3790 lines
105 KiB
HTML
3790 lines
105 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
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<head>
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<meta http-equiv="Content-Language" content="en" />
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<meta http-equiv="Content-Type" content="text/xhtml; charset=utf-8" />
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<link rel="stylesheet" type="text/css" href="zr.css" />
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<title>Zombie:Reloaded User Manual</title>
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</head>
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<body>
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<div class="container">
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<h1><a name="top" />Zombie:Reloaded User Manual</h1>
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<p class="headerinfo">Targets plugin version 3.0.0 Beta 2, (not released)<br />
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Written by Richard Helgeby</p>
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<p class="headerinfo">Manual last modified: 2009.10.14</p>
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<h2>Index</h2>
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<ol>
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<li>
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<a href="#1">Introduction</a>
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<ol>
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<li><a href="#1.1">About The Plugin</a></li>
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<li><a href="#1.2">Game Objectives</a></li>
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<li><a href="#1.3">Credits</a></li>
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</ol>
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</li>
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<li>
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<a href="#2">Installation</a>
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<ol>
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<li><a href="#2.1">Requirements</a></li>
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<li><a href="#2.2">Plugin Installation</a></li>
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<li><a href="#2.3">Test Run</a></li>
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</ol>
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</li>
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<li>
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<a href="#3">Configuration</a>
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<ol>
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<li>
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<a href="#3.1">Understanding syntax</a>
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<ol>
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<li><a href="#3.1.1">Optional Parameters</a></li>
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<li><a href="#3.1.2">Required Parameters</a></li>
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<li><a href="#3.1.3">Multiple Options In The Same Parameter</a></li>
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<li><a href="#3.1.4">Text As Parameters</a></li>
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</ol>
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</li>
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<li><a href="#3.2">Configuration Files</a></li>
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<li>
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<a href="#3.3">Logging</a>
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<ol>
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<li><a href="#3.3.1">Log Flags</a></li>
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<li><a href="#3.3.2">List Of Modules</a></li>
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</ol>
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</li>
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<li>
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<a href="#3.4">Custom Map Configuration Files</a>
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<ol>
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<li><a href="#3.4.1">Types</a></li>
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</ol>
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</li>
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<li><a href="#3.5">Model List</a></li>
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<li><a href="#3.6">Download List</a></li>
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<li>
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<a href="#3.7">Class Configuration</a>
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<ol>
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<li><a href="#3.7.1">Class Types</a></li>
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<li><a href="#3.7.2">Class Attributes</a></li>
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<li><a href="#3.7.3">Class Requirements</a></li>
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<li><a href="#3.7.4">Class Console Variables</a></li>
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<li><a href="#3.7.5">Modifying Class Attributes</a></li>
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<li><a href="#3.7.6">Attribute Multipliers</a></li>
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<li><a href="#3.7.7">Reloading Attributes</a></li>
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<li><a href="#3.7.8">Dumping Attributes</a></li>
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<li><a href="#3.7.9">Dumping Multipliers</a></li>
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</ol>
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</li>
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<li>
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<a href="#3.8">Weapon Configuration</a>
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<ol>
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<li><a href="#3.8.1">Attributes</a></li>
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<li><a href="#3.8.2">Weapon List</a></li>
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<li><a href="#3.8.3">Console Commands</a></li>
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</ol>
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</li>
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<li><a href="#3.9">Hit Group Configuration</a></li>
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<li><a href="#3.10">Infection Module</a></li>
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<li><a href="#3.11">Damage Control Settings</a></li>
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<li><a href="#3.12">Overlay Settings</a></li>
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<li><a href="#3.13">Money Settings</a></li>
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<li><a href="#3.14">Visual Effects Configuration</a></li>
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<li><a href="#3.15">Sound Effects Configuration</a></li>
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<li><a href="#3.16">Respawn Configuration</a></li>
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<li><a href="#3.17">Spawn Command Configuration</a></li>
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<li><a href="#3.18">Spawn Protect Configuration</a></li>
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<li><a href="#3.19">Teleport Configuration</a></li>
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<li><a href="#3.20">HP Display Settings</a></li>
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<li><a href="#3.21">Jump Boost Settings</a></li>
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<li><a href="#3.22">Anti-Stick Configuration</a></li>
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<li>
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<a href="#3.23">Volumetric Feature Configuration</a>
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<ol>
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<li><a href="#3.23.1">volume Attributes</a></li>
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<li><a href="#3.23.2">Feature Attributes</a></li>
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<li><a href="#3.23.3">Anti-Camp</a></li>
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<li><a href="#3.23.4">Class Editor</a></li>
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</ol>
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</li>
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</ol>
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</li>
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<li>
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<a href="#4">How To Play</a>
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<ol>
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<li><a href="#4.1">Game Rules</a></li>
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<li><a href="#4.2">Commands</a></li>
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<li><a href="#4.3">Menus</a></li>
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<li><a href="#4.4">Teamwork</a></li>
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<li>
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<a href="#4.5">Playing As Human</a>
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<ol>
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<li><a href="#4.5.1">Finding A Place To Hide</a></li>
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<li><a href="#4.5.2">Making Barricades</a></li>
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<li><a href="#4.5.3">Playing Fair</a></li>
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</ol>
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</li>
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<li>
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<a href="#4.6">Playing As Zombie</a>
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<ol>
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<li><a href="#4.6.1">Chasing Humans</a></li>
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<li><a href="#4.6.2">Avoiding Knock Back</a></li>
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<li><a href="#4.6.3">Taking Advantage Of Class Skills</a></li>
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</ol>
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</li>
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<li>
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<a href="#4.6">Physics Stuff</a>
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<ol>
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<li><a href="#4.6.1">Glitching Trough Walls</a></li>
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<li><a href="#4.6.2">Jumping Through Non-Solid Props</a></li>
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<li><a href="#4.6.3">Jumping Fast In Small Areas</a></li>
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</ol>
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</li>
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</ol>
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</li>
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<li>
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<a href="#5">Troubleshooting</a>
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<ol>
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<li><a href="#5.1">Verifying Requirements</a></li>
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<li><a href="#5.2">Startup</a></li>
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<li><a href="#5.3">Error and Warning Messages</a></li>
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<li><a href="#5.4">Common Problems</a></li>
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</ol>
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</li>
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<li>
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<a href="#6">Gameplay Guidelines</a>
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<ol>
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<li><a href="#6.1">Briefing - Map Configuration Files</a></li>
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<li><a href="#6.2">Map Balance</a></li>
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<li><a href="#6.3">Knock Back Settings</a></li>
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<li><a href="#6.4">Map Time</a></li>
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<li><a href="#6.5">Servers With Unlimited Ammo and No Reloading</a></li>
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</ol>
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</li>
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<li><a href="#7">Reporting Bugs and Improvements</a></li>
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</ol>
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<h2><a name="1" />1. Introduction</h2>
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<h3><a name="1.1" />1.1 About The Plugin</h3>
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<p>Zombie:Reloaded a alternative to Zombie Mod with a lot of new features and improvements. It's
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open source and made for Counter-Strike: Source and runs on a powerful scripting platform called
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SourceMod.</p>
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<h3><a name="1.2" />1.2 Game Objectives</h3>
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<p>The objectives is to change the game into humans versus zombies. Humans try to survive by
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camping, barricading and hiding. Zombies try to zombify humans by using their knife.</p>
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<p>At a random time after the round starts, one or more random humans are turned into zombies.
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Zombies have certain advantages as running faster and more health points. Humans have huge amounts
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of ammo (or unlimited), and their bullets knock back zombies. A lot more attributes can be adjusted
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for both zombies and humans in different classes.</p>
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<p>This plugin is often confused by Zombie Mod, which is actually ovbious since
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Zombie:Reloaded is a SourceMod alternative to Zombie Mod and the gameplay is exactly the same. This
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plugin is compatible with all existing Zombie Mod maps.</p>
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<h3><a name="1.3" />1.3 Credits</h3>
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<h6>Concept</h6>
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<ul>
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<li>
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<p><b>c0ldfyr3</b></p>
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<p>The developer of Zombie Mod (<a href="http://www.zombiemod.com">www.zombiemod.com</a>).</p>
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</li>
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</ul>
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<h6>Developers and testers</h6>
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<ul>
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<li>
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<p><b>Greyscale</b></p>
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<p>Author of Zombie:Reloaded. The one who started remaking Zombie Mod for the SourceMod platform.</p>
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<p>Related server: "#1 Pro's Playground - 24/7 Zombie Mod [ Rank / Reload / Napalm ]"
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(74.201.57.54:27015) - USA, Washington</p>
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</li>
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<li>
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<p><b>Richard Helgeby</b></p>
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<p>Zombie:Reloaded developer. Started working on the plugin from version 2.5.1. Fixed bugs and
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made new features.</p>
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<p>Related server: (same as Cpt. Moore)</p>
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</li>
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<li>
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<p><b>Cpt. Moore</b></p>
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<p>Helped debuging issues and made some new features. Used the server for testing.</p>
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<p>Related server: "Zombie World Domination by SwissQuake" (85.195.74.201:13010)
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- Switzerland, Basel</p>
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</li>
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</ul>
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<h6>Additional testers and contributors</h6>
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<ul>
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<li>Grey Echo</li>
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<li>"zhelev81"</li>
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<li>"exvel"</li>
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<li>And more people we haven't listed yet...</li>
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</ul>
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<h2><a name="2" />2. Installation</h2>
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<h3><a name="2.1" />2.1 Requirements</h3>
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<p>Zombie: Reloaded requires that the following stuff is installed on the server:</p>
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<ol>
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<li><p>Metamod:Source - A simplified API for server plugins. It makes it easier for developers
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to make plugins like SourceMod:</p>
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<ul><li><a href="http://wiki.alliedmods.net/Installing_Metamod:Source">Installing Metamod:Source</a></li></ul></li>
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<li><p>SourceMod - A scripting platform:</p>
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<ul>
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<li><a href="http://wiki.alliedmods.net/Installing_SourceMod">Installing SourceMod</a></li>
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<li><a href="http://wiki.alliedmods.net/index.php/Category:SourceMod_Documentation">SourceMod Documentation</a></li>
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</ul></li>
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<li>
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<p>ZRTools extension (bundled). Provides some extra functions needed by Zombie:Reloaded.
