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).

  • @@ -271,7 +271,7 @@ round starts there sould be some messages at the chat with "[ZR]". Or type "!zme bring up the zombie menu to confirm that the plugin is running.

    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).

    3. Configuration

    @@ -439,13 +439,13 @@ configuration file.

    zr_log_flags - "3" + "2"

    A bit field that specify what event types to log.

    Options:
    - Number - See Log Flags (3.3.1)

    + Number - See
    Log Flags (3.3.1)

    @@ -513,8 +513,8 @@ configuration file.

    -

    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.

    moduleName 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.

    moduleName of the module to remove.
    + +

    1. Log Flags

    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Flag:Bit No.:Value:Description:
    LOG_CORE_EVENTS11Log events from the plugin core like config validation and other messages.
    LOG_GAME_EVENTS22Log admin commands, console commands, and game related events from modules like, + suicide attempts and weapon restrictions.
    LOG_PLAYER_COMMANDS34Log events that are triggered by players, like chat triggers, teleporting and class + changes.
    LOG_DEBUG48Log debug messages, if any. Usually only developers need to enable this log flag.
    LOG_DEBUG_DETAIL516Log 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 + 2

    + +

    Most 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 + 8

    + +

    Most 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.

    + +

    + Decimals to binary conversion

    + + +

    2. List Of Modules

    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Short name:Description:
    accountMoney manager
    antistickAnti-Stick feature
    configConfiguration file manager
    cvarsConsole variables
    damageDamage manager
    downloadsFile download manager
    hitgroupsHit group feature
    infectInfection manager
    modelsModel list file manager
    playerclassesClass manager
    veffectsVisual effect manager
    seffectsSound effect manager
    toolsHelper functions (offsets)
    volfeaturesVolumetric features
    weaponsWeapon manager
    weaponrestrictWeapon restriction manager
    zspawnSpawn command manager
    zteleTeleport 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:
    PreBefore modulescfg/sourcemod/zombiereloaded/<mapname>.cfg
    PostAfter modulescfg/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:

    + +
    + + + + + + + + + + + + + + + + +
    adminonlyCan only be used by admins.
    donatorCan only be used by donators.
    hiddenIs not included in random selections.
    motherzombieCan 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; motherzombie

    + +

    Put 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:
    enabledtext"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.

    +
    teamnumber0 - 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:

    +
    + + + +
    0Zombie classes
    1Human classes
    2Admin-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_defaulttext"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.

    +
    flagsnumber0 - 3
    +

    Special class flags that are stored in a bit field (explained in Log Flags + (3.3.1)). Available flags:

    +
    + + + + + + + + +
    1Admins 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.
    2Mother 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.

    +
    grouptextName 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.

    +
    nametextUnique, 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.

    +
    descriptiontextMax 256 characters, not empty
    +

    The description of the class, used in class selection menus. Cannot be empty.

    +
    model_pathtextMax 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:

    +
    + + + + + + + + + + + + +
    defaultUse default CS models. The one players select when selecting team.
    randomSelects a random model for the current team.
    nochangeDon't change model. To be used in combination with other plugins that + change model on players.
    +
    alpha_spawnnumber0 - 255
    +

    The initial transparency value on the player, where 255 is fully visible and 0 is + invisible.

    +
    alpha_damagednumber0 - 255
    +

    Transparency on the player when a certain amount of damage is done. 255 is fully + visible and 0 is invisible.

    +
    alpha_damagenumber0 - 20000
    +

    How much damage that needs to be done before the players alpha changes from + "aplha_spawn" to "aplha_damaged".

    +
    overlay_pathtextMax 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.

    +
    nvgstext"yes" or "no"
    +

    Gives night vision to the player.

    +
    fovnumber15 - 165
    +

    The field of view on the player. Note that the weapon hud disappear if FOV is + anything else than 90.

    +
    has_napalmtext"yes" or "no"
    +

    Human classes only. Specifies whether the human can trow napalm grenades or + not.

    +
    napalm_timedecimal0.0 - 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_modenumber0 - 2
    +

    Note: Incomplete feature!

    +

    The immunity mode. This feature is currently incomplete and values are ignored.

