5399 lines
168 KiB
HTML
5399 lines
168 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
|
|
|
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
|
|
<head>
|
|
<meta http-equiv="Content-Language" content="en" />
|
|
<meta http-equiv="Content-Type" content="text/xhtml; charset=utf-8" />
|
|
<link rel="stylesheet" type="text/css" href="zr.css" />
|
|
<title>Zombie:Reloaded User Manual</title>
|
|
</head>
|
|
<body>
|
|
|
|
<div class="container">
|
|
<div class="shadow">
|
|
<div class="content">
|
|
<h1><a name="top" />Zombie:Reloaded User Manual</h1>
|
|
|
|
<p class="headerinfo">Version 3.1.0<br />
|
|
Written by Richard Helgeby</p>
|
|
|
|
<h2>Index</h2>
|
|
|
|
<ol>
|
|
<li>
|
|
<a href="#1">Introduction</a>
|
|
<ol>
|
|
<li><a href="#1.1">About The Plugin</a></li>
|
|
<li><a href="#1.2">Game Objectives</a></li>
|
|
<li><a href="#1.3">Credits</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#2">Installation</a>
|
|
<ol>
|
|
<li><a href="#2.1">Requirements</a></li>
|
|
<li><a href="#2.2">Plugin Installation</a></li>
|
|
<li><a href="#2.3">Test Run</a></li>
|
|
<li><a href="#2.3">Upgrading</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#3">Configuration</a>
|
|
<ol>
|
|
<li>
|
|
<a href="#3.1">Understanding syntax</a>
|
|
<ol>
|
|
<li><a href="#3.1.1">Optional Parameters</a></li>
|
|
<li><a href="#3.1.2">Required Parameters</a></li>
|
|
<li><a href="#3.1.3">Multiple Options In The Same Parameter</a></li>
|
|
<li><a href="#3.1.4">Text As Parameters</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li><a href="#3.2">Configuration Files</a></li>
|
|
|
|
<li>
|
|
<a href="#3.3">Logging</a>
|
|
<ol>
|
|
<li><a href="#3.3.1">Log Flags</a></li>
|
|
<li><a href="#3.3.2">List Of Modules</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#3.4">Custom Map Configuration Files</a>
|
|
<ol>
|
|
<li><a href="#3.4.1">Types</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li><a href="#3.5">Model Configuration</a></li>
|
|
<li><a href="#3.6">Download List</a></li>
|
|
|
|
<li>
|
|
<a href="#3.7">Class Configuration</a>
|
|
<ol>
|
|
<li><a href="#3.7.1">Class Types</a></li>
|
|
<li><a href="#3.7.2">Class Attributes</a></li>
|
|
<li><a href="#3.7.3">Class Requirements</a></li>
|
|
<li><a href="#3.7.4">Class Console Variables</a></li>
|
|
<li><a href="#3.7.5">Modifying Class Attributes</a></li>
|
|
<li><a href="#3.7.6">Attribute Multipliers</a></li>
|
|
<li><a href="#3.7.7">Reloading Attributes</a></li>
|
|
<li><a href="#3.7.8">Dumping Attributes</a></li>
|
|
<li><a href="#3.7.9">Dumping Multipliers</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#3.8">Weapon Configuration</a>
|
|
<ol>
|
|
<li><a href="#3.8.1">Attributes</a></li>
|
|
<li><a href="#3.8.2">Weapon List</a></li>
|
|
<li><a href="#3.8.3">Console Commands</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li><a href="#3.9">Hit Group Configuration</a></li>
|
|
<li><a href="#3.10">Infection Module</a></li>
|
|
<li><a href="#3.11">Damage Control Settings</a></li>
|
|
<li><a href="#3.12">Overlay Settings</a></li>
|
|
<li><a href="#3.13">Money Settings</a></li>
|
|
<li><a href="#3.14">Visual Effects Configuration</a></li>
|
|
<li><a href="#3.15">Sound Effects Configuration</a></li>
|
|
<li><a href="#3.16">Respawn Configuration</a></li>
|
|
<li><a href="#3.17">Spawn Command Configuration</a></li>
|
|
<li><a href="#3.18">Spawn Protect Configuration</a></li>
|
|
<li><a href="#3.19">Teleport Configuration</a></li>
|
|
<li><a href="#3.20">HP Display Settings</a></li>
|
|
<li><a href="#3.21">Jump Boost Settings</a></li>
|
|
<li><a href="#3.22">Anti-Stick Configuration</a></li>
|
|
|
|
<li>
|
|
<a href="#3.23">Volumetric Feature Configuration</a>
|
|
<ol>
|
|
<li><a href="#3.23.1">Creating A Volume</a></li>
|
|
<li><a href="#3.23.2">Volume Attributes</a></li>
|
|
<li><a href="#3.23.3">Volume Commands</a></li>
|
|
<li><a href="#3.23.4">Anti-Camp</a></li>
|
|
<li><a href="#3.23.5">Class Editor</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#3.24">Admin Authentication</a>
|
|
<ol>
|
|
<li><a href="#3.24.1">Admin Flags Used In Zombie:Reloaded</a></li>
|
|
<li><a href="#3.24.2">Predefined Admin Groups</a></li>
|
|
<li><a href="#3.24.3">Console Variables</a></li>
|
|
</ol>
|
|
</li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#4">How To Play</a>
|
|
<ol>
|
|
<li><a href="#4.1">Game Rules</a></li>
|
|
<li><a href="#4.2">Commands</a></li>
|
|
<li><a href="#4.3">Menus</a></li>
|
|
<li><a href="#4.4">Teamwork</a></li>
|
|
|
|
<li>
|
|
<a href="#4.5">Playing As Human</a>
|
|
<ol>
|
|
<li><a href="#4.5.1">Finding A Place To Hide</a></li>
|
|
<li><a href="#4.5.2">Making Barricades</a></li>
|
|
<li><a href="#4.5.3">Playing Fair</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#4.6">Playing As Zombie</a>
|
|
<ol>
|
|
<li><a href="#4.6.1">Chasing Humans</a></li>
|
|
<li><a href="#4.6.2">Avoiding Knock Back</a></li>
|
|
<li><a href="#4.6.3">Taking Advantage Of Class Skills</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#4.6">Physics Stuff</a>
|
|
<ol>
|
|
<li><a href="#4.6.1">Glitching Trough Walls</a></li>
|
|
<li><a href="#4.6.2">Jumping Through Non-Solid Props</a></li>
|
|
<li><a href="#4.6.3">Jumping Fast In Small Areas</a></li>
|
|
</ol>
|
|
</li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#5">Troubleshooting</a>
|
|
<ol>
|
|
<li><a href="#5.1">Verifying Requirements</a></li>
|
|
<li><a href="#5.2">Startup</a></li>
|
|
<li><a href="#5.3">Error and Warning Messages</a></li>
|
|
<li><a href="#5.4">Common Problems</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="#6">Server Administration Guide</a>
|
|
<ol>
|
|
<li><a href="#6.1">Adding Custom Content</a></li>
|
|
<li><a href="#6.2">Briefing - Map Configuration Files</a></li>
|
|
<li><a href="#6.3">Map Balance</a></li>
|
|
<li><a href="#6.4">Tuning Knock Back</a></li>
|
|
<li><a href="#6.5">Map Time</a></li>
|
|
<li><a href="#6.6">Servers With Unlimited Ammo and No Reloading</a></li>
|
|
</ol>
|
|
</li>
|
|
|
|
<li><a href="#7">Reporting Bugs and Improvements</a></li>
|
|
</ol>
|
|
|
|
<h2><a name="1" />1. Introduction</h2>
|
|
|
|
<h3><a name="1.1" />1.1 About The Plugin</h3>
|
|
<p>Zombie:Reloaded a alternative to Zombie Mod with a lot of new features and improvements. It's
|
|
open source and made for Counter-Strike: Source and runs on a powerful scripting platform called
|
|
SourceMod.</p>
|
|
|
|
<h3><a name="1.2" />1.2 Game Objectives</h3>
|
|
<p>The objectives is to change the game into humans versus zombies. Humans try to survive by
|
|
camping, barricading and hiding. Zombies try to zombify humans by using their knife.</p>
|
|
|
|
<p>At a random time after the round starts, one or more random humans are turned into zombies.
