From 7677da25115047cacda53d70e8d1180d60592618 Mon Sep 17 00:00:00 2001 From: Richard Helgeby Date: Mon, 7 Jan 2013 02:57:47 +0100 Subject: [PATCH] Updated manual with information about immunity modes. --- docs/zr_manual.htm | 270 +++++++++++++++++---------------------------- 1 file changed, 102 insertions(+), 168 deletions(-) diff --git a/docs/zr_manual.htm b/docs/zr_manual.htm index edf0ac5..7d19eff 100644 --- a/docs/zr_manual.htm +++ b/docs/zr_manual.htm @@ -1138,7 +1138,7 @@ the admin-only flag in the flags attribute.

model, or to fix a compatibility issue with other plugins that change model on players. - + @@ -1241,26 +1241,114 @@ the admin-only flag in the flags attribute.

immunity_mode - number - 0 - 2 + text + One of the options below -

Note: Incomplete feature!

-

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

+

An immunity mode is a mode where the class is resistent of a certain type of damage + or action. Basically this is infections, knock back and bullet/explosion damage.

+

Be careful when using certain immunity modes. The class may become very strong (or + completely invulnerable) which may break the game balance.

+

But it's also possible to spice up the game by letting zombies hurt humans a bit + ("infect" mode) or allowing use of temporary shields.

+
+ + + + + + + + + + + + + + + + + + + + + + + + +
noneNo immunity mode. Instant infection of humans.
fullCompletely immune. Careful with this mode, it will break the game. + Humans can't be infected and zombies don't receive damage or knock back. Admin + commands may override this.
infectHumans only. Humans are immune to infections until HP + go below a threshold (immunity_amount value). If you set the threshold to zero + zombies can stab humans to death. If you set the threshold too high (higher + than initial HP) humans can't be infected (similar to "full" immunity mode).
damageZombies only. Zombies are immune to damage from humans/ + grenades, but are still vulnerable to knock back.
delayHumans only. Delay infection for a certain amount of + seconds (immunity_amount value). +

+ Subsequent zombie attacks will reduce the delay time with the number of + seconds specified in the immunity_cooldown attribute. If you don't want + subsequent attack to count, set immunity_cooldown to 0. This will make the + human immune to further attacks, but he will be infected when the time + is up - unless the human suicides (which can be blocked).
shieldThis is a temporary immunity mode which is activated by the player with + the zr_shield command. It will give a shield against infections (humans) or + knock back (zombies) for a certain amount of seconds (immunity_amount value). +

+ It also has a cooldown delay before the shield can be deployed again. + By setting this delay very high (longer than the round time) the shield can + only be used once.
immunity_amount - decimal - (incomplete) + number + 0 - 300, or a positive number -

Note: Incomplete feature!

-

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

+

Immunity data value. The value depends on which immunity mode that's in use:

+
+ + + + + + + + + + + + +
infectHP threshold value. When the human's HP go below this value he will become + vulnerable to infection.
delayNumber of seconds to delay infection since the first attack from a zombie.
shieldNumber of seconds the shield is active.
+ + + + + immunity_cooldown + number + 0 - 300, or a positive number + + + +

Number of seconds before temporary immunity actions can be used again. Usage depends + on immunity mode:

+
+ + + + + + + + +
delayNumber of seconds to reduce the delay before infection. Set this to 0 to + block subsequent attacks, or a high value (enough to eliminate the delay + completely) to allow instant infection on second attack.
shieldNumber of seconds the the player has to wait before the shield is available + again. Set this to a high value (longer than the round time) to allow one use + only.
@@ -1430,165 +1518,11 @@ required. Otherwise the plugin will fail to load.

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.

+

In case of incorrect values a warning will be logged and the class will be disabled. There will +be a log entry for each attribute that failed validation.

-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.

+

Note that class indexes start at zero and include all classes that aren't commented out in the +class configuration.

4. Class Console Variables