2121 lines
78 KiB
Plaintext
2121 lines
78 KiB
Plaintext
===============================================================================
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Zombie:Reloaded User Manual
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Targets plugin version 3.0.0, (not released)
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Written by Richard Helgeby
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Manual last modified: 2009.07.04
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===============================================================================
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INDEX
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1.0 . . Introduction
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1.1 . . . About The Plugin
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1.2 . . . Game Objectives
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1.3 . . . Credits
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2.0 . . Installation
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2.1 . . . Requirements
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2.2 . . . Plugin Installation
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2.3 . . . Test Run
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3.0 . . Configuration
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3.1 . . . Understanding Syntax
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3.1.1 . . . Optional Parameters
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3.1.2 . . . Required Parameters
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3.1.3 . . . Multiple Options In The Same Parameter
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3.1.4 . . . Text As Parameters
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3.2 . . . Configuration Files
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3.3 . . . Logging
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3.3.1 . . . Log Flags
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3.3.2 . . . List Of Modules
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3.4 . . . Custom Map Configuration Files
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3.4.1 . . . Types
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3.5 . . . Model List
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3.6 . . . Download List
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3.7 . . . Class Configuration
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3.7.1 . . . Class Types
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3.7.2 . . . Class Attributes
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3.7.3 . . . Class Requirements
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3.7.4 . . . Class Console Variables
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3.7.5 . . . Modifying Class Attributes
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3.8 . . . Weapon Configuration
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3.8.1 . . . Attributes
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3.8.2 . . . Weapon List
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3.8.3 . . . Console Commands
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3.9 . . . Hit Group Configuration
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3.10 . . Infection Module
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3.11 . . Damage Control Settings
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3.12 . . Overlay Settings
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3.13 . . Money Settings
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3.14 . . Visual Effects Configuration
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3.15 . . Sound Effects Configuration
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3.16 . . Respawn Configuration
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3.17 . . Spawn Command Configuration
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3.18 . . Spawn Protect Configuration
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3.19 . . Teleport Configuration
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3.20 . . HP Display Settings
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3.21 . . Jump Boost Settings
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3.22 . . Anti-Stick Configuration
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3.23 . . Volumetric Feature Configuration
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3.23.1 . . Volume Attributes
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3.23.2 . . Feature Attributes
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3.23.3 . . Anti-Camp Feature
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4.0 . . How To Play
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4.1 . . . Game Rules
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4.2 . . . Chat Commands
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4.3 . . . Using The Menus
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4.4 . . . Teamwork
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4.5 . . . Playing As Human
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4.5.1 . . . Finding A Place To Hide
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4.5.2 . . . Making Barricades
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4.5.3 . . . Playing Fair
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4.6 . . . Playing As Zombie
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4.6.1 . . . Chasing Humans
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4.6.2 . . . Avoiding Knockback
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4.6.3 . . . Taking Advantage Of The Class Skills
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4.7 . . . Physics Stuff
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4.7.1 . . . Glitching Through Walls
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4.7.2 . . . Jumping Through Non-Solid Props
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4.7.3 . . . Jumping Fast In Small Areas
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5.0 . . Troubleshooting
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5.1 . . . Verifying Requirements
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5.2 . . . Startup
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5.3 . . . Error and Warning Messages
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5.4 . . . Common Problems
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6.0 . . Gameplay Guidelines
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6.1 . . . Briefing - Map Configuration Files
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6.2 . . . Map Balance
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6.3 . . . Knockback Settings
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6.4 . . . Map Time
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6.5 . . . Servers With Unlimited Ammo And No Reloading
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7.0 . . Reporting Bugs and Improvements
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1.0 INTRODUCTION
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1.1 ABOUT THE PLUGIN
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-----------------------
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Zombie:Reloaded remake of Zombie Mod with a lot of new features and
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improvements. It's made for a Counter-Strike: Source server and runs on a
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powerful scripting platform called SourceMod.
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1.2 GAME OBJECTIVES
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----------------------
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The objectives is to change the game into humans versus zombies. Humans try
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to survive by camping, barricading and hiding. Zombies try to zombify humans
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by using their knife.
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At a random time after the round starts, one or more random humans are turned
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into zombies. Zombies have certain advantages as running faster and more
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health points. Humans have huge amounts of ammo (or unlimited), and their
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bullets knock back zombies. A lot more attributes can be adjusted for both
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zombies and humans.
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1.3 CREDITS
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--------------
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Concept:
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c0ldfyr3
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- The developer of Zombie Mod <www.zombiemod.com>.
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Developers and testers:
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Greyscale
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- Author of Zombie:Reloaded. The one who started remaking Zombie Mod for the
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SourceMod platform.
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Richard Helgeby
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- Zombie:Reloaded developer. Started working on the plugin from version
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2.5.1. Fixed bugs and made new features.
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Cpt. Moore
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- Owner of the Zombie:Reloaded server "Zombie World Domination by
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SwissQuake". Helped testing and debuging issues. Made some new features,
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and used the server for testing.
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Additional testers:
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Grey Echo
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zhelev81
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2.0 INSTALLATION
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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2.1 REQUIREMENTS
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-------------------
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Zombie: Reloaded requires that the following stuff is installed on the server:
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1. Metamod:Source - A simplified API for server plugins. The original
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Zombie Mod is run on this one. It makes it easier for developers to
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make plugins like SourceMod:
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<http://wiki.alliedmods.net/Installing_Metamod:Source>
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2. SourceMod - A scripting platform:
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<http://wiki.alliedmods.net/Installing_SourceMod>
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<http://wiki.alliedmods.net/index.php/Category:SourceMod_Documentation>
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3. ZRTools extension (bundled). Provides some extra functions needed by
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Zombie:Reloaded. See Plugin Installation (2.2).
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2.2 PLUGIN INSTALLATION
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--------------------------
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Extract the content of the zip file into "cstrike/" on the server.
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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.
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We suggest having "Zombie:Reloaded" instead of "Zombie Mod" in the server name
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if that's the case. No offense to the Zombie Mod team, of course, but we just
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suggest this to help marketing Zombie:Reloaded.
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2.3 TEST RUN
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---------------
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The plugin should work with default configuration. Start the server and join a
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team. Once the round starts there sould be some messages at the chat with
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"[ZR]". Or type "!zmenu" in the chat to bring up the zombie menu to confirm
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that the plugin is running.
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Next check error logs from SourceMod and look if there are any entries from
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"zombiereloaded.smx". If the plugin doesn't work at all or there are error
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logs, see Troubleshooting at section 5.0.
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3.0 CONFIGURATION
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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3.1 UNDERSTANDING SYNTAX
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---------------------------
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In this manual commands or paths may be written in a certain style that tells
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how to use it.
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Note that the style itself is not written, but it's used as an indicator to
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tell if a parameter is optional or not.
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Example syntax of a command:
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zr_class_modify <classname|"zombies"|"humans"|"admins"> <attribute> <value> [is_multiplier]
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Some paths may look like:
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cfg/sourcemod/zombiereloaded/<mapname>.cfg
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How to read syntaxes like this is explained below.
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3.1.1 OPTIONAL PARAMETERS
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Optional parameters is not required and usually have a default value or action.
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They are marked with brackets.
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Example:
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zr_somecommand [number]
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Usage examples:
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zr_somecommand
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zr_somecommand 10
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3.1.2 REQUIRED PARAMETERS
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Required parameters must be specified for the command to function. Usually if
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no parameters are written the command replies with some info about the syntax.
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Less than (<) and greather than (>) symbols marks required parameters.
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Examples:
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zr_somecommand <number>
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zr_infect <target>
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Usage examples:
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zr_somecommand 100
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zr_infect "unnamed"
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3.1.3 MULTIPLE OPTIONS IN THE SAME PARAMETER
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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.
