diff --git a/docs/zr.css b/docs/zr.css index af0c49e..632b067 100644 --- a/docs/zr.css +++ b/docs/zr.css @@ -53,7 +53,7 @@ p.headerinfo color: #909090; } -p.code +.code { font-family: "Courier New", "Lucida Console"; color: #000000; @@ -63,13 +63,15 @@ table { border-style: none; border-collapse: collapse; - width: 100%; + width: 100%; + table-layout: auto; } td { text-align: left; - padding: 3px; + vertical-align: top; + padding: 3px; } td.commandheader @@ -95,12 +97,22 @@ th text-align: left; padding: 3px; border-bottom-style: solid; - border-bottom-width: medium; + border-bottom-width: 2px; } th.namewidth { - width: "500px"; + width: "400px"; +} + +th.tinywidth +{ + width: "100px"; +} + +th.mediumwidth +{ + width: "200px"; } .container diff --git a/docs/zr_manual.htm b/docs/zr_manual.htm index 218e936..ccaa28a 100644 --- a/docs/zr_manual.htm +++ b/docs/zr_manual.htm @@ -255,7 +255,7 @@ for both zombies and humans in different classes.
ZRTools extension (bundled). Provides some extra functions needed by Zombie:Reloaded. - See Plugin Installation (2.2).
+ See Plugin Installation (2.2).Next check error logs from SourceMod and look if there are any entries from "zombiereloaded.smx". -If the plugin doesn't work at all or there are error logs, see Troubleshooting at section 5.0.
+If the plugin doesn't work at all or there are error logs, see Troubleshooting (5).A bit field that specify what event types to log.
Options:
- Number - See Log Flags (3.3.1)
Adds one or more modules to the module filter. Use short module names, see List Of - Modules (3.3.2).
+Adds one or more modules to the module filter. Use short module names, see + List Of Modules (3.3.2).
Parameters:
@@ -528,8 +528,8 @@ configuration file. module Name of the module to add. - Removes one or more modules from the module filter. Use short module names, see List - Of Modules (3.3.2).
+Removes one or more modules from the module filter. Use short module names, see + List Of Modules (3.3.2).
Parameters:
+ +
@@ -549,6 +549,1649 @@ configuration file. module Name of the module to remove. 1. Log Flags
+ ++ ++
+ +Flag: +Bit No.: +Value: +Description: ++ +LOG_CORE_EVENTS +1 +1 +Log events from the plugin core like config validation and other messages. ++ +LOG_GAME_EVENTS +2 +2 +Log admin commands, console commands, and game related events from modules like, + suicide attempts and weapon restrictions. ++ +LOG_PLAYER_COMMANDS +3 +4 +Log events that are triggered by players, like chat triggers, teleporting and class + changes. ++ +LOG_DEBUG +4 +8 +Log debug messages, if any. Usually only developers need to enable this log flag. ++ +LOG_DEBUG_DETAIL +5 +16 +Log additional debug messages with more details. May cause spam depending on module + filter settings. Usually only developers need to enable this log flag. +To combine several logging flags use the sum of their values. A combination could be "3", which +is these log flags:
+ ++ +LOG_CORE_EVENTS + LOG_GAME_EVENTS
+ 1 + 2Most server setups donesn't need different flag settings. Default is fine.
+ +To decode the value you must convert it from decimals to binary, and count from right to left +what bits that are 1. Look up the bit number (not value) in the table above.
+ +As an example on using the number 11 it's 1011 in binary. Counting from right +we see that the following bit numbers are on: 1, 2, and 4. That is the flags:
+ ++ +LOG_CORE_EVENTS + LOG_GAME_EVENTS + LOG_DEBUG
+ 1 + 2 + 8Most operating systems or distributions have a calculator that can convert +between binary and decimal numbers with scientific mode enabled. An online +unit converter like below can also be used.