|
|
Zombies have certain advantages as running faster and more health points. Humans have huge amounts
|
|
of ammo (or unlimited), and their bullets knock back zombies. A lot more attributes can be adjusted
|
|
for both zombies and humans in different classes.</p>
|
|
|
|
<p>For best results the server should have Counter-Strike: Source maps made for Zombie Mod.</p>
|
|
|
|
|
|
<h3><a name="1.3" />1.3 Credits</h3>
|
|
<h6>Concept</h6>
|
|
<ul>
|
|
<li>
|
|
<p><strong>c0ldfyr3</strong></p>
|
|
<p>The developer of the popular <em>Zombie Mod</em>
|
|
(<a href="http://www.zombiemod.com">www.zombiemod.com</a>). There wouldn't be any
|
|
Zombie:Reloaded without Zombie Mod.</p>
|
|
</li>
|
|
</ul>
|
|
|
|
<h6>Developers and testers</h6>
|
|
<ul>
|
|
<li>
|
|
<p><strong>Greyscale / sumguy14</strong></p>
|
|
<p>Author of Zombie:Reloaded. The one who started remaking Zombie Mod for the SourceMod platform.</p>
|
|
<p>Made overlays and zombie ambient sound file.</p>
|
|
<p>Related server: "#1 Pro's Playground - 24/7 Zombie Mod [ Rank / Reload / Napalm ]"
|
|
(74.201.57.54:27015) - USA, Washington</p>
|
|
</li>
|
|
|
|
<li>
|
|
<p><strong>Richard Helgeby</strong></p>
|
|
<p>Zombie:Reloaded developer. Started working on the plugin from version 2.5.1. Fixed bugs and
|
|
made new features and is now one of the head developers.</p>
|
|
<p>Related server: (same as Cpt. Moore below)</p>
|
|
</li>
|
|
|
|
<li>
|
|
<p><strong>Cpt. Moore and SwissQuake</strong></p>
|
|
<p>Helped debuging issues and made some new features. Most credits go for letting us use the
|
|
SwissQuake zombie server for testing.</p>
|
|
<p>Related server: "Zombie World Domination by SwissQuake" (85.195.74.201:13010)
|
|
- Switzerland, Basel</p>
|
|
</li>
|
|
</ul>
|
|
|
|
<h6>Game resources</h6>
|
|
<ul>
|
|
<li><strong>robot</strong> - Zombie models</li>
|
|
<li><strong>ICS</strong> - The hellknight zombie model (from
|
|
<a href="http://www.ics-base.net/css_skins/skins.php">ICS' CS:S Skins</a>)</li>
|
|
<li><strong>fischfasch</strong> - Team win overlays</li>
|
|
<li><strong>Greyscale</strong> - ZVision zombie overlay and ambience sound file</li>
|
|
</ul>
|
|
|
|
<h6>Additional testers and contributors from the forums</h6>
|
|
<ul>
|
|
<li><strong>daleGEND</strong></li>
|
|
<li><strong>Darkthrone</strong></li>
|
|
<li><strong>DreamState</strong></li>
|
|
<li><strong>exvel</strong></li>
|
|
<li><strong>Grey Echo</strong></li>
|
|
<li><strong>NouveauJoueur</strong></li>
|
|
<li><strong>TESLA-X4</strong></li>
|
|
<li><strong>thetwistedpanda</strong></li>
|
|
<li><strong>zhelev81</strong></li>
|
|
<li>And more people we haven't listed yet...</li>
|
|
</ul>
|
|
|
|
|
|
<h2><a name="2" />2. Installation</h2>
|
|
|
|
<h3><a name="2.1" />2.1 Requirements</h3>
|
|
<p>Zombie: Reloaded requires that the following stuff is installed on the server:</p>
|
|
<ol>
|
|
<li><p>Metamod:Source (version 1.8 or newer) - A simplified API for server plugins. It makes it easier for developers
|
|
to make plugins like SourceMod:</p>
|
|
<ul><li><a href="http://wiki.alliedmods.net/Installing_Metamod:Source">Installing Metamod:Source</a></li></ul></li>
|
|
|
|
<li><p>SourceMod (version 1.3 or newer) - A scripting platform:</p>
|
|
<ul>
|
|
<li><a href="http://wiki.alliedmods.net/Installing_SourceMod">Installing SourceMod</a></li>
|
|
<li><a href="http://wiki.alliedmods.net/index.php/Category:SourceMod_Documentation">SourceMod Documentation</a></li>
|
|
</ul></li>
|
|
|
|
<li><p><a href="http://forums.alliedmods.net/showthread.php?t=106748">SDK Hooks Extension</a>
|
|
(version 1.3 or newer).</p></li>
|
|
</ol>
|
|
|
|
<h3><a name="2.2" />2.2 Plugin Installation</h3>
|
|
<p>Extract the content of the zip file into "cstrike" on the server. The folder and file structure
|
|
is already set up correctly and ready to be extracted into "cstrike".</p>
|
|
|
|
<h3><a name="2.3" />2.3 Test Run</h3>
|
|
<p>The plugin should work with default configuration. Start the server and join a team. Once the
|
|
round starts there sould be some messages at the chat with "[ZR]". Or type "!zmenu" in the chat to
|
|
bring up the zombie menu to confirm that the plugin is running.</p>
|
|
|
|
<p>Next check error logs from SourceMod and look if there are any entries from "zombiereloaded.smx".