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See <a href="#2.2">Plugin Installation (2.2)</a>.</p>
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</li>
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</ol>
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<h3><a name="2.2" />2.2 Plugin Installation</h3>
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<p>Extract the content of "cstrike" in the zip file into "cstrike" on the server. The folder and
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file structure is already set up correctly and ready to be extracted.</p>
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<h3><a name="2.3" />2.3 Test Run</h3>
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<p>The plugin should work with default configuration. Start the server and join a team. Once the
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round starts there sould be some messages at the chat with "[ZR]". Or type "!zmenu" in the chat to
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bring up the zombie menu to confirm that the plugin is running.</p>
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<p>Next check error logs from SourceMod and look if there are any entries from "zombiereloaded.smx".
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If the plugin doesn't work at all or there are error logs, see <a href="#5">Troubleshooting (5)</a>.</p>
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<h2><a name="3" />3. Configuration</h2>
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<h3><a name="3.1" />3.1 Understanding Syntax</h3>
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<p>In this manual commands or paths may be written in a certain style that tells how to use it.</p>
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<p>Note that the style itself is not written, but it's used as an indicator to tell if a parameter
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is optional or not.</p>
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<p>Example syntax of a command:</p>
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<blockquote><p class="code">zr_class_modify <classname|"zombies"|"humans"|"admins"> <attribute> <value> [is_multiplier]</p></blockquote>
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<p>Some paths may look like:</p>
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<blockquote><p class="code">cfg/sourcemod/zombiereloaded/<mapname>.cfg</p></blockquote>
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<p>How to read syntaxes like this is explained below.</p>
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<h4><a name="3.1.1" />1. Optional Parameters</h4>
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<p>Optional parameters is not required and usually have a default value or action. They are marked
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with brackets.</p>
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<p>Example:</p>
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<blockquote><p class="code">zr_somecommand [number]</p></blockquote>
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<p>Usage examples:</p>
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<blockquote><p class="code">zr_somecommand<br />
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zr_somecommand 10</p></blockquote>
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<p></p>
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<h4><a name="3.1.2" />2. Required Parameters</h4>
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<p>Required parameters must be specified for the command to function. Usually if no parameters are
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written the command replies with some info about the syntax.</p>
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<p>Less than (<) and greather than (>) symbols marks required parameters.</p>
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<p>Examples:</p>
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<blockquote><p class="code">zr_somecommand <number><br />
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zr_infect <target></p></blockquote>
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<p>Usage examples:</p>
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<blockquote><p class="code">zr_somecommand 100<br />
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zr_infect "unnamed"</p></blockquote>
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<h4><a name="3.1.3" />3. Multiple Options In The Same Parameter</h4>
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<p>Some commands have parameters that support multiple pre defined options.
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Usually it's specifying a name, a index or a predefined value. Each option is
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separated by a "|" symbol. Only one of the options listed is used in a command.</p>
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<p>Example:</p>
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<blockquote><p class="code">zr_do_something <index|name|"all"></p></blockquote>
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<p>Usage examples:</p>
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<blockquote><p class="code">zr_do_something 1<br />
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zr_do_something "all"<br />
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zr_do_something "unnamed"</p></blockquote>
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<h4><a name="3.1.4" />4. Text As Parameters</h4>
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<p>Since parameters are separated by spaces, text (strings) should be quoted. It's a good habit to
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do this on all string parameters to avoid parsing mistakes.</p>
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<p>Example:</p>
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<blockquote><p class="code">zr_infect "unnamed" "player"<br />
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zr_do_something "example text. test."</p></blockquote>
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<p>Example of bad usage:</p>
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<blockquote><p class="code">zr_do_something example text. test.</p></blockquote>
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<p>The last example actually have 3 parameters while it should be only one. This may cause unexpected
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results and is an example of why strings should be quoted.</p>
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<h3><a name="3.2" />3.2 Configuration Files</h3>
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<p>These are the default configuration files. The paths are relative to the "cstrike" folder.</p>
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<blockquote><table>
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<tr>
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<th>Type:</th>
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<th>File:</th>
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</tr>
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<tr>
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<td>Main conf.</td>
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<td>cfg/sourcemod/zombiereloaded/zombiereloaded.cfg</td>
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</tr>
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<tr>
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<td><a href="#3.4">Map config.</a></td>
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<td>cfg/sourcemod/zombiereloaded/<mapname>.cfg</td>
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</tr>
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<tr>
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<td><a href="#3.4">Post map conf.</a></td>
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<td>cfg/sourcemod/zombiereloaded/<mapname>.post.cfg</td>
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</tr>
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<tr>
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<td><a href="#3.9">Hitgroup conf.</a></td>
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<td>addons/sourcemod/configs/zr/hitgroups.txt</td>
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</tr>
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<tr>
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<td><a href="#3.7">Class conf.</a></td>
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<td>addons/sourcemod/configs/zr/playerclasses.txt</td>
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</tr>
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<tr>
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<td><a href="#3.8">Weapon conf.</a></td>
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<td>addons/sourcemod/configs/zr/weapons.txt</td>
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</tr>
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<tr>
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<td><a href="#3.6">Download list</a></td>
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<td>addons/sourcemod/configs/zr/downloads.txt</td>
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</tr>
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<tr>
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<td><a href="#3.5">Model list</a></td>
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<td>addons/sourcemod/configs/zr/models.txt</td>
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</tr>
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</table></blockquote>
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<p>The post map configuration file is executed after all features of ZR is done loading. Commands
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that modify loaded data must be put in post configuration files. How to configure each file is
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explained in their own sections.</p>
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<h3><a name="3.3" />3.3 Logging</h3>
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<p>The log system used in Zombie:Reloaded is pretty powerful and customizable. It's based on
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logging flags and a module filter.</p>
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<p>The flags tell what kind of events to log. Those flags are stored as a numeric value in a bit
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field where each bit tell wether to log a certain event or not. See
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<a href="http://en.wikipedia.org/wiki/Bit_field">Bit field</a> for technical details.</p>
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<p>The module filter is a list of modules to enable log events from. This filter gives extra
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control of what stuff to log. Use console commands below in the main configuration file to add or
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remove modules to the filter.</p>
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<p>These commands might not work properly until
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<a href="http://bugs.alliedmods.net/show_bug.cgi?id=3828">bug 3828</a> in SourceMod is fixed. It's
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a bug where console commands in plugin configuration files are executed late so a command like
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zr_log_add_module is too late.</p>
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<p>There are console variables for different log settings and exceptions. Place them in the main
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configuration file.</p>
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<p><b>Console variables:</b></p>
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<blockquote><table>
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<tr>
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<th class="namewidth">Console variable:</th>
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<th>Default:</th>
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</tr>
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<tr>
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<td class="commandheader">zr_log</td>
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<td class="commandheader">"1"</td>
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</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable logging of events in the plugin. Fatal errors or errors are independendt on
|
|
this setting and always logged.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_flags</td>
|
|
<td class="commandheader">"2"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>A bit field that specify what event types to log.</p>
|
|
<p>Options:<br />
|
|
Number - See <a href="#3.3.1">Log Flags (3.3.1)</a></p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_module_filter</td>
|
|
<td class="commandheader">"0"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable module filtering. Only log events from listed modules will be logged. Use console
|
|
commands below to add or remove modules from the filter.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_ignore_console</td>
|
|
<td class="commandheader">"1"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Don't log events triggered by console that are executed by the console itself, like
|
|
commands in configs. Enable this command to avoid spamming logs with events like weapon
|
|
restrictions.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_print_admins</td>
|
|
<td class="commandheader">"0"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Print log events to admin chat in addition to the log file.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_print_chat</td>
|
|
<td class="commandheader">"0"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Print log events to public chat in addition to the log file.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p><b>Console commands:</b></p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_add_module <module> [modules...]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Adds one or more modules to the module filter. Use short module names, see
|
|
<a href="#3.3.2">List Of Modules (3.3.2)</a>.</p>
|
|
<p>Parameters:</p>
|
|
<blockquote><table>
|
|
<tr><td class="namewidth">module</td><td>Name of the module to add.</td></tr>
|
|
