diff --git a/cstrike/cfg/sourcemod/zombiereloaded/zombiereloaded.cfg b/cstrike/cfg/sourcemod/zombiereloaded/zombiereloaded.cfg index b6ceacc..97e8d28 100644 --- a/cstrike/cfg/sourcemod/zombiereloaded/zombiereloaded.cfg +++ b/cstrike/cfg/sourcemod/zombiereloaded/zombiereloaded.cfg @@ -681,8 +681,8 @@ zr_ztele_zombie "1" zr_ztele_human_before "1" // Allow humans to use ZTele after the mother zombie has spawned. -// Default: "0" -zr_ztele_human_after "0" +// Default: "1" +zr_ztele_human_after "1" // Time between using ZTele command and teleportation for zombies. [Dependency: zr_ztele_zombie] // Default: "3.0" diff --git a/docs/zr_manual.txt b/docs/.zr_manual.txt similarity index 97% rename from docs/zr_manual.txt rename to docs/.zr_manual.txt index 8407b09..14d7f16 100644 --- a/docs/zr_manual.txt +++ b/docs/.zr_manual.txt @@ -1979,7 +1979,7 @@ Console commands: 3.19 TELEPORT CONFIGURATION ------------------------------ -Zombie:Reloaded got a built in teleport feature with support for limits, delays +Zombie:Reloaded has a built in teleport feature with support for limits, delays and abuse protection. Teleport console variables: @@ -2000,7 +2000,7 @@ Teleport console variables: Options: 0 or 1 - zr_ztele_human_after 0 + zr_ztele_human_after 1 --------------------------------------------------------------------------- Allow humans to use the teleporter after mother zombies have spawned. @@ -2019,7 +2019,7 @@ Teleport console variables: zr_ztele_max_zombie 3 --------------------------------------------------------------------------- - Maximum number of teleports zombies can do in a round. + Maximum number of teleports a zombie can do in a round. zr_ztele_max_human 1 --------------------------------------------------------------------------- @@ -2083,8 +2083,8 @@ Console variables: --------------------------- Jump boost can be abused to do bunny hops. There are settings for configuring -maximum allowed velocity when jumping. If maximum speed is reached no -horizontal jump boost is applied. +maximum allowed velocity when jumping. If maximum speed is reached no jump +boost is applied. Console variables: @@ -2122,7 +2122,7 @@ Console variables: =========================================================================== zr_antistick 1 --------------------------------------------------------------------------- - Enable anti-stick system + Enable anti-stick system. Options: 0 or 1 diff --git a/docs/zr_manual.htm b/docs/zr_manual.htm index ea8bbfa..e4ab2d4 100644 --- a/docs/zr_manual.htm +++ b/docs/zr_manual.htm @@ -114,7 +114,8 @@ Written by Richard Helgeby
@@ -124,8 +125,8 @@ Written by Richard Helgeby How To PlayZombie: Reloaded requires that the following stuff is installed on the server:
Metamod:Source - A simplified API for server plugins. It makes it easier for developers @@ -264,11 +265,11 @@ plugin is compatible with all existing Zombie Mod maps.
Extract the content of "cstrike" in the zip file into "cstrike" on the server. The folder and file structure is already set up correctly and ready to be extracted.
-The plugin should work with default configuration. Start the server and join a team. Once the round starts there sould be some messages at the chat with "[ZR]". Or type "!zmenu" in the chat to bring up the zombie menu to confirm that the plugin is running.
@@ -279,7 +280,7 @@ If the plugin doesn't work at all or there are error logs, see TrouIn this manual commands or paths may be written in a certain style that tells how to use it.
Note that the style itself is not written, but it's used as an indicator to tell if a parameter @@ -351,7 +352,7 @@ do this on all string parameters to avoid parsing mistakes.
results and is an example of why strings should be quoted. -These are the default configuration files. The paths are relative to the "cstrike" folder.
