Dismemberment: SSH's system meets Dead Island 2

17 October 2026. Your ask: "use this system for players and zombies and compare it to dead island 2 and merge the best parts of each." D-236.

The merge in one line: SSH decides how often a limb comes off and how it looks and falls. Dead Island 2 decides what changes when a zombie loses one while it's still alive. Our server decides every cut once, so all ten of you see the same body.

What we found

Visceral CombatSSH's mod

  • Limbs come off at death, on the killing hit or a hit on a corpse.
  • A chance per calibre: 12-gauge slug 100%, 7.62×51 35%, 5.56 (M855) 10%, 5.45 5%, 9×19 never.
  • The zone you hit picks the cut: head, forearm or thigh.
  • What sells it: gore caps on the stump, a 2 to 8 s arterial spurt, floor splats, head gargles, death animations, and a physics-driven death fall.
  • Most of the code is a Unity ragdoll library, not SSH's. We use Unreal's own equivalent.

Dead Island 2FLESH

  • Limbs come off while the zombie is still alive, and it changes how the zombie fights. A lost leg makes a crawler.
  • Wound recipes per weapon type, layered skin, muscle and bone, and viscera. These are on our Walker's own body.
  • A reaction order that decides what interrupts what.
  • Its bullet wounds are mostly sound. Its showpiece is melee.

The merged design

PartWhere it comes fromWhat it does
Who decidesoursThe server rolls each cut once and keeps every body's missing parts as state. Players who join late or reconnect see the same body. SSH's mod sends a one-off message, so a late joiner misses it.
Chance by calibreSSHHis table, unchanged to start: slugs always cut, the SR-25 often, 9×19 never.
Alive-state limbsDI2When a limb's damage passes 27 points, the hit can take it off a living zombie. A lost leg makes a crawler, a lost arm a one-handed attacker, and both arms leave a biter. The one-armed zombie turns its good side toward you, so a friend can flank the empty one.
MeleeDI2Blades sever. The crowbar and bat break limbs and crush heads, but never cut. The knife wounds.
Stumps and piecesDI2 SSHCut from the Walker's own layers and viscera first, with SSH's caps as the fallback.
Blood and soundSSHHis layers (burst, spray, drops, the arterial spurt) rebuilt in Unreal's particle system, plus a no-repeat sound pool with his gargles.
Death fallSSH oursHis physics-driven fall, rebuilt on Unreal's powered ragdoll from the Game Animation Sample, near zombies only.
Weak calibresoursA 9 mm kill that can't cut still gets a sharp payoff: a cloth snap, a dry hit, the body going slack.
The crowdoursA one-armed straggler stays recognisable in the 500-strong crowd, and the crawler's sound follows the limbs it has left.

Left out on purpose: rifles splitting torsos in two, a detached player-head camera, and a giant variety target before the basics feel right.

Three decisions for you

card 1When does a player's body lose limbs?

card 2Bring a first pass forward to right after the Walker slice?

Yes (recommended): cuts on kills and corpses, stumps, blood and the death fall on the one Walker, months earlier. It's about 21.5 to 29.5 agent-days. Crawlers and one-armed attackers stay at G4. Or keep everything at G4.

card 3When gunfire takes a living zombie's limb, does it interrupt the zombie?

A (recommended): a lost leg drops it straight into the crawl, and a lost arm cancels that arm's swing, so you see the loss at once. Or B, it carries on, or C, Dead Island 2's full reactions. Today gunfire never staggers a zombie, so A is a second exception, after the grapple.

Size

PieceAgent-days
First pass on the Walker, after W17 (card 2)21.5 to 29.5
Alive-state crawlers and one-armed attackers, at G433.5 to 46.5
Players losing limbs while alive (card 1, option B only)+30 to 45