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Example:
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zr_do_something <index|name|"all">
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Usage examples:
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zr_do_something 1
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zr_do_something "all"
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zr_do_something "unnamed"
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3.1.4 TEXT AS PARAMETERS
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Since parameters are separated by spaces, text (strings) should be quoted. It's
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a good habit to do this on all string parameters to avoid parsing mistakes.
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Example:
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zr_infect "unnamed" "player"
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zr_do_something "example text. test."
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Example of bad usage:
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zr_do_something example text. test.
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The last example actually have 3 parameters while it should be only one. This
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may cause unexpected results and is an example of why strings should be quoted.
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3.2 CONFIGURATION FILES
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--------------------------
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These are the default configuration files. The paths are relative to the
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"cstrike" folder.
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Type: File:
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===========================================================================
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Main conf. cfg/sourcemod/zombiereloaded/zombiereloaded.cfg
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Map conf. cfg/sourcemod/zombiereloaded/<mapname>.cfg
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Post map conf. cfg/sourcemod/zombiereloaded/<mapname>.post.cfg
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Hitgroup conf. addons/sourcemod/configs/zr/hitgroups.txt
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Class conf. addons/sourcemod/configs/zr/playerclasses.txt
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Weapon conf. addons/sourcemod/configs/zr/weapons.txt
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Download list addons/sourcemod/configs/zr/downloads.txt
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Model list addons/sourcemod/configs/zr/models.txt
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The post map configuration file is executed after all features of ZR is done
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loading. Commands that modify loaded data must be put in post configuration
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files. How to configure each file is explained in their own sections.
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3.3 LOGGING
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--------------
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The log system used in Zombie:Reloaded is pretty powerful and customizable.
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It's based on logging flags and a module filter.
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The flags tell what kind of events to log. Those flags are stored as a numeric
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value in a bit field where each bit tell wether to log a certain event or not.
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See <http://en.wikipedia.org/wiki/Bit_field> for technical details.
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The module filter is a list of modules to enable log events from. This filter
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gives extra control of what stuff to log. Use console commands below in the
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main configuration file to add or remove modules to the filter.
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These commands might not work properly until bug 3828 in SourceMod is fixed
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(http://bugs.alliedmods.net/show_bug.cgi?id=3828). It's a bug where console
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commands in plugin configuration files are executed late so a command like
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zr_log_add_module is too late.
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There are console variables for different log settings and exceptions. Place
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them in the main configuration file.
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Console variables:
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Console variable: Default:
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===========================================================================
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zr_log "1"
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---------------------------------------------------------------------------
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Enable logging of events in the plugin. Fatal errors or errors are
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independendt on this setting and always logged.
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Options:
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0 or 1
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zr_log_flags "3"
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---------------------------------------------------------------------------
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A bit field that specify what event types to log.
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Options:
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Number - See Log Flags (3.3.1)
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zr_log_module_filter "0"
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---------------------------------------------------------------------------
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Enable module filtering. Only log events from listed modules will be
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logged. Use console commands below to add or remove modules from the
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filter.
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Options:
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0 or 1
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zr_log_ignore_console "1"
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---------------------------------------------------------------------------
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Don't log events triggered by console that are executed by the console
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itself, like commands in configs. Enable this command to avoid spamming
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logs with events like weapon restrictions.
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Options:
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0 or 1
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zr_log_print_admins "0"
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---------------------------------------------------------------------------
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Print log events to admin chat in addition to the log file.
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Options:
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0 or 1
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zr_log_print_chat "0"
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---------------------------------------------------------------------------
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Print log events to public chat in addition to the log file.
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Options:
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0 or 1
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Console commands:
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Syntax:
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===========================================================================
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zr_log_add_module <module> [modules...]
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---------------------------------------------------------------------------
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Adds one or more modules to the module filter. Use short module names,
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see List Of Modules (3.3.2).
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Parameters:
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module Name of the module to add.
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modules Additional modules to add.
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zr_log_remove_module <module> [modules...]
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---------------------------------------------------------------------------
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Removes one or more modules from the module filter. Use short module
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names, see List Of Modules (3.3.2).
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Parameters:
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module Name of the module to remove.
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modules Additional modules to remove.
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zr_log_list
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---------------------------------------------------------------------------
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Lists current log flag settings and module filtering settings.
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3.3.1 LOG FLAGS
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Flag: Bit No.: Value: Description:
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===========================================================================
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LOG_CORE_EVENTS 1 1 Log events from the plugin core like config
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validation and other messages.
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LOG_GAME_EVENTS 2 2 Log admin commands, console commands, and
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game related events from modules like,
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suicide attempts and weapon restrictions.
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LOG_PLAYER_COMMANDS 3 4 Log events that are triggered by players,
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like chat triggers, teleporting and class
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changes.
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LOG_DEBUG 4 8 Log debug messages, if any. Usually only
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developers enable this log flag.
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LOG_DEBUG_DETAIL 5 16 Log additional debug messages with more
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details. May cause spam depending on module
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filter settings. Usually only developers
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enable this log flag.
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To combine several logging flags use the sum of their values. The default
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value is 3, which is these log flags:
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LOG_CORE_EVENTS + LOG_GAME_EVENTS
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1 + 2
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Most server setups donesn't need different flag settings. Default is fine.
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To decode the value you must convert it from decimals to binary, and count from
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right to left what bits that are 1. Look up the bit number (not value) in the
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table above.
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As an example on using the number 11 it's 1011 in binary. Counting from right
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we see that the following bit numbers are on: 1, 2, and 4. That is the flags:
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LOG_CORE_EVENTS + LOG_GAME_EVENTS + LOG_DEBUG
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Most operating systems or distributions have a calculator that can convert
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between binary and decimal numbers with scientific mode enabled. An online
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unit converter like below can also be used.
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<http://www.unitconversion.org/numbers/decimals-to-binary-conversion.html>
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3.3.2 LIST OF MODULES
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Short name: Description:
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===========================================================================
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account Money manager
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antistick Anti-Stick feature
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config Configuration file manager
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cvars Console variables
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damage Damage manager
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downloads File download manager
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hitgroups Hit group feature
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infect Infection manager
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models Model list file manager
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playerclasses Class manager
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veffects Visual effect manager
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seffects Sound effect manager
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tools Helper functions (offsets)
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volfeatures Volumetric features
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weapons Weapon manager
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weaponrestrict Weapon restriction manager
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zspawn Spawn command manager
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ztele Teleport manager
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3.4 CUSTOM MAP CONFIGURATION FILES
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-------------------------------------
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Configuration files for each map is supported. They're executed after the main
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configuration files are executed, and are ideal for customizing map settings.
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These files are just regular configuration files and can also have standard
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console commands like setting map time. These files are optional.
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The main purpose of these files is to make it possible to change settings for
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Zombie:Reloaded on certain maps. That could be scaling knockback, restricting
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certain weapons, changing class attributes or changing ambience sound.
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3.4.1 TYPES
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There are two kinds of map configs; pre and post. Pre map configuration files
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are executed before the modules are loaded. They're useful for changing
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configuration sets for certain modules like classes. Post map configuration
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files are executed after the modules are loaded. Certain stuff have to be
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placed in this one to take effect, like changing class attributes.
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Type: Executed: Path:
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===========================================================================
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Pre Before modules cfg/sourcemod/zombiereloaded/<mapname>.cfg
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Post After modules cfg/sourcemod/zombiereloaded/<mapname>.post.cfg
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If not explicit specified in the module documentation, use pre configuration.
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3.5 MODEL CONFIGURATION
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--------------------------
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Note: Work in progress. Some flags explained in this section doesn't exist yet.
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The model configuration file is a list of models used on the server. Each line
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contains the path including the model name, but not the file extension.
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The models listed in this file are also precached when the server starts.
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Custom models used, but not listed in this file will cause a "model not
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precached" error on the server, so remember to list them in this file.