<tr><td>modules</td><td>Additional modules to add.</td></tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_remove_module <module> [modules...]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Removes one or more modules from the module filter. Use short module names, see
|
|
<a href="#3.3.2">List Of Modules (3.3.2)</a>.</p>
|
|
<p>Parameters:</p>
|
|
<blockquote><table>
|
|
<tr><td class="namewidth">module</td><td>Name of the module to remove.</td></tr>
|
|
<tr><td>modules</td><td>Additional modules to remove.</td></tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log_list</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Lists current log flag settings and module filtering settings.</p>
|
|
<p>Parameters:</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h4><a name="3.3.1" />1. Log Flags</h4>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th class="namewidth">Flag:</th>
|
|
<th class="tinywidth">Bit No.:</th>
|
|
<th class="tinywidth">Value:</th>
|
|
<th>Description:</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">LOG_CORE_EVENTS</td>
|
|
<td>1</td>
|
|
<td>1</td>
|
|
<td>Log events from the plugin core like config validation and other messages.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">LOG_GAME_EVENTS</td>
|
|
<td>2</td>
|
|
<td>2</td>
|
|
<td>Log admin commands, console commands, and game related events from modules like,
|
|
suicide attempts and weapon restrictions.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">LOG_PLAYER_COMMANDS</td>
|
|
<td>3</td>
|
|
<td>4</td>
|
|
<td>Log events that are triggered by players, like chat triggers, teleporting and class
|
|
changes.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">LOG_DEBUG</td>
|
|
<td>4</td>
|
|
<td>8</td>
|
|
<td>Log debug messages, if any. Usually only developers need to enable this log flag.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">LOG_DEBUG_DETAIL</td>
|
|
<td>5</td>
|
|
<td>16</td>
|
|
<td>Log additional debug messages with more details. May cause spam depending on module
|
|
filter settings. Usually only developers need to enable this log flag.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>To combine several logging flags use the sum of their values. A combination could be "3", which
|
|
is these log flags:</p>
|
|
|
|
<blockquote><p class="code">LOG_CORE_EVENTS + LOG_GAME_EVENTS<br />
|
|
1 + 2</p></blockquote>
|
|
|
|
<p>Most server setups donesn't need different flag settings. Default is fine.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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:</p>
|
|
|
|
<blockquote><p class="code">LOG_CORE_EVENTS + LOG_GAME_EVENTS + LOG_DEBUG<br />
|
|
1 + 2 + 8</p></blockquote>
|
|
|
|
<p>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.</p>
|
|
|
|
<blockquote><p><a href="http://www.unitconversion.org/numbers/decimals-to-binary-conversion.html">
|
|
Decimals to binary conversion</a></p></blockquote>
|
|
|
|
|
|
<h4><a name="3.3.2" />2. List Of Modules</h4>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th class="namewidth">Short name:</th>
|
|
<th>Description:</th>
|
|
</tr>
|
|
<tr>
|
|
<td>account</td>
|
|
<td>Money manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>antistick</td>
|
|
<td>Anti-Stick feature</td>
|
|
</tr>
|
|
<tr>
|
|
<td>config</td>
|
|
<td>Configuration file manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>cvars</td>
|
|
<td>Console variables</td>
|
|
</tr>
|
|
<tr>
|
|
<td>damage</td>
|
|
<td>Damage manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>downloads</td>
|
|
<td>File download manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>hitgroups</td>
|
|
<td>Hit group feature</td>
|
|
</tr>
|
|
<tr>
|
|
<td>infect</td>
|
|
<td>Infection manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>models</td>
|
|
<td>Model list file manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>playerclasses</td>
|
|
<td>Class manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>veffects</td>
|
|
<td>Visual effect manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>seffects</td>
|
|
<td>Sound effect manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>tools</td>
|
|
<td>Helper functions (offsets)</td>
|
|
</tr>
|
|
<tr>
|
|
<td>volfeatures</td>
|
|
<td>Volumetric features</td>
|
|
</tr>
|
|
<tr>
|
|
<td>weapons</td>
|
|
<td>Weapon manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>weaponrestrict</td>
|
|
<td>Weapon restriction manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>zspawn</td>
|
|
<td>Spawn command manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td>ztele</td>
|
|
<td>Teleport manager</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.4" />3.4 Custom Map Configuration Files</h3>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<h4><a name="3.4.1" />1. Types</h4>
|
|
<p>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 be effective, like changing class attributes.</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th class="tinywidth">Type:</th>
|
|
<th class="mediumwidth">Executed:</th>
|
|
<th>Path:</th>
|
|
</tr>
|
|
<tr>
|
|
<td>Pre</td>
|
|
<td>Before modules</td>
|
|
<td class="code">cfg/sourcemod/zombiereloaded/<mapname>.cfg</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Post</td>
|
|
<td>After modules</td>
|
|
<td class="code">cfg/sourcemod/zombiereloaded/<mapname>.post.cfg</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>If not explicit specified in the module documentation, use pre configuration.</p>
|
|
|
|
|
|
<h3><a name="3.5" />3.5 Model Configuration</h3>
|
|
|
|
<p><b>Note:</b> Work in progress. Some flags explained in this section doesn't exist yet.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>Model line syntax:</p>
|
|
<blockquote><p class="code"><model path>[; flag]</p></blockquote>
|
|
|
|
<p>Available flags:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="code">adminonly</td>
|
|
<td>Can only be used by admins.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">donator</td>
|
|
<td>Can only be used by donators.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">hidden</td>
|
|
<td>Is not included in random selections.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">motherzombie</td>
|
|
<td>Can only be used on mother zombies.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>Example usages:</p>
|
|
|
|
<blockquote><p class="code">models/player/zh/zh_charple001<br />
|
|
models/player/zh/zh_corpse002; adminonly<br />
|
|
models/player/zh/zh_zombie003; hidden<br />
|
|
models/player/ics/hellknight_red/t_guerilla; motherzombie</p></blockquote>
|
|
|
|
<p>Put the list of models in:</p>
|
|
|
|
<blockquote><p class="code">addons/sourcemod/configs/zr/models.txt</p></blockquote>
|
|
|
|
|
|
<h3><a name="3.6" />3.6 Download List</h3>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>List files to be downloaded in:</p>
|
|
|
|
<blockquote><p class="code">addons/sourcemod/configs/zr/downloads.txt</p></blockquote>
|
|
|
|
|
|
<h3><a name="3.7" />3.7 Class Configuration</h3>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>Default path is:</p>
|
|
|
|
<blockquote><p class="code">configs/zr/playerclasses.txt</p></blockquote>
|
|
|
|
<p><b>Note:</b> The path is relative to the "sourcemod" folder.</p>
|
|
|
|
<p>The file contains a short description of all attributes. Details are explained below.</p>
|
|
|
|
<h4><a name="3.7.1" />1. Class Types</h4>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<h4><a name="3.7.2" />2. Class Attributes</h4>
|
|
|
|
<p>The list below explains all available class attributes in detail:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th class="namewidth">Attribute:</th>
|
|
<th class="mediumwidth">Value type:</th>
|
|
<th>Limits/Requirements:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">enabled</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>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.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">team</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 2</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>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:</p>
|
|
<blockquote><table>
|
|
<tr><td>0</td><td>Zombie classes</td></tr>
|
|
<tr><td>1</td><td>Human classes</td></tr>
|
|
<tr><td>2</td><td>Admin-mode classes</td></tr>
|
|
</table></blockquote>
|
|
<p>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. <b>Admin-mode is incomplete</b> and classes of this type is ignored
|
|
in the game.</p>
|
|
<p>See the "flags" attribute for admin-only classes.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">team_default</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>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.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">flags</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 3</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Special class flags that are stored in a bit field (explained in <a href="#3.3.1">Log
|
|
Flags (3.3.1)</a>). Available flags:</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td>1</td>
|
|
<td>Admins only<br />
|
|
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.</td>
|
|
</tr>
|
|
<tr>
|
|
<td>2</td>
|
|
<td>Mother zombie.<br />
|
|
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 be effective.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
<p>These flags can be used in a combination (1 + 2), so it could be a mother zombie
|
|
class for admins only.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">group</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Name of a valid SourceMod group</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Rescrict class to members of this SourceMod group. Useful for making VIP-only
|
|
classes. Leave blank to allow everyone to use this class.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">name</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Unique, not empty, max 64 charact.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>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.</p>
|
|
<p>This name is also refered to by cvars that set default classes.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">description</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Max 256 characters, not empty</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The description of the class, used in class selection menus. Cannot be empty.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">model_path</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Max 256 characters, not empty</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>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:</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="code">default</td>
|
|
<td>Use default CS models. The one players select when selecting team.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">random</td>
|
|
<td>Selects a random model for the current team.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">nochange</td>
|
|
<td>Don't change model. To be used in combination with other plugins that
|
|
change model on players.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">alpha_spawn</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 255</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The initial transparency value on the player, where 255 is fully visible and 0 is
|
|
invisible.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">alpha_damaged</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 255</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Transparency on the player when a certain amount of damage is done. 255 is fully
|
|
visible and 0 is invisible.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">alpha_damage</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 20000</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>How much damage that needs to be done before the players alpha changes from
|
|
"aplha_spawn" to "aplha_damaged".</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">overlay_path</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Max 256 characters</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>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.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">nvgs</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Gives night vision to the player.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">fov</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">15 - 165</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The field of view on the player. Note that the weapon hud disappear if FOV is
|
|
anything else than 90.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">has_napalm</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><b>Human classes only.</b> Specifies whether the human can trow napalm grenades or
|
|
not.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">napalm_time</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">0.0 - 600.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><b>Zombie classes only.</b> 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.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">immunity_mode</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 2</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><b>Note: Incomplete feature!</b></p>
|
|
<p>The immunity mode. This feature is currently incomplete and values are ignored.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">immunity_amount</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">(incomplete)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><b>Note: Incomplete feature!</b></p>
|
|
<p>The value for the specified immunity mode. This feature is currently incomplete and
|
|
values are ignored.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">health</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 20000</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Initial health points on the player.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">health_regen_interval</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">0.0 - 900.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The health regeneration interval, in seconds. Use 0.0 to disable regeneration.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">health_regen_amount</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 10000</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>How many health points to give per interval. Regeneration stops when the players
|
|
health is above the initial health.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">health_infect_gain</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 20000</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><b>Zombie classes only.</b> How many health points to give the zombie each time it
|
|
infect a human.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">kill_bonus</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 16</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><b>Zombie classes only.</b> How many extra points to give the killer of this zombie.
