// ============================================================================ // // Zombie:Reloaded Class configuration // // See Class Configuration (3.7) in the manual for detailed info. // // ============================================================================ // // SHORT DESCRIPTIONS // // Attribute: Values: Description: // ---------------------------------------------------------------------------- // enabled yes/no Enables or disables a class. // team number Specifies what team the class belongs to: // 0 - Zombies // 1 - Humans // 2 - Admin mode classes (incomplete feautre!) // team_default yes/no Marks the class as the default class in the team. // flags number Special class flags (bit field). To combine multiple flags // use a sum of the flag values. Available flags: // 1 - Admins only // 2 - Mother zombies only // group text Restrict class to member of this SourceMod group. Leave blank for no restriction. // name text The class name used in class menu. // description text The class description used in class menu. // model_path text Path to model to use. Relative to cstrike folder. // alpha_initial number Initial transparency setting. // alpha_damaged number Transparency when damaged. // alpha_damage number How much damage to do before switching alpha. // overlay_path text Overlay displayed at the player. // nvgs yes/no Give and turn on night vision. // fov number Field of view value. 90 is default. // has_napalm yes/no Allows player to throw napalm grenades. Humans only. // napalm_time decimal Napalm burn duration. Zombies only. // immunity_mode text Special immunity modes. Some modes only works on humans or zombies: // "none" - Instant infection. // "kill" - Humans are instantly killed instead of turning zombies when attacked by zombies. // "full" - Completely immune. Humans can't be infected, zombies don't receive damage or knock back. Careful with this, it might not be that fun. // "infect" - Humans are immune to infections until HP go below a threshold. Threshold at zero enable stabbing to death. // "damage" - Zombies are immune to damage from humans/grenades, but still vulnerable to knock back. // "delay" - Delay infection for a certain number of seconds. // "shield" - Shield against infections (humans) or knock back (zombies) for a certain amount of seconds (similar to TF2's übercharge). Deploy with "zshield" command. // immunity_amount number Immunity data value (humans only). Depends on the immunity mode above: // "infect" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death. // "delay" - Number of seconds the infection is delayed since first hit by a zombie. // "shield" - Number of seconds the shield is active. // immunity_cooldown number Number of seconds of cooldown for temporary immunity actions, depending on mode. // "delay" - Number of seconds the delay is reduced every time a zombie attack, while a delayed infection is in progress. // "shield" - Number of seconds the player has to wait before the shield can be used again. // no_fall_damage on/off Disables fall damage. // health number How many health points to give. // health_regen_interval decimal Sets the regeneration interval. 0 to disable. // health_regen_amount number How much HP to give per interval. // health_infect_gain number How much HP to give when the player infects someone. Zombies only. // kill_bonus number How many points to give per kill. Zombies only. // speed decimal The player speed. In LMV mode 300 is normal speed, 600 is double speed. // knockback decimal Force of the knockback when shot at. Zombies only. // jump_height decimal Multiplier of the players jump height. 0.0 means no jump boost, 1.0 is normal. // jump_distance decimal Multiplier of the players jump distance. 0.0 means no forward jump boost, 1.0 is normal. "classes" { // ------------------------------------------ // // Zombie classes // // ------------------------------------------ "zombie_nemesis" { // General "enabled" "yes" "team" "0" "team_default" "yes" "flags" "0" "group" "" "name" "Nemesis" "description" "+++ Everything!" // Model "model_path" "models/player/ics/hellknight_red/t_guerilla.mdl" "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "overlays/zr/zvision" "nvgs" "no" "fov" "120" // Effects "has_napalm" "no" "napalm_time" "15.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "64000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "100" "kill_bonus" "2" "speed" "400" "knockback" "1.8" "jump_height" "1.3" "jump_distance" "1.6" } // ------------------------------------------ // // Human classes // // ------------------------------------------ "human_normal" { // General "enabled" "yes" "team" "1" "team_default" "yes" "flags" "0" "group" "" "name" "Normal Human" "description" "Default Counter-Strike settings" // Model "model_path" "default" "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "0.0" // Player behavior "immunity_mode" "kill" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "no" "health" "100" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "0" "kill_bonus" "2" "speed" "300" "knockback" "0" "jump_height" "1.0" "jump_distance" "1.0" } "human_speedy" { // General "enabled" "yes" "team" "1" "team_default" "no" "flags" "0" "group" "" "name" "Speedy" "description" "+Speed" // Model "model_path" "default" "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "no" "napalm_time" "0.0" // Player behavior "immunity_mode" "kill" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "0" "health" "100" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "0" "kill_bonus" "1" "speed" "360" "knockback" "0" "jump_height" "1.0" "jump_distance" "1.0" } "human_light" { // General "enabled" "yes" "team" "1" "team_default" "no" "flags" "0" "group" "" "name" "Light" "description" "-Speed | +Jump | +Immunity" // Model "model_path" "default" "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "0.0" // Player behavior "immunity_mode" "kill" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "100" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "0" "kill_bonus" "1" "speed" "260" "knockback" "0" "jump_height" "1.4" "jump_distance" "1.4" } "human_stealth" { // General "enabled" "yes" "team" "1" "team_default" "no" "flags" "0" "group" "" "name" "Stealth" "description" "Slow, but almost invisible" // Model "model_path" "default" "alpha_initial" "15" "alpha_damaged" "15" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "0.0" // Player behavior "immunity_mode" "kill" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "100" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "0" "kill_bonus" "1" "speed" "260" "knockback" "0" "jump_height" "1.4" "jump_distance" "1.4" } }