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In addition certain flags can be added to mark the model as special, such as
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only for admins/donators, hidden from random selection or only for mother
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zombies.
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Each line is separated into two fields with ";". The last field is optional and
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if no flag is specified it's treated as a regular public model.
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Model line syntax:
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<model path>[; flag]
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Available flags:
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"adminonly" - Model can only be used by admins.
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"donator" - Model can only be used by donators.
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"hidden" - Model is not included in random selections.
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"motherzombie" - Model can only be used on mother zombies.
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Example usages:
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models/player/zh/zh_charple001
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models/player/zh/zh_corpse002; adminonly
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models/player/zh/zh_zombie003; hidden
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models/player/ics/hellknight_red/t_guerilla; motherzombie
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Put the list of models in:
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addons/sourcemod/configs/zr/models.txt
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3.6 DOWNLOAD LIST
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--------------------
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|
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Custom models, materials and overlays must be listed in the download list so
|
|
clients will download them. The paths must be relative to the "cstrike" folder.
|
|
|
|
List files to be downloaded in:
|
|
|
|
addons/sourcemod/configs/zr/downloads.txt
|
|
|
|
|
|
3.7 CLASS CONFIGURATION
|
|
--------------------------
|
|
|
|
The class system makes it possible to have different zombies and humans with
|
|
customized skills. It cannot be turned off. If there are only one class in each
|
|
team, the class selections menus are automatically disabled.
|
|
|
|
The class configurations are stored in Valve's key/value format, and the file
|
|
that's loaded should be specified in the "zr_classes_file" console variable.
|
|
It's possible to change this variable with per-map configuration files to have
|
|
different sets of classes on one or more maps.
|
|
|
|
Default path is:
|
|
|
|
configs/zr/playerclasses.txt
|
|
|
|
NOTE: The path is relative to the "sourcemod" folder.
|
|
|
|
The file contains a short description of all attributes. Details are explained
|
|
below.
|
|
|
|
|
|
3.7.1 CLASS TYPES
|
|
|
|
There are three class types; zombies, humans and admin-mode. Default classes
|
|
are selected on the player depending on console variables and the class file.
|
|
|
|
Admin-mode classes are currently incomplete and will be validated, but ignored
|
|
in the game. This is a special mode in the game, but not the same as admin-only
|
|
classes.
|
|
|
|
|
|
3.7.2 CLASS ATTRIBUTES
|
|
|
|
The list below explains all available class attributes in detail:
|
|
|
|
Attribute: Value type: Limits/Requirements:
|
|
===========================================================================
|
|
enabled boolean 0 or 1
|
|
---------------------------------------------------------------------------
|
|
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.
|
|
|
|
team number 0 - 2
|
|
---------------------------------------------------------------------------
|
|
Specifies the class type (team ID). Class types are filtered in the
|
|
class selection menus, so only zombies can use zombie class types, and
|
|
only humans can use human class types. These are the allowed team IDs:
|
|
|
|
0 - Zombie classes
|
|
1 - Human classes
|
|
2 - Admin-mode classes
|
|
|
|
The admin class type sets the player in spectacting like mode, but
|
|
allows admins to walk around. They can't take or give damage, and they
|
|
won't affect the game rules in any way. This feature is incomplete and
|
|
classes of this type is ignored in the game.
|
|
|
|
See the "flags" attribute for admin-only classes.
|
|
|
|
team_default boolean 0 or 1
|
|
---------------------------------------------------------------------------
|
|
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 is
|
|
used.
|
|
|
|
flags number 0 - 3
|
|
---------------------------------------------------------------------------
|
|
Special class flags that are stored in a bit field (explained in 3.3,
|
|
Logging section). Available flags:
|
|
|
|
1 - Admins only.
|
|
Marks the class to be used by admins only. Classes with this option
|
|
on will not be visible for regular players in the class menu.
|
|
|
|
2 - Mother zombie.
|
|
Marks the class as a mother zombie class. These classes will be
|
|
used on mother zombies. Note that zr_classes_default_mother_zombie
|
|
setting must be set to "motherzombies" for this flag to take
|
|
effect.
|
|
|
|
Remember that these flags can be used in a combination (1 + 2), so
|
|
it's a mother zombie class for admins only.
|
|
|
|
name text Unique, not empty, max 64 charact.
|
|
---------------------------------------------------------------------------
|
|
A unique name for the class that is displayed in the class selection
|
|
menus. Cannot be empty. If multiple classes have the same name, the
|
|
first one found is used.
|
|
|
|
description text Max 256 characters, not empty
|
|
---------------------------------------------------------------------------
|
|
The description of the class, used in class selection menus. Cannot be
|
|
empty.
|
|
|
|
model_path text Max 256 characters, not empty
|
|
---------------------------------------------------------------------------
|
|
The model file to use on the player, path is relative to the "cstrike"
|
|
folder. There are two special values supported by this attribute:
|
|
|
|
"default" - Don't change model, use default CS models.
|
|
"random" - Selects a random model for the current team.
|
|
|
|
alpha_spawn number 0 - 255
|
|
---------------------------------------------------------------------------
|
|
The initial transparency value on the player, where 255 is fully
|
|
visible and 0 is invisible.
|
|
|
|
alpha_damaged number 0 - 255
|
|
---------------------------------------------------------------------------
|
|
Transparency on the player when a certain amount of damage is done.
|
|
255 is fully visible and 0 is invisible.
|
|
|
|
alpha_damage number 0 - 20000
|
|
---------------------------------------------------------------------------
|
|
How much damage that needs to be done before the players alpha changes
|
|
from "aplha_spawn" to "aplha_damaged".
|
|
|
|
overlay_path text Max 256 characters
|
|
---------------------------------------------------------------------------
|
|
Optional. Overlay texture to be displayed at the player. It can be
|
|
controlled by the night vision key ("n" by default). The path is
|
|
relative to "cstrike/materials". Leave blank to disable.
|
|
|
|
nvgs boolean 0 or 1
|
|
---------------------------------------------------------------------------
|
|
Gives night vision to the player.
|
|
|
|
fov number 15 - 165
|
|
---------------------------------------------------------------------------
|
|
The field of view on the player. Note that the weapon hud disappear if
|
|
FOV is anything else than 90.
|
|
|
|
has_napalm boolean 0 or 1
|
|
---------------------------------------------------------------------------
|
|
Human classes only. Specifies whether the human can trow napalm
|
|
grenades or not.
|
|
|
|
napalm_time decimal 0.0 - 600.0
|
|
---------------------------------------------------------------------------
|
|
Zombie classes only. Specifies how long in seconds zombies will burn
|
|
when hit by napalm grenades. 0.0 or a negative value will disable this
|
|
feature on the current class. This attribute has no effect on human
|
|
classes.
|
|
|
|
immunity_mode number 0 - 2
|
|
---------------------------------------------------------------------------
|
|
The immunity mode. This feature is currently incomplete and values are
|
|
ignored.
|
|
|
|
immunity_amount decimal (incomplete)
|
|
---------------------------------------------------------------------------
|
|
The value for the specified immunity mode. This feature is currently
|
|
incomplete and values are ignored.
|
|
|
|
no_fall_damage boolean 0 or 1
|
|
---------------------------------------------------------------------------
|
|
Blocks fall damage on the player.
|
|
|
|
health number 0 - 20000
|
|
---------------------------------------------------------------------------
|
|
Initial health points on the player.
|
|
|
|
health_regen_interval decimal 0.0 - 900.0
|
|
---------------------------------------------------------------------------
|
|
The health regeneration interval, in seconds. Use 0.0 to disable
|
|
regeneration.
|
|
|
|
health_regen_amount number 0 - 10000
|
|
---------------------------------------------------------------------------
|
|
How many health points to give per interval. Regeneration stops when
|
|
the players health is above the initial health.