|
|
If the plugin doesn't work at all or there are errors logged, see <a href="#5">Troubleshooting (5)</a>.</p>
|
|
|
|
<h3><a name="2.4" />2.4 Upgrading</h3>
|
|
|
|
<p>When upgrading there might be changes to configuration files. They must either be reconfigured
|
|
or merged with old settings.</p>
|
|
|
|
<p>Reloading Zombie:Reloaded with SourceMod is not recommended. Changing the map works in most
|
|
cases, but some console variables might not be updated. Do a server restart for a complete
|
|
refresh of console variables.</p>
|
|
|
|
|
|
<h2><a name="3" />3. Configuration</h2>
|
|
|
|
<h3><a name="3.1" />3.1 Understanding Syntax</h3>
|
|
<p>In this manual commands or paths may be written in a certain style that tells how to use it.</p>
|
|
|
|
<p>Note that the style itself is not written, but it's used as an indicator to tell if a parameter
|
|
is optional or not.</p>
|
|
|
|
<p>Example syntax of a command:</p>
|
|
<blockquote><p><code>zr_class_modify <classname|"zombies"|"humans"|"admins"> <attribute> <value> [is_multiplier]</code></p></blockquote>
|
|
|
|
<p>Some paths may look like:</p>
|
|
<blockquote><p><code>cfg/sourcemod/zombiereloaded/<mapname>.cfg</code></p></blockquote>
|
|
|
|
<p>How to read syntaxes like this is explained below.</p>
|
|
|
|
<h4><a name="3.1.1" />1. Optional Parameters</h4>
|
|
|
|
<p>Optional parameters is not required and usually have a default value or action. They are marked
|
|
with brackets.</p>
|
|
|
|
<p>Example:</p>
|
|
<blockquote><p><code>zr_somecommand [number]</code></p></blockquote>
|
|
|
|
<p>Usage examples:</p>
|
|
<blockquote><p><code>zr_somecommand<br />
|
|
zr_somecommand 10</code></p></blockquote>
|
|
<p></p>
|
|
|
|
<h4><a name="3.1.2" />2. Required Parameters</h4>
|
|
|
|
<p>Required parameters must be specified for the command to function. Usually if no parameters are
|
|
written the command replies with some info about the syntax.</p>
|
|
|
|
<p>Less than (<) and greather than (>) symbols marks required parameters.</p>
|
|
|
|
<p>Examples:</p>
|
|
<blockquote><p><code>zr_somecommand <number><br />
|
|
zr_infect <target></code></p></blockquote>
|
|
|
|
<p>Usage examples:</p>
|
|
<blockquote><p><code>zr_somecommand 100<br />
|
|
zr_infect "unnamed"</code></p></blockquote>
|
|
|
|
<h4><a name="3.1.3" />3. Multiple Options In The Same Parameter</h4>
|
|
|
|
<p>Some commands have parameters that support multiple pre defined options.
|
|
Usually it's specifying a name, a index or a predefined value. Each option is
|
|
separated by a "|" symbol. Only one of the options listed is used in a command.</p>
|
|
|
|
<p>Example:</p>
|
|
<blockquote><p><code>zr_do_something <index|name|"all"></code></p></blockquote>
|
|
|
|
<p>Usage examples:</p>
|
|
<blockquote><p><code>zr_do_something 1<br />
|
|
zr_do_something "all"<br />
|
|
zr_do_something "unnamed"</code></p></blockquote>
|
|
|
|
<h4><a name="3.1.4" />4. Text As Parameters</h4>
|
|
|
|
<p>Since parameters are separated by spaces, text (strings) should be quoted. It's a good habit to
|
|
do this on all string parameters to avoid parsing mistakes.</p>
|
|
|
|
<p>Example:</p>
|
|
<blockquote><p><code>zr_infect "unnamed" "player"<br />
|
|
zr_do_something "example text. test."</code></p></blockquote>
|
|
|
|
<p>Example of bad usage:</p>
|
|
<blockquote><p><code>zr_do_something example text. test.</code></p></blockquote>
|
|
|
|
<p>The last example actually have 3 parameters while it should be only one. This may cause unexpected
|
|
results and is an example of why strings should be quoted.</p>
|
|
|
|
|
|
<h3><a name="3.2" />3.2 Configuration Files</h3>
|
|
<p>These are the default configuration files. The paths are relative to the "cstrike" folder.</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Default Configuration Files</caption>
|
|
<tr>
|
|
<th class="mediumwidth">Type:</th>
|
|
<th>File:</th>
|
|
</tr>
|
|
<tr>
|
|
<td>Main conf.</td>
|
|
<td class="code">cfg/sourcemod/zombiereloaded/zombiereloaded.cfg</td>
|
|
</tr>
|
|
<tr>
|
|
<td><a href="#3.4">Map config.</a></td>
|
|
<td class="code">cfg/sourcemod/zombiereloaded/<mapname>.cfg</td>
|
|
</tr>
|
|
<tr>
|
|
<td><a href="#3.4">Post map conf.</a></td>
|
|
<td class="code">cfg/sourcemod/zombiereloaded/<mapname>.post.cfg</td>
|
|
</tr>
|
|
<tr>
|
|
<td><a href="#3.9">Hitgroup conf.</a></td>
|
|
<td class="code">addons/sourcemod/configs/zr/hitgroups.txt</td>
|
|
</tr>
|
|
<tr>
|
|
<td><a href="#3.7">Class conf.</a></td>
|
|
<td class="code">addons/sourcemod/configs/zr/playerclasses.txt</td>
|
|
</tr>
|
|
<tr>
|
|
<td><a href="#3.8">Weapon conf.</a></td>
|
|
<td class="code">addons/sourcemod/configs/zr/weapons.txt</td>
|
|
</tr>
|
|
<tr>
|
|
<td><a href="#3.6">Download list</a></td>
|
|
<td class="code">addons/sourcemod/configs/zr/downloads.txt</td>
|
|
</tr>
|
|
<tr>
|
|
<td><a href="#3.5">Model list</a></td>
|
|
<td class="code">addons/sourcemod/configs/zr/models.txt</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>The post map configuration file is executed after all features of ZR is done loading. Commands
|
|
that modify loaded data must be put in post configuration files. How to configure each file is
|
|
explained in their own sections.</p>
|
|
|
|
<p>Configuration files also can be reloaded in-game when testing or tuning stuff.</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Configuration File Console Commands</caption>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_config_reload <file alias></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Reloads a config file.</p>
|
|
<p>Parameters:</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="parameter">file alias</td>
|
|
<td>The module to reload. Available options:
|
|
<ul>
|
|
<li><code>models</code></li>
|
|
<li><code>downloads</code></li>
|
|
<li><code>classes</code></li>
|
|
<li><code>weapons</code></li>
|
|
<li><code>hitgroups</code></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_config_reloadall</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent"><p>Reloads all config files.</p></td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="3.3" />3.3 Logging</h3>
|
|
|
|
<p>The log system used in Zombie:Reloaded is pretty powerful and customizable. It's based on
|
|
logging flags and a module filter.</p>
|
|
|
|
<p>The flags tell what kind of events to log. Those flags are stored as a numeric value in a bit
|
|
field where each bit tell wether to log a certain event or not. See
|
|
<a href="http://en.wikipedia.org/wiki/Bit_field">Bit field</a> for technical details.</p>
|
|
|
|
<p>The module filter is a list of modules to enable log events from. This filter gives extra
|
|
control of what stuff to log. Use console commands below in the main configuration file to add or
|
|
remove modules to the filter.</p>
|
|
|
|
<p>These commands might not work properly until
|
|
<a href="http://bugs.alliedmods.net/show_bug.cgi?id=3828">bug 3828</a> in SourceMod is fixed. It's
|
|
a bug where console commands in plugin configuration files are executed late so a command like
|
|
zr_log_add_module is too late.</p>
|
|
|
|
<p>There are console variables for different log settings and exceptions. Place them in the main
|
|
configuration file.</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Log Console variables</caption>
|
|
<tr>
|
|
<th class="namewidth">Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_log</td>
|
|
<td class="commandheader">"1"</td>
|
|
</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>
|
|
|
|
<blockquote><table>
|
|
<caption>Log Console commands</caption>
|
|
<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="parameter">module</td><td>Name of the module to add.</td></tr>
|
|
<tr><td class="parameter">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="parameter">module</td><td>Name of the module to remove.</td></tr>
|
|
<tr><td class="parameter">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>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h4><a name="3.3.1" />1. Log Flags</h4>