-
Configuration files for each map is supported. They're executed after the main configuration files are executed, and are ideal for customizing map settings. These files are just regular @@ -742,7 +743,7 @@ have to be placed in this one to be effective, like changing class attributes.
If not explicit specified in the module documentation, use pre configuration.
-Note: Work in progress. Some flags explained in this section doesn't exist yet.
@@ -795,7 +796,7 @@ specified it's treated as a regular public model.-addons/sourcemod/configs/zr/models.txt
Custom models, materials and overlays must be listed in the download list so clients will download them. The paths must be relative to the "cstrike" folder.
@@ -805,7 +806,7 @@ download them. The paths must be relative to the "cstrike" folder.-addons/sourcemod/configs/zr/downloads.txt
The class system makes it possible to have different zombies and humans with customized skills. It cannot be turned off, but class selection options can be disabled. If there is only one class in @@ -900,8 +901,8 @@ the admin-only flag in the "flags" attribute.
Special class flags that are stored in a bit field (explained in Log Flags - (3.3.1)). Available flags:
+Special class flags that are stored in a bit field (explained in Log + Flags (3.3.1)). Available flags:
-
1 @@ -1148,8 +1149,8 @@ the admin-only flag in the "flags" attribute.@@ -1813,7 +1814,7 @@ multipliers. - Zombie classes only. How many health points to give the zombie each time it infect - a human.
+Zombie classes only. How many health points to give the zombie each time it + infect a human.
The weapon module can be used to restict weapons or scale knockback.
@@ -2181,7 +2182,7 @@ file, or on a per-map basis with map configuration files. -Hit group configuration makes it possible to disable damage or adjust knock back per hit group. This is useful for fine tuning game balance.
@@ -2291,7 +2292,7 @@ This is useful for fine tuning game balance.The infection module handles all infection events and does random infection on mother zombies. It's the core part of the plugin that creates this human vs. zombies game.
@@ -2537,7 +2538,7 @@ tune game balance. -With damage control it's possible to block suicide attempts, fall damage, blast damage and hit group damage. See Hit Group Configuration (3.9) on how to configure hit groups.
@@ -2636,7 +2637,7 @@ group damage. See Hit Group Configuration (3.9) on how to con -Overlays are pictures displayed on players' screen on certain events. However, these overlays require DirectX 9 or higher to work. Players with lower DirectX version won't see these overlays.
@@ -2701,7 +2702,7 @@ team. -Players' cash can be modified and reset on every spawn if enabled.
@@ -2752,7 +2753,7 @@ team. -With visual effects it makes it possible to give a creepy ambience. It's possible to change light style in maps and set dissolve effects on players' bodies when they die.
@@ -2999,7 +3000,7 @@ in progress by the SourceMod team). -The sound effects make zombies groan, in addition to the ambience sound file that can be played.
@@ -3097,13 +3098,13 @@ of MP3 files.Volume of ambient sound file. Volume is in percent.
Options:
- 0.0 to 1.0
Respawning makes players spawn into the game again after death. It keeps the game active and is less annoying for people who don't like to wait too much.
@@ -3126,7 +3127,7 @@ less annoying for people who don't like to wait too much.Enable respawning.
Options:
- 0.0 to 1.0
Respawn as zombie. If the mother zombie haven't spawned yet, players are always spawned as humans.
Options:
- 0.0 to 1.0
Respawn as zombie if the player was killed by world damage. If the mother zombie haven't spawned yet, players are always spawned as humans.
Options:
- 0.0 to 1.0
The spawn command (zspawn) lets players join the game late, depending on the time configured. To +avoid abusing there are settings that decides what team to spawn on, and a time limit when the +command is allowed to be used.
+ +ZSpawn console variables:
+ ++ + ++
+ + +Console variable: +Default: ++ +zr_zspawn +1 ++ + ++ +Enable spawn command.
