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For the build 41.78.16 article, please see the old revision.
An aerosol bomb is a thrown improvised explosive device that is created only by an engineer. They will cause meager explosions with very common items found in residential and commercial areas (especially survivor houses and vehicles).
Usage
An aerosol bomb can be thrown by holding RMB to aim and pressing LMB to release, where it will be thrown at the location of the mouse cursor. Upon landing, the aerosol bomb will explode covering a radius of 6 tiles, while also starting a several sparse fires. The fires themselves will last about 10 in-game minutes, not taking into account any other objects or zombies caught in the flames. Damages to zombies will be minor, but the exact opposite for players; injuries to players can range from scratches, lacerations, deep wounds, and burns from shrapnel (scratches and burns being the most common). These will more often than not cause moderate bleeding, severe pain, and critical damage or death.
Upgrades
The aerosol bomb has various upgrades allowing it to be triggered in several ways, rather than the basic throw and explode.
Sensor upgrade
- Main article: Aerosol Bomb with Sensor
The aerosol bomb with sensor has a motion sensor attached, that will trigger if it detects motion.
There are 3 versions of the sensor upgrade, each with a different range before triggering.
Version | Sensor range |
---|---|
V1 | 3 tiles |
V2 | 4 tiles |
V3 | 6 tiles |
Timer upgrade
- Main article: Aerosol Bomb with Timer
The aerosol bomb with timer has a crafted timer attached, that will trigger after an amount of time defined by the player.
Remote upgrade
- Main article: Remote Aerosol Bomb
The remote aerosol bomb has a crafted trigger attached, allowing it to be detonated remotely.
There are 3 versions of the remote controller, each with a different range that they can be used to trigger the aerosol bomb.
Version | remote range |
---|---|
V1 | 7 tiles |
V2 | 11 tiles |
V3 | 15 tiles |
Crafting
The aerosol bomb can only be crafted by only characters with the Engineer occupation.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Aerosol Bomb |
Hairspray ×1 Box of Sparklers ×1 Aluminum Foil ×1 |
none | Engineer |
none | none |
Upgrades
The aerosol bomb can be upgraded by attaching a crafted timer, motion sensor, or crafted trigger, each with their own method of triggering.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Aerosol Bomb with Timer |
Aerosol Bomb ×1 Timer - Crafted ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 2 (and) Magazine: Like Clockwork |
none | none |
Aerosol Bomb with Sensor (V1) |
Aerosol Bomb ×1 Motion Sensor ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 2 (and) Magazine: Home Security Monthly |
none | none |
Aerosol Bomb with Sensor (V1) |
Aerosol Bomb ×1 Motion Sensor ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 2 (and) Magazine: Home Security Monthly |
none | none |
Aerosol Bomb with Sensor (V3) |
Aerosol Bomb ×1 Motion Sensor ×1 Scrap Electronics ×4 Duct Tape ×1 unit(s) |
none | Electrical 6 (and) Magazine: Home Security Monthly |
none | none |
Remote Aerosol Bomb |
Aerosol Bomb ×1 Crafted Trigger ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 6 (and) Magazine: Sparky's Electrics Guide |
none | none |
Location
The distributions can be found in the following table(s):
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
SafehouseLoot | cardboardbox | 23.67% |
SafehouseLoot | crate | 23.67% |
SafehouseLoot | metal_shelves | 23.67% |
SafehouseLoot | smallbox | 23.67% |
SafehouseLoot_Late | cardboardbox | 23.67% |
SafehouseLoot_Late | crate | 23.67% |
SafehouseLoot_Late | metal_shelves | 23.67% |
SafehouseLoot_Late | smallbox | 23.67% |
SafehouseLoot_Mid | cardboardbox | 23.67% |
SafehouseLoot_Mid | crate | 23.67% |
SafehouseLoot_Mid | metal_shelves | 23.67% |
SafehouseLoot_Mid | smallbox | 23.67% |
Type | Container | Effective chance |
---|---|---|
Survivalist | Seat Front | 6.53% |
Survivalist | Seat Rear | 6.53% |
Survivalist | Trunk | 23.67% |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 1 Farm: 1 FarmLand: 1 ForagingNav: 1 Forest: 1 TownZone: 1 TrailerPark: 1 Vegitation: 1 |
- | - | - | - | - | - | - |
Variants
History
Base.Aerosolbomb
Version | Description |
---|---|
Build 42.0.0 | WeaponSprite changed from Molotov to AerosolBomb . |
Build 41.69 | DisplayCategory changed from Devices to Explosives . |
Build 41.65 | DisplayCategory added with value Devices . |
Build 41.54 | ExplosionSound changed from SmallExplosion to AerosolBombExplode .SwingSound added with value AerosolBombThrow . |
Build 41.51 | WorldStaticModel added with value AerosolBomb . |
Build 41.12 | SwingAnim changed from Bat to Throw .WeaponSprite added with value Molotov . |
Build 40.9 | ExplosionSound changed from smallExplosion to SmallExplosion . |
Build 32.14 | Released on this version. |
Code
Aerosol Bomb (Base.Aerosolbomb)
Source: ProjectZomboid\media\scripts\items_traps.txt
item Aerosolbomb
{
DisplayName = Aerosol Bomb,
DisplayCategory = Explosives,
Type = Weapon,
Weight = 1.5,
Icon = Aerosolbomb,
ExplosionPower = 70,
ExplosionRange = 6,
ExplosionSound = AerosolBombExplode,
KnockdownMod = 0,
MaxDamage = 0,
MaxHitCount = 0,
MaxRange = 10,
MinDamage = 0,
MinimumSwingTime = 1.5,
PhysicsObject = Aerosolbomb,
PlacedSprite = constructedobjects_01_32,
SwingAmountBeforeImpact = 0.1,
SwingAnim = Throw,
SwingSound = AerosolBombThrow,
SwingTime = 1.5,
Tooltip = Tooltip_Trap,
UseSelf = TRUE,
WeaponSprite = AerosolBomb,
triggerExplosionTimer = 50,
WorldStaticModel = AerosolBomb,
}