+ ++ + +2. List Of Modules
+ ++ + ++
+ +Short name: +Description: ++ +account +Money manager ++ +antistick +Anti-Stick feature ++ +config +Configuration file manager ++ +cvars +Console variables ++ +damage +Damage manager ++ +downloads +File download manager ++ +hitgroups +Hit group feature ++ +infect +Infection manager ++ +models +Model list file manager ++ +playerclasses +Class manager ++ +veffects +Visual effect manager ++ +seffects +Sound effect manager ++ +tools +Helper functions (offsets) ++ +volfeatures +Volumetric features ++ +weapons +Weapon manager ++ +weaponrestrict +Weapon restriction manager ++ +zspawn +Spawn command manager ++ +ztele +Teleport manager +4. Custom Map Configuration Files
+ +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 +configuration files and can also have standard console commands like setting map time. These files +are optional.
+ +The main purpose of these files is to make it possible to change settings for Zombie:Reloaded on +certain maps. That could be scaling knockback, restricting certain weapons, changing class +attributes or changing ambience sound.
+ +1. Types
+There are two kinds of map configs; pre and post. Pre map configuration files are executed +before the modules are loaded. They're useful for changing configuration sets for certain modules +like classes. Post map configuration files are executed after the modules are loaded. Certain stuff +have to be placed in this one to take effect, like changing class attributes.
+ ++ ++
+ +Type: +Executed: +Path: ++ +Pre +Before modules +cfg/sourcemod/zombiereloaded/<mapname>.cfg ++ +Post +After modules +cfg/sourcemod/zombiereloaded/<mapname>.post.cfg +If not explicit specified in the module documentation, use pre configuration.
+ + +5. Model Configuration
+ +Note: Work in progress. Some flags explained in this section doesn't exist yet.
+ +The model configuration file is a list of models used on the server. Each line contains the path +including the model name, but not the file extension.
+ +The models listed in this file are also precached when the server starts. Custom models used, +but not listed in this file will cause a "model not precached" error on the server, so remember to +list them in this file.
+ +In addition certain flags can be added to mark the model as special, such as only for +admins/donators, hidden from random selection or only for mother zombies.
+ +Each line is separated into two fields with ";". The last field is optional and if no flag is +specified it's treated as a regular public model.
+ +Model line syntax:
++ +<model path>[; flag]
Available flags:
+ ++ ++
+ +adminonly +Can only be used by admins. ++ +donator +Can only be used by donators. ++ +hidden +Is not included in random selections. ++ +motherzombie +Can only be used on mother zombies. +Example usages:
+ ++ +models/player/zh/zh_charple001
+ models/player/zh/zh_corpse002; adminonly
+ models/player/zh/zh_zombie003; hidden
+ models/player/ics/hellknight_red/t_guerilla; motherzombiePut the list of models in:
+ ++ + +addons/sourcemod/configs/zr/models.txt
6. Download List
+ +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.
+ +List files to be downloaded in:
+ ++ + +addons/sourcemod/configs/zr/downloads.txt
7. Class Configuration
+ +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 +each team, the class selections menus are automatically disabled.
+ +The class configurations are stored in Valve's key/value format, and the file that's loaded +should be specified in the "zr_classes_file" console variable. It's possible to change this +variable with per-map configuration files to have different sets of classes on one or more maps.
+ +Default path is:
+ ++ +configs/zr/playerclasses.txt
Note: The path is relative to the "sourcemod" folder.
+ +The file contains a short description of all attributes. Details are explained below.
+ +1. Class Types
+ +There are three class types; zombies, humans and admin-mode. Default classes are selected on the +player depending on console variables and the class file.
+ +Admin-mode classes are currently incomplete and will be validated, but ignored in the game. This +is a special mode in the game, but not the same as admin-only classes. To get admin-only classes set +the admin-only flag in the "flags" attribute.
+ +2. Class Attributes
+ +The list below explains all available class attributes in detail:
+ ++ + ++
+ + +Attribute: +Value type: +Limits/Requirements: ++ +enabled +text +"yes" or "no" ++ + ++ +Enables or disables the class. Disabled classes won't show up in the class selection + menus. Also, if some attributes failed to validate the class will be disabled.