+Options:
+
+ 0 or 1+ +zr_zspawn_team_overrride +1 ++ + ++ +Override what team to spawn to when using the spawn command. If disabled it will use + the same as zr_respawn_team_zombie.
+Options:
+
+ 0 or 1+ +zr_zspawn_team_zombie +0 ++ + ++ +Spawn as zombie if override setting is enabled.
+Options:
+
+ 0 or 1+ +zr_zspawn_timelimit +1 ++ + ++ +Enable time limit on the spawn command.
+Options:
+
+ 0 or 1+ +zr_zspawn_timelimit_time +120.0 ++ + ++ +How long the spawn command is available after round start, if enabled. Time is in + seconds.
++ +zr_zspawn_timelimit_zombie +1 ++ ++ +Spawn as zombie if using the spawn command after the time is up.
+Options:
+
+ 0 or 1
Humans can have spawn protection settings that give them certain advantages for a limited time +right after they've spawned.
+ +Spawn protection console variables:
+ ++ ++
+ + +Console variable: +Default: ++ +zr_spawnprotect +1 ++ + ++ +Enable spawn protection for humans.
+Options:
+
+ 0 or 1+ +zr_spawnprotect_time +10 ++ + ++ +How long the spawn protection lasts. Time is in seconds.
++ +zr_spawnprotect_speed +600.0 ++ + ++ +Running speed for spawn protected players. Normal running speed is 300.0, double is + 600.0.
++ +zr_spawnprotect_alpha +0 ++ ++ +Transparency setting on spawn protected players.
+Options:
+
+ 0 (invisible) to 255 (fully visible)
Console commands:
+ ++ + ++
+ + +Syntax: ++ +zr_zspawn_force <target> [spawn team] ++ ++ +Force one or more players to spawn.
+Parameters:
++
++ target A SourceMod target string with one or more players. + spawn team Optional. Specify what team to spawn to. Options:
+ 0 (humans) or 1 (zombies)
Zombie:Reloaded has a built in teleport feature with support for limits, delays and abuse +protection.
+ +Teleport console variables:
+ ++ ++
+ + +Console variable: +Default: ++ +zr_ztele_zombie +1 ++ + ++ +Allow zombies to use the teleporter.
+Options:
+
+ 0 or 1+ +zr_ztele_human_before +1 ++ + ++ +Allow humans to use the teleporter before mother zombies have spawned.
+Options:
+
+ 0 or 1+ +zr_ztele_human_after +1 ++ + ++ +Allow humans to use the teleporter after mother zombies have spawned.
+Options:
+
+ 0 or 1+ +zr_ztele_delay_zombie +3.0 ++ + ++ +Delay between teleport command and teleport for zombies. Time is in seconds.
++ +zr_ztele_delay_human +3.0 ++ + ++ +Delay between teleport command and teleport for humans. Time is in seconds.
++ +zr_ztele_max_zombie +3 ++ + ++ +Maximum number of teleports a zombie can do in a round.
++ +zr_ztele_max_human +1 ++ + ++ +Maximum number of teleports humans can do in a round.
++ +zr_ztele_autocancel +1 ++ + ++ +Automatically cancel a teleport in progress if moving a certain distance.
+Options:
+
+ 0 or 1+ +zr_ztele_autocancel_distance +20 ++ ++ +Maximum distance for automatically canceling a teleport. Distance is in feet. 1 feet + is 16 game units where a game unit is ~1 inch. For reference a player is ~75 units tall.
+
Teleport console commands:
+ ++ + ++
+ + +Syntax: ++ +zr_tele_force <client> ++ ++ +Force teleport on a player. Does not add delay or add to teleport count.
+Parameters:
++
++ client Single target player. Support SourceMod targets like + @me and @aim.
The HP display is a small panel on the center at the bottom of the screen that displays players' +health. Players can disable this, and the setting can also be saved in player cookies.
