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Road Horde

Road Horde

Agents spawn in cities and march along roads in tight formations. StickToRoads at full power is the dominant processor, keeping agents locked to the road network. Flocking and alignment make them move together as a cohesive horde, while a small avoidance distance prevents them from stacking on top of each other.

Wind provides a directional bias so hordes tend to travel in one direction rather than milling around.

Key Processors

Parameter Value Why
SpeedScale 1.2 Faster than default for an aggressive marching feel
StickToRoads Power 1 Maximum road adherence — agents stay locked to road nodes
AlignSameGroup Power 0.8 Strong alignment keeps the horde moving as a unit
AvoidSameGroup Distance 6 Tight spacing — agents stay close but don't overlap
FlockSameGroup Distance 20 Short flock range keeps sub-groups together on the road
Wind Power 0.4 Mild directional bias without overpowering road navigation
AgentStartPosition RandomCity Agents begin in cities and immediately start traveling roads
WorldEvents Power 0.8 Strong reaction to player sounds — hordes will divert toward gunshots and explosions

Configuration

Download XML

<?xml version="1.0" encoding="utf-8"?>
<WalkerSim xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:schemaLocation="http://zeh.matt/WalkerSim WalkerSimSchema.xsd" xmlns="http://zeh.matt/WalkerSim">
  <Logging>
    <General>false</General>
    <Spawns>false</Spawns>
    <Despawns>false</Despawns>
    <EntityClassSelection>false</EntityClassSelection>
    <Events>false</Events>
  </Logging>
  <RandomSeed>345678</RandomSeed>
  <PopulationDensity>140</PopulationDensity>
  <SpawnActivationRadius>96</SpawnActivationRadius>
  <StartAgentsGrouped>true</StartAgentsGrouped>
  <EnhancedSoundAwareness>true</EnhancedSoundAwareness>
  <SoundDistanceScale>1</SoundDistanceScale>
  <GroupSize>16</GroupSize>
  <AgentStartPosition>RandomCity</AgentStartPosition>
  <AgentRespawnPosition>RandomBorderLocation</AgentRespawnPosition>
  <PauseDuringBloodmoon>true</PauseDuringBloodmoon>
  <SpawnProtectionTime>300</SpawnProtectionTime>
  <InfiniteZombieLifetime>false</InfiniteZombieLifetime>
  <MaxSpawnedZombies>75%</MaxSpawnedZombies>
  <Systems>
    <System Name="System 1" Weight="1" SpeedScale="1.2" PostSpawnBehavior="Wander" PostSpawnWanderSpeed="Walk" Color="#DDDD44">
      <Processor Type="StickToRoads" Distance="0" Power="1" Param1="0" Param2="0" />
      <Processor Type="FlockSameGroup" Distance="20" Power="0.3" Param1="0" Param2="0" />
      <Processor Type="AlignSameGroup" Distance="20" Power="0.8" Param1="0" Param2="0" />
      <Processor Type="AvoidSameGroup" Distance="6" Power="1" Param1="0" Param2="0" />
      <Processor Type="Wind" Distance="0" Power="0.4" Param1="0" Param2="0" />
      <Processor Type="WorldEvents" Distance="0" Power="0.8" Param1="0" Param2="0" />
    </System>
  </Systems>
</WalkerSim>