++ +team +number +0 - 2 ++ + ++ +Specifies the class type (team ID). Class types are filtered in the class selection + menus, so only zombies can use zombie class types, and only humans can use human class + types. These are the allowed team IDs:
+++
+ 0 Zombie classes + 1 Human classes + 2 Admin-mode classes The admin-mode class type sets the player in spectacting like mode, but allow + admins to walk around. They can't take or give damage, and they won't affect the game + rules in any way. Admin-mode is incomplete and classes of this type is ignored + in the game.
+See the "flags" attribute for admin-only classes.
++ +team_default +text +"yes" or "no" ++ + ++ +Marks the class as the default class for its specified team. This class will be + automatically selected on new players when they join the server, depending on what's + specified as default in the main configuration file (zr_classes_default_*). If multiple + classes in the same team is marked as default the first class marked as default will + be used.
++ +flags +number +0 - 3 ++ + ++ +Special class flags that are stored in a bit field (explained in Log Flags + (3.3.1)). Available flags:
+++
+ +1 +Admins only +
+ Marks the class to be used by admins only. Classes with this option on will not + be visible for regular players in the class menu.+ +2 +Mother zombie. +
+ Marks the class as a mother zombie class. These classes will be used on mother + zombies. Note that zr_classes_default_mother_zombie setting must be set to + "motherzombies" for this flag to take effect.These flags can be used in a combination (1 + 2), so it could be a mother zombie + class for admins only.
++ +group +text +Name of a valid SourceMod group ++ + ++ +Rescrict class to members of this SourceMod group. Useful for making VIP-only + classes. Leave blank to allow everyone to use this class.
++ +name +text +Unique, not empty, max 64 charact. ++ + ++ +A unique name for the class that is displayed in the class selection menus. Cannot + be empty. If multiple classes have the same name, the first one found is used.
+This name is also refered to by cvars that set default classes.
++ +description +text +Max 256 characters, not empty ++ + ++ +The description of the class, used in class selection menus. Cannot be empty.
++ +model_path +text +Max 256 characters, not empty ++ + ++ +The model file to use on the player, path is relative to the "cstrike" folder. There + are a few special values supported by this attribute:
+++
+ +default +Use default CS models. The one players select when selecting team. ++ +random +Selects a random model for the current team. ++ +nochange +Don't change model. To be used in combination with other plugins that + change model on players. ++ +alpha_spawn +number +0 - 255 ++ + ++ +The initial transparency value on the player, where 255 is fully visible and 0 is + invisible.
++ +alpha_damaged +number +0 - 255 ++ + ++ +Transparency on the player when a certain amount of damage is done. 255 is fully + visible and 0 is invisible.
++ +alpha_damage +number +0 - 20000 ++ + ++ +How much damage that needs to be done before the players alpha changes from + "aplha_spawn" to "aplha_damaged".
++ +overlay_path +text +Max 256 characters ++ + ++ +Optional. Overlay texture to be displayed at the player. It can be controlled by + the night vision key ("n" by default). The path is relative to "cstrike/materials". + Leave blank to disable.
++ +nvgs +text +"yes" or "no" ++ + ++ +Gives night vision to the player.
++ +fov +number +15 - 165 ++ + ++ +The field of view on the player. Note that the weapon hud disappear if FOV is + anything else than 90.
++ +has_napalm +text +"yes" or "no" ++ + ++ +Human classes only. Specifies whether the human can trow napalm grenades or + not.
++ +napalm_time +decimal +0.0 - 600.0 ++ + ++ +Zombie classes only. Specifies how long in seconds zombies will burn when hit by + napalm grenades. 0.0 or a negative value will disable this feature on the current + class. This attribute has no effect on human classes.
++ +immunity_mode +number +0 - 2 ++ + ++ +Note: Incomplete feature!
+The immunity mode. This feature is currently incomplete and values are ignored.
++ +immunity_amount +decimal +(incomplete) ++ + ++ +Note: Incomplete feature!
+The value for the specified immunity mode. This feature is currently incomplete and + values are ignored.
++ +health +number +0 - 20000 ++ + ++ +Initial health points on the player.