|
|
If this is 0, the default value of 1 point will be given.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">speed</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">10.0 - 2000.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The player's running speed.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">knockback</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">-30.0 - 30.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><b>Zombie classes only.</b> Force to apply on the zombie when shot at. The zombie is
|
|
pushed in the same direction as the bullet.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">jump_height</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">0.0 - 5.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Jump height multiplier. Extra upward boost when jumping. If 1.0 or 0.0 no boost will
|
|
be applied.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">jump_distance</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">0.0 - 5.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Jump distance multiplier. Extra forward boost when jumping. If 1.0 or 0.0 no boost
|
|
will be applied.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h4><a name="3.7.3" />3. Class Requirements</h4>
|
|
|
|
<p>At least one zombie class and one human class with no special flags set is
|
|
required. Otherwise the plugin will fail to load.</p>
|
|
|
|
<p><b>Requirements:</b></p>
|
|
|
|
<ul>
|
|
<li>At least one human class (teamid 1).</li>
|
|
<li>At least one zombie class (teamid 0).</li>
|
|
<li>One of the classes in each team must have "team_default" set to "yes".</li>
|
|
<li>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 "".</li>
|
|
<li>All other attributes must have valid values. See <a href="#3.7.2">Class Attributes (3.7.2)</a>.</li>
|
|
</ul>
|
|
|
|
<p>Errors are logged to SourceMod error logs if it can't parse the file or if class attributes
|
|
have invalid values.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p><b>Attribute flags:</b></p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th class="commandheader">Attribute:</th>
|
|
<th class="commandheader">Bit:</th>
|
|
<th class="commandheader">Value:</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">enabled</td>
|
|
<td>1</td>
|
|
<td>1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">team</td>
|
|
<td>2</td>
|
|
<td>2</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">team_default</td>
|
|
<td>3</td>
|
|
<td>4</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">flags</td>
|
|
<td>4</td>
|
|
<td>8</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">group</td>
|
|
<td>5</td>
|
|
<td>16</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">name</td>
|
|
<td>6</td>
|
|
<td>32</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">description</td>
|
|
<td>7</td>
|
|
<td>64</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">model_path</td>
|
|
<td>8</td>
|
|
<td>128</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">alpha_initial</td>
|
|
<td>9</td>
|
|
<td>256</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">alpha_damaged</td>
|
|
<td>10</td>
|
|
<td>512</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">alpha_damage</td>
|
|
<td>11</td>
|
|
<td>1024</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">overlay_path</td>
|
|
<td>12</td>
|
|
<td>2048</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">nvgs</td>
|
|
<td>13</td>
|
|
<td>4096</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">fov</td>
|
|
<td>14</td>
|
|
<td>8192</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">has_napalm</td>
|
|
<td>15</td>
|
|
<td>16384</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">napalm_time</td>
|
|
<td>16</td>
|
|
<td>32768</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">immunity_mode</td>
|
|
<td>17</td>
|
|
<td>65536</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">immunity_amount</td>
|
|
<td>18</td>
|
|
<td>131072</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">no_fall_damage</td>
|
|
<td>19</td>
|
|
<td>262144</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">health</td>
|
|
<td>20</td>
|
|
<td>524288</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">health_regen_interval</td>
|
|
<td>21</td>
|
|
<td>1048576</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">health_regen_amount</td>
|
|
<td>22</td>
|
|
<td>2097152</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">infect_gain</td>
|
|
<td>23</td>
|
|
<td>4194304</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">kill_bonus</td>
|
|
<td>24</td>
|
|
<td>8388608</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">speed</td>
|
|
<td>25</td>
|
|
<td>16777216</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">knockback</td>
|
|
<td>26</td>
|
|
<td>33554432</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">jump_height</td>
|
|
<td>27</td>
|
|
<td>67108864</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">jump_distance</td>
|
|
<td>28</td>
|
|
<td>134217728</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>The error flags are stored in a bit field (explained in <a href="#3.3">Logging (3.3)</a>).</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<h4><a name="3.7.4" />4. Class Console Variables</h4>
|
|
|
|
<p>There are several console variables to set default class settings for players.
|
|
Place these console variables in the main configuration file:</p>
|
|
|
|
<blockquote><p class="code">cfg/sourcemod/zombiereloaded/zombiereloaded.cfg</p></blockquote>
|
|
|
|
<p>And/or in a map config file:</p>
|
|
|
|
<blockquote><p class="code">cfg/sourcemod/zombiereloaded/<map name>[.post].cfg</p></blockquote>
|
|
|
|
<p>Example map config files:</p>
|
|
|
|
<blockquote><p class="code">cfg/sourcemod/zombiereloaded/zm_panic.cfg<br />
|
|
cfg/sourcemod/zombiereloaded/zm_panic.post.cfg</p></blockquote>
|
|
|
|
<p><b>Class console variables:</b></p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th class="namewidth">Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_config_path_playerclasses</td>
|
|
<td class="commandheader">"configs/zr/playerclasses.txt"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Specifies what class configuration file to load. Several class templates can be used
|
|
with map configurations.</p>
|
|
<p>Path is relative to "sourcemod".</p>
|
|
<p>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.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_spawn</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Re-display class menu every spawn.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_random</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Assign random classes to all players each round.</p>
|
|
<p>This setting overrides zr_classes_save.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_change_timelimit</td>
|
|
<td class="commandheader">20</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>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.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_save</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Save players' class selections in server cookies. Class selections are restored next
|
|
time players connect.</p>
|
|
<p>This setting overrides zr_classes_default_*, but on first-time connecting players
|
|
the default classes are assigned.</p>
|
|
<p>This setting also override zr_classes_*_select. If players have saved class indexes
|
|
in cookies they will be restored.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_default_zombie</td>
|
|
<td class="commandheader">"random"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Default zombie class selected for all players when they connect.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td class="code"><class name></td><td>Specify a class name to use as
|
|
default zombie.</td></tr>
|
|
<tr><td class="code">"default"</td><td>Use the default class in the class
|
|
configuration.</td></tr>
|
|
<tr><td class="code">"random"</td><td>Select a random zombie class from the class
|
|
configuration.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_default_mother_zombie</td>
|
|
<td class="commandheader">"motherzombies"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>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.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td class="code"><class name></td><td>Specify a class name to use as
|
|
default mother zombie.</td></tr>
|
|
<tr><td class="code">"random"</td><td>Select a random regular zombie class.</td></tr>
|
|
<tr><td class="code">"motherzombies"</td><td>Select a random zombie class with
|
|
mother zombie flag.</td></tr>
|
|
<tr><td class="code">"disabled"</td><td>No change. Use the zombie class selected by
|
|
the player.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_default_human</td>
|
|
<td class="commandheader">"random"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Default human class selected for all players when they connect.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td class="code"><class name></td><td>Specify a class name to use as
|
|
default human.</td></tr>
|
|
<tr><td class="code">"default"</td><td>Use the default class in the class
|
|
configuration.</td></tr>
|
|
<tr><td class="code">"random"</td><td>Select a random human class from the class
|
|
configuration.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_default_admin</td>
|
|
<td class="commandheader">"random"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> This feature is incomplete!</p>
|
|
<p>Default admin-mode class selected for all players when they connect, if found. This
|
|
feature is incomplete and ignored.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td class="code"><class name></td><td>Specify a class name to use as
|
|
default admin-mode class.</td></tr>
|
|
<tr><td class="code">"default"</td><td>Use the default class in the class
|
|
configuration.</td></tr>
|
|
<tr><td class="code">"random"</td><td>Select a random admin-mode class from the
|
|
class configuration.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_zombie_select</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>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.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_human_select</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>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.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_admin_select</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b>This feature is incomplete!</p>
|
|
<p>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.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.7.5" />5. Modifying Class Attributes</h4>
|
|
|
|
<p>Classes can be modified after they're loaded. This is useful in map configs
|
|
to do stuff like scaling knockback to tune map balance.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p><b>Console commands:</b></p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_class_modify <class|team> <attribute> <value> [is_multiplier]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Modify settings on one or more classes.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr>
|
|
<td class="code">class|team</td>
|
|
<td>The class to modify. Can be any valid class name, or one of the following team
|
|
names: <br />
|
|
"all", "humans", "zombies" or "admins".</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">attribute</td>
|
|
<td>The name of the class attribute to modify.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">value</td>
|
|
<td>Value to set, or multiplier if a multiplier.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">is_multiplier</td>
|
|
<td>Optional. Specifies wether the original value should be multiplied by the
|
|
specified value. Default is false.</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.7.6" />6. Attribute Multipliers</h4>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>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.</p>
|
|
|
|
<p><b>Warning:</b> Currently these multipliers aren't validated, so using too high or negative
|
|
values may cause unexpected behaviour, or even crash the plugin.</p>
|
|
|
|
<p>Attribute multipliers are set using this console command:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_class_set_multiplier <team> <attribute> <value></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Sets the multiplier on a class attribute.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr>
|
|
<td class="code">team</td>
|
|
<td>What multiplier set to use. Options:<br />
|
|
"zombies" or "humans"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">attribute</td>
|
|
<td>A numeric class attribute. See <a href="#3.7.2">Class Attributes (3.7.2)</a>
|
|
for details on attributes. Valid attribute multipliers:
|
|
<ul>
|
|
<li>"napalm_time" (zombies only)</li>
|
|
<li>"health"</li>
|
|
<li>"health_regen_interval"</li>
|
|
<li>"health_regen_amount"</li>
|
|
<li>"health_infect_gain" (zombies only)</li>
|
|
<li>"speed"</li>
|
|
<li>"knockback" (zombies only)</li>
|
|
<li>"jump_height"</li>
|
|
<li>"jump_distance"</li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">value</td>
|
|
<td>Value to set, or multiplier if a multiplier.</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>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.</p>
|
|
|
|
<h4><a name="3.7.7" />7. Reloading Attributes</h4>
|
|
|
|
<p>While testing or adjusting class attributes they must be reloaded before they will be effective.