|
|
|
|
<blockquote><table>
|
|
<caption>Log Flags</caption>
|
|
<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><code>LOG_CORE_EVENTS + LOG_GAME_EVENTS<br />
|
|
1 + 2</code></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><code>LOG_CORE_EVENTS + LOG_GAME_EVENTS + LOG_DEBUG<br />
|
|
1 + 2 + 8</code></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>
|
|
<caption>List Of Modules</caption>
|
|
<tr>
|
|
<th>Short name:</th>
|
|
<th>Description:</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">account</td>
|
|
<td>Money manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">antistick</td>
|
|
<td>Anti-Stick feature</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">config</td>
|
|
<td>Configuration file manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">cvars</td>
|
|
<td>Console variables</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">damage</td>
|
|
<td>Damage manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">downloads</td>
|
|
<td>File download manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">hitgroups</td>
|
|
<td>Hit group feature</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">infect</td>
|
|
<td>Infection manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">models</td>
|
|
<td>Model list file manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">playerclasses</td>
|
|
<td>Class manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">veffects</td>
|
|
<td>Visual effect manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">seffects</td>
|
|
<td>Sound effect manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">tools</td>
|
|
<td>Helper functions (offsets)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">volfeatures</td>
|
|
<td>Volumetric features</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">weapons</td>
|
|
<td>Weapon manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">weaponrestrict</td>
|
|
<td>Weapon restriction manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">zspawn</td>
|
|
<td>Spawn command manager</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">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. Map
|
|
configuration 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>
|
|
|
|
<p>Other map configuration plugins should also work if certain features that doesn't exist in
|
|
Zombie:Reloaded map configurations is needed.</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 and data is 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>
|
|
<caption>Map Configuration File Types</caption>
|
|
<tr>
|
|
<th class="tinywidth">Type:</th>
|
|
<th class="mediumwidth">Executed:</th>
|
|
<th>Path:</th>
|
|
</tr>
|
|
<tr>
|
|
<td>Pre</td>
|
|
<td>Before modules and data loading</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>The model configuration file is a list of models used on the server stored in Valve's key/value
|
|
format.</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 they must be
|
|
listed in this file.</p>
|
|
|
|
<p>In addition models can be restricted to certain groups using the "access" attribute.</p>
|
|
|
|
<p>List of available model attributes:</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Model Attributes</caption>
|
|
|
|
|
|
<tr>
|
|
<th class="namewidth">Attribute:</th>
|
|
<th class="mediumwidth">Value type:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">name</td>
|
|
<td class="commandheader">text</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>File name of model file, without extension.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">path</td>
|
|
<td class="commandheader">text</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Path to model files. <strong>Must</strong> end with "/". Windows servers can use "\"
|
|
in paths, but they also work with "/".</p>
|
|
<p>The path is relative to "cstrike".</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">team</td>
|
|
<td class="commandheader">text</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>What team the model belongs to.</p>
|
|
<p>Options:</p>
|
|
<blockquote><table>
|
|
<tr><td class="valueoption">zombies</td><td>Zombie players. Includes mother zombies.</td></tr>
|
|
<tr><td class="valueoption">humans</td><td>Human players.</td></tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">access</td>
|
|
<td class="commandheader">text</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Access mode of the model.</p>
|
|
<p>Options:</p>
|
|
<blockquote><table>
|
|
<tr><td class="valueoption">public</td><td>Everyone can use the model. Included in
|
|
public random selections.</td></tr>
|
|
<tr><td class="valueoption">admins</td><td>Model can only be used by admins. Included
|
|
in public random selections but only applied to admins.</td></tr>
|
|
<tr><td class="valueoption">hidden</td><td>Model is excluded from public random selections.</td></tr>
|
|
<tr><td class="valueoption">motherzombies</td><td>Model can only be used by mother zombies.</td></tr>
|
|
<tr><td class="valueoption">group</td><td>Use group authentication. See "group" attribute.</td></tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">group</td>
|
|
<td class="commandheader">text</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Name of SourceMod group to use for model authentication if access is "group". If
|
|
access is anything else than "group" this setting is ignored and can be blank ("").</p>
|
|
<p>Only players that is a member of this group can use this model. Root admins can't
|
|
use this model if they're not a member.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<p>For example usages see examples in default model configuration.</p>
|
|
|
|
<p>Put the list of models in:</p>
|
|
|
|
<blockquote><p><code>addons/sourcemod/configs/zr/models.txt</code></p></blockquote>
|
|
|
|
|
|
<h3><a name="3.6" />3.6 Download List</h3>
|
|
|
|
<p>Custom materials and overlays must be listed in the download list so clients will
|
|
download them. Use one line per file, with paths relative to the "cstrike" folder.</p>
|
|
|
|
<p>List files to be downloaded in the following file:</p>
|
|
|
|
<blockquote><p><code>addons/sourcemod/configs/zr/downloads.txt</code></p></blockquote>
|
|
|
|
<p>Look at the default downloads in that file for an example on how to list files to be
|
|
downloaded.</p>
|
|
|
|
<p><strong>Note:</strong> The ambience sound file doesn't need to be listed.</p>
|
|
|
|
|
|
<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 menus 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_config_path_playerclasses" 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><code>configs/zr/playerclasses.txt</code></p></blockquote>
|
|
|
|
<p><strong>Note:</strong> 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 <span class="code">flags</span> 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>
|
|
<caption>Class Attributes</caption>
|
|
<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 class="valueoption">0</td><td>Zombie classes</td></tr>
|
|
<tr><td class="valueoption">1</td><td>Human classes</td></tr>
|
|
<tr><td class="valueoption">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. <strong>Admin-mode is incomplete</strong> and classes of this type is ignored
|
|
in the game.</p>
|
|
<p>See the <span class="code">flags</span> 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 class="valueoption">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 class="valueoption">2</td>
|
|
<td>Mother zombie.<br />
|
|
Marks the class as a mother zombie class. These classes will be used on mother
|
|
zombies. Note that <span class="code">zr_classes_default_mother_zombie</span>
|
|
setting must be set to <span class="code">motherzombies</span> 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>Model file path to use on the player, relative to the "cstrike" folder. There are a
|