++ +health_regen_interval +decimal +0.0 - 900.0 ++ + ++ +The health regeneration interval, in seconds. Use 0.0 to disable regeneration.
++ +health_regen_amount +number +0 - 10000 ++ + ++ +How many health points to give per interval. Regeneration stops when the players + health is above the initial health.
++ +health_infect_gain +number +0 - 20000 ++ + ++ +Zombie classes only. How many health points to give the zombie each time it infect + a human.
++ +kill_bonus +number +0 - 16 ++ + ++ +Zombie classes only. How many extra points to give the killer of this zombie. + If this is 0, the default value of 1 point will be given.
++ +speed +decimal +10.0 - 2000.0 ++ + ++ +The player's running speed.
++ +knockback +decimal +-30.0 - 30.0 ++ + ++ +Zombie classes only. Force to apply on the zombie when shot at. The zombie is + pushed in the same direction as the bullet.
++ +jump_height +decimal +0.0 - 5.0 ++ + ++ +Jump height multiplier. Extra upward boost when jumping. If 1.0 or 0.0 no boost will + be applied.
++ +jump_distance +decimal +0.0 - 5.0 ++ ++ +Jump distance multiplier. Extra forward boost when jumping. If 1.0 or 0.0 no boost + will be applied.
+3. Class Requirements
+ +At least one zombie class and one human class with no special flags set is +required. Otherwise the plugin will fail to load.
+ +Requirements:
+ ++
+ +- At least one human class (teamid 1).
+- At least one zombie class (teamid 0).
+- One of the classes in each team must have "team_default" set to "yes".
+- In addition both above classes shouldn't have special flags or groups set. They must be + clean classes, which is "flags" set to "0" and "group" set to "".
+- All other attributes must have valid values. See Class Attributes (3.7.2).
+Errors are logged to SourceMod error logs if it can't parse the file or if class attributes +have invalid values.
+ +In case of incorrect values a warning will be logged and the class will be disabled. The class +index and the error flags (bit field) in the log message tells what attributes that failed to +validate.
+ +Attribute flags:
+ ++ ++
+ +Attribute: +Bit: +Value: ++ +enabled +1 +1 ++ +team +2 +2 ++ +team_default +3 +4 ++ +flags +4 +8 ++ +group +5 +16 ++ +name +6 +32 ++ +description +7 +64 ++ +model_path +8 +128 ++ +alpha_initial +9 +256 ++ +alpha_damaged +10 +512 ++ +alpha_damage +11 +1024 ++ +overlay_path +12 +2048 ++ +nvgs +13 +4096 ++ +fov +14 +8192 ++ +has_napalm +15 +16384 ++ +napalm_time +16 +32768 ++ +immunity_mode +17 +65536 ++ +immunity_amount +18 +131072 ++ +no_fall_damage +19 +262144 ++ +health +20 +524288 ++ +health_regen_interval +21 +1048576 ++ +health_regen_amount +22 +2097152 ++ +infect_gain +23 +4194304 ++ +kill_bonus +24 +8388608 ++ +speed +25 +16777216 ++ +knockback +26 +33554432 ++ +jump_height +27 +67108864 ++ +jump_distance +28 +134217728 +The error flags are stored in a bit field (explained in Logging (3.3)).
+ +Another quick way to decode it would be to use the calculator in Windows. Enable scientific +mode and enter the decimal value. Then switch to binary mode (F8) and count from right to left +what bits that are 1. Look up the bit numbers in the table above to see what attributes that +didn't validate.
+ +4. Class Console Variables
+ +There are several console variables to set default class settings for players. +Place these console variables in the main configuration file:
+ ++ +cfg/sourcemod/zombiereloaded/zombiereloaded.cfg
And/or in a map config file:
+ ++ +cfg/sourcemod/zombiereloaded/<map name>[.post].cfg
Example map config files:
+ ++ +cfg/sourcemod/zombiereloaded/zm_panic.cfg
+ cfg/sourcemod/zombiereloaded/zm_panic.post.cfgClass console variables:
+ ++ ++
+ + +Console variable: +Default: ++ +zr_config_path_playerclasses +"configs/zr/playerclasses.txt" ++ + ++ +Specifies what class configuration file to load. Several class templates can be used + with map configurations.