|
|
|
|
health_infect_gain number 0 - 20000
|
|
---------------------------------------------------------------------------
|
|
Zombie classes only. How many health points to give the zombie each
|
|
time it infect a human.
|
|
|
|
kill_bonus number 0 - 16
|
|
---------------------------------------------------------------------------
|
|
Human classes only. How many points to give the player each time he
|
|
kill a zombie.
|
|
|
|
speed decimal 10.0 - 2000.0
|
|
---------------------------------------------------------------------------
|
|
The players running speed.
|
|
|
|
knockback decimal -30.0 - 30.0
|
|
---------------------------------------------------------------------------
|
|
Zombie classes only. Force to apply on the zombie when shot at. The
|
|
zombie is pushed in the same direction as the bullet.
|
|
|
|
jump_height decimal -500.0 - 500.0
|
|
---------------------------------------------------------------------------
|
|
Extra upward boost when jumping.
|
|
|
|
jump_distance decimal -500.0 - 500.0
|
|
---------------------------------------------------------------------------
|
|
Extra forward boost when jumping.
|
|
|
|
|
|
3.7.3 CLASS REQUIREMENTS
|
|
|
|
At least one zombie class and one human class with no special flags set is
|
|
required. Otherwise the plugin will fail to load.
|
|
|
|
Requirements:
|
|
|
|
- At least one human class (teamid 1).
|
|
- At least one zombie class (teamid 0)
|
|
- In addition both above classes shouldn't have special flags set. They
|
|
must be clean classes, which is flags set to "0".
|
|
|
|
Errors are logged to SourceMod error logs if it can't parse the file or if
|
|
class attributes have invalid values.
|
|
|
|
In case of incorrect values a warning will be logged and the class will be
|
|
disabled. The class index and the error flags (bit field) in the log message
|
|
tells what attributes that failed to validate.
|
|
|
|
Attribute flags:
|
|
|
|
Attribute: Bit: value:
|
|
=============================================
|
|
enabled 1 1
|
|
team 2 2
|
|
team_default 3 4
|
|
flags 4 8
|
|
name 5 16
|
|
description 6 32
|
|
model_path 7 64
|
|
alpha_initial 8 128
|
|
alpha_damaged 9 256
|
|
alpha_damage 10 512
|
|
overlay_path 11 1024
|
|
nvgs 12 2048
|
|
fov 13 4096
|
|
has_napalm 14 8192
|
|
napalm_time 15 16384
|
|
immunity_mode 16 32768
|
|
immunity_amount 17 65536
|
|
no_fall_damage 18 131072
|
|
health 19 262144
|
|
health_regen_interval 20 524288
|
|
health_regen_amount 21 1048576
|
|
infect_gain 22 2097152
|
|
kill_bonus 23 4194304
|
|
speed 24 8388608
|
|
knockback 25 16777216
|
|
jump_height 26 33554432
|
|
jump_distance 27 67108864
|
|
|
|
The error flags are stored in a bit field (explained in the log configuration
|
|
in section 3.2).
|
|
|
|
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.
|
|
|
|
|
|
3.7.4 CLASS CONSOLE VARIABLES
|
|
|
|
There are several console variables to set default class settings for players.
|
|
Place these console variables in the main configuration file:
|
|
|
|
cfg/sourcemod/zombiereloaded/zombiereloaded.cfg
|
|
|
|
And/or in a map config file:
|
|
|
|
cfg/sourcemod/zombiereloaded/<map name>[.post].cfg
|
|
|
|
Example map config files:
|
|
|
|
cfg/sourcemod/zombiereloaded/zm_panic.cfg
|
|
cfg/sourcemod/zombiereloaded/zm_panic.post.cfg
|
|
|
|
Class console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_config_path_playerclasses "configs/zr/playerclasses.txt"
|
|
---------------------------------------------------------------------------
|
|
Specifies what class configuration file to load. Several class
|
|
templates can be used with map configurations.
|
|
|
|
Path is relative to "sourcemod".
|
|
|
|
If used in map configuration files this console variable must be placed
|
|
in pre map configuration files. Post configuration files won't have any
|
|
effect because the class module is done loading.
|
|
|
|
zr_classes_spawn 0
|
|
---------------------------------------------------------------------------
|
|
Re-display class menu every spawn.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_classes_random 0
|
|
---------------------------------------------------------------------------
|
|
Assign random classes to all players each round.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_classes_default_zombie "random"
|
|
---------------------------------------------------------------------------
|
|
Default zombie class selected for all players when they connect.
|
|
|
|
Options:
|
|
<class name> - Specify a class name to use as default zombie.
|
|
"default" - Use the default class in the class configuration.
|
|
"random" - Select a random class from the class configuration.
|
|
|
|
zr_classes_default_mother_zombie "motherzombies"
|
|
---------------------------------------------------------------------------
|
|
Default mother zombie class to be set on mother zombies. If no mother
|
|
zombie class exist it will use the class selected by the player.
|
|
|
|
Options:
|
|
<class name> - Specify a class name to use as default mother zombie.
|
|
"random" - Select a random regular zombie class.
|
|
"motherzombies" - Select a random zombie class with mother zombie flag.
|
|
"disabled" - No change. Use the zombie class selected by the
|
|
player.
|
|
|
|
zr_classes_default_human "random"
|
|
---------------------------------------------------------------------------
|
|
Default human class selected for all players when they connect.
|
|
|
|
Options:
|
|
<class name> - Specify a class name to use as default zombie.
|
|
"default" - Use the default class in the class configuration.
|
|
"random" - Select a random class from the class configuration.
|
|
|
|
zr_classes_default_admin "random"
|
|
---------------------------------------------------------------------------
|
|
Default admin-mode class selected for all players when they connect, if
|
|
found. This feature is incomplete and ignored.
|
|
|
|
Options:
|
|
<class name> - Specify a class name to use as default.
|
|
"default" - Use the default class in the class configuration.
|
|
"random" - Select a random class from the class configuration.
|
|
|
|
|
|
3.7.5 MODIFYING CLASS ATTRIBUTES
|
|
|
|
Classes can be modified after they're loaded. This is useful in map configs
|
|
to do stuff like scaling knockback to tune map balance.
|
|
|
|
All attributes can be modified, and some can also be scaled with a multiplier.
|
|
The value in the original class cache is multiplied with the specified value
|
|
and written back to the modified cache.
|
|
|
|
When multiplying, the value is always based on the original value, not
|
|
multiplying the earlier multiplied value. This also makes it easy to restore
|
|
the original value.
|
|
|
|
Console commands:
|
|
|
|
Syntax:
|
|
===========================================================================
|
|
zr_class_modify <class|team> <attribute> <value> [is_multiplier]
|
|
---------------------------------------------------------------------------
|
|
Modify settings on one or more classes.
|
|
|
|
Parameters:
|
|
class The class to modify. Can be any class name, or one of
|
|
the following team names; "all", "humans", "zombies" or
|
|
"admins".
|
|
attribute The name of the class attribute.
|
|
value Value to set, or multiplier if a multiplier.
|
|
is_multiplier Optional. Specifies wether the original value should be
|
|
multiplied by the specified value. Default is false.
|
|
|
|
|
|
3.8 WEAPON CONFIGURATION
|
|
---------------------------
|
|
|
|
The weapon module can be used to restict weapons or scale knockback.
|
|
|
|
|
|
3.8.1 WEAPON ATTRIBUTES
|
|
|
|
Weapon attributes are stored by default in:
|
|
|
|
addons/sourcemod/configs/zr/weapons.txt
|
|
|
|
Custom file may be specified in the console variable "zr_config_path_weapons".
|
|
If used in per map configuration files it must be in a pre configuration file.
|
|
|
|
These are the allowed attributes:
|
|
|
|
Attribute: Type: Limits/Requirements:
|
|
===========================================================================
|
|
weapontype text Separate items by ", ".
