Helicopter Event Framework

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Author: MasterGG

Last revision: 27 Feb at 11:12 UTC

File size: 6.99 MB

On Steam Workshop

Description:

Helicopter Event Framework

Expand the vanilla helicopter event with unpredictable secondary scenarios, dynamic world effects, and immersive audio-driven storytelling.

The Helicopter Event Framework is a lightweight, modular system that hooks directly into Project Zomboid’s vanilla helicopter event and transforms it into something far more dangerous — and unpredictable.

Instead of a single scripted moment, helicopter activity can now trigger multiple secondary events with real gameplay consequences, fully configurable through Sandbox options.


What Does This Mod Do?

When the vanilla helicopter event starts, the framework can trigger one or more dynamic secondary events around players or across the world:

  • Environmental hazards
  • Targeted combat interactions
  • Area-based world effects
  • Audio-driven meta events
  • Persistent consequences beyond the helicopter duration

Everything is logic-driven and world-based — no intrusive UI, no popups, no immersion breaks.


Event Types

  • Toxic Event
    A hazardous gas cloud disperses in an area, damaging both zombies and players over time.
    • Gas exposure builds sickness and can be lethal
    • Gas masks and respirators significantly reduce damage
    • Being inside enclosed buildings mitigates exposure
    • The infection decays naturally after the event ends
    • Attracts zombies toward the contaminated zone
  • Support Event
    Aerial support engages and randomly damages individual zombies in the area.
    • Targets zombies only
    • Does not attract additional hordes
    • Designed as controlled assistance, not crowd control
  • Hostile Event
    An aggressive helicopter engages players directly in burst attacks.
    • Targets players only
    • Can be lethal
    • Does not attract zombies
    • Short, intense engagement windows
  • Bombarder Event
    Area bombardment occurs far from active players.
    • Damages zombies in distant zones
    • No attraction mechanic
    • Designed as world-impacting background warfare
  • Explosion Event (Meta Event)
    A powerful explosion sound is triggered far from the player.
    • No direct damage
    • Redirects zombie movement toward a distant location
    • Purely audio-driven world manipulation
  • Helicopter Crash Event (Meta Event)
    The helicopter is shot down and crashes in the distance.
    • Strong directional sound attraction
    • Pulls zombies away from player zones
    • Narrative-driven world consequence
  • Surveillance Event
    A reconnaissance helicopter may now circle an area and monitor activity.
    • Light reconnaissance rotor signature
    • Tactical sensor activation sound cue
    • Increases psychological pressure
    • Does NOT attract zombies
    • No direct damage
  • Incendiary Sweep Event
    A military helicopter performs a fast aggressive sweep across a distant area.
    • Heavy attack rotor signature
    • Weapon system priming sound cue
    • Launches 5 napalm strikes in a targeted zone
    • Area impact behavior (far from players)
    • Alters zombie distribution
    • Does NOT directly target players
  • Smoke Curtain Event
    A tactical helicopter deploys smoke cover in a targeted area.
    • Unique low-altitude tactical rotor
    • Environmental visibility disruption
    • During the smoke phase, stealth is significantly enhanced
    • Zombies inside the smoke cannot properly perceive the player
    • Allows temporary free movement if used strategically
    • Temporary area control effect
    • No direct damage
    • No zombie attraction


Core Systems

  • Radius-based damage and exposure calculations
  • Zombie-aware environmental interaction
  • Indoor vs outdoor mitigation logic
  • Equipment-based protection scaling
  • Persistent but decaying status effects
  • Multiplayer-safe (server authoritative logic)


Debug Commands

HTT.DebugHelp() HTT.DebugListEvents() HTT.DebugStartEvent("toxic", 0.25, 20, true) HTT.DebugStartEvent("support_attack", 0.35, 90, true) HTT.DebugStartEvent("hostile_attack", 0.30, 90, true) HTT.DebugStartEvent("air_bombardment", 0.40, 120, true) HTT.DebugStartEvent("downed_heli", 0.35, 120, true) HTT.DebugStartEvent("surveillance_event", 1.00, 36, true) HTT.DebugStartEvent("incendiary_sweep", 1.00, 120, true) HTT.DebugStartEvent("smoke_curtain_event", 1.00, 54, true) HTT.DebugPlaySound("HTT_toxic_release", 80) HTT.DebugPlaySoundLocal("HTT_toxic_release") HTT.DebugSetVanillaHook(true) o false HTT.DebugStopEvent() HTT.DebugStatus()


Sandbox Options

Every system can be tuned or disabled:

  • Enable / Disable Secondary Events
  • Individual Event Toggles
  • Event Frequency (Low / Normal / High)
  • Toxic Event Intensity
  • Event Duration & Cooldowns
  • Audio & Overlay Effects

Make it subtle.
Make it brutal.
Or somewhere in between.


Design Philosophy

  • No vanilla systems replaced
  • No forced UI additions
  • Fully compatible with base helicopter mechanics
  • Framework-first architecture for future expansion
  • Clean integration for multiplayer servers

This is not a scripted encounter mod.
It is a growing dynamic event system.


Stay alert.
Not every helicopter brings help.

This mod’s permissions fall under TIS’s policy: Ask for permission (theindiestone.com) This mod can only be added to and extended with the express permission from the original creator. If permission is granted, proper credit must be given both within the mod files and wherever the mod is published. If no permission is received, the mod must be treated as ‘On Lockdown’. Servers are allowed to include this mod in their modpacks and apply internal changes, as long as proper credit is given to the original creator.

Support the Mod

Thank you for your support!
If you enjoyed the mod, a like or favorite helps a LOT!

Workshop ID: 3672792485
Mod ID: HelicopterEventExpansionFramework