|
few presets supported by this attribute:</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="valueoption">default</td>
|
|
<td>Use default CS models. The one players select when selecting team.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">random</td>
|
|
<td>Selects a random public or admin model for the current team. Admin models
|
|
are only applied to admins.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">random_public</td>
|
|
<td>Selects a random public model for the current team.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">random_admin</td>
|
|
<td>Selects a random admin model for the current team. Model permissions will
|
|
be ignored.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">random_hidden</td>
|
|
<td>Selects a random hidden model for the current team.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">random_mother_zombie</td>
|
|
<td><strong>Zombies only.</strong> Selects a random mother zombie model.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">no_change</td>
|
|
<td>Don't change model. Use this setting to keep default Counter-Strike: Source
|
|
model, or to fix a compatibility issue with other plugins that change model on
|
|
players.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
<p><strong>Warning:</strong> If specifying a model path here, remember to add a
|
|
matching model entry in the model config file (models.txt), or you will get an error
|
|
about model was not precached. In worst case the server will crash.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">model_skin_index</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - <em>last skin index</em></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The model skin index to use if the model support multiple skins. First skin is 0.</p>
|
|
<p><strong>Warning:</strong> Zombie:Reloaded doesn't know how many skins a model has,
|
|
make sure you use a valid index if modifying it. An invalid value might in worst case
|
|
crash the server/client.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">alpha_initial</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 and turns on night vision on 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><strong>Human classes only.</strong> 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><strong>Zombie classes only.</strong> 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">text</td>
|
|
<td class="commandheader">One of the options below</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>An immunity mode is a mode where the class is resistent of a certain type of damage
|
|
or action. Basically this is infections, knock back and bullet/explosion damage.</p>
|
|
<p>Be careful when using certain immunity modes. The class may become very strong (or
|
|
completely invulnerable) which may break the game balance.</p>
|
|
<p>But it's also possible to spice up the game by letting zombies hurt humans a bit
|
|
("infect" mode) or allowing use of temporary shields.</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="valueoption">none</td>
|
|
<td>No immunity mode. Instant infection of humans.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">kill</td>
|
|
<td><strong>Humans only.</strong> Humans will die instantly instead of turning
|
|
zombies when attacked by zombies.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">full</td>
|
|
<td>Completely immune. Careful with this mode, it will break the game.
|
|
Humans can't be infected and zombies don't receive damage or knock back. Admin
|
|
commands may override this.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">infect</td>
|
|
<td><strong>Humans only.</strong> Humans are immune to infections until HP
|
|
go below a threshold (immunity_amount value). If you set the threshold to zero
|
|
zombies can stab humans to death. If you set the threshold too high (higher
|
|
than initial HP) humans can't be infected (similar to "full" immunity mode).</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">damage</td>
|
|
<td><strong>Zombies only.</strong> Zombies are immune to damage from humans/
|
|
grenades, but are still vulnerable to knock back. Since damage is blocked,
|
|
zombies aren't slowed down by bullet hits, but knock back alone. You might
|
|
need to increase knock back a bit.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">delay</td>
|
|
<td><strong>Humans only.</strong> Delay infection for a certain amount of
|
|
seconds (immunity_amount value). There's no notification, so humans need to
|
|
be careful.
|
|
<br/><br/>
|
|
Subsequent zombie attacks will reduce the delay time with the number of
|
|
seconds specified in the immunity_cooldown attribute. If you don't want
|
|
subsequent attack to count, set immunity_cooldown to 0. This will make the
|
|
human immune to further attacks, but he <i>will</i> be infected when the time
|
|
is up - unless the human suicides (which can be <a href="#3.11">blocked</a>).</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">shield</td>
|
|
<td>This is a temporary immunity mode which is activated by the player with
|
|
the <code>zshield</code> command. It will give a shield against infections (humans) or
|
|
knock back (zombies) for a certain amount of seconds (immunity_amount value).
|
|
<br/><br/>
|
|
It also has a cooldown delay before the shield can be deployed again.
|
|
By setting this delay very high (longer than the round time) the shield can
|
|
only be used once.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">immunity_amount</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 300, or a positive number</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Immunity data value. The value depends on which immunity mode that's in use:</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="valueoption">infect</td>
|
|
<td>HP threshold value. When the human's HP go below this value he will become
|
|
vulnerable to infection.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">delay</td>
|
|
<td>Number of seconds to delay infection since the first attack from a zombie.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">shield</td>
|
|
<td>Number of seconds the shield is active.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">immunity_cooldown</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 300, or a positive number</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Number of seconds before temporary immunity actions can be used again. Usage depends
|
|
on immunity mode:</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="valueoption">delay</td>
|
|
<td>Number of seconds to reduce the delay before infection. Set this to 0 to
|
|
block subsequent attacks, or a high value (enough to eliminate the delay
|
|
completely) to allow instant infection on second attack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">shield</td>
|
|
<td>Number of seconds the the player has to wait before the shield is available
|
|
again. Set this to a high value (longer than the round time) to allow one use
|
|
only.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">no_fall_damage</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"yes" or "no"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Disables fall damange on the player. It does not block other damage types like
|
|
explosions or damage from moving objects.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">health</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0 - 100000</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><strong>Zombie classes only.</strong> 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><strong>Zombie classes only.</strong> 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">-200.0 - 1750.0 | 10.0 - 2000.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The player's running speed.</p>
|
|
<p><strong>Note:</strong> The limits of this attribute depends on the speed method used.
