Zeus · chapter 02 of 06
Horror set pieces / Soul recovery, hordes, skulls, scares, spheres
The curated horror layer: recover a soul, call an arrival, steer a skull, place a scare, launch a sphere or a massive emission.
Soul recovery
Players in orb control appear as cyan labelled dots. The Soul tools panel selects a player in wake, rise or orb phase.
| Action | Use it when |
|---|---|
| Apply shield | No helper is available or the corpse is unreachable. |
| Release orb | The wake phase is taking too long. |
| Reset wake bar | The bar is stuck or you want a retry. |
| Clear soul fade | The screen is stuck in a fade. |
| Respawn at corpse | The orb cannot reach any destination. |
| Retry engine respawn | A respawn is pending in the engine. |
| Emergency recovery | Only when the sequence is genuinely stuck inside a callback or cutscene. |
Do not delete the corpse to “fix” a soul. The addon runs its own recovery at the saved death position, which is a fallback, not a better outcome.
Hordes and arrivals
FF: Horror > Spawn horde creates a server controller.
- Pool: one class, weighted list (
Zombie_O_RA_Civ=10,Zombie_O_Crawler_Civ=1), copied classes, or the mission mix. Weights are probabilities, not quotas. - Waves: 1 for a single horde, larger for repeats, 0 until stopped.
- Living limit: includes incoming units and applies per controller; waves wait for capacity.
- Terrain: water, steep slopes, occupied ground and player exclusion are rejected and counted as skipped.
- Arrival: flying units exist only when the flight ends; instant arrivals are revealed immediately.
Manage hordes shows wave, counts and skipped placements. Pause stops new launches; stop cancels incoming units and keeps existing enemies. Edits apply to future launches. Controllers are terminal once stopped — create a new one.
32
Controllers per mission.
128
Pending arrivals mission-wide.
200
Living + incoming per horde.
Flying spawn settings controls automatic arrivals for newly placed AI: scope (this Zeus / all Zeus), the class
filter (default: class or ancestor contains zombie), flight options and the enable switch. Automatic
arrivals preserve identity, loadout, group, variables and simulation state. Flying spawn source registers a
launch point; delete it to fall back to the sky.
Skulls
Register by synchronizing a Land_HumanSkull_F, enabling auto-registration, or calling
FF_horror_fnc_registerSkull. The original prop is the patrol anchor.
- Patrol — random points inside the radius.
- Traversal — direct movement, then patrol.
- Fly — fast arc at least 50 m above the higher endpoint, then patrol.
- Moving the prop relocates the anchor; a distant skull returns automatically.
- Freeze skull for photos is the multiplayer-safe alternative to
accTime = 0.
Scare entity
Place the module, select viewers and confirm. The retained controller module is the lifetime: delete it to remove apparitions, pictures, audio and stress. Only checked entries on the open tab count. Only selected players see, hear or receive the effect, and new unselected joiners stay excluded.
Flying spheres and massive emissions
Two Horror modules under FF: Horror. A flying sphere is persistent until removed and pulses on a shared schedule; a massive emission is a one-shot pulse that faults weapons and stages vehicle aftermath.
- Flying sphere — three dialog pages for timing, wobble and player effects. Nothing is sent until the last confirmation, and the position stays in Zeus ASL coordinates.
- Flying sphere / edit or remove — edits the nearest sphere or removes it.
- Massive emission — starts at the clicked ASL position. Only one may run at a time. Defaults: 8 km radius at
50 m/s after 27 s. Configure with the mission variable
FF_horror_emissionConfig. - The emission's themed recovery can drain filters, apply injuries, hold the music channel and request a PASS alarm;
switch it with
FF_horror_emissionProfileEnabled,FF_horror_emissionConsequencesandFF_horror_emissionBeacon.
Details: Flying spheres and emissions.