|
|
This only applies to players who already are the same class.</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_class_reload <target></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Refreshes the player cache and reloads class attributes on one or more players.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr>
|
|
<td class="code">target</td>
|
|
<td>Target player(s) to refresh cache on. A name or a SourceMod target specifier.</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.7.8" />8. Dumping Attributes</h4>
|
|
|
|
<p>For debug purposes class attributes also can be dumped.</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_class_dump <cachetype> <index|targetname></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Dumps class data at a specified index in the specified cache.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr>
|
|
<td class="code">cachetype</td>
|
|
<td>Cache to read from. Cache types:
|
|
<table>
|
|
<tr><td>"original"</td><td>Unmodified raw class data.</td></tr>
|
|
<tr><td>"modified"</td><td>Modified class data with multipliers.</td></tr>
|
|
<tr><td>"player"</td><td>Player cache, with multipliers.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">index|targetname</td>
|
|
<td>Class index, or name of player if "player" cache type is used.</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.7.9" />9. Dumping Multipliers</h4>
|
|
|
|
<p>Dumping multipliers is another command for debug purposes. It will dump the current state of
|
|
multipliers.</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_class_dump_multipliers <team></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Dumps class attribute multipliers for the specified team.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr>
|
|
<td class="code">team</td>
|
|
<td>The multiplier set to dump. Valid options are:<br />
|
|
"humans" or "zombies"</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.8" />3.8 Weapon Configuration</h3>
|
|
|
|
<p>The weapon module can be used to restict weapons or scale knockback.</p>
|
|
|
|
<h4><a name="3.8.1" />1. Weapon Attributes</h4>
|
|
|
|
<p>Weapon attributes are stored by default in:</p>
|
|
|
|
<blockquote><p class="code">addons/sourcemod/configs/zr/weapons.txt</p></blockquote>
|
|
|
|
<p>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.</p>
|
|
|
|
<p>These are the allowed attributes:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Attribute:</th>
|
|
<th>Type:</th>
|
|
<th>Limits/Requirements:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapontype</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Separate items by ", "</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>A list of weapon groups and the weapon type.</p>
|
|
<p>Pre-defined options:</p>
|
|
<ul>
|
|
<li>All</li>
|
|
<li>Pistol</li>
|
|
<li>Shotgun</li>
|
|
<li>SMG</li>
|
|
<li>Rifle</li>
|
|
<li>Sniper</li>
|
|
<li>Machine Gun</li>
|
|
<li>Melee</li>
|
|
<li>Projectile</li>
|
|
<li>Equipment</li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weaponslot</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 3</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The slot index the weapon resides in. Don't change this!</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td>0</td><td>Primary weapon slot</td></tr>
|
|
<tr><td>1</td><td>Secondary weapon slot</td></tr>
|
|
<tr><td>2</td><td>Knife slot</td></tr>
|
|
<tr><td>3</td><td>Equipment slot</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">restrictdefault</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The default restricted status of the weapon on map start.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td>"yes"</td><td>Enable</td></tr>
|
|
<tr><td>"no"</td><td>Disable</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">toggleable</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Enable weapon to have restrictions toggled mid-game.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td>"yes"</td><td>Enable</td></tr>
|
|
<tr><td>"no"</td><td>Disable</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">ammotype</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Ammo entity that belongs to weapons. Don't change this!</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td>ammo_50ae</td><td>deagle</td></tr>
|
|
<tr><td>ammo_762mm</td><td>scout, ak47, g3sg1, aug</td></tr>
|
|
<tr><td>ammo_556mm_box</td><td>m249</td></tr>
|
|
<tr><td>ammo_556mm</td><td>galil, sg552, famas, m4a1, sg550</td></tr>
|
|
<tr><td>ammo_338mag</td><td>awp</td></tr>
|
|
<tr><td>ammo_9mm</td><td>mp5navy, tmp, glock, elite</td></tr>
|
|
<tr><td>ammo_buckshot</td><td>m3, xm1014</td></tr>
|
|
<tr><td>ammo_45acp</td><td>ump45, mac10, usp</td></tr>
|
|
<tr><td>ammo_357sig</td><td>P228</td></tr>
|
|
<tr><td>ammo_57mm</td><td>p90, fiveseven</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">ammoprice</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Price of ammo for this weapon.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">knockback</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>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.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zmarketprice</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The price of the weapon in ZMarket. Default in configuration file is CS:S buymenu
|
|
price.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zmarketpurchasemax</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The max number of purchases allowed per spawn for the weapon.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>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.</p>
|
|
|
|
<h4><a name="3.8.2" />2. Weapon List</h4>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th class="namewidth">Weapon name:</th>
|
|
<th>Type:</th>
|
|
<th>Full name:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="code">Glock</td>
|
|
<td>Pistol</td>
|
|
<td>Glock 18 Select Fire (9X19mm Sidearm)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">USP</td>
|
|
<td>Pistol</td>
|
|
<td>.45 USP (K&M .45 Tactical)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">P228</td>
|
|
<td>Pistol</td>
|
|
<td>228 Compact</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">Deagle</td>
|
|
<td>Pistol</td>
|
|
<td>Desert Eagle .50C (Night Hawk .50C)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">Elite</td>
|
|
<td>Pistol</td>
|
|
<td>.40 Dual Elites</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">Fiveseven</td>
|
|
<td>Pistol</td>
|
|
<td>ES Five-Seven</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">M3</td>
|
|
<td>Shotgun</td>
|
|
<td>Benelli M3 (Leone 12 Gauge Super)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">XM1014</td>
|
|
<td>Shotgun</td>
|
|
<td>Benelli XM1014 (Leone YG1265 Auto Shotgun)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">Mac10</td>
|
|
<td>SMG</td>
|
|
<td>Ingram MAC-10</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">TMP</td>
|
|
<td>SMG</td>
|
|
<td>Steyr TMP (Schmidt Machine Pistol)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">MP5Navy</td>
|
|
<td>SMG</td>
|
|
<td>HK MP5 Navy (KM Sub-Machine Gun)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">UMP45</td>
|
|
<td>SMG</td>
|
|
<td>K&M UMP45</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">P90</td>
|
|
<td>SMG</td>
|
|
<td>FN P90 (ES C90)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">Galil</td>
|
|
<td>Rifle</td>
|
|
<td>IMI Galil (IDF Defender)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">Famas</td>
|
|
<td>Rifle</td>
|
|
<td>Giat FAMAS (Clarion 5.56)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">AK47</td>
|
|
<td>Rifle</td>
|
|
<td>AK-47 (CV-47)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">M4A1</td>
|
|
<td>Rifle</td>
|
|
<td>M4A1 Carbine (Maverick M4A1 Carbine)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">SG552</td>
|
|
<td>Rifle</td>
|
|
<td>SIG SG552 (Krieg 552 Commando)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">AUG</td>
|
|
<td>Rifle</td>
|
|
<td>Steyr AUG (Bullpup)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">M249</td>
|
|
<td>Machine gun</td>
|
|
<td>FN M249 (ES M249 Para)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">Scout</td>
|
|
<td>Sniper</td>
|
|
<td>Steyr Scout (Schmidt Scout)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">SG550</td>
|
|
<td>Sniper</td>
|
|
<td>SIG SG550 (Krieg 550 Commando)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">G3SG1</td>
|
|
<td>Sniper</td>
|
|
<td>G3/SG-1 (D3/AU-1)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">AWP</td>
|
|
<td>Sniper</td>
|
|
<td>Arctic Warfare Magnum (Magnum Sniper Rifle)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">hegrenade</td>
|
|
<td>Grenade</td>
|
|
<td>High explosive grenade</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">flashbang</td>
|
|
<td>Grenade</td>
|
|
<td>Flash bang</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">smokegrenade</td>
|
|
<td>Grenade</td>
|
|
<td>Smoke grenade</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">NVGs</td>
|
|
<td>Equipment</td>
|
|
<td>Night vision goggles</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.8.3" />3. Weapon Commands</h4>
|
|
|
|
<p>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.</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_restrict <weapon|weapon type> [weapon|weapontype] ...</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Restricts one or more weapons or weapon types (group).</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td>weapon</td><td>The weapon name.</td></tr>
|
|
<tr><td>weapon type</td><td>The weapon type group.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_unrestrict <weapon|weapon type> [weapon|weapontype] ...</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Unrestricts one or more weapons or weapon types (group).</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td>weapon</td><td>The weapon name.</td></tr>
|
|
<tr><td>weapon type</td><td>The weapon type group.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zmarket</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">Displays the ZMarket weapon menu.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.9" />3.9 Hit Group Configuration</h3>
|
|
|
|
<p>Hit group configuration makes it possible to disable damage or adjust knock back per hit group.
