Zombie infection gun

Frankly I am new here and was wondering, and hoping (with all the new things happening). Could a gun be modded to turn whoever it hits into a zombie? Kind of thinking along the lines of how the octopus launcher works. But instead of making people wear an exploding/talking octopus, make them act like zombies that will run around and attack people for you.

Edit: I am not trying to ask for a mod of DLC, just a mod that acts sort of like the the launcher in question
 
I don't want to be the crusher of dreams, but this specific mod seems nearly impossible. Trying to get a non-zombie NPC character to behave like a character setup specifically as a zombie does not appear to be supported. The first problem is many of the zombie specific AI functions are tied directly to the "zombie" flag on the character preset info, which is determined by NPC type (not instance). The second problem is there is no good way to dynamically change the animation set of random NPCs to the appropriate zombie animation set. :/
 
I don't want to be the crusher of dreams, but this specific mod seems nearly impossible. Trying to get a non-zombie NPC character to behave like a character setup specifically as a zombie does not appear to be supported. The first problem is many of the zombie specific AI functions are tied directly to the "zombie" flag on the character preset info, which is determined by NPC type (not instance). The second problem is there is no good way to dynamically change the animation set of random NPCs to the appropriate zombie animation set. :/
Ah I see thank you for the reply. Maybe I will try my hand at something similar I was concocting in my head. Bummer that this couldn't be done, seems like hours upon hours of fun.
 
What about scripting it so there's some kind of fx like smoke and then remove the current npc and spawn a zombie npc in its place? Though I'm not sure of any way to actually target an open world asset like that. So, maybe not.
 
I can't think of a good way to do this from script without custom code support, unless it was set up as specific modal gameplay with script NPCs (which should be possible soon).
 
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