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Noise Maker

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This page has been revised for the current stable version (41.78.16).
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Noise Maker
NoiseMaker Model.png
NoiseMakerSensor Model.png
NoiseMakerSensor Model.png
NoiseMakerSensor Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1.5
Equipped
One-handed
Performance
Range
0–10
Noise range
17 tiles
Noise duration
30 minutes
Crafting
Ingredients
Technical
Item ID
Base.NoiseTrap
Base.NoiseTrapTriggered
Base.NoiseTrapSensorV1
Base.NoiseTrapSensorV2
Base.NoiseTrapSensorV3
Base.NoiseTrapRemote
Equip trap and perform basic attack to throw.
— In-game tooltip

A noise maker, also known as a noise generator, is a throwable trap that can be crafted.

Usage

A noise maker is an effective tool at luring zombies to a particular location. It functions similar to an alarm clock in that it generates noise for 30 in-game minutes, except with a larger noise radius of 17 tiles (2 more). A noise maker can be either thrown or placed, and will be triggered as soon as it touches the ground. Unlike the alarm clock, the trigger cannot be delayed unless upgraded.

Unlike other thrown traps, the noise maker is not consumed once it is used, so it can be picked up and re-used as many times as required.

Upgrades

The noise maker has various upgrades allowing it to be triggered in several ways, rather than just when placed on the ground or thrown.

Sensor upgrade

The noise generator with sensor has a motion sensor attached. It can be placed by moving to the desired location, then press RMB on the item in the player's inventory and selecting "Place Noise Generator with Sensor" (this is different to "Place Item", which just places the item without arming it). Once placed, it will slowly beep 4 times before beeping rapidly and stopping. Once the beeping stops, the noise generator is armed, and will be triggered if movement is detected within a certain distance from the noise generator (without any warning). It's important to note that the character that armed the bomb can also trigger it.

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 5 tiles

Timer upgrade

The noise generator with timer has a crafted timer attached. Before placing, the timer can be set by pressing RMB on the item in the player's inventory and selecting "Set time before explosion". The time set is in real world seconds. The method of placing is identical to the sensor upgrade: move to location, RMB on item, and select "Place Noise Generator with Timer". It will begin to beep slowly, once for every second, and on the last second it will beep rapidly before exploding.

Remote upgrade

The remote noise generator has a crafted trigger attached, allowing it to be detonated remotely. To trigger, a remote controller must first be crafted. Then the remote controller and remote noise generator will need to be linked by having both items in the player's inventory and pressing RMB on either the remote or the noise generator and selecting "Link to ...". "(Linked)" will then appear next to the two items. If the wrong items have been linked, it can be reset by pressing RMB and selecting "Reset Remote Frequency" (both items must be reset in order to be linked to a new item). Once linked, the noise generator can then be placed: move to location, RMB on item, and select "Place Remote Noise Generator". Unlike the other upgrades, there will be no beeps, although it is armed. It is triggered by pressing RMB on the linked remote controller and selecting "Trigger".

There are 3 versions of the remote controller, each with a different range that they can be used to trigger the noise generator.

Version remote range
V1 7 tiles
V2 11 tiles
V3 15 tiles

Crafting

Obtaining

A noise maker requires several common items found in houses, and can be crafted by players that have read Engineer Magazine Vol. 1 and electrical level 3.

Product Ingredients Tools Requirements Workstation XP
NoiseMaker.png
Noise Maker
Amplifier.png Amplifier ×1
ElectronicsScrap.png Scrap Electronics ×7
none Electrical 3
(and)
MagazineMechanics.png
Engineer Magazine Vol. 1
none none