+ +Console variables:
+ ++ + ++
+ + +Console variable: +Default: ++ +zr_zhp +1 ++ + ++ +Enable HP display for zombies.
+Options:
+
+ 0 or 1+ +zr_zhp_default +1 ++ ++ +Default HP display state on connecting players.
+Options:
+
+ 0 or 1
Jump boost can be abused to do bunny hops. There are settings for configuring maximum allowed +velocity when jumping. If maximum speed is reached no jump boost is applied.
+ +Note: This is not a real bunny hop protection feature. Players who do bunny jumping will +still be able to do it, but they won't get jump boost after a certain speed if the speed limit is +enabled.
+ +Console variables:
+ ++ + ++
+ + +Console variable: +Default: ++ +zr_jumpboost_bhop_protect +1 ++ + ++ +Enable bunny hop protection.
+Options:
+
+ 0 or 1+ +zr_jumpboost_bhop_max +300.0 ++ ++ +Maximum horizontal velocity allowed when jumping. Normal running speed for the player + is 300.0
+Note: The first jump does not have a speed limit, but subsequent jumps won't + get any boost if the speed limit is reached.
+
The anti-stick system is a automatic no-block system that turn off collisions on players +that are stuck together, and enable collision again when they're unstuck.
+ +(Note: This file is obsolete!) To know if players are stuck, it needs some extra info about +each model used in the game. Data for these models are stored in the following file (relative to +"sourcemod" folder):
+ ++ +data/antistick.dat
Console variables:
+ ++ + ++
+ + +Console variable: +Default: ++ +zr_antistick +1 ++ + ++ +Enable anti-stick system.
+Options:
+
+ 0 or 1+ +zr_antistick_default_width +32.0 ++ + ++ +Note: Obsolete! Do not chnage default value!
+Default model width used to detect if players are stuck together. Width is in game + units.
++ +zr_antistick_file_path +data/antistick.dat ++ ++ +Note: Obsolete! Just ignore this file.
+File to store anti-stick model hull data. Path is default to the "sourcemod" folder.
+
(Feature exist, but incomplete documentation)
+ +(Incomplete) Feel free to contribute to this section. Make a new thread with suggestions in the +Zombie:Reloaded Forum.
+ +(how to defend against zombies, in a fair way)
+(zombie tricks, getting through non-solid props)
+ +(bunny jump)
+(almost invisible, act as a spy and surprise humans)
+ + +There are glitches and simplified physics stuff that can be used to get an advantage. Some servers +may not allow all of these tricks because they could be unfair.
+ +(bad thing to do, and should not be allowed)
+ +Realistic physics in multiplayer games is a expensive task for the server and it appears to be +laggy for players. The solution to this is simplified physics on props (that is simplified collision +detection).
+ +Some props aren't solid but pushes players away from it's origin (center of the object). This is +NOT a engine bug, but a simplified solution. These props are useful to _delay_ zombies in barricades, +but they're still fair to use. If players got enough speed they can run and jump through them.
+ +There's another trick that works quite good if the knock back is balanced +correctly. If a player look straight down or straight up it's possible to +simply walk through non-solid props, or at the same time, jumping slowly +through them.
+ +This simplified physics is used by default on regular Counter-Strike: Source maps. There's +something called turbo physics which is enabled on most zombie servers, where all props are solid so +players can stand on them. Players can't push props, but move them by shooting or using their use +key (E by default) while aiming at the object.
+ +When zombies have to crouch to enter a area where humans camp (like tubes and vents), jumping fast +might help.
+ +When jumping it's not easy for humans to hit the head and they can't get that good knock back +anymore. With multiple zombies jumping fast, pushing eachother on their way into a tube, the humans +are doomed. The tube camping problem much better balanced. This problem can also be solved by +using a class editor volume or anti-camp in tubes and +vents.
+ + +Currently we have no public bug tracker, so issues have to be reported in the Zombie:Reloaded forum.
+ +A few guidelines while posing issues or questions:
+