Bare Hands

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Bare Hands
Bare Hands
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1
Skill
N/A
Performance
Damage
0.2–0.4
Range
0–1.1
Knockback
0.5
Technical
Item ID
Base.BareHands

Bare hands are the player's primary weapon when they have none equipped or an item that can't be used as a weapon.

Overview

Unarmed combat comes in two different forms - Shove and Stomp. These are performed contextually depending on the target, and can both be executed by pressing SPACE even while holding a weapon. The chance to knock them down, and the damage dealt once prone, is modified by strength and fatigue.

Shove

The first move is a simple shove, which deals no damage to the target and prolonged fighting will tire out the player. However, if a shove successfully hits an enemy, the target will be pushed back and may even fall onto the ground. This attack will also be performed while holding a weapon by attacking closer than the weapons minimum range instead of the actual strike. If multi-hit is enabled, up to 3 targets can be shoved at once.

Stomp

The second move is a brutal stomp to the fallen target. This only works if the enemy is knocked prone. Unlike the push, this attack deals damage to the enemy, although it can still take many strikes to kill a downed foe. This also prevents a downed enemy from getting back on its feet, and knocks over a zombie struggling to stand if caught early in the animation. The damage is dependent on the player's position over the enemy - stomping the head will garner better results than crushing their ankles.

Strategy

The best strategy is to push a zombie to the floor, then stand on their chest and stomp until there is an audible splatter. The player should be positioned to stomp on the head for best results, but be cautious as to not go too far away, as they'll get up quickly with no one standing on them. Unarmed combat in general will expend energy very quickly because the attacks are very weak. This should not be attempted if there are multiple zombies, as it can take a lot of time and energy to kill a single target. If there are three or more, it is generally advised to flee and find a way to avoid or separate them from each other. If there are two, it is a simple matter of shoving one away while stomping on the other. Note that the shoves do no damage on their own - if a zombie can't be knocked prone and stomped on, they will never be killed.

Unarmed killing is quite useful when a survivor encounters a singular zombie in the early game, if one is seen, don’t be tempted to run away and attract more, kill that zombie and loot their body, as they may have something that will prove handy to the player.

Code

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

Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16 item BareHands { DisplayCategory = Weapon, MaxRange = 1.1, WeaponSprite = null, MinAngle = 0.5, MinimumSwingTime = 2.5, Type = Weapon, SwingAnim = Shove, KnockBackOnNoDeath = TRUE, WeaponWeight = 0, DisplayName = Bare Hands, Categories = Unarmed, SwingAmountBeforeImpact = 0.1, SwingTime = 2.5, MinDamage = 0.2, SplatNumber = 1, EnduranceMod = 1.7, Weight = 1, PushBackMod = 0.5, MaxDamage = 0.4, SplatBloodOnNoDeath = FALSE, MaxHitCount = 3, Icon = Axe, DoorDamage = 0, TreeDamage = 0, DoorHitSound = BareHandsHit, HitSound = BareHandsHit, HitFloorSound = BareHandsHit, }[[Category:Version 41.78.16

   item BareHands
   {
       DisplayCategory = Weapon,
       MaxRange	=	1.1,
       WeaponSprite	=	null,
       MinAngle	=	0.5,
       MinimumSwingTime	=	2.5,
       Type	=	Weapon,
       SwingAnim	=	Shove,
       KnockBackOnNoDeath	=	TRUE,
       WeaponWeight	=	0,
       DisplayName	=	Bare Hands,
       Categories	=	Unarmed,
       SwingAmountBeforeImpact	=	0.1,
       SwingTime	=	2.5,
       MinDamage	=	0.2,
       SplatNumber	=	1,
       EnduranceMod = 1.7,
       Weight	=	1,
       PushBackMod	=	0.5,
       MaxDamage	=	0.4,
       SplatBloodOnNoDeath	=	FALSE,
       MaxHitCount	=	3,
       Icon	=	Axe,
       DoorDamage	=	0,
       TreeDamage  =   0,
       DoorHitSound = BareHandsHit,
       HitSound = BareHandsHit,
       HitFloorSound = BareHandsHit,
   }]] 

See also