Fixed immunity modes not obeying spawn protection. Implemented "kill" immunity mode.
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@ -1257,6 +1257,11 @@ the admin-only flag in the <span class="code">flags</span> attribute.</p>
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<td class="valueoption">none</td>
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<td>No immunity mode. Instant infection of humans.</td>
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</tr>
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<tr>
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<td class="valueoption">kill</td>
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<td><strong>Humans only.</strong> Humans will die instantly instead of turning
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zombies when attacked by zombies.</td>
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</tr>
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<tr>
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<td class="valueoption">full</td>
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<td>Completely immune. Careful with this mode, it will break the game.
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@ -1273,12 +1278,15 @@ the admin-only flag in the <span class="code">flags</span> attribute.</p>
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<tr>
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<td class="valueoption">damage</td>
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<td><strong>Zombies only.</strong> Zombies are immune to damage from humans/
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grenades, but are still vulnerable to knock back.</td>
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grenades, but are still vulnerable to knock back. Since damage is blocked,
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zombies aren't slowed down by bullet hits, but knock back alone. You might
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need to increase knock back a bit.</td>
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</tr>
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<tr>
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<td class="valueoption">delay</td>
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<td><strong>Humans only.</strong> Delay infection for a certain amount of
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seconds (immunity_amount value).
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seconds (immunity_amount value). There's no notification, so humans need to
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be careful.
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<br/><br/>
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Subsequent zombie attacks will reduce the delay time with the number of
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seconds specified in the immunity_cooldown attribute. If you don't want
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