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Zombified Execrations#4479

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DVDPlayerOfDiscordFame wants to merge 5 commits into
impstation:masterfrom
DVDPlayerOfDiscordFame:They're-in-the-vents
Open

Zombified Execrations#4479
DVDPlayerOfDiscordFame wants to merge 5 commits into
impstation:masterfrom
DVDPlayerOfDiscordFame:They're-in-the-vents

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@DVDPlayerOfDiscordFame

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About the PR

This PR adds the Zombified Execration-- a special ghost-role vent mob that appears exclusively during Zombie game modes. As a mob, I went the monkey route and made a pseudo-species with loadouts for some random flavour. They have some extra quirks that differentiate them from normal zombies-- slightly more health, a different blood composition, and a slightly stronger slash attack.

Loadouts are split between 3 levels of rarity: common, uncommon, and rare, with these major distinctions:
Common Execrations are clothed like normal crew members with most inconsequential loot. Maybe a couple very basic tools might be on their person, or a couple pills, but otherwise they are unarmored.
Uncommon Execrations have something going on with their loadouts. You might find an Atmos Execration with a full firesuit on, or a Security Execration with a vest and helmet, or a Janitor Execration that cannot be slipped. Or maybe it's a clown.
Rare Execrations have something a little valuable on their person, or are dressed up in a way that is meant to look special or different. You'll have to see them to find out! Or dig through this PR, I don't mind.

For the loadouts I also made some zombie-versions of jumpsuits to fit the look. For these I haven't done species versions, because I did like 19 of them.

Why / Balance

The addition of this vent mob is meant to add a little something to the Zombie gamemode, namely to help with how dire or how good things are going on the station. The event will (usually) happen as early as 40 minutes into the round, meaning it will be a little late. The idea is that, if the Initial Infected were not successful then there's something that can still happen without needing admin intervention. OR, if the outbreak is going well, this can be something that can help other ghosts get in the action, or help move things along with some extra danger that may jump out where you may not expect, or when you may not expect it.

Technical details

Adds a few ZombieVent events, as well as the specific ZombieVentScheduler that is added to the Zombie game modes and Aller. The Zombie Vent Events, as well as their loadout rarities, are as follows:

  • Normal Zombie Vent Event (weight: 10): Common - 0.03 weight, Uncommon - 0.015 weight, Rare - 0.005 weight
  • Extra Rare Zombie Vent Event (weight: 3): Common - 0.005, Uncommon - 0.015, Rare - 0.03
  • Mass Zombie Vent Event (weight: 6): Common - 0.06, Uncommon - 0.03, Rare - 0.01
  • Jumpscare Zombie Vent Event (weight: 3): :)

Media

2026-06-23.12-25-19.421kbps.mp4
2026-06-23.12-53-54.587kbps.mp4

Requirements

Licensing

  • I give permission for any changes to the repository made in this PR to be relicensed under MIT.

Changelog
🆑 DVD Player

  • add: Something creepy may be dwelling in the vents...

The basics for the assets, and what the mob is. No game rule here.
Who knows
@github-actions

github-actions Bot commented Jun 24, 2026

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RSI Diff Bot; head commit ca21dc0 merging into fe4be65
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/botany.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/captain.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/cargo.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/centcom.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/courier.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/engineer.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/flannel.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/janitor.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/mascot.rsi

State Old New Status
equipped-HELMET Added
equipped-OUTERCLOTHING Added
helmet-icon Added
suit-icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/medical.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/passenger.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/pirate.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/research.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/salvage.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/science.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/security.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/service.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/syndicate.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Clothing/Uniforms/Other/Zombies/virology.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_Impstation/Mobs/Demons/execration.rsi

State Old New Status
execration Added
head Added
l_arm Added
l_foot Added
l_hand Added
l_leg Added
r_arm Added
r_foot Added
r_hand Added
r_leg Added
torso Added

Edit: diff updated after ca21dc0

@eviltori

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fuuuuck yes fuckyes

@youtubevideo3

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Looks cool!! I'm curious about the name though, what's the reasoning behind that particular choice of word?

@lobsterpaw

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for about 5 seconds i thought this meant zombies were gonna be shitting and pissing. looks cool now that i have realized that is not what is happening

@DVDPlayerOfDiscordFame

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Looks cool!! I'm curious about the name though, what's the reasoning behind that particular choice of word?

Doing a multi-species version of this doesn't work out without making a zombie-version of every species, so I opted instead to do something that was more like a mutant abomination. I was looking up words and the definition I saw for this one was "a prayer that harm will come to someone" and I felt that was fitting.

I also must admit that I did choose it fully knowing that it looks and reads similar to "excretion". I like that that a word for curse/hate can also look and sound similar to something gross and yucky, because I think that fits really well thematically for something like a zombie.

Of course, if a number of people or whatever don't share that opinion, "Malediction" is my second choice if we like that more.

I couldn't get deathgasping to work, and going crit wasn't working reliably, so to work around this I made it so they don't go crit, take 200 damage to outright kill, and make a creepy hissing sound when they die.
the emote on damage wasn't working without it
@DVDPlayerOfDiscordFame

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Saucing in here as a comment: I changed how they die. Before I just had it acting like other mobs, but there was stuff that wasn't working correctly, namely around when they do emotes. The problem going on is that, this is a mob that's a Zombie from the get-go, but the Zombie transforming sequence changes a lot of stuff on a mob and without that I had to reverse-engineer a fair bit about zombies. For the most part, I got it working!

But, the mobstate for going critical wasn't working, and neither was deathgasping, so to compensate for this I made their health 200 (from 125 but that was until crit, it was then 175 to kill), and they do emit a sound when they die now.

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4 participants