Upgrades

The noise maker 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
Noise Generator with Timer
Noise Generator with Timer
NoiseMaker.png Noise Maker ×1
TimerCrafted.png Crafted Timer ×1
ElectronicsScrap.png Scrap Electronics ×2
DuctTape.png Duct Tape ×1 unit(s)
none Electrical 2
(and)
MagazineElectronics03.png
Electronics Magazine Vol. 2
none none
Noise Generator with Sensor (V1)
Noise Generator with Sensor (V1)
NoiseMaker.png Noise Maker ×1
MotionSensor.png Motion Sensor ×1
ElectronicsScrap.png Scrap Electronics ×2
DuctTape.png Duct Tape ×1 unit(s)
none Electrical 2
(and)
MagazineElectronics04.png
Electronics Magazine Vol. 3
none none
Noise Generator with Sensor (V2)
Noise Generator with Sensor (V2)
NoiseMaker.png Noise Maker ×1
MotionSensor.png Motion Sensor ×1
ElectronicsScrap.png Scrap Electronics ×3
DuctTape.png Duct Tape ×1 unit(s)
none Electrical 4
(and)
MagazineElectronics04.png
Electronics Magazine Vol. 3
none none
Noise Generator with Sensor (V3)
Noise Generator with Sensor (V3)
NoiseMaker.png Noise Maker ×1
MotionSensor.png Motion Sensor ×1
ElectronicsScrap.png Scrap Electronics ×4
DuctTape.png Duct Tape ×1 unit(s)
none Electrical 6
(and)
MagazineElectronics04.png
Electronics Magazine Vol. 3
none none
Remote Noise Generator
Remote Noise Generator
NoiseMaker.png Noise Maker ×1
TriggerCrafted.png Crafted Trigger ×1
ElectronicsScrap.png Scrap Electronics ×2
DuctTape.png Duct Tape ×1 unit(s)
none Electrical 6
(and)
MagazineElectronics03.png
Electronics Magazine Vol. 4
none none

Item IDs

Name Icon Item ID
Noise Maker NoiseMaker.png Base.NoiseTrap
Noise Generator with Timer NoiseMaker.png Base.NoiseTrapTriggered
Noise Generator with Sensor (V1) NoiseMaker.png Base.NoiseTrapSensorV1
Noise Generator with Sensor (V2) NoiseMaker.png Base.NoiseTrapSensorV2
Noise Generator with Sensor (V3) NoiseMaker.png Base.NoiseTrapSensorV3
Remote Noise Generator NoiseMaker.png Base.NoiseTrapRemote

Location

The loot distributions can be found in the table(s) below.

NoiseTrap distributionShow / Hide

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.

Containers
Building/Room Container Effective chance
SafehouseLoot crate 23.67%
SafehouseLoot metal_shelves 23.67%
Vehicle
Type Container Effective chance
Survivalist Glove Box 6.53%
Survivalist Trunk 6.53%

History

Base.NoiseTrap

Version Description
Build 41.69 DisplayCategory changed from Devices to Explosives.
Build 41.65 DisplayCategory added with value Devices.
Build 41.54 ExplosionSound changed from NoiseTrapExplosion to NoiseMakerActivate.
NoiseDuration added with value 30.
Build 41.51 WorldStaticModel added with value NoiseMaker.
Build 41.12 SwingAnim changed from Bat to Throw.
WeaponSprite added with value Molotov.
Build 40.9 ExplosionSound changed from feedback to NoiseTrapExplosion.
Build 34.23 CanBeReused added with value TRUE.
CreateWorldItem removed.
Build 32.14 Released on this version.

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

NoiseMaker.png Noise Maker (Base.NoiseTrap)
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item NoiseTrap
    {
        DisplayCategory = Explosives,
        MaxRange	=	10,
        Type	=	Weapon,
        MinimumSwingTime	=	1.5,
		SwingAnim	=	Throw,
        WeaponSprite = Molotov,
        UseSelf	=	TRUE,
        DisplayName	=	Noise Maker,
        SwingTime	=	1.5,
        SwingAmountBeforeImpact	=	0.1,
        PhysicsObject	=	NoiseMaker,
        MinDamage	=	0,
        Weight	=	1.5,
        MaxDamage	=	0,
        MaxHitCount	=	0,
        Icon	=	NoiseMaker,
        NoiseRange  =   17,
        NoiseDuration = 30,
        triggerExplosionTimer   =   50,
        CanBePlaced = TRUE,
        CanBeReused =   TRUE,
        ExplosionSound  =   NoiseMakerActivate,
        Tooltip = Tooltip_Trap,
        WorldStaticModel = NoiseMaker,
    }

NoiseMaker.png Noise Generator with Timer (Base.NoiseTrapTriggered)
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item NoiseTrapTriggered
    {
        DisplayCategory = Explosives,
        MaxRange	=	10,
        Type	=	Weapon,
        MinimumSwingTime	=	1.5,
		SwingAnim	=	Throw,
        WeaponSprite = Molotov,
        UseSelf	=	TRUE,
        DisplayName	=	Noise Generator with Timer,
        SwingTime	=	1.5,
        SwingAmountBeforeImpact	=	0.1,
        PhysicsObject	=	NoiseGenerator,
        MinDamage	=	0,
        Weight	=	1.5,
        MaxDamage	=	0,
        MaxHitCount	=	0,
        Icon	=	NoiseMaker,
        NoiseRange  =   17,
        NoiseDuration = 30,
        ExplosionTimer  =   10,
        CanBePlaced = TRUE,
        CanBeReused =   TRUE,
        ExplosionSound  =   NoiseMakerActivate,
        WorldStaticModel = NoiseMakerSensor,
    }

