Merged heads. (roundstart.inc replaced with LF newlines)
This commit is contained in:
commit
d4449dbab7
120
changes.txt
120
changes.txt
|
@ -1,120 +0,0 @@
|
|||
Changes from Zombie: Reloaded 2.5.1
|
||||
====================================
|
||||
|
||||
Alpha values (transparency)
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Support for alpha values in classes. New values in classes.txt (per class):
|
||||
|
||||
Key: Value: Default: Description:
|
||||
alpha_spawn <0-255> 255 initial alpha value (0 = transparent)
|
||||
alpha_damaged <0-255> 255 alpha value when damaged
|
||||
alpha_damage <damage> 0 how much damage to do before
|
||||
alpha_damaged take effect
|
||||
|
||||
Knockback multiplier
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
If classes are enabled the zr_zombie_knockback cvar is used as a multiplier.
|
||||
Makes it possible to set custom knockback on maps using per-map configs.
|
||||
|
||||
Set zr_zombie_knockback to 1 if you use classes and want it the way it was
|
||||
before.
|
||||
|
||||
knockback = zr_zombie_knockback * class knockback
|
||||
|
||||
Full spawn protection
|
||||
~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Spawn protection makes the players invisible and move faster, and cannot be
|
||||
infected during protection time.
|
||||
|
||||
A centered counter shows the time remaining.
|
||||
|
||||
Overriding class night vision
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Support for overrriding class nvgs with the zr_zombie_nvgs cvar. Generally,
|
||||
any non-zero value is considered as on.
|
||||
|
||||
Value: Description:
|
||||
-1 no override (use value in classes.txt) / nvgs on
|
||||
0 never give nvgs
|
||||
1 always give nvgs
|
||||
|
||||
Anticamp feature
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
Define hurt volumes in maps that gives x damage at a custom interval.
|
||||
|
||||
When creating volumes they should start a little bit _below_ the floor, so it
|
||||
covers the players feet.
|
||||
|
||||
The volume is rectangular and you only need two locations in the map to create
|
||||
it; a top corner, and the bottom corner at the oposite side.
|
||||
|
||||
zr_anticamp_create_volume <damage> <interval> <x1> <y1> <z1> <x2> <y2> <z2>
|
||||
- Create a rectangular volume between the specified locations.
|
||||
|
||||
zr_anticamp_remove_volume <volume id>
|
||||
- Remove a volume.
|
||||
|
||||
zr_anticamp_list
|
||||
- List existing volumes.
|
||||
|
||||
Set default classes
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Setting the default class with a cvar. Works with per-map configs. Use "random"
|
||||
as classname to set random classes on all players when the map loads or they
|
||||
connect.
|
||||
|
||||
zr_classes_default <classname>
|
||||
|
||||
Zombie admin menu
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Basic zombie admin commands like adjusting knockback, nvgs, infecting players
|
||||
and spawn everyone.
|
||||
|
||||
Knockback changes are applied instantly, useful for tuning knockback in-game.
|
||||
|
||||
Note that the changes are not saved. They will reset on map change. In a
|
||||
future version this menu might save the changes.
|
||||
|
||||
Knockback multiplier
|
||||
- Fine tune the knockback multiplier.
|
||||
|
||||
Class knockback
|
||||
- Fine tune a class knockback value.
|
||||
|
||||
Night vision settings
|
||||
- Override night vision settings (explained earlier).
|
||||
|
||||
Infect
|
||||
- Infect a player. Lists all players, but could be changed to only list
|
||||
humans.
|
||||
|
||||
Spawn players
|
||||
- Spawns all dead players (except spectactors).
|
||||
|
||||
(more zombie admin stuff might come...)
|
||||
|
||||
Set (and get) class knockback
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Set or get knockback from a class. Changes are not saved. They will be reset on
|
||||
map change.
|
||||
|
||||
zr_set_class_knockback <classname> <knockback>
|
||||
- Sets knockback to a specified class. Useful when using per-map configs to
|
||||
fine tune the class knockback for a map.
|
||||
|
||||
zr_get_class_knockback <classname>
|
||||
- Prints the current knockback of a class to the client/server console.
|
||||
Using the zombie admin menu to read a knockback value is easier sometimes.
|
||||
|
||||
More stuff
|
||||
~~~~~~~~~~~
|
||||
|
||||
Other minior and major bug fixes. See changelog.txt.
|
|
@ -1,58 +1,58 @@
|
|||
/*
|
||||
* ============================================================================
|
||||
*
|
||||
* Zombie:Reloaded
|
||||
*
|
||||
* File: roundstart.inc
|
||||
* Type: Core
|
||||
* Description: Handles round start actions.
|
||||
*
|
||||
* ============================================================================
|
||||
*/
|
||||
|
||||
/**
|
||||
* List of objective entities.
|
||||
*/
|
||||
#define ROUNDSTART_OBJECTIVE_ENTITIES "func_bomb_target|func_hostage_rescue|c4|hostage_entity"
|
||||
|
||||
/**
|
||||
* The round is starting.