|
|
In LMV-mode the speed values are <em>absolute</em>, but in prop-mode values are
|
|
<em>offsets</em> from normal speed at 250 (the class speed value is just added to this
|
|
value). See the table below for limits:</p>
|
|
<table>
|
|
<tr>
|
|
<th>Speed method</th>
|
|
<th>Min</th>
|
|
<th>Max</th>
|
|
<th>CS:S default</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">LMV</td>
|
|
<td class="parameter">10.0</td>
|
|
<td class="parameter">2000.0</td>
|
|
<td class="parameter">300.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">prop</td>
|
|
<td class="parameter">-200.0</td>
|
|
<td class="parameter">1750.0</td>
|
|
<td class="parameter">0.0</td>
|
|
</tr>
|
|
</table>
|
|
<p>Formula for converting LMV speed into a prop speed offset:</p>
|
|
<blockquote><div><code><em>prop speed offset</em> = ((<em>lmv speed</em> / 300) * 250) - 250</code></div></blockquote>
|
|
<p>This calculation can be done directly on a calculator, without any use of parentheses
|
|
(they aren't needed in this one anyways).</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><strong>Zombie classes only.</strong> 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><strong>Requirements:</strong></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. There will
|
|
be a log entry for each attribute that failed validation.</p>
|
|
|
|
<p>Note that class indexes start at zero and include all classes that aren't commented out in the
|
|
class configuration.</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><code>cfg/sourcemod/zombiereloaded/zombiereloaded.cfg</code></p></blockquote>
|
|
|
|
<p>And/or in a map config file:</p>
|
|
|
|
<blockquote><p><code>cfg/sourcemod/zombiereloaded/<map name>[.post].cfg</code></p></blockquote>
|
|
|
|
<p>Example map config files:</p>
|
|
|
|
<blockquote><p><code>cfg/sourcemod/zombiereloaded/zm_panic.cfg<br />
|
|
cfg/sourcemod/zombiereloaded/zm_panic.post.cfg</code></p></blockquote>
|
|
|
|
<blockquote><table>
|
|
<caption>Class Console Variables</caption>
|
|
<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 already 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>Disabling this option won't erase saved settings, they just won't be restored when
|
|
players connect.</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="valueoption"><class name></td><td>Specify a class name to use as
|
|
default zombie.</td></tr>
|
|
<tr><td class="valueoption">"default"</td><td>Use the default class in the class
|
|
configuration.</td></tr>
|
|
<tr><td class="valueoption">"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="valueoption"><class name></td><td>Specify a class name to use as
|
|
default mother zombie.</td></tr>
|
|
<tr><td class="valueoption">"random"</td><td>Select a random regular zombie class.</td></tr>
|
|
<tr><td class="valueoption">"motherzombies"</td><td>Select a random zombie class with
|
|
mother zombie flag.</td></tr>
|
|
<tr><td class="valueoption">"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="valueoption"><class name></td><td>Specify a class name to use as
|
|
default human.</td></tr>
|
|
<tr><td class="valueoption">"default"</td><td>Use the default class in the class
|
|
configuration.</td></tr>
|
|
<tr><td class="valueoption">"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><strong>Note:</strong> 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>Do not confuse this with admin-only classes. Admin-mode is a special spawn mode for
|
|
admins.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td class="valueoption"><class name></td><td>Specify a class name to use as
|
|
default admin-mode class.</td></tr>
|
|
<tr><td class="valueoption">"default"</td><td>Use the default class in the class
|
|
configuration.</td></tr>
|
|
<tr><td class="valueoption">"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><strong>Note:</strong> 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>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_classes_speed_method</td>
|
|
<td class="commandheader">"prop"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Speed method to use when setting player speed.</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td class="valueoption">"lmv"</td><td>Modifies speed with the lagged movement
|
|
value. This is the old method and is available for compatibility reasons.</td></tr>
|
|
<tr><td class="valueoption">"prop"</td><td>Modifies speed with the players' speed
|
|
property.</td></tr>
|
|
</table>
|
|
</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><strong>Note:</strong>These commands must be used in a <a href="#3.4"><strong>post</strong> map config files</a>,
|
|
otherwise they won't have any effect because class data isn't loaded yet.</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Modifying Class Command</caption>
|
|
<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="parameter">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="parameter">attribute</td>
|
|
<td>The name of the class attribute to modify.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">value</td>
|
|
<td>Value to set, or multiplier if a multiplier.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">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><strong>Warning:</strong> 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>
|
|
<caption>Attribute Multiplier Command</caption>
|
|
<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="parameter">team</td>
|
|
<td>What multiplier set to use. Options:<br />
|
|
"zombies" or "humans"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">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 class="code">health</li>
|
|
<li class="code">health_regen_interval</li>
|
|
<li class="code">health_regen_amount</li>
|
|
<li class="code">speed</li>
|
|
<li class="code">jump_height</li>
|
|
<li class="code">jump_distance</li>
|
|
</ul>
|
|
Multipliers for zombies only:
|
|
<ul>
|
|
<li class="code">napalm_time</li>
|
|
<li class="code">health_infect_gain </li>
|
|
<li class="code">knockback</li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">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>
|
|
<caption>Reload Attributes Command</caption>
|
|
<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="parameter">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>
|
|
<caption>Dump Attributes Command</caption>
|
|
<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="parameter">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="parameter">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>
|
|
<caption>Dump Multipliers Command</caption>
|
|
<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="parameter">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><code>addons/sourcemod/configs/zr/weapons.txt</code></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>
|
|
<caption>Weapon Attributes</caption>
|
|
<tr>
|
|
<th>Attribute:</th>
|
|
<th>Type:</th>
|
|
<th>Limits/Requirements:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weaponentity</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Name of a valid weapon entity</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Name of the weapon entity. See <a href="#3.8.2">Weapon List (3.8.2)</a> for a list of valid
|
|
weapon names.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapontype</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">Separate items with ", "</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>The weapon type and a optional list of custom weapon groups.</p>
|
|
<p>Pre-defined options:</p>
|
|
<ul>
|
|
<li class="code">All</li>
|
|
<li class="code">Pistol</li>
|
|
<li class="code">Shotgun</li>
|
|
<li class="code">SMG</li>
|
|
<li class="code">Rifle</li>
|
|
<li class="code">Sniper</li>
|
|
<li class="code">Machine Gun</li>
|
|
<li class="code">Melee</li>
|
|
<li class="code">Projectile</li>
|
|
<li class="code">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. It's just here to avoid hard coding indexes.
