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Infected

Gauss edited this page Nov 14, 2022 · 11 revisions

The Infected NPCs, aka “zombies”, are the main course of Bio-Annihilation II. They can be spawned manually in one of several models, created automatically with a Spawner entity, or produced when a player or compatible NPC is slain by either one of them or the Bio-Virus.

Extremely violent and perpetually hungry, they will chase down any traces of living flesh back to their graves, no matter the source (they even eat synths!).

  • Infected will automatically seek out living players and NPCs in a very large area around them. Upon finding one, they will break into pursuit.
    • Stealth is useless. They can smell you.
    • They ignore machines such as manhacks, turrets, and rollermines, making them especially effective against Infected.
    • If a closer target gets near the infected while it is in pursuit, it has a chance to switch to the closer target.
  • Infected attack their targets by grappling and then biting them repeatedly.
    • Grabbed NPCs are completely immobilized. Grabbed players can shuffle out of their grasp given enough effort.
    • Each bite deals 7 to 9 damage, and adds 1 to 7 Infection to the victim.
  • If there is a prop, door, or window in the way of the infected, they will attempt to break it.
    • They can breach standard doors, destroy breakable objects, and remove constraints and physgun freezing from props.
  • If an Infected kills their target, they will momentarily be raised into another Infected.
  • If there are no valid targets within range, infected will pace around aimlessly and endlessly chew on any bodies they find.
  • Neurological alteration makes infected forget how to swim. If they find themselves in water, they will quickly drown.
  • Infected with a Rebel Medic model have a configurable chance to drop health vials on death.
  • Infected with a Combine Soldier, Combine Elite, or otherwise defined Custom Armored model have bullet-resistant armor, which slows them down by 10%, but decreases damage received from trace attacks (e.g. bullets) by 25%. A visual burst of sparks indicates when damage has been reduced.

Infected react in special ways to damage, depending on location and damage type:

  • Infected can be staggered for a short time by dealing half of their current health in damage, or by dealing blunt or sharp damage to them during a grab, such as with a melee weapon or a strong shove.
  • Headshots deal 3x damage to infected, making most weapons kill in one shot. If this damage is greater than a random value between 100 and 180 health, their head will comically explode.
  • Damage to the arms can break the arm. Each missing arm halves the damage they deal to objects and people. If one arm is broken, the infected has more difficulty holding onto player targets. If both arms are broken, the infected cannot grab their targets or break objects.
  • Damage to the legs can break the leg. Legs are more difficult to break than arms, but breaking just one forces the infected to crawl. Crawling infected move extremely slowly, but their low profile may make them mistakable for dead.
  • Limb shots deal half as much damage to infected.
  • If an infected takes explosive damage, they have a chance to lose a random limb. The chance to lose a limb is dependent on their current health and how much damage the explosion deals.

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