|
|
This is useful for fine tuning game balance.</p>
|
|
|
|
<p>The hit group configuration file is a file in Valve's key/value format with the root key
|
|
"hitgroups" and a sub key for each hit group.</p>
|
|
|
|
<p>The default file is:</p>
|
|
|
|
<blockquote><p class="code">addons/sourcemod/configs/zr/hitgroups.txt</p></blockquote>
|
|
|
|
<p>Console commands:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_hitgroup <hitgroup name> [value]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Toggles or sets if a zombie's hitgroup can be damaged.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr>
|
|
<td>hitgrup name</td>
|
|
<td>Name of the hit group to adjust. Options:
|
|
<ul>
|
|
<li>generic</li>
|
|
<li>head</li>
|
|
<li>chest</li>
|
|
<li>stomach</li>
|
|
<li>leftarm</li>
|
|
<li>rightarm</li>
|
|
<li>leftleg</li>
|
|
<li>rightleg</li>
|
|
<li>gear</li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
<tr><td>value</td><td>Optional. Enable hit group damage. Default action is to toggle
|
|
setting. Options: 0 or 1</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.9.1" />1. Hit Group Attributes</h4>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Attribute:</th>
|
|
<th>Type:</th>
|
|
<th>Limits/Requirements:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">index</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The hit group index.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td>0</td><td>Generic</td></tr>
|
|
<tr><td>1</td><td>Head</td></tr>
|
|
<tr><td>2</td><td>Chest</td></tr>
|
|
<tr><td>3</td><td>Stomach</td></tr>
|
|
<tr><td>4</td><td>Left Arm</td></tr>
|
|
<tr><td>5</td><td>Right Arm</td></tr>
|
|
<tr><td>6</td><td>Left Leg</td></tr>
|
|
<tr><td>7</td><td>Right Leg</td></tr>
|
|
<tr><td>8</td><td>Gear</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">damage</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Allows damage to be done on the specified hit group for zombies.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td>yes</td><td>Allow damage</td></tr>
|
|
<tr><td>no</td><td>Ignore damage</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">knockback</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The knock back multiplier for the hitgroup. 1.0 for no change.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h3><a name="3.10" />3.10 Infection Module</h3>
|
|
|
|
<p>The infection module handles all infection events and does random infection on mother zombies.
|
|
It's the core part of the plugin that creates this human vs. zombies game.</p>
|
|
|
|
<p>Number of mother zombies is based on a ratio setting, so on server with many players more mother
|
|
zombies will be spawned than on a server with few players. Server admins can adjust this ratio to
|
|
tune game balance.</p>
|
|
|
|
<p>In addition several infection effects can be enabled or disabled.</p>
|
|
|
|
<p>These are the console variables for the infection module:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_mzombie_ratio</td>
|
|
<td class="commandheader">5</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Mother zombie ratio. Every random N-th player is infected. In this case it's 5 where
|
|
every fifth player will be infected. If it's set to 0 there will be only 1 mother zombie
|
|
every time.</p>
|
|
<p>Options:<br />
|
|
0 or a positive number up to max server slots</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_mzombie_respawn</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Teleport mother zombies to spawn place when infected.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_spawntime_min</td>
|
|
<td class="commandheader">30.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Minimum time when mother zombies spawn. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_spawntime_max</td>
|
|
<td class="commandheader">50.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Maximum time when mother zombies spawn. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_consecutive_block</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Blocks players from being mother zombie twice in a row.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_weapons_drop</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Force players to drop weapons and grenades when infected. So other players can use them.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_sound</td>
|
|
<td class="commandheader">npc/fast_zombie/fz_scream1.wav</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Sound played when infected. The file path is relative to the "sound" folder. Leave
|
|
blank ("") to disable infection sound.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_explosion</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable explosion effects. If disabled, this setting will also disable the following
|
|
CVARs:</p>
|
|
<ul>
|
|
<li>zr_infect_fireball</li>
|
|
<li>zr_infect_smoke</li>
|
|
<li>zr_infect_smoke</li>
|
|
</ul>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_fireball</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Spawn a fire ball effect around the player on infection.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_smoke</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Spawn a smoke cloud effect around the player on infection.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_sparks</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Emit sparks from the the player on infection.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_esplash</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Emit an energy splash effect from the player on infection.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_shake</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Shake the player's view on infection.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_shake_amp</td>
|
|
<td class="commandheader">15.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Shake amplitude, how strong the shake is. Amplitude is in units.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_shake_frequency</td>
|
|
<td class="commandheader">1.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Shake frequency, how fast the shake is. Frequency is in hertz (cycles per second).</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_shake_duration</td>
|
|
<td class="commandheader">5.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Duration of shake, how long the shake lasts. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>Console commands:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect <target> [respawn]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Infects one or more players.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td>target</td><td>A SourceMod target string with one or more players.</td></tr>
|
|
<tr><td>respawn</td><td>Teleport players to spawn.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_human <target> [respawn]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Turn one or more zombies into humans.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td>target</td><td>A SourceMod target string with one or more players.</td></tr>
|
|
<tr><td>respawn</td><td>Teleport players to spawn.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.11" />3.11 Damage Control Settings</h3>
|
|
|
|
<p>With damage control it's possible to block suicide attempts, fall damage, blast damage and hit
|
|
group damage. See <a href="#3.9">Hit Group Configuration (3.9)</a> on how to configure hit groups.</p>
|
|
|
|
<p>Damage control console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_damage_hitgroups</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enables hit group damage control. See Hit Group Configuration (3.9) on how to configure
|
|
hit groups.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_damage_block_ff</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Block friendly fire between zombies.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_damage_block_blast</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Block blast damage inflicted on self or teammates.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_damage_suicide_zombie</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Block suicide attempts by regular zombies.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_damage_suicide_mzombie</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Block suicide attempts by mother zombies.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_damage_suicide_human</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Block suicide attempts by humans.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_damage_suicide_cmds</td>
|
|
<td class="commandheader">"kill, spectate, jointeam"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>List of console commands that are treated as suicide attempts. Separated by ", ".