+Path is relative to "sourcemod".
+If used in map configuration files this console variable must be placed in pre map + configuration files. Post configuration files won't have any effect because the class + module is done loading.
++ +zr_classes_spawn +0 ++ + ++ +Re-display class menu every spawn.
+Options:
+
+ 0 or 1+ +zr_classes_random +0 ++ + ++ +Assign random classes to all players each round.
+This setting overrides zr_classes_save.
+Options:
+
+ 0 or 1+ +zr_classes_change_timelimit +20 ++ + ++ +The time limit to change human classes with instant change after spawning. So humans + don't have to set class before spawning. Time is in seconds.
++ +zr_classes_save +1 ++ + ++ +Save players' class selections in server cookies. Class selections are restored next + time players connect.
+This setting overrides zr_classes_default_*, but on first-time connecting players + the default classes are assigned.
+This setting also override zr_classes_*_select. If players have saved class indexes + in cookies they will be restored.
+Options:
+
+ 0 or 1+ +zr_classes_default_zombie +"random" ++ + ++ +Default zombie class selected for all players when they connect.
+Options:
++
++ <class name> Specify a class name to use as + default zombie. + "default" Use the default class in the class + configuration. + "random" Select a random zombie class from the class + configuration. + +zr_classes_default_mother_zombie +"motherzombies" ++ + ++ +Default mother zombie class to be set on mother zombies. If no mother zombie class + exist it will use the class selected by the player.
+Options:
++
++ <class name> Specify a class name to use as + default mother zombie. + "random" Select a random regular zombie class. + "motherzombies" Select a random zombie class with + mother zombie flag. + "disabled" No change. Use the zombie class selected by + the player. + +zr_classes_default_human +"random" ++ + ++ +Default human class selected for all players when they connect.
+Options:
++
++ <class name> Specify a class name to use as + default human. + "default" Use the default class in the class + configuration. + "random" Select a random human class from the class + configuration. + +zr_classes_default_admin +"random" ++ + ++ +Note: This feature is incomplete!
+Default admin-mode class selected for all players when they connect, if found. This + feature is incomplete and ignored.
+Options:
++
++ <class name> Specify a class name to use as + default admin-mode class. + "default" Use the default class in the class + configuration. + "random" Select a random admin-mode class from the + class configuration. + +zr_classes_zombie_select +1 ++ + ++ +Allow players to select zombie classes. Disable this option to force certain classes + on players depending on what zr_classes_default_zombie is set to.
+Options:
+
+ 0 or 1+ +zr_classes_human_select +1 ++ + ++ +Allow players to select human classes. Disable this option to force certain classes + on players depending on what zr_classes_default_human is set to.
+Options:
+
+ 0 or 1+ +zr_classes_admin_select +1 ++ ++ +Note:This feature is incomplete!
+Allow admins to select admin classes. Disable this option to force certain classes + on admins depending on what zr_classes_default_admin is set to, - and if admin mode is + enabled on the player.
+Options:
+
+ 0 or 15. Modifying Class Attributes
+ +Classes can be modified after they're loaded. This is useful in map configs +to do stuff like scaling knockback to tune map balance.
+ +All attributes can be modified, and some can also be scaled with a multiplier. +The value in the original class cache is multiplied with the specified value +and written back to the modified cache.
+ +When multiplying, the value is always based on the original value, not +multiplying the earlier multiplied value. This also makes it easy to restore +the original value.
+ +Console commands:
+ ++ ++
+ + +Syntax: ++ +zr_class_modify <class|team> <attribute> <value> [is_multiplier] ++ ++ +Modify settings on one or more classes.
+Parameters:
++
++ +class|team +The class to modify. Can be any valid class name, or one of the following team + names: +
+ "all", "humans", "zombies" or "admins".+ +attribute +The name of the class attribute to modify. ++ +value +Value to set, or multiplier if a multiplier. ++ +is_multiplier +Optional. Specifies wether the original value should be multiplied by the + specified value. Default is false. +6. Attribute Multipliers
+ +Making a balanced zombie map is difficult, and all maps have different balance. The knock back +and other settings may work fine on one map, but not on other maps. This is where multipliers are +useful.