|
|
Don't change this in the default configuration!</p>
|
|
<p>Options:</p>
|
|
<table>
|
|
<tr><td class="valueoption">0</td><td>Primary weapon slot</td></tr>
|
|
<tr><td class="valueoption">1</td><td>Secondary weapon slot</td></tr>
|
|
<tr><td class="valueoption">2</td><td>Knife slot</td></tr>
|
|
<tr><td class="valueoption">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 class="valueoption">"yes"</td><td>Enable</td></tr>
|
|
<tr><td class="valueoption">"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 class="valueoption">"yes"</td><td>Enable</td></tr>
|
|
<tr><td class="valueoption">"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 class="valueoption">ammo_50ae</td><td>deagle</td></tr>
|
|
<tr><td class="valueoption">ammo_762mm</td><td>scout, ak47, g3sg1, aug</td></tr>
|
|
<tr><td class="valueoption">ammo_556mm_box</td><td>m249</td></tr>
|
|
<tr><td class="valueoption">ammo_556mm</td><td>galil, sg552, famas, m4a1, sg550</td></tr>
|
|
<tr><td class="valueoption">ammo_338mag</td><td>awp</td></tr>
|
|
<tr><td class="valueoption">ammo_9mm</td><td>mp5navy, tmp, glock, elite</td></tr>
|
|
<tr><td class="valueoption">ammo_buckshot</td><td>m3, xm1014</td></tr>
|
|
<tr><td class="valueoption">ammo_45acp</td><td>ump45, mac10, usp</td></tr>
|
|
<tr><td class="valueoption">ammo_357sig</td><td>P228</td></tr>
|
|
<tr><td class="valueoption">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>
|
|
<caption>Weapon List</caption>
|
|
<tr>
|
|
<th class="mediumwidth">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>Projectile</td>
|
|
<td>High explosive grenade</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">flashbang</td>
|
|
<td>Projectile</td>
|
|
<td>Flash bang</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">smokegrenade</td>
|
|
<td>Projectile</td>
|
|
<td>Smoke grenade</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">NVGs</td>
|
|
<td>Equipment</td>
|
|
<td>Night vision goggles</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="code">knife</td>
|
|
<td>Melee</td>
|
|
<td>Knife</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>
|
|
<caption>Weapon Commands</caption>
|
|
<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 class="parameter">weapon</td><td>The weapon name.</td></tr>
|
|
<tr><td class="parameter">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 class="parameter">weapon</td><td>The weapon name.</td></tr>
|
|
<tr><td class="parameter">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><code>addons/sourcemod/configs/zr/hitgroups.txt</code></p></blockquote>
|
|
|
|
<blockquote><table>
|
|
<caption>Hit Group Commands</caption>
|
|
<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 class="parameter">hitgrup name</td>
|
|
<td>Name of the hit group to adjust. Options:
|
|
<ul>
|
|
<li class="code">generic</li>
|
|
<li class="code">head</li>
|
|
<li class="code">chest</li>
|
|
<li class="code">stomach</li>
|
|
<li class="code">leftarm</li>
|
|
<li class="code">rightarm</li>
|
|
<li class="code">leftleg</li>
|
|
<li class="code">rightleg</li>
|
|
<li class="code">gear</li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
<tr><td class="parameter">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>
|
|
<caption>Hit Group Attributes</caption>
|
|
<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 class="valueoption">0</td><td>Generic</td></tr>
|
|
<tr><td class="valueoption">1</td><td>Head</td></tr>
|
|
<tr><td class="valueoption">2</td><td>Chest</td></tr>
|
|
<tr><td class="valueoption">3</td><td>Stomach</td></tr>
|
|
<tr><td class="valueoption">4</td><td>Left Arm</td></tr>
|
|
<tr><td class="valueoption">5</td><td>Right Arm</td></tr>
|
|
<tr><td class="valueoption">6</td><td>Left Leg</td></tr>
|
|
<tr><td class="valueoption">7</td><td>Right Leg</td></tr>
|
|
<tr><td class="valueoption">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 class="valueoption">yes</td><td>Allow damage</td></tr>
|
|
<tr><td class="valueoption">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>
|
|
<caption>Infection Console Variables</caption>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_mzombie_mode</td>
|
|
<td class="commandheader">"dynamic"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Mother zombie infection mode.</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="valueoption">dynamic</td>
|
|
<td>Scales number of mother zombies according to a ratio and number of players
|
|
on the server. See <code>zr_infect_mzombie_ratio</code> below.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">absolute</td>
|
|
<td>Absolute number of zombies infected. Adjusted by
|
|
<code>zr_infect_mzombie_ratio</code> below.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">range</td>
|
|
<td>Infects a random number of players between a minimum and maximum range. See
|
|
<code>zr_infect_mzombie_min</code> and <code>zr_infect_mzombie_max</code> below.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_mzombie_ratio</td>
|
|
<td class="commandheader">7</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Usage of this variable depends on the mode above.</p>
|
|
<blockquote><table>
|
|
<tr>
|
|
<td class="valueoption">dynamic</td>
|
|
<td><p>Mother zombie ratio. Every random <em>n</em>-th player is infected. In
|
|
this case it's 7 where every seventh player will be infected. If it's set to 0
|
|
there will only be 1 mother zombie every time.</p>
|
|
<p>Note that this is <em>not</em> a percentage value. The ratio 5 does not mean 5%, but
|
|
every fifth player. To get the percentage you need to do
|
|
<em>ratio</em> / <em>player slots</em>. Like 5 / 24 = 0.20 ⇒ 20% infection
|
|
rate.</p>
|
|
<p>Conversion formula from percent to ratio:</p>
|
|
<blockquote><p><em>ratio</em> = <em>player slots</em> - ((<em>percent</em> / 100) * <em>player slots</em>)</p></blockquote>
|
|
<p>Decimals are stripped from the ratio because it's a integer value.</p>
|
|
<p>Options:<br />
|
|
0 or a positive number up to max server slots</p></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="valueoption">absolute</td>
|
|
<td>Absolute number of zombies infected. If the number is negative, it will
|
|
keep that many humans (inversed infection). 5 will infect five humans, while
|
|
-5 will infect everyone and <em>keep</em> five humans.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_mzombie_min</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Minimum number of mother zombies. Only used by range mode. Must be above zero.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_mzombie_max</td>
|
|
<td class="commandheader">3</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Maximum number of mother zombies. Only used by range mode. Must be above zero.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_infect_mzombie_countdown</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Counts down to the first infection of the round. The counter is
|
|
displayed in the middle of the screen.</p>
|
|
<p>Options:<br />
|
|
0 or 1</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 class="code">zr_infect_fireball</li>
|
|
<li class="code">zr_infect_smoke</li>
|
|
<li class="code">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>
|
|
|
|
<blockquote><table>
|
|
<caption>Infect Commands</caption>
|
|
<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 class="parameter">target</td><td>A SourceMod target string with one or more players.</td></tr>
|
|
<tr><td class="parameter">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 class="parameter">target</td><td>A SourceMod target string with one or more players.</td></tr>
|
|
<tr><td class="parameter">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>
|
|
|
|
<blockquote><table>
|
|
<caption>Damage Control Console Variables</caption>
|
|
<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 <strong>overlays
|
|
require DirectX 9 or newer</strong> 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>
|
|
|
|
<blockquote><table>
|
|
<caption>Overlay Console Variables</caption>
|
|
<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>
|
|
<caption>Money Console Variables</caption>
|
|
<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>
|
|
|
|
<blockquote><table>
|
|
<caption>Visual Effect Console Variables</caption>
|
|
<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><strong>Note:</strong> 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><strong>Note:</strong> 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><strong>Note:</strong> 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 class="valueoption">255 255 0</td><td>Yellow</td></tr>
|
|
<tr><td class="valueoption">255 0 255</td><td>Purpule</td></tr>
|
|
<tr><td class="valueoption">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><strong>Note:</strong> 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 class="valueoption">255 255 0</td><td>Yellow</td></tr>
|
|
<tr><td class="valueoption">255 0 255</td><td>Purpule</td></tr>
|
|
<tr><td class="valueoption">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><strong>Note:</strong> 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><strong>Note:</strong> 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 class="valueoption">-2</td><td>No effect</td></tr>
|
|
<tr><td class="valueoption">-1</td><td>Random effect</td></tr>
|
|
<tr><td class="valueoption">0</td><td>Energy dissolve</td></tr>
|
|
<tr><td class="valueoption">1</td><td>Heavy electrical dissolve</td></tr>
|
|
<tr><td class="valueoption">2</td><td>Light electrical dissolve</td></tr>
|
|
<tr><td class="valueoption">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>
|
|
|
|
<blockquote><table>
|
|
<caption>Sound Effect Console Variables</caption>
|
|
<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>
|
|
|
|
<blockquote><table>
|
|
<caption>Respawn Console Variables</caption>
|
|
<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
|
|
respawned 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 a <strong>zombie</strong> was killed by world damage (doors,
|
|
elevators, explosions, or any kind of suicide). If the mother zombie haven't spawned yet,
|
|
players are always respawned 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>
|
|
|
|
<blockquote><table>
|
|
<caption>ZSpawn Console Variables</caption>
|
|
<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>
|
|
|
|
<blockquote><table>
|
|
<caption>Spawn Protection Console Variables</caption>
|
|
<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">250.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Running speed for spawn protected players. Speed value depends on the speed method used.