|
|
---------------------------------------------------------------------------
|
|
A list of weapon groups and the weapon type.
|
|
|
|
Pre defined options:
|
|
- All
|
|
- Pistol
|
|
- Shotgun
|
|
- SMG
|
|
- Rifle
|
|
- Sniper
|
|
- Machine Gun
|
|
- Melee
|
|
- Projectile
|
|
- Equipment
|
|
|
|
weaponslot number 0 - 3.
|
|
---------------------------------------------------------------------------
|
|
The slot index the weapon resides in. Don't change this!
|
|
|
|
Options:
|
|
0 - Primary weapon slot
|
|
1 - Secondary weapon slot
|
|
2 - Knife slot
|
|
3 - Equipment slot
|
|
|
|
restrictdefault text "yes" or "no"
|
|
---------------------------------------------------------------------------
|
|
The default restricted status of the weapon on map start.
|
|
|
|
Options:
|
|
"yes" - Enable
|
|
"no" - Disable
|
|
|
|
toggleable text "yes" or "no"
|
|
---------------------------------------------------------------------------
|
|
Enable weapon to have restrictions toggled mid-game.
|
|
|
|
Options:
|
|
"yes" - Enable
|
|
"no" - Disable
|
|
|
|
ammotype text -
|
|
---------------------------------------------------------------------------
|
|
Ammo entity that belongs to weapons. Don't change this!
|
|
|
|
Options:
|
|
ammo_50ae - deagle
|
|
ammo_762mm - scout, ak47, g3sg1, aug
|
|
ammo_556mm_box - m249
|
|
ammo_556mm - galil, sg552, famas, m4a1, sg550
|
|
ammo_338mag - awp
|
|
ammo_9mm - mp5navy, tmp, glock, elite
|
|
ammo_buckshot - m3, xm1014
|
|
ammo_45acp - ump45, mac10, usp
|
|
ammo_357sig - P228
|
|
ammo_57mm - p90, fiveseven
|
|
|
|
ammoprice number -
|
|
---------------------------------------------------------------------------
|
|
Price of ammo for this weapon.
|
|
|
|
knockback decimal -
|
|
---------------------------------------------------------------------------
|
|
The knock back multiplier for the weapon. 1.0 is no change, "0.5" gives
|
|
half knock back, and 2.0 gives double knock back.
|
|
|
|
zmarketprice number -
|
|
---------------------------------------------------------------------------
|
|
The price of the weapon in ZMarket. Default in configuration file is
|
|
CS:S buymenu price.
|
|
|
|
zmarketpurchasemax number -
|
|
---------------------------------------------------------------------------
|
|
The max number of purchases allowed per spawn for the weapon.
|
|
|
|
The file structure is Valve's key/value format where the root section is named
|
|
"weapons" and a sub section for each weapon using short names from the list
|
|
below.
|
|
|
|
|
|
3.8.2 WEAPON LIST
|
|
|
|
Weapon name: Type: Full name:
|
|
===========================================================================
|
|
"Glock" Pistol Glock 18 Select Fire (9X19mm Sidearm)
|
|
"USP" Pistol .45 USP (K&M .45 Tactical)
|
|
"P228" Pistol 228 Compact
|
|
"Deagle" Pistol Desert Eagle .50C (Night Hawk .50C)
|
|
"Elite" Pistol .40 Dual Elites
|
|
"Fiveseven" Pistol ES Five-Seven
|
|
|
|
"M3" Shotgun Benelli M3 (Leone 12 Gauge Super)
|
|
"XM1014" Shotgun Benelli XM1014 (Leone YG1265 Auto Shotgun)
|
|
|
|
"Mac10" SMG Ingram MAC-10
|
|
"TMP" SMG Steyr TMP (Schmidt Machine Pistol)
|
|
"MP5Navy" SMG HK MP5 Navy (KM Sub-Machine Gun)
|
|
"UMP45" SMG K&M UMP45
|
|
"P90" SMG FN P90 (ES C90)
|
|
|
|
"Galil" Rifle IMI Galil (IDF Defender)
|
|
"Famas" Rifle Giat FAMAS (Clarion 5.56)
|
|
"AK47" Rifle AK-47 (CV-47)
|
|
"M4A1" Rifle M4A1 Carbine (Maverick M4A1 Carbine)
|
|
"SG552" Rifle SIG SG552 (Krieg 552 Commando)
|
|
"AUG" Rifle Steyr AUG (Bullpup)
|
|
|
|
"M249" Machine gun FN M249 (ES M249 Para)
|
|
|
|
"Scout" Sniper Steyr Scout (Schmidt Scout)
|
|
"SG550" Sniper SIG SG550 (Krieg 550 Commando)
|
|
"G3SG1" Sniper G3/SG-1 (D3/AU-1)
|
|
"AWP" Sniper Arctic Warfare Magnum (Magnum Sniper Rifle)
|
|
|
|
"hegrenade" Grenade High explosive grenade
|
|
"flashbang" Grenade Flash bang
|
|
"smokegrenade" Grenade Smoke grenade
|
|
|
|
"NVGs" Equipment Night vision goggles
|
|
|
|
|
|
3.8.3 WEAPON COMMANDS
|
|
|
|
Available commands for managing weapon restrictions. These can be used in the
|
|
main configuration file, or on a per-map basis with map configuration files.
|
|
|
|
Syntax:
|
|
===========================================================================
|
|
zr_restrict <weapon|weapon type> [weapon|weapontype] ...
|
|
---------------------------------------------------------------------------
|
|
Restricts one or more weapons or weapon types (group).
|
|
|
|
Parameters:
|
|
weapon The weapon name.
|
|
weapon type The weapon type group.
|
|
|
|
zr_unrestrict
|
|
---------------------------------------------------------------------------
|
|
Unrestricts one or more weapons or weapon types (group).
|
|
|
|
Parameters:
|
|
weapon The weapon name.
|
|
weapon type The weapon type group.
|
|
|
|
zmarket
|
|
---------------------------------------------------------------------------
|
|
Displays the ZMarket weapon menu.
|
|
|
|
|
|
3.9 HIT GROUP CONFIGURATION
|
|
------------------------------
|
|
|
|
A hit group configuration makes it possible to disable damage or adjust knock
|
|
back per hit group. This is useful for fine tuning game balance.
|
|
|
|
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.
|
|
|
|
The default file is:
|
|
|
|
addons/sourcemod/configs/zr/hitgroups.txt
|
|
|
|
Console commands:
|
|
|
|
Syntax:
|
|
===========================================================================
|
|
zr_hitgroup <hitgroup name> [value]
|
|
---------------------------------------------------------------------------
|
|
Toggles or sets if a zombie's hitgroup can be damaged.
|
|
|
|
Parameters:
|
|
hitgrup name Name of the hit group to adjust. Options:
|
|
"generic"
|
|
"head"
|
|
"chest"
|
|
"stomach"
|
|
"leftarm"
|
|
"rightarm"
|
|
"leftleg"
|
|
"rightleg"
|
|
"gear"
|
|
value Optional. Enable hit group damage. Default action is
|
|
to toggle setting. Options: 0 or 1
|
|
|
|
|
|
3.9.1 HIT GROUP ATTRIBUTES
|
|
|
|
Attribute: Type: Limits/Requirements:
|
|
===========================================================================
|
|
index number -
|
|
---------------------------------------------------------------------------
|
|
The hit group index.
|
|
|
|
Options:
|
|
0 - Generic
|
|
1 - Head
|
|
2 - Chest
|
|
3 - Stomach
|
|
4 - Left Arm
|
|
5 - Right Arm
|
|
6 - Left Leg
|
|
7 - Right Leg
|
|
8 - Gear
|
|
|
|
damage text "yes" or "no"
|
|
---------------------------------------------------------------------------
|
|
Allows damage to be done on the specified hit group for zombies.