+ +With class attribute multipliers, numeric class attributes can be scaled and configured with +map configuration files. There's a set of multipliers for both humans and zombies.
+ +Warning: Currently these multipliers aren't validated, so using too high or negative +values may cause unexpected behaviour, or even crash the plugin.
+ +Attribute multipliers are set using this console command:
+ ++ ++
+ + +Syntax: ++ +zr_class_set_multiplier <team> <attribute> <value> ++ ++ +Sets the multiplier on a class attribute.
+Parameters:
++
++ +team +What multiplier set to use. Options: +
+ "zombies" or "humans"+ +attribute +A numeric class attribute. See Class Attributes (3.7.2) + for details on attributes. Valid attribute multipliers: + ++
+- "napalm_time" (zombies only)
+- "health"
+- "health_regen_interval"
+- "health_regen_amount"
+- "health_infect_gain" (zombies only)
+- "speed"
+- "knockback" (zombies only)
+- "jump_height"
+- "jump_distance"
++ +value +Value to set, or multiplier if a multiplier. +Multipliers can also be adjusted in the zombie admin menu, but the changes aren't saved. The +menu is useful for finding the correct value, and then use it in a map configuration file.
+ +7. Reloading Attributes
+ +While testing or adjusting class attributes they must be reloaded before they will take effect. +This only applies to players who already is the same class.
+ ++ ++
+ + +Syntax: ++ +zr_class_reload <target> ++ ++ +Refreshes the player cache and reloads class attributes on one or more players.
+Parameters:
++
++ +target +Target player(s) to refresh cache on. A name or a SourceMod target specifier. +8. Dumping Attributes
+ +For debug purposes class attributes also can be dumped.
+ ++ ++
+ + +Syntax: ++ +zr_class_dump <cachetype> <index|targetname> ++ ++ +Dumps class data at a specified index in the specified cache.
+Parameters:
++
++ +cachetype +Cache to read from. Cache types: + ++
++ "original" Unmodified raw class data. + "modified" Modified class data with multipliers. + "player" Player cache, with multipliers. + +index|targetname +Class index, or name of player if "player" cache type is used. +9. Dumping Multipliers
+ +Dumping multipliers is another command for debug purposes. It will dump the current state of +multipliers.
+ ++ + ++
+ + +Syntax: ++ +zr_class_dump_multipliers <team> ++ ++ +Dumps class attribute multipliers for the specified team.
+Parameters:
++
++ +team +The multiplier set to dump. Valid options are: +
+ "humans" or "zombies"8. Weapon Configuration
+ +The weapon module can be used to restict weapons or scale knockback.
+ +1. Weapon Attributes
+ +Weapon attributes are stored by default in:
+ ++ +addons/sourcemod/configs/zr/weapons.txt
Custom file may be specified in the console variable "zr_config_path_weapons". If used in per +map configuration files it must be in a pre configuration file.
+ +These are the allowed attributes:
+ ++ ++
+ + +Attribute: +Type: +Limits/Requirements: ++ +weapontype +text +Separate items by ", " ++ + ++ +A list of weapon groups and the weapon type.
+Pre-defined options:
++
+- All
+- Pistol
+- Shotgun
+- SMG
+- Rifle
+- Sniper
+- Machine Gun
+- Melee
+- Projectile
+- Equipment
++ +weaponslot +number +0 - 3 ++ + ++ +The slot index the weapon resides in. Don't change this!
+Options:
++
++ 0 Primary weapon slot + 1 Secondary weapon slot + 2 Knife slot + 3 Equipment slot + +restrictdefault +text +"yes" or "no" ++ + ++ +The default restricted status of the weapon on map start.
+Options:
++
++ "yes" Enable + "no" Disable + +toggleable +text +"yes" or "no" ++ + ++ +Enable weapon to have restrictions toggled mid-game.