    +
    immunity_amountdecimal(incomplete)
    +

    Note: Incomplete feature!

    +

    The value for the specified immunity mode. This feature is currently incomplete and + values are ignored.

    +
    healthnumber0 - 20000
    +

    Initial health points on the player.

    +
    health_regen_intervaldecimal0.0 - 900.0
    +

    The health regeneration interval, in seconds. Use 0.0 to disable regeneration.

    +
    health_regen_amountnumber0 - 10000
    +

    How many health points to give per interval. Regeneration stops when the players + health is above the initial health.

    +
    health_infect_gainnumber0 - 20000
    +

    Zombie classes only. How many health points to give the zombie each time it infect + a human.

    +
    kill_bonusnumber0 - 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.

    +
    speeddecimal10.0 - 2000.0
    +

    The player's running speed.

    +
    knockbackdecimal-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_heightdecimal0.0 - 5.0
    +

    Jump height multiplier. Extra upward boost when jumping. If 1.0 or 0.0 no boost will + be applied.

    +
    jump_distancedecimal0.0 - 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:

    + +
    + +

    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:
    enabled11
    team22
    team_default34
    flags48
    group516
    name632
    description764
    model_path8128
    alpha_initial9256
    alpha_damaged10512
    alpha_damage111024
    overlay_path122048
    nvgs134096
    fov148192
    has_napalm1516384
    napalm_time1632768
    immunity_mode1765536
    immunity_amount18131072
    no_fall_damage19262144
    health20524288
    health_regen_interval211048576
    health_regen_amount222097152
    infect_gain234194304
    kill_bonus248388608
    speed2516777216
    knockback2633554432
    jump_height2767108864
    jump_distance28134217728
    + +

    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.cfg

    + +

    Class 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_spawn0
    +

    Re-display class menu every spawn.

    +

    Options:
    + 0 or 1

    +
    zr_classes_random0
    +

    Assign random classes to all players each round.

    +

    This setting overrides zr_classes_save.

    +

    Options:
    + 0 or 1

    +
    zr_classes_change_timelimit20
    +

    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_save1
    +

    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_select1
    +

    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_select1
    +

    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_select1
    +

    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 1

    +
    + +

    5. 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|teamThe class to modify. Can be any valid class name, or one of the following team + names:
    + "all", "humans", "zombies" or "admins".
    attributeThe name of the class attribute to modify.
    valueValue to set, or multiplier if a multiplier.
    is_multiplierOptional. 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:

    + + + + + + + + + + + + + +
    teamWhat multiplier set to use. Options:
    + "zombies" or "humans"
    attributeA 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"
    • +
    +
    valueValue 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:

    + + + + + +
    targetTarget 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:

    + + + + + + + + + +
    cachetypeCache to read from. Cache types: + + + + +
    "original"Unmodified raw class data.
    "modified"Modified class data with multipliers.
    "player"Player cache, with multipliers.
    +
    index|targetnameClass 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:

    + + + + + +
    teamThe 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:
    weapontypetextSeparate 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
    • +
    +
    weaponslotnumber0 - 3
    +

    The slot index the weapon resides in. Don't change this!

    +

    Options:

    + + + + + +
    0Primary weapon slot
    1Secondary weapon slot
    2Knife slot
    3Equipment slot
    +
    restrictdefaulttext"yes" or "no"
    +

    The default restricted status of the weapon on map start.

    +

    Options:

    + + + +
    "yes"Enable
    "no"Disable
    +
    toggleabletext"yes" or "no"
    +

    Enable weapon to have restrictions toggled mid-game.

    +

    Options:

    + + + +
    "yes"Enable
    "no"Disable
    +
    ammotypetext-
    +

    Ammo entity that belongs to weapons. Don't change this!

    +

    Options:

    + + + + + + + + + + + +
    ammo_50aedeagle
    ammo_762mmscout, ak47, g3sg1, aug
    ammo_556mm_boxm249
    ammo_556mmgalil, sg552, famas, m4a1, sg550
    ammo_338magawp
    ammo_9mmmp5navy, tmp, glock, elite
    ammo_buckshotm3, xm1014
    ammo_45acpump45, mac10, usp
    ammo_357sigP228
    ammo_57mmp90, fiveseven
    +
    ammopricenumber-
    +

    Price of ammo for this weapon.