|
|
|
|
Options:
|
|
"yes" - Allow damage
|
|
"no" - Ignore damage
|
|
|
|
knockback decimal -
|
|
---------------------------------------------------------------------------
|
|
The knock back multiplier for the hitgroup. 1.0 for no change.
|
|
|
|
|
|
3.10 INFECTION MODULE
|
|
-----------------------
|
|
|
|
The infection module handles all infection events and does random infection on
|
|
mother zombies.
|
|
|
|
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.
|
|
|
|
In addition several infection effects can be enabled or disabled.
|
|
|
|
These are the console variables for the infection module:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_infect_mzombie_ratio 5
|
|
---------------------------------------------------------------------------
|
|
Mother zombie ratio. Every random N-th player is infected, in this case
|
|
it's 5. If it's set to 0 there will be only 1 mother zombie.
|
|
|
|
Options:
|
|
0 or a positive number
|
|
|
|
zr_infect_mzombie_respawn 0
|
|
---------------------------------------------------------------------------
|
|
Teleport mother zombies to spawn place when infected.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_spawntime_min 30.0
|
|
---------------------------------------------------------------------------
|
|
Minimum time when mother zombies spawn. Time is in seconds.
|
|
|
|
zr_infect_spawntime_max 50.0
|
|
---------------------------------------------------------------------------
|
|
Maximum time when mother zombies spawn. Time is in seconds.
|
|
|
|
zr_infect_consecutive_block 1
|
|
---------------------------------------------------------------------------
|
|
Blocks players from being mother zombie twice in a row.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_weapons_drop 1
|
|
---------------------------------------------------------------------------
|
|
Force players to drop weapons and grenades when infected. So other
|
|
players can use them.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_sound "npc/fast_zombie/fz_scream1.wav"
|
|
---------------------------------------------------------------------------
|
|
Sound played when infected. The file path is relative to the "sounds"
|
|
folder. Leave blank ("") to disable infection sound.
|
|
|
|
zr_infect_explosion 1
|
|
---------------------------------------------------------------------------
|
|
Enable explosion effects. If disabled, this setting will also disable
|
|
the following CVARs:
|
|
|
|
zr_infect_fireball
|
|
zr_infect_smoke
|
|
zr_infect_smoke
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_fireball 1
|
|
---------------------------------------------------------------------------
|
|
Spawn a fire ball effect around the player on infection.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_smoke 1
|
|
---------------------------------------------------------------------------
|
|
Spawn a smoke cloud effect around the player on infection.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_sparks 1
|
|
---------------------------------------------------------------------------
|
|
Emit sparks from the the player on infection.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_esplash 1
|
|
---------------------------------------------------------------------------
|
|
Emit an energy splash effect from the player on infection.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_shake 1
|
|
---------------------------------------------------------------------------
|
|
Shake the player's view on infection.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_infect_shake_amp 15.0
|
|
---------------------------------------------------------------------------
|
|
Shake amplitude, how strong the shake is. Amplitude is in units.
|
|
|
|
zr_infect_shake_frequency 1.0
|
|
---------------------------------------------------------------------------
|
|
Shake frequency, how fast the shake is. Frequency is in hertz (cycles
|
|
per second).
|
|
|
|
zr_infect_shake_duration 5.0
|
|
---------------------------------------------------------------------------
|
|
Duration of shake, how long the shake lasts. Time is in seconds.
|
|
|
|
Console commands:
|
|
|
|
Syntax:
|
|
===========================================================================
|
|
zr_infect <target> [respawn]
|
|
---------------------------------------------------------------------------
|
|
Infects one or more players.
|
|
|
|
Parameters:
|
|
target A SourceMod target string with one or more players.
|
|
respawn Teleport players to spawn.
|
|
|
|
zr_human <target> [respawn]
|
|
---------------------------------------------------------------------------
|
|
Turn one or more zombies into humans.
|
|
|
|
Parameters:
|
|
target A SourceMod target string with one or more players.
|
|
respawn Teleport players to spawn.
|
|
|
|
|
|
3.11 DAMAGE CONTROL SETTINGS
|
|
------------------------------
|
|
|
|
With damage control it's possible to block suicide attempts, fall damage, blast
|
|
damage and hit group damage. See Hit Group Configuration (3.9) on how to
|
|
configure hit groups.
|
|
|
|
Damage control console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_damage_hitgroups 1
|
|
---------------------------------------------------------------------------
|
|
Enables hit group damage control. See Hit Group Configuration (3.9) on
|
|
how to configure hit groups.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_damage_block_ff 1
|
|
---------------------------------------------------------------------------
|
|
Block friendly fire between zombies.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_damage_block_blast 1
|
|
---------------------------------------------------------------------------
|
|
Block blast damage inflicted on self or teammates.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_damage_suicide_zombie 0
|
|
---------------------------------------------------------------------------
|
|
Block suicide attempts by regular zombies.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_damage_suicide_mzombie 1
|
|
---------------------------------------------------------------------------
|
|
Block suicide attempts by mother zombies.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_damage_suicide_human 0
|
|
---------------------------------------------------------------------------
|
|
Block suicide attempts by humans.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_damage_suicide_cmds "kill, spectate, jointeam"
|
|
---------------------------------------------------------------------------
|
|
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".
|
|
|
|
|
|
3.12 OVERLAY SETTINGS
|
|
------------------------
|
|
|
|
Overlays are pictures displayed on players' screen on certain events. However,
|
|
these overlays require DirectX 9 or higher to work. Players with lower DirectX
|
|
version won't see these overlays.
|
|
|
|
Since these overlays doesn't last forever, they must be redisplayed at a
|
|
certain interval. A refresh once per seconds seems to be enough.
|
|
|
|
When the round ends, overlays for either humans or zombies are displayed,
|
|
depending on the winning team.
|
|
|
|
Overlays are also used as a class attribute, like the zombie vision effect.
|
|
|
|
These are the overlay console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_overlays_update_time 1.0
|
|
---------------------------------------------------------------------------
|
|
How often overlays are refreshed. Time is in seconds.
|
|
|
|
zr_roundend_overlay 1
|
|
---------------------------------------------------------------------------
|
|
Show overlays for the winning team when the round ends.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_roundend_overlays_human "overlays/zr/humans_win"
|
|
---------------------------------------------------------------------------
|
|
Overlay to be displayed when humans win. Path is relative to the
|
|
"materials" folder.
|
|
|
|
zr_roundend_overlays_zombie "overlays/zr/zombies_win"
|
|
---------------------------------------------------------------------------
|
|
Overlay to be displayed when zombies win. Path is relative to the
|
|
"materials" folder.
|
|
|
|
|
|
3.13 MONEY CONFIGURATION
|
|
---------------------------
|
|
|
|
Players' cash can be modified on every spawn if enabled.