+Options:
++
++ "yes" Enable + "no" Disable + +ammotype +text +- ++ + ++ +Ammo entity that belongs to weapons. Don't change this!
+Options:
++
++ ammo_50ae deagle + ammo_762mm scout, ak47, g3sg1, aug + ammo_556mm_box m249 + ammo_556mm galil, sg552, famas, m4a1, sg550 + ammo_338mag awp + ammo_9mm mp5navy, tmp, glock, elite + ammo_buckshot m3, xm1014 + ammo_45acp ump45, mac10, usp + ammo_357sig P228 + ammo_57mm p90, fiveseven + +ammoprice +number +- ++ + ++ +Price of ammo for this weapon.
++ +knockback +decimal +- ++ + ++ +The knock back multiplier for the weapon. 1.0 is no change, "0.5" give half knock + back, and 2.0 gives double knock back.
++ +zmarketprice +number +- ++ + ++ +The price of the weapon in ZMarket. Default in configuration file is CS:S buymenu + price.
++ +zmarketpurchasemax +number +- ++ ++ +The max number of purchases allowed per spawn for the weapon.
+The file structure is Valve's key/value format where the root section is named "weapons" and a +sub section for each weapon using short names from the list below.
+ +2. Weapon List
+ ++ ++
+ + +Weapon name: +Type: +Full name: ++ +Glock +Pistol +Glock 18 Select Fire (9X19mm Sidearm) ++ +USP +Pistol +.45 USP (K&M .45 Tactical) ++ +P228 +Pistol +228 Compact ++ +Deagle +Pistol +Desert Eagle .50C (Night Hawk .50C) ++ +Elite +Pistol +.40 Dual Elites ++ +Fiveseven +Pistol +ES Five-Seven ++ +M3 +Shotgun +Benelli M3 (Leone 12 Gauge Super) ++ +XM1014 +Shotgun +Benelli XM1014 (Leone YG1265 Auto Shotgun) ++ +Mac10 +SMG +Ingram MAC-10 ++ +TMP +SMG +Steyr TMP (Schmidt Machine Pistol) ++ +MP5Navy +SMG +HK MP5 Navy (KM Sub-Machine Gun) ++ +UMP45 +SMG +K&M UMP45 ++ +P90 +SMG +FN P90 (ES C90) ++ +Galil +Rifle +IMI Galil (IDF Defender) ++ +Famas +Rifle +Giat FAMAS (Clarion 5.56) ++ +AK47 +Rifle +AK-47 (CV-47) ++ +M4A1 +Rifle +M4A1 Carbine (Maverick M4A1 Carbine) ++ +SG552 +Rifle +SIG SG552 (Krieg 552 Commando) ++ +AUG +Rifle +Steyr AUG (Bullpup) ++ +M249 +Machine gun +FN M249 (ES M249 Para) ++ +Scout +Sniper +Steyr Scout (Schmidt Scout) ++ +SG550 +Sniper +SIG SG550 (Krieg 550 Commando) ++ +G3SG1 +Sniper +G3/SG-1 (D3/AU-1) ++ +AWP +Sniper +Arctic Warfare Magnum (Magnum Sniper Rifle) ++ +hegrenade +Grenade +High explosive grenade ++ +flashbang +Grenade +Flash bang ++ +smokegrenade +Grenade +Smoke grenade ++ +NVGs +Equipment +Night vision goggles +3. Weapon Commands
+ +Available commands for managing weapon restrictions. These can be used in the main configuration +file, or on a per-map basis with map configuration files.
+ ++ + + + + ++
+ + +Syntax: ++ +zr_restrict <weapon|weapon type> [weapon|weapontype] ... ++ + ++ +Restricts one or more weapons or weapon types (group).
+Parameters:
++
++ weapon The weapon name. + weapon type The weapon type group. + +zr_unrestrict <weapon|weapon type> [weapon|weapontype] ... ++ + ++ +Unrestricts one or more weapons or weapon types (group).
+Parameters:
++
++ weapon The weapon name. + weapon type The weapon type group. + +zmarket ++ +Displays the ZMarket weapon menu. ++ +
++ ++
+ ++ +