More actions
Base.NoiseTrapTriggered
Base.NoiseTrapSensorV1
Base.NoiseTrapSensorV2
Base.NoiseTrapSensorV3
Base.NoiseTrapRemote
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 |
---|---|---|---|---|---|
Noise Maker |
Amplifier ×1 Scrap Electronics ×7 |
none | Electrical 3 (and) 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 Maker ×1 Crafted Timer ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 2 (and) Electronics Magazine Vol. 2 |
none | none |
Noise Generator with Sensor (V1) |
Noise Maker ×1 Motion Sensor ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 2 (and) Electronics Magazine Vol. 3 |
none | none |
Noise Generator with Sensor (V2) |
Noise Maker ×1 Motion Sensor ×1 Scrap Electronics ×3 Duct Tape ×1 unit(s) |
none | Electrical 4 (and) Electronics Magazine Vol. 3 |
none | none |
Noise Generator with Sensor (V3) |
Noise Maker ×1 Motion Sensor ×1 Scrap Electronics ×4 Duct Tape ×1 unit(s) |
none | Electrical 6 (and) Electronics Magazine Vol. 3 |
none | none |
Remote Noise Generator |
Noise Maker ×1 Crafted Trigger ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 6 (and) Electronics Magazine Vol. 4 |
none | none |
Item IDs
Location
The loot distributions can be found in the table(s) below.
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 | crate | 23.67% |
SafehouseLoot | metal_shelves | 23.67% |
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
Noise Maker (Base.NoiseTrap)
Source: ProjectZomboid\media\scripts\newitems.txt
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,
}
Noise Generator with Timer (Base.NoiseTrapTriggered)
Source: ProjectZomboid\media\scripts\newitems.txt
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,
}
Noise Generator with Sensor (Base.NoiseTrapSensorV1)
Source: ProjectZomboid\media\scripts\newitems.txt
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,
}
Noise Generator with Sensor (Base.NoiseTrapSensorV2)
Source: ProjectZomboid\media\scripts\newitems.txt
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,
}
Noise Generator with Sensor (Base.NoiseTrapSensorV3)
Source: ProjectZomboid\media\scripts\newitems.txt
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,
}
Remote Noise Generator (Base.NoiseTrapRemote)
Source: ProjectZomboid\media\scripts\newitems.txt
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,
}