    +
    knockbackdecimal-
    +

    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.

    +
    zmarketpricenumber-
    +

    The price of the weapon in ZMarket. Default in configuration file is CS:S buymenu + price.

    +
    zmarketpurchasemaxnumber-
    +

    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:
    GlockPistolGlock 18 Select Fire (9X19mm Sidearm)
    USPPistol.45 USP (K&M .45 Tactical)
    P228Pistol228 Compact
    DeaglePistolDesert Eagle .50C (Night Hawk .50C)
    ElitePistol.40 Dual Elites
    FivesevenPistolES Five-Seven
    M3ShotgunBenelli M3 (Leone 12 Gauge Super)
    XM1014ShotgunBenelli XM1014 (Leone YG1265 Auto Shotgun)
    Mac10SMGIngram MAC-10
    TMPSMGSteyr TMP (Schmidt Machine Pistol)
    MP5NavySMGHK MP5 Navy (KM Sub-Machine Gun)
    UMP45SMGK&M UMP45
    P90SMGFN P90 (ES C90)
    GalilRifleIMI Galil (IDF Defender)
    FamasRifleGiat FAMAS (Clarion 5.56)
    AK47RifleAK-47 (CV-47)
    M4A1RifleM4A1 Carbine (Maverick M4A1 Carbine)
    SG552RifleSIG SG552 (Krieg 552 Commando)
    AUGRifleSteyr AUG (Bullpup)
    M249Machine gunFN M249 (ES M249 Para)
    ScoutSniperSteyr Scout (Schmidt Scout)
    SG550SniperSIG SG550 (Krieg 550 Commando)
    G3SG1SniperG3/SG-1 (D3/AU-1)
    AWPSniperArctic Warfare Magnum (Magnum Sniper Rifle)
    hegrenadeGrenadeHigh explosive grenade
    flashbangGrenadeFlash bang
    smokegrenadeGrenadeSmoke grenade
    NVGsEquipmentNight 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:

    + + + +
    weaponThe weapon name.
    weapon typeThe weapon type group.
    +
    zr_unrestrict <weapon|weapon type> [weapon|weapontype] ...
    +

    Unrestricts one or more weapons or weapon types (group).

    +

    Parameters:

    + + + +
    weaponThe weapon name.
    weapon typeThe weapon type group.
    +
    zmarket
    Displays the ZMarket weapon menu.
    + + + + + +

    +

    +

    +
    + + + + +
    + + diff --git a/docs/zr_manual.txt b/docs/zr_manual.txt index a655632..a294c5d 100644 --- a/docs/zr_manual.txt +++ b/docs/zr_manual.txt @@ -573,7 +573,7 @@ List files to be downloaded in: -------------------------- The class system makes it possible to have different zombies and humans with -customized skills. It cannot be turned off. If there are only one class in each +customized skills. It cannot be turned off. 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 @@ -657,7 +657,7 @@ The list below explains all available class attributes in detail: 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. + 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. @@ -766,7 +766,7 @@ The list below explains all available class attributes in detail: speed decimal 10.0 - 2000.0 --------------------------------------------------------------------------- - The players running speed. + The player's running speed. knockback decimal -30.0 - 30.0 --------------------------------------------------------------------------- @@ -792,7 +792,7 @@ required. Otherwise the plugin will fail to load. Requirements: - At least one human class (teamid 1). - - At least one zombie class (teamid 0) + - At least one zombie class (teamid 0). - In addition both above classes shouldn't have special flags set. They must be clean classes, which is flags set to "0". @@ -1076,7 +1076,7 @@ will take effect. This only applies to players who already is the same class. 3.7.8 DUMPING ATTRIBUTES -For debug purposes class attributes can be dumped. +For debug purposes class attributes also can be dumped. Syntax: =========================================================================== @@ -1132,7 +1132,7 @@ These are the allowed attributes: --------------------------------------------------------------------------- A list of weapon groups and the weapon type. - Pre defined options: + Pre-defined options: - All - Pistol - Shotgun