|
|
See the table below for examples:</p>
|
|
<table>
|
|
<tr>
|
|
<th>Speed method</th>
|
|
<th>Normal speed</th>
|
|
<th>Double speed</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">LMV</td>
|
|
<td class="parameter">300.0</td>
|
|
<td class="parameter">600.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="parameter">prop</td>
|
|
<td class="parameter">0.0</td>
|
|
<td class="parameter">250.0</td>
|
|
</tr>
|
|
</table>
|
|
</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>
|
|
|
|
<blockquote><table>
|
|
<caption>ZSpawn Command</caption>
|
|
<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 class="parameter">target</td><td>A SourceMod target string with one or more
|
|
players.</td></tr>
|
|
<tr><td class="parameter">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>
|
|
|
|
<blockquote><table>
|
|
<caption>Teleport Console Variables</caption>
|
|
<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>
|
|
|
|
<blockquote><table>
|
|
<caption>Teleport Console Command</caption>
|
|
<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 class="parameter">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>
|
|
|
|
<blockquote><table>
|
|
<caption>HP Display Console Variables</caption>
|
|
<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><strong>Note:</strong> 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>
|
|
|
|
<blockquote><table>
|
|
<caption>Jump Boost Console Variables</caption>
|
|
<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><strong>Note:</strong> 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>(<strong>Note:</strong> 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><code>data/antistick.dat</code></p></blockquote>
|
|
|
|
<blockquote><table>
|
|
<caption>Anti-Stick Console Variables</caption>
|
|
<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><strong>Note:</strong> 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><strong>Note:</strong> 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>Volumetric Features is a way to do various stuff on players when they enter custom created
|
|
volumes in a map. A volume is rectangular and is created by using two coordinates in the map that
|
|
defines the three-dimensional area.</p>
|
|
|
|
<p class="imagetext"><img src="images/zm_crazys_warehouse_be4_anticamp.jpg" width="700" height="342"
|
|
alt="Visualized anti-camp volume" />
|
|
<br />This is a visualized volume where the red border is the volume, and the blue or green circles are
|
|
examples of what points in the map that could be used.</p>
|
|
|
|
<p>Known issues/bugs:</p>
|
|
<ul>
|
|
<li>Volumes placed in spawn areas won't take effect on them until they leave the area and go
|
|
back in. There's a bug where it doesn't apply to spawned players.</li>
|
|
<li>Avoid overlapping volumes of same type. There's currently no conflict handling and whichever
|
|
volume the player enter or leave last will be triggered.</li>
|
|
</ul>
|
|
|
|
<h4><a name="3.23.1" />1. Creating A Volume</h4>
|
|
|
|
<p>To create a volume go into spectactor mode (or no-clip). Enable position display in the client
|
|
(<span class="code">cl_showpos 1</span>), the numbers appear in the top right corner of the scteen.
|
|
Visualize a rectangular area and move to one of its corners. Get the x, y and z coordinates (make
|
|
sure you don't miss the "-" if it's a negative number). Go to the diagonally oposite corner, in the
|
|
oposite height and get the second set of coordinates.</p>
|
|
|
|
<p>Use the <span class="code">zr_vol_add</span> console command in map configs to add volumes.</p>
|
|
|
|
<p>Short summary:</p>
|
|
|
|
<ol>
|
|
<li>Go into spectator mode or no-clip</li>
|
|
<li>Enable position display: <span class="code">cl_showpos 1</span></li>
|
|
<li>Go to one of the corners, get the coordinates</li>
|
|
<li>Go to the diagonally oposite corner, in the oposite height and get the second set of
|
|
coordinates.</li>
|
|
<li>Use these coordinates in the <span class="code">zr_vol_add</span> command along with
|
|
additional attributes.</li>
|
|
</ol>
|
|
|
|
<p><strong>Note:</strong> Make sure all volumes start a little bit <em>below</em> players' feet so
|
|
they are covered by the volume. Otherwise nothing will happend.</p>
|
|
|
|
<h4><a name="3.23.2" />2. Volume Attributes</h4>
|
|
|
|
<p>Each volume has a set of standard attributes that tell how it should behave and look like.
|
|
In addition each feature has a set of attributes. All attributes have default values and are
|
|
not required, except the type attribute.</p>
|
|
|
|
<p>These are the generic attributes and apply to all volumes:</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Generic Volume Attributes</caption>
|
|
<tr>
|
|
<th class="namewidth">Attribute:</th>
|
|
<th class="mediumwidth">Value type:</th>
|
|
<th class="mediumwidth">Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">type</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">-</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Note:</strong> This attribute is required!</p>
|
|
<p>Specified the volumetric feature type.</p>
|
|
<p>Valid options:</p>
|
|
<table>
|
|
<tr><td class="valueoption">anticamp</td><td><a href="#3.23.4">Anti-Camp</a> volume.</td></tr>