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_account_cashfill 1
|
|
---------------------------------------------------------------------------
|
|
Resets player's cash every spawn. Cash amount is specified in
|
|
zr_account_cashfill_value.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_account_cashfill_value 12000
|
|
---------------------------------------------------------------------------
|
|
How much cash to give each spawn, if enabled.
|
|
|
|
Min: 0
|
|
Max: 16000
|
|
|
|
zr_account_cashdmg 0
|
|
---------------------------------------------------------------------------
|
|
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.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
|
|
3.14 VISUAL EFFECTS CONFIGURATION
|
|
------------------------------------
|
|
|
|
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.
|
|
|
|
It supposed to have support for adding fog, but because of technical limits in
|
|
SourceMod it's not possible yet. For developers who wonder why, it's because
|
|
it must be a env_fog_controller entity in the map. That entity isn't networked
|
|
so SourceMod can't modify or create that entity type. SourceMod may get this
|
|
feature in future versions.
|
|
|
|
Console variables for visual effects:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_veffects_lightstyle 1
|
|
---------------------------------------------------------------------------
|
|
Change light style (brightness) in the map.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_veffects_lightstyle_value "b"
|
|
---------------------------------------------------------------------------
|
|
Light brightness value. The brightness is represented by characters
|
|
from "a" to "z" where "a" is dark, "n" is normal, and "z" is bright.
|
|
|
|
Options:
|
|
a (dark) to z (bright)
|
|
|
|
zr_veffects_sky 1
|
|
---------------------------------------------------------------------------
|
|
Change skybox of the map.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_veffects_sky_path "sky_borealis01up.vmt"
|
|
---------------------------------------------------------------------------
|
|
The skybox to use, if enabled. Path is relative to "materials/skybox".
|
|
|
|
zr_veffects_sun_disable 1
|
|
---------------------------------------------------------------------------
|
|
Remove the sun entity on the map. Disables sun rendering on the map.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_veffects_fog 0
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
Enable fog on the map.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_veffects_fog_override 0
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
Override existing fog on the map. If fog exists already on the map,
|
|
replace it with the new modified fog.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_veffects_fog_pcolor "255 255 255"
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
Sets the primary fog color. Three values from 0 to 255 separated by a
|
|
space, representing amount of red, green and blue.
|
|
|
|
Examples:
|
|
"255 255 0" - Yellow
|
|
"255 0 255" - Purpule
|
|
"96 96 96" - Dark grey
|
|
|
|
zr_veffects_fog_scolor "255 255 255"
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
Sets the secondary fog color. Three values from 0 to 255 separated by a
|
|
space, representing amount of red, green and blue.
|
|
|
|
Examples:
|
|
"255 255 0" - Yellow
|
|
"255 0 255" - Purpule
|
|
"96 96 96" - Dark grey
|
|
|
|
zr_veffects_fog_density 0.8
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
Density (thickness) of the fog. The value is in percent, 0.0 to 1.0.
|
|
|
|
Options:
|
|
0.0 to 1.0
|
|
|
|
zr_veffects_fog_startdist 0
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
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.
|
|
|
|
|
|
zr_veffects_fog_enddist 400
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
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.
|
|
|
|
zr_veffects_fog_farz 2000
|
|
---------------------------------------------------------------------------
|
|
(NOT SUPPORTED!)
|
|
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.
|
|
|
|
zr_veffects_ragdoll_remove 1
|
|
---------------------------------------------------------------------------
|
|
Remove players' bodies when dying.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_veffects_ragdoll_dissolve -1
|
|
---------------------------------------------------------------------------
|
|
Dissolve effect to use when removing bodies.
|
|
|
|
Options:
|
|
-2 No effect
|
|
-1 Random effect
|
|
0 Energy dissolve
|
|
1 Heavy electrical dissolve
|
|
2 Light electrical dissolve
|
|
3 Core dissolve
|
|
|
|
zr_veffects_ragdoll_delay 0.5
|
|
---------------------------------------------------------------------------
|
|
Time to wait before removing dead bodies. Time is in seconds.
|
|
|
|
zr_napalm_ignite 1
|
|
---------------------------------------------------------------------------
|
|
Ignite grenades that players throws. Humans need the class attribute
|
|
"has_napalm" set for this setting to take effect.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
|
|
3.15 SOUND EFFECTS CONFIGURATION
|
|
-----------------------------------
|
|
|
|
The sound effects make zombies groan, in addition to the ambience sound file
|
|
that can be played.
|
|
|
|
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.
|
|
|
|
The lenght of the ambience file must be specified because SourceMod currently
|
|
can't detect lenght of MP3 files.
|
|
|
|
Sound effect console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_seffects_moan 30.0
|
|
---------------------------------------------------------------------------
|
|
Time between emission of a moan sound from a zombie. Time is in
|
|
secons.
|
|
|
|
zr_seffects_groan 5
|
|
---------------------------------------------------------------------------
|
|
The probability that a groan sound will be emitted from a zombie when
|
|
shot. Probability is in percent.
|
|
|
|
Options:
|
|
0 to 100
|
|
|
|
zr_seffects_death 1
|
|
---------------------------------------------------------------------------
|
|
Emit a death sound when a zombie dies.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_ambientsounds 1
|
|
---------------------------------------------------------------------------
|
|
Enable ambient sound (background sound) to all players during gameplay.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_ambientsounds_file "ambient/zr/zr_ambience.mp3"
|
|
---------------------------------------------------------------------------
|
|
The ambient sound file to play as ambienece. Path is relative to the
|
|
"sounds" folder, and MP3 files are supported. This sound is also
|
|
looped, so only use sounds that support loops. Otherwise it might sound
|
|
bad when it restarts.
|
|
|
|
zr_ambientsounds_length 60.0
|
|
---------------------------------------------------------------------------
|
|
Length of the ambient sound. Length is in seconds. If the specified
|
|
length is shorter than the real sound length, the sound will start play
|
|
again before the previous sound finished.
|
|
|
|
zr_ambientsounds_volume 0.8
|
|
---------------------------------------------------------------------------
|
|
Volume of ambient sound file. Volume is in percent.
|
|
|
|
Options
|
|
0.0 to 1.0
|
|
|
|
|
|
3.16 RESPAWN CONFIGURATION
|
|
-----------------------------
|
|
|
|
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.
|
|
|
|
If the mother zombie haven't spawned yet, players are always spawned as humans.
|
|
|
|
Respawn console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_respawn 1
|
|
---------------------------------------------------------------------------
|
|
Enable respawning.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_respawn_delay 1.0
|
|
---------------------------------------------------------------------------
|
|
Time after death to respawn. Time is in seconds.
|
|
|
|
zr_respawn_team_zombie 1
|
|
---------------------------------------------------------------------------
|
|
Respawn as zombie. If the mother zombie haven't spawned yet, players
|
|
are always spawned as humans.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_respawn_team_zombie_world 1
|
|
---------------------------------------------------------------------------
|
|
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.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
|
|
3.17 SPAWN COMMAND CONFIGURATION
|
|
-----------------------------------
|
|
|
|
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.
|
|
|
|
ZSpawn console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_zspawn 1
|
|
---------------------------------------------------------------------------
|
|
Enable spawn command.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_zspawn_team_overrride 1
|
|
---------------------------------------------------------------------------
|
|
Override what team to spawn to when using the spawn command. If
|
|
disabled it will use the zr_respawn_team_zombie setting.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_zspawn_team_zombie 0
|
|
---------------------------------------------------------------------------
|
|
Spawn as zombie if override setting is enabled.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_zspawn_timelimit 1
|
|
---------------------------------------------------------------------------
|
|
Put a time limit on the spawn command.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_zspawn_timelimit_time 120.0
|
|
---------------------------------------------------------------------------
|
|
How long the spawn command is available after round start, if enabled.
|
|
Time is in seconds.
|
|
|
|
zr_zspawn_timelimit_zombie 1
|
|
---------------------------------------------------------------------------
|
|
Spawn as zombie if using the spawn command after the time limit is up.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
|
|
3.18 SPAWN PROTECT CONFIGURATION
|
|
-----------------------------------
|
|
|
|
Spawning humans can have spawn protection settings that give them certain
|
|
advantages for a limited time.
|
|
|
|
Spawn protection console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_spawnprotect 1
|
|
---------------------------------------------------------------------------
|
|
Enable spawn protection for humans.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_spawnprotect_time 10
|
|
---------------------------------------------------------------------------
|
|
How long the spawn protection lasts. Time is in seconds.
|
|
|
|
zr_spawnprotect_speed 600.0
|
|
---------------------------------------------------------------------------
|
|
Running speed for spawn protected players. Normal running speed is
|
|
300.0.
|
|
|
|
zr_spawnprotect_alpha 0
|
|
---------------------------------------------------------------------------
|
|
Transparency setting on spawn protected players.