|
||||
*/
|
||||
RoundStartOnRoundStart()
|
||||
{
|
||||
// Kill all objective entities.
|
||||
RoundStartKillObjectives();
|
||||
}
|
||||
|
||||
/**
|
||||
* Kills all objective entities.
|
||||
*/
|
||||
RoundStartKillObjectives()
|
||||
{
|
||||
decl String:classname[64];
|
||||
|
||||
// Get max entity count.
|
||||
new maxentities = GetMaxEntities();
|
||||
|
||||
// x = entity index.
|
||||
for (new x = 0; x <= maxentities; x++)
|
||||
{
|
||||
// If entity isn't valid, then stop.
|
||||
if(!IsValidEdict(x))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get valid edict's classname.
|
||||
GetEdictClassname(x, classname, sizeof(classname));
|
||||
|
||||
// Check if it matches any objective entities, then stop if it doesn't.
|
||||
if(StrContains(ROUNDSTART_OBJECTIVE_ENTITIES, classname) == -1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Entity is an objective, kill it.
|
||||
RemoveEdict(x);
|
||||
}
|
||||
}
|
||||
/*
|
||||
* ============================================================================
|
||||
*
|
||||
* Zombie:Reloaded
|
||||
*
|
||||
* File: roundstart.inc
|
||||
* Type: Core
|
||||
* Description: Handles round start actions.
|
||||
*
|
||||
* ============================================================================
|
||||
*/
|
||||
|
||||
/**
|
||||
* List of objective entities.
|
||||
*/
|
||||
#define ROUNDSTART_OBJECTIVE_ENTITIES "func_bomb_target|func_hostage_rescue|c4|hostage_entity"
|
||||
|
||||
/**
|
||||
* The round is starting.
|
||||
*/
|
||||
RoundStartOnRoundStart()
|
||||
{
|
||||
// Kill all objective entities.
|
||||
RoundStartKillObjectives();
|
||||
}
|
||||
|
||||
/**
|
||||
* Kills all objective entities.
|
||||
*/
|
||||
RoundStartKillObjectives()
|
||||
{
|
||||
decl String:classname[64];
|
||||
|
||||
// Get max entity count.
|
||||
new maxentities = GetMaxEntities();
|
||||
|
||||
// x = entity index.
|
||||
for (new x = 0; x <= maxentities; x++)
|
||||
{
|
||||
// If entity isn't valid, then stop.
|
||||
if(!IsValidEdict(x))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get valid edict's classname.
|
||||
GetEdictClassname(x, classname, sizeof(classname));
|
||||
|
||||
// Check if it matches any objective entities, then stop if it doesn't.
|
||||
if(StrContains(ROUNDSTART_OBJECTIVE_ENTITIES, classname) == -1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Entity is an objective, kill it.
|
||||
RemoveEdict(x);
|
||||
}
|
||||
}
|
||||
|
|
46
todo.txt
46
todo.txt
|
@ -1,46 +0,0 @@
|
|||
Section content is listed in order of importance. Some of these can be ideas too.
|
||||
|
||||
---- CRITICAL/IMPORTANT ----
|
||||
|
||||
|
||||
---- NORMAL/GAMEPLAY ----
|
||||
|
||||
* Fix zvision not displayed if classes are disabled.
|
||||
|
||||
* Make admin commands to get or set player classes:
|
||||
zr_classes_set <classname> <target>
|
||||
zr_classes_get <#userid|name>
|
||||
|
||||
* Make it possible to disable certain classes on certain maps. Only specify the
|
||||
class name to read the value:
|
||||
zr_class_enabled <classname> [<0/1>]
|
||||
|
||||
* Per-weapon clip sizes. A new module with detailed control of ammo (modes, limits, timers).
|
||||
|
||||
* Remove dead bodies to improve performance (CVAR).
|
||||
|
||||
* More grenades for humans (probably with a buy-command or something). It's on
|
||||
the edge to become a RPG-like feature.
|
||||
|
||||
* Super features for both zombies and humans:
|
||||
- Humans: No fall damage for X seconds. X limits per round.
|
||||
- Zombies: No knockback/damage for X seconds. X limits per round.
|
||||
|
||||
* Make a admin command to read and write settings to a spesific class,
|
||||
using key/value. Integrate it with the zr_admin menu.
|
||||
|
||||
* Knockback presets (integrated into zombie admin menu).
|
||||
Temporary do many changes on the zombies (by executing configs). Useful
|
||||
settings or fun settings. SourceMod already has a execute config menu, but it
|
||||
would be better if this was integrated in ZR.
|
||||
|
||||
* zombie.inc:KnockBack / cvars.inc
|
||||
Make a CVAR for adjusting shotgun/hegrenade knockback boost.
|
||||
|
||||
* Validate ALL configs and cvars while loading the plugin. Log messages and unload ZR (or use default) if invalid data is found.
|
||||
|
||||
* Make a jetpack feature.
|
||||
|
||||
* Fix some zombies not able to zombify some humans when using the infect
|
||||
command before the first zombie. (make him a mother zombie, kill infect timer,
|
||||
set some switches)
|
Loading…
Reference in New Issue
Block a user