NoiseMaker.png Noise Generator with Sensor (Base.NoiseTrapSensorV1)
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item NoiseTrapSensorV1
    {
        DisplayCategory = Explosives,
        MaxRange	=	10,
        Type	=	Weapon,
        MinimumSwingTime	=	1.5,
		SwingAnim	=	Throw,
        WeaponSprite = Molotov,
        UseSelf	=	TRUE,
        DisplayName	=	Noise Generator with Sensor,
        SwingTime	=	1.5,
        SwingAmountBeforeImpact	=	0.1,
        PhysicsObject	=	NoiseGenerator,
        MinDamage	=	0,
        Weight	=	1.5,
        MaxDamage	=	0,
        MaxHitCount	=	0,
        Icon	=	NoiseMaker,
        NoiseRange  =   17,
        NoiseDuration = 30,
        ExplosionTimer  =   10,
        SensorRange =   3,
        CanBePlaced = TRUE,
        CanBeReused =   TRUE,
        ExplosionSound  =   NoiseMakerActivate,
        WorldStaticModel = NoiseMakerSensor,
    }

NoiseMaker.png Noise Generator with Sensor (Base.NoiseTrapSensorV2)
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item NoiseTrapSensorV2
    {
        DisplayCategory = Explosives,
        MaxRange	=	10,
        Type	=	Weapon,
        MinimumSwingTime	=	1.5,
		SwingAnim	=	Throw,
        WeaponSprite = Molotov,
        UseSelf	=	TRUE,
        DisplayName	=	Noise Generator with Sensor,
        SwingTime	=	1.5,
        SwingAmountBeforeImpact	=	0.1,
        PhysicsObject	=	NoiseGenerator,
        MinDamage	=	0,
        Weight	=	1.5,
        MaxDamage	=	0,
        MaxHitCount	=	0,
        Icon	=	NoiseMaker,
        NoiseRange  =   17,
        NoiseDuration = 30,
        ExplosionTimer  =   10,
        SensorRange =   4,
        CanBePlaced = TRUE,
        CanBeReused =   TRUE,
        ExplosionSound  =   NoiseMakerActivate,
        WorldStaticModel = NoiseMakerSensor,
    }

NoiseMaker.png Noise Generator with Sensor (Base.NoiseTrapSensorV3)
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item NoiseTrapSensorV3
    {
        DisplayCategory = Explosives,
        MaxRange	=	10,
        Type	=	Weapon,
        MinimumSwingTime	=	1.5,
		SwingAnim	=	Throw,
        WeaponSprite = Molotov,
        UseSelf	=	TRUE,
        DisplayName	=	Noise Generator with Sensor,
        SwingTime	=	1.5,
        SwingAmountBeforeImpact	=	0.1,
        PhysicsObject	=	NoiseGenerator,
        MinDamage	=	0,
        Weight	=	1.5,
        MaxDamage	=	0,
        MaxHitCount	=	0,
        Icon	=	NoiseMaker,
        NoiseRange  =   17,
        NoiseDuration = 30,
        ExplosionTimer  =   10,
        SensorRange =   6,
        CanBePlaced = TRUE,
        CanBeReused =   TRUE,
        ExplosionSound  =   NoiseMakerActivate,
        WorldStaticModel = NoiseMakerSensor,
    }

NoiseMaker.png Remote Noise Generator (Base.NoiseTrapRemote)
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item NoiseTrapRemote
    {
        DisplayCategory = Explosives,
        MaxRange	=	10,
        Type	=	Weapon,
        MinimumSwingTime	=	1.5,
		SwingAnim	=	Throw,
        WeaponSprite = Molotov,
        UseSelf	=	TRUE,
        DisplayName	=	Remote Noise Generator,
        SwingTime	=	1.5,
        SwingAmountBeforeImpact	=	0.1,
        PhysicsObject	=	NoiseGenerator,
        MinDamage	=	0,
        Weight	=	1.5,
        MaxDamage	=	0,
        MaxHitCount	=	0,
        Icon	=	NoiseMaker,
        NoiseRange  =   17,
        NoiseDuration = 30,
        CanBePlaced = TRUE,
        CanBeReused =   TRUE,
        CanBeRemote = TRUE,
        ExplosionSound  =   NoiseMakerActivate,
        WorldStaticModel = NoiseMakerSensor,
    }

See also