|
|
|
|
Options:
|
|
0 (transparent) to 255 (fully visible)
|
|
|
|
Console commands:
|
|
|
|
Syntax:
|
|
===========================================================================
|
|
zr_zspawn_force <target> [spawn team]
|
|
---------------------------------------------------------------------------
|
|
Force one or more players to spawn.
|
|
|
|
Parameters:
|
|
target A SourceMod target string with one or more players.
|
|
spawn team Optional. Specify what team to spawn to. Options:
|
|
0 (humans) or 1 (zombies)
|
|
|
|
|
|
3.19 TELEPORT CONFIGURATION
|
|
------------------------------
|
|
|
|
Zombie:Reloaded got a built in teleport feature with support for limits, delays
|
|
and abuse protection.
|
|
|
|
Teleport console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_ztele_zombie 1
|
|
---------------------------------------------------------------------------
|
|
Allow zombies to use the teleporter.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_ztele_human_before 1
|
|
---------------------------------------------------------------------------
|
|
Allow humans to use the teleporter before mother zombies have spawned.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_ztele_human_after 0
|
|
---------------------------------------------------------------------------
|
|
Allow humans to use the teleporter after mother zombies have spawned.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_ztele_delay_zombie 3.0
|
|
---------------------------------------------------------------------------
|
|
Delay between teleport command and teleport for zombies. Time is in
|
|
seconds.
|
|
|
|
zr_ztele_delay_human 3.0
|
|
---------------------------------------------------------------------------
|
|
Delay between teleport command and teleport for humans. Time is in
|
|
seconds.
|
|
|
|
zr_ztele_max_zombie 3
|
|
---------------------------------------------------------------------------
|
|
Maximum number of teleports zombies can do in a round.
|
|
|
|
zr_ztele_max_human 1
|
|
---------------------------------------------------------------------------
|
|
Maximum number of teleports humans can do in a round.
|
|
|
|
zr_ztele_autocancel 1
|
|
---------------------------------------------------------------------------
|
|
Automatically cancel a teleport in progress if moving a certain
|
|
distance.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_ztele_autocancel_distance 20
|
|
---------------------------------------------------------------------------
|
|
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.
|
|
|
|
Teleport console commands:
|
|
|
|
Syntax:
|
|
===========================================================================
|
|
zr_tele_force <client>
|
|
---------------------------------------------------------------------------
|
|
Force teleport on a player. Does not add delay or add to teleport
|
|
count.
|
|
|
|
Parameters:
|
|
client Single target player. Support SourceMod targets like
|
|
@me and @aim.
|
|
|
|
|
|
3.20 HP DISPLAY SETTINGS
|
|
---------------------------
|
|
|
|
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.
|
|
|
|
Console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_zhp 1
|
|
---------------------------------------------------------------------------
|
|
Enable HP display for zombies.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_zhp_default 1
|
|
---------------------------------------------------------------------------
|
|
Default HP display state on connecting players.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
|
|
3.21 JUMP BOOST SETTINGS
|
|
---------------------------
|
|
|
|
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
|
|
horizontal jump boost is applied.
|
|
|
|
Console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_jumpboost_bhop_protect 1
|
|
---------------------------------------------------------------------------
|
|
Enable bunny hop protection.
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_jumpboost_bhop_max 300.0
|
|
---------------------------------------------------------------------------
|
|
Maximum horizontal velocity allowed when jumping. Normal running speed
|
|
for the player is 300.0
|
|
|
|
|
|
3.22 ANTI-STICK SETTINGS
|
|
---------------------------
|
|
|
|
The anti-stick system is a no-block system that turns off collisions on players
|
|
that are stuck together, and enable collision again when they're unstuck.
|
|
|
|
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:
|
|
|
|
"data/antistick.dat"
|
|
|
|
The file path is relative to the "sourcemod" folder.
|
|
|
|
Console variables:
|
|
|
|
Console variable: Default:
|
|
===========================================================================
|
|
zr_antistick 1
|
|
---------------------------------------------------------------------------
|
|
Enable anti-stick system
|
|
|
|
Options:
|
|
0 or 1
|
|
|
|
zr_antistick_default_width 32.0
|
|
---------------------------------------------------------------------------
|
|
Default model width used to detect if players are stuck together. Width
|
|
is in game units.
|
|
|
|
Do not touch this variable if you don't know what you're doing!
|
|
|
|
zr_antistick_file_path "data/antistick.dat"
|
|
---------------------------------------------------------------------------
|
|
File to store anti-stick model hull data. Path is default to the
|
|
"sourcemod" folder.
|
|
|
|
|
|
3.23 VOLUMETRIC FEATURE CONFIGURATION
|
|
----------------------------------------
|
|
|
|
3.23.1 VOLUME ATTRIBUTES
|
|
|
|
3.23.2 FEATURE ATTRIBUTES
|
|
|
|
3.23.3 ANTI-CAMP FEATURE
|
|
|
|
|
|
4.0 HOW TO PLAY
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
(how to defend against zombies, in a fair way)
|
|
(zombie tricks, getting through non-solid props)
|
|
|
|
4.1 GAME RULES
|
|
-----------------
|
|
|
|
|
|
4.2 CHAT COMMANDS
|
|
--------------------
|
|
|
|
|
|
4.3 USING THE MENUS
|
|
----------------------
|
|
|
|
|
|
4.4 TEAMWORK
|
|
---------------
|
|
|
|
|
|
4.5 PLAYING AS HUMAN
|
|
-----------------------
|
|
|
|
4.5.1 FINDING A PLACE TO HIDE
|
|
|
|
|
|
4.5.2 MAKING BARRICADES
|
|
|
|
|
|
4.5.3 PLAYING FAIR
|
|
|
|
|
|
4.6 PLAYING AS ZOMBIE
|
|
------------------------
|
|
|
|
4.6.1 CHASING HUMANS
|
|
|
|
|
|
4.6.2 AVOIDING KNOCKBACK
|
|
|
|
|
|
4.6.3 TAKING ADVANTAGE OF THE CLASS SKILLS
|
|
|
|
(bunny jump)
|
|
(invisible, act as a spy and surprise humans)
|
|
|
|
|
|
4.7 PHYSICS STUFF
|
|
--------------------
|
|
|
|
There are glitches and simplified physics stuff that can be used to get an
|
|
advantage. Some servers may not allow all of these tricks.
|
|
|
|
|
|
4.7.1 GLITCHING THROUGH WALLS
|
|
|
|
(bad thing to do, and should not be allowed)
|
|
|
|
|
|
4.7.2 JUMPING THROUGH NON-SOLID PROPS
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
|
|
4.7.3 JUMPING FAST IN SMALL AREAS
|
|
|
|
When zombies have to crouch to enter a area where humans camp (like tubes and
|
|
vents), jumping fast helps a lot.
|
|
|
|
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.
|
|
|
|
|
|
5.0 TROUBLESHOOTING
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
5.1 VERIFY REQUIREMENTS
|
|
--------------------------
|
|
|
|
|
|
5.2 STARTUP
|
|
--------------
|
|
|
|
|
|
5.3 ERROR MESSAGES
|
|
---------------------
|
|
|
|
|
|
5.4 COMMON PROBLEMS
|
|
----------------------
|
|
|
|
|
|
6.0 GAMEPLAY GUIDELINES
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
6.1 BRIEFING - MAP CONFIGURATION FILES
|
|
-----------------------------------------
|
|
|
|
|
|
6.2 MAP BALANCE
|
|
-------------------
|
|
|
|
|
|
6.3 KNOCKBACK SETTINGS
|
|
-------------------------
|
|
|
|
|
|
6.4 MAP TIME
|
|
---------------
|
|
|
|
|
|
6.5 SERVERS WITH UNLIMITED AMMO AND NO RELOADING
|
|
---------------------------------------------------
|
|
|
|
|
|
7.0 REPORTING BUGS AND IMPROVEMENTS
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|