30 days
Servers, last 30 days
1 latest1 peak, 14:01 UTC1 low, 14:01 UTC
110
14:01 UTC14:32 UTC15:03 UTC
Servers reporting the mod in each hourly observation. Covers 1 hour of the last 30 days.
Daily values
Servers, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
19 Oct
1
1
1
2
Observed players, last 30 days
1 latest1 peak, 14:01 UTC1 low, 14:01 UTC
110
14:01 UTC14:32 UTC15:03 UTC
Sampled player counts on servers reporting the mod; not unique players. Covers 1 hour of the last 30 days.
Daily values
Observed players, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
19 Oct
1
1
1
2
Calculated Oct 19, 2026, 3:37 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
thank you to
TASK FORCE GHOST for you amazing warfare mod
project outbreak for the amazing zombies
morkmasher for being a homie
Official Workshop description
Build on a different map
1. Open the terrain in World Editor and create a saved sub-scene. Use a clean terrain, not an existing Conflict/Game Master mission with its own game mode and managers.
2. Place exactly one `Prefabs/ZombiePVE/Systems/FZP_ScenarioSetup.et`. Its root is the Conflict game mode; its children provide faction, radio, chat and repaired saved-loadout managers. Do not add duplicate managers.
3. Keep exactly one AI world, with the new map's soldier, vehicle and LowRes navigation meshes. Arland and Everon AI-world prefabs are provided; `FZP_AIWorld.et` is the neutral starting point for another terrain. Retain the terrain's existing MapEntity, camera and perception manager. Only use `FZP_WorldSupport.et` if the terrain is missing camera/perception; do not duplicate inherited support entities. The setup intentionally does not hardcode a map or navigation mesh.
4. Place one `Prefabs/ZombiePVE/Headquarters/FZP_MainBase.et` on solid navigable ground. It includes a US spawn point and arsenal. Place one `FZP_HiddenFIABase.et` well away from the playable camp and planned objectives. The hidden, noncapturable FIA HQ satisfies native Conflict initialization; it spawns no troops or starting vehicles.
5. Place/duplicate `Prefabs/ZombiePVE/CapturePoints/FZP_Outpost.et` or `FZP_Outpost_Feral.et`. Keep their children attached. Terrain-snap the roots and check that child spawn locations are on accessible land. Duplicate, rotate and rename freely. No point list or scripted entity names are required. Outposts register independently and victory counts them automatically.
6. Save all placements in your own scenario layer. Copy an example mission header from `Missions`, give it a new resource identity in Workbench, and set its World to your saved sub-scene. Keep `Configs/Systems/ZombiePVE.conf` as SystemsConfig. Add the chosen terrain addon as a dependency to your scenario project.
7. Start a fresh match and check native US deployment, the arsenal, the single Seize marker, defenders, capture handoff and the three-minute survivor cleanup. Publish this framework plus your scenario/terrain dependencies under their own IDs; update server and clients together.
The first route starts at the actual native US headquarters, regardless of its entity name or coordinates. With no placed objectives the controller waits instead of declaring completion. Use only one eligible US HQ and one FIA HQ to avoid native random-HQ selection. Already established objectives use their own child slots, so duplicate prefabs never share zombie groups.
## Included rules
- US is the only playable faction, with team balancing/faction quotas disabled. No starting vehicles or FIA soldiers. Native server capacity and security remain unchanged.
- Every objective is an outpost with a 75m capture zone, 350m activation, eight ambient Shamblers and 16 attack reinforcements. The Feral variant changes only reinforcement type. Safe-spawn distance is 65m; regular local population is 24 and global population is 96.
- One shared Seize objective, 70% nearest / 30% second-nearest route choice, no reroll while active. Each outpost receives up to 1,000 supplies each minute, bounded by storage capacity.
- At the first 50% capture, exactly one locked boss choice: three Nephilim (40%), two Nightingales (40%) or one Abomination (20%). Each Nightingale can deliver one extra eight-Sprinter horde. No repeat delivery; safe-ground and global-budget checks still apply.
- All originating objective zombies, including bosses/hordes, die 180 seconds after capture, wherever they wander. Uncaptured distance cleanup remains 600m/120 seconds.
- Roaming groups require six living connected US players within 100m. One roll/minute: 2% quiet, 5% suppressed shots, 10% loud shots, 20% explosions within 250m. Strongest event from the last 45 seconds wins. No new ambush within 125m of any objective or 250m of HQ; original targets escaping 500m from every surviving attacker kills that horde.
- Existing native saved-loadout action and respawn template are included. Persistence remains native and still requires an authenticated server check.