|
|
These commands are often bound to a key on the client, like "m" is bound to "jointeam".</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.12" />3.12 Overlay Settings</h3>
|
|
|
|
<p>Overlays are pictures displayed on players' screen on certain events. However, these <b>overlays
|
|
require DirectX 9 or higher</b> to work. Players with lower DirectX version won't see these overlays.</p>
|
|
|
|
<p>Since these overlays doesn't last forever, they must be redisplayed at a certain interval. A
|
|
refresh once per second seems to be enough.</p>
|
|
|
|
<p>When the round ends, overlays for either humans or zombies are displayed, depending on the winning
|
|
team.</p>
|
|
|
|
<p>Overlays are also used as a class attribute, like the zombie vision effect.</p>
|
|
|
|
<p>These are the overlay console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_overlays_update_time</td>
|
|
<td class="commandheader">1.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>How often overlays are refreshed. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_roundend_overlay</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Show overlays for the winning team when the round ends.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_roundend_overlays_human</td>
|
|
<td class="commandheader">overlays/zr/humans_win</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Overlay to be displayed when humans win. Path is relative to the "materials" folder.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_roundend_overlays_zombie</td>
|
|
<td class="commandheader">overlays/zr/zombies_win</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Overlay to be displayed when zombies win. Path is relative to the "materials" folder.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.13" />3.13 Money Configuration</h3>
|
|
|
|
<p>Players' cash can be modified and reset on every spawn if enabled.</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_account_cashfill</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Resets player's cash every spawn. Cash amount is specified in
|
|
zr_account_cashfill_value.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_account_cashfill_value</td>
|
|
<td class="commandheader">12000</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>How much cash to give each spawn, if enabled.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_account_cashdmg</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Attacker receives amount of cash equivalent to the damage that was inflicted. If this
|
|
one is enabled, the zr_account_cashfill and zr_account_cashfill_value console variables
|
|
is ignored.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.14" />3.14 Visual Effects Configuration</h3>
|
|
|
|
<p>With visual effects it makes it possible to give a creepy ambience. It's possible to change light
|
|
style in maps and set dissolve effects on players' bodies when they die.</p>
|
|
|
|
<p>It's supposed to have support for adding fog, but because of technical limits in SourceMod it's not
|
|
fully functional yet. For developers who wonder why, it's because there must be a env_fog_controller
|
|
entity in the map. That entity isn't networked so SourceMod can't create that entity type (<a
|
|
href="http://forums.alliedmods.net/showthread.php?t=98280">Logical Entity Support</a> is a work
|
|
in progress by the SourceMod team).</p>
|
|
|
|
<p>Currently, fog can only be modified if the map already has a env_fog_controller entity.</p>
|
|
|
|
<p>Console variables for visual effects:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_lightstyle</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Change light style (brightness) in the map.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_lightstyle_value</td>
|
|
<td class="commandheader">b</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Light brightness value. The brightness is represented by characters from "a" to "z"
|
|
where "a" is dark, "n" is normal, and "z" is bright.</p>
|
|
<p>Options:<br />
|
|
a (dark) to z (bright)</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_sky</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Change skybox of the map.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_sky_path</td>
|
|
<td class="commandheader">sky_borealis01up.vmt</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>The skybox to use, if enabled. Path is relative to "materials/skybox".</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_sun_disable</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Remove the sun entity on the map. Disables sun rendering on the map.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Incomplete. May or may not work.</p>
|
|
<p>Enable fog on the map.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog_override</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Incomplete. May or may not work.</p>
|
|
<p>Override existing fog on the map. If fog exists already on the map, replace it with
|
|
the new modified fog.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog_pcolor</td>
|
|
<td class="commandheader">"255 255 255"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Incomplete. May or may not work.</p>
|
|
<p>Sets the primary fog color. Three values from 0 to 255 separated by a space,
|
|
representing amount of red, green and blue.</p>
|
|
<p>Examples</p>
|
|
<table>
|
|
<tr><td>255 255 0</td><td>Yellow</td></tr>
|
|
<tr><td>255 0 255</td><td>Purpule</td></tr>
|
|
<tr><td>96 96 96</td><td>Dark grey</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog_scolor</td>
|
|
<td class="commandheader">"255 255 255"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Incomplete. May or may not work.</p>
|
|
<p>Sets the secondary fog color. Three values from 0 to 255 separated by a space,
|
|
representing amount of red, green and blue.</p>
|
|
<p>Examples</p>
|
|
<table>
|
|
<tr><td>255 255 0</td><td>Yellow</td></tr>
|
|
<tr><td>255 0 255</td><td>Purpule</td></tr>
|
|
<tr><td>96 96 96</td><td>Dark grey</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog_density</td>
|
|
<td class="commandheader">0.8</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Incomplete. May or may not work.</p>
|
|
<p>Density (thickness) of the fog. The value is in percent, 0.0 to 1.0.</p>
|
|
<p>Options:<br />
|
|
0.0 to 1.0</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog_startdist</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Incomplete. May or may not work.</p>
|
|
<p>Distance from player to start rendering foremost fog. Distance is in game units (1
|
|
unit is ~1 inch). For reference, default player models are ~75 units tall.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog_enddist</td>
|
|
<td class="commandheader">400</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Distance from player to stop rendering fog. Distance is in game units (1 unit is ~1
|
|
inch). For reference, default player models are ~75 units tall.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_fog_farz</td>
|
|
<td class="commandheader">2000</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Distance to stop render everything, for optimizing purposes. This should be equal to
|
|
or bigger than fog end distance. There's no reason to render stuff that can't be seen
|
|
anyways.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_ragdoll_remove</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Remove players' bodies when dying.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_ragdoll_dissolve</td>
|
|
<td class="commandheader">-1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Dissolve effect to use when removing bodies.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td>-2</td><td>No effect</td></tr>
|
|
<tr><td>-1</td><td>Random effect</td></tr>
|
|
<tr><td>0</td><td>Energy dissolve</td></tr>
|
|
<tr><td>1</td><td>Heavy electrical dissolve</td></tr>
|
|
<tr><td>2</td><td>Light electrical dissolve</td></tr>
|
|
<tr><td>3</td><td>Core dissolve</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_veffects_ragdoll_delay</td>
|
|
<td class="commandheader">0.5</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Time to wait before removing dead bodies. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_napalm_ignite</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Ignite grenades that players throws. Humans need the class attribute "has_napalm"
|
|
set for this setting to be effective.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.15" />3.15 Sound Effects Configuration</h3>
|
|
|
|
<p>The sound effects make zombies groan, in addition to the ambience sound file that can be
|
|
played.</p>
|
|
|
|
<p>Currently it doesn't support any other custom files than the ambience file. Other sounds are
|
|
pre-configured. Instead it's possible to specify how often the sounds should be played, if enabled.</p>
|
|
|
|
<p>The lenght of the ambience file must be specified because SourceMod currently can't detect lenght
|
|
of MP3 files.</p>
|
|
|
|
<p>Sound effect console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_seffects_moan</td>
|
|
<td class="commandheader">30.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Time between emission of a moan sound from a zombie. Time is in secons.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_seffects_groan</td>
|
|
<td class="commandheader">5</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>The probability that a groan sound will be emitted from a zombie when shot. Probability
|
|
is in percent.</p>
|
|
<p>Options:<br />
|
|
0 to 100</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_seffects_death</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Emit a death sound when a zombie dies.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ambientsounds</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable ambient sound (background sound) to all players during gameplay.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ambientsounds_file</td>
|
|
<td class="commandheader">ambient/zr/zr_ambience.mp3</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>The ambient sound file to play as ambienece. Path is relative to the "sound" folder,
|
|
and MP3 files are supported. This sound is also looped so only use sounds that can be
|
|
looped. Otherwise it might sound wierd when it restarts.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ambientsounds_length</td>
|
|
<td class="commandheader">60.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Length of the ambient sound. Length is in seconds. If the specified length is shorter
|
|
than the real sound length, the sound will play again before the previous sound
|
|
finished playing.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ambientsounds_volume</td>
|
|
<td class="commandheader">0.8</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Volume of ambient sound file. Volume is in percent.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.16" />3.16 Respawn Configuration</h3>
|
|
|
|
<p>Respawning makes players spawn into the game again after death. It keeps the game active and is
|
|
less annoying for people who don't like to wait too much.</p>
|
|
|
|
<p>If the mother zombie haven't spawned yet, players are always spawned as humans.</p>
|
|
|
|
<p>Respawn console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_respawn</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable respawning.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_respawn_delay</td>
|
|
<td class="commandheader">1.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Time after death to respawn. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_respawn_team_zombie</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Respawn as zombie. If the mother zombie haven't spawned yet, players are always spawned
|
|
as humans.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_respawn_team_zombie_world</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Respawn as zombie if the player was killed by world damage. If the mother zombie
|
|
haven't spawned yet, players are always spawned as humans.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.17" />3.17 Spawn Command Configuration</h3>
|
|
|
|
<p>The spawn command (zspawn) lets players join the game late, depending on the time configured. To
|
|
avoid abusing there are settings that decides what team to spawn on, and a time limit when the
|
|
command is allowed to be used.</p>
|
|
|
|
<p>ZSpawn console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zspawn</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable spawn command.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zspawn_team_overrride</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Override what team to spawn to when using the spawn command. If disabled it will use
|
|
the same as zr_respawn_team_zombie.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zspawn_team_zombie</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Spawn as zombie if override setting is enabled.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zspawn_timelimit</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable time limit on the spawn command.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zspawn_timelimit_time</td>
|
|
<td class="commandheader">120.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>How long the spawn command is available after round start, if enabled. Time is in
|
|
seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zspawn_timelimit_zombie</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Spawn as zombie if using the spawn command after the time is up.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.18" />3.18 Spawn Protect Configuration</h3>
|
|
|
|
<p>Humans can have spawn protection settings that give them certain advantages for a limited time
|
|
right after they've spawned.</p>
|
|
|
|
<p>Spawn protection console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_spawnprotect</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable spawn protection for humans.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_spawnprotect_time</td>
|
|
<td class="commandheader">10</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>How long the spawn protection lasts. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_spawnprotect_speed</td>
|
|
<td class="commandheader">600.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Running speed for spawn protected players. Normal running speed is 300.0, double is
|
|
600.0.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_spawnprotect_alpha</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Transparency setting on spawn protected players.</p>
|
|
<p>Options:<br />
|
|
0 (invisible) to 255 (fully visible)</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>Console commands:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zspawn_force <target> [spawn team]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Force one or more players to spawn.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td>target</td><td>A SourceMod target string with one or more players.</td></tr>
|
|
<tr><td>spawn team</td><td>Optional. Specify what team to spawn to. Options:<br />
|
|
0 (humans) or 1 (zombies)</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.19" />3.19 Teleport Configuration</h3>
|
|
|
|
<p>Zombie:Reloaded has a built in teleport feature with support for limits, delays and abuse
|
|
protection.</p>
|
|
|
|
<p>Teleport console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_zombie</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Allow zombies to use the teleporter.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_human_before</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Allow humans to use the teleporter before mother zombies have spawned.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_human_after</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Allow humans to use the teleporter after mother zombies have spawned.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_delay_zombie</td>
|
|
<td class="commandheader">3.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Delay between teleport command and teleport for zombies. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_delay_human</td>
|
|
<td class="commandheader">3.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Delay between teleport command and teleport for humans. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_max_zombie</td>
|
|
<td class="commandheader">3</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Maximum number of teleports a zombie can do in a round.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_max_human</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Maximum number of teleports humans can do in a round.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_autocancel</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Automatically cancel a teleport in progress if moving a certain distance.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_ztele_autocancel_distance</td>
|
|
<td class="commandheader">20</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Maximum distance for automatically canceling a teleport. Distance is in feet. 1 feet
|
|
is 16 game units where a game unit is ~1 inch. For reference a player is ~75 units tall.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>Teleport console commands:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_tele_force <client></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Force teleport on a player. Does not add delay or add to teleport count.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td>client</td><td>Single target player. Support SourceMod targets like
|
|
@me and @aim.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.20" />3.20 HP Display Settings</h3>
|
|
|
|
<p>The HP display is a small panel on the center at the bottom of the screen that displays players'
|
|
health. Players can disable this, and the setting can also be saved in player cookies.</p>
|
|
|
|
<p>Console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zhp</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable HP display for zombies.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_zhp_default</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Default HP display state on connecting players.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.21" />3.21 Jump Boost Settings</h3>
|
|
|
|
<p>Jump boost can be abused to do bunny hops. There are settings for configuring maximum allowed
|
|
velocity when jumping. If maximum speed is reached no jump boost is applied.</p>
|
|
|
|
<p><b>Note:</b> This is not a real bunny hop protection feature. Players who do bunny jumping will
|
|
still be able to do it, but they won't get jump boost after a certain speed if the speed limit is
|
|
enabled.</p>
|
|
|
|
<p>Console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_jumpboost_bhop_protect</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable bunny hop protection.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_jumpboost_bhop_max</td>
|
|
<td class="commandheader">300.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Maximum horizontal velocity allowed when jumping. Normal running speed for the player
|
|
is 300.0</p>
|
|
<p><b>Note:</b> The first jump does not have a speed limit, but subsequent jumps won't
|
|
get any boost if the speed limit is reached.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.22" />3.22 Anti-Stick Settings</h3>
|
|
|
|
<p>The anti-stick system is a automatic no-block system that turn off collisions on players
|
|
that are stuck together, and enable collision again when they're unstuck.</p>
|
|
|
|
<p>(<b>Note:</b> This file is obsolete!) To know if players are stuck, it needs some extra info about
|
|
each model used in the game. Data for these models are stored in the following file (relative to
|
|
"sourcemod" folder):</p>
|
|
|
|
<blockquote><p class="code">data/antistick.dat</p></blockquote>
|
|
|
|
<p>Console variables:</p>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_antistick</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Enable anti-stick system.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_antistick_default_width</td>
|
|
<td class="commandheader">32.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Obsolete! Do not chnage default value!</p>
|
|
<p>Default model width used to detect if players are stuck together. Width is in game
|
|
units.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_antistick_file_path</td>
|
|
<td class="commandheader">data/antistick.dat</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p><b>Note:</b> Obsolete! Just ignore this file.</p>
|
|
<p>File to store anti-stick model hull data. Path is default to the "sourcemod" folder.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.23" />3.23 Volumetric Feature Configuration</h3>
|
|
|
|
<p>(Feature exist, but incomplete documentation)</p>
|
|
|
|
<h4><a name="3.23.1" />1. Volume Attributes</h4>
|
|
<h4><a name="3.23.2" />2. Feature Attributes</h4>
|
|
<h4><a name="3.23.3" />3. Anti-Camp</h4>
|
|
<h4><a name="3.23.4" />4. Class Editor</h4>
|
|
|
|
|
|
<h2><a name="4" />4. How To Play</h4>
|
|
|
|
<p>(Incomplete) Feel free to contribute to this section. Make a new thread with suggestions in the
|
|
<a href="http://forums.alliedmods.net/forumdisplay.php?f=132">Zombie:Reloaded Forum</a>.</p>
|
|
|
|
<p>(how to defend against zombies, in a fair way)</p>
|
|
<p>(zombie tricks, getting through non-solid props)</p>
|
|
|
|
<h3><a name="4.1" />4.1 Game Rules</h3>
|
|
|
|
|
|
<h3><a name="4.3" />4.3 Commands</h3>
|
|
|
|
|
|
<h3><a name="4.2" />4.2 Menus</h3>
|
|
|
|
|
|
<h3><a name="4.4" />4.4 Teamwork</h3>
|
|
|
|
|
|
<h3><a name="4.5" />4.5 Playing As Human</h3>
|
|
|
|
<h4><a name="4.5.1" />4.5.1 Finding A Place To Hide</h4>
|
|
<h4><a name="4.5.2" />4.5.2 Making Barricades</h4>
|
|
<h4><a name="4.5.3" />4.5.3 Playing Fair</h4>
|
|
|
|
|
|
<h3><a name="4.6" />4.6 Playing As Zombie</h3>
|
|
|
|
<h4><a name="4.6.1" />4.6.1 Chasing Humans</h4>
|
|
<h4><a name="4.6.2" />4.6.2 Avoiding Knock Back</h4>
|
|
<h4><a name="4.6.3" />4.6.3 Taking Advantage Of The Class Skills</h4>
|
|
|
|
<p>(bunny jump)</p>
|
|
<p>(almost invisible, act as a spy and surprise humans)</p>
|
|
|
|
|
|
<h3><a name="4.7" />4.7 Physics Stuff</h3>
|
|
|
|
<p>There are glitches and simplified physics stuff that can be used to get an advantage. Some servers
|
|
may not allow all of these tricks because they could be unfair.</p>
|
|
|
|
<h4><a name="4.7.1" />4.7.1 Glitching Through Walls</h4>
|
|
|
|
<p>(bad thing to do, and should not be allowed)</p>
|
|
|
|
<h4><a name="4.7.2" />4.7.2 Jumping Through Non-Solid Props</h4>
|
|
|
|
<p>Realistic physics in multiplayer games is a expensive task for the server and it appears to be
|
|
laggy for players. The solution to this is simplified physics on props (that is simplified collision
|
|
detection).</p>
|
|
|
|
<p>Some props aren't solid but pushes players away from it's origin (center of the object). This is
|
|
NOT a engine bug, but a simplified solution. These props are useful to _delay_ zombies in barricades,
|
|
but they're still fair to use. If players got enough speed they can run and jump through them.</p>
|
|
|
|
<p>There's another trick that works quite good if the knock back is balanced
|
|
correctly. If a player look straight down or straight up it's possible to
|
|
simply walk through non-solid props, or at the same time, jumping slowly
|
|
through them.</p>
|
|
|
|
<p>This simplified physics is used by default on regular Counter-Strike: Source maps. There's
|
|
something called turbo physics which is enabled on most zombie servers, where all props are solid so
|
|
players can stand on them. Players can't push props, but move them by shooting or using their use
|
|
key (E by default) while aiming at the object.</p>
|
|
|
|
<h4><a name="4.7.3" />4.7.3 Jumping Fast In Small Areas</h4>
|
|
|
|
<p>When zombies have to crouch to enter a area where humans camp (like tubes and vents), jumping fast
|
|
might help.</p>
|
|
|
|
<p>When jumping it's not easy for humans to hit the head and they can't get that good knock back
|
|
anymore. With multiple zombies jumping fast, pushing eachother on their way into a tube, the humans
|
|
are doomed. The tube camping problem much better balanced. This problem can also be solved by
|
|
using a <a href="#3.23.4">class editor volume</a> or <a href="#3.23.3">anti-camp</a> in tubes and
|
|
vents.</p>
|
|
|
|
|
|
<h3><a name="5" />5. Troubleshooting</h3>
|
|
|
|
<h4><a name="5.1" />5.1 Verifying Requirements</h4>
|
|
<h4><a name="5.2" />5.2 Startup</h4>
|
|
<h4><a name="5.3" />5.3 Error Messages</h4>
|
|
<h4><a name="5.4" />5.4 Common Problems</h4>
|
|
|
|
|
|
<h3><a name="6" />6. Gameplay Guidelines</h3>
|
|
|
|
<h4><a name="6.1" />6.1 Briefing - Map Configuration Files</h4>
|
|
<h4><a name="6.2" />6.2 Map Balance</h4>
|
|
<h4><a name="6.3" />6.3 Knock Back Settings</h4>
|
|
<h4><a name="6.4" />6.4 Map Time</h4>
|
|
<h4><a name="6.5" />6.5 Servers With Unlimited Ammo And No Reloading</h4>
|
|
|
|
|
|
<h3><a name="7" />7. Reporting Bugs And Problems</h3>
|
|
|
|
<p>Currently we have no public bug tracker, so issues have to be reported in the <a
|
|
href="http://forums.alliedmods.net/forumdisplay.php?f=132">Zombie:Reloaded forum</a>.</p>
|
|
|
|
<p>A few guidelines while posing issues or questions:</p>
|
|
<ul>
|
|
<li>Use a single thread per topic. It's much easier to browse a few pages of threads than
|
|
browsing 1000 posts. Make new threads - or post in existing threads if someone have the same
|
|
issue. If you're unsure about this, just make new threads.</li>
|
|
<li>Tell us what version you use. If you use a old version the problem might be solved in a
|
|
newer version.</li>
|
|
<li>Use a short thread title that describes your problem (keyworks is enough).</li>
|
|
<li>If you found a bug, start the thread title with [BUG] or similar.</li>
|
|
<li>If your problem were solved you could share the solution in your thread. Also add [SOLVED]
|
|
or similar in the thread title.</li>
|
|
</ul>
|
|
|
|
|
|
<!-- Templates:
|
|
<h4><a name="a" /></h4>
|
|
<p></p>
|
|
<blockquote><p class="code"></p></blockquote>
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|
|
<table>
|
|
<tr><td></td><td></td></tr>
|
|
</table>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader"></td>
|
|
<td class="commandheader"></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p></p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<blockquote><table>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader"></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p></p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
-->
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</div>
|
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|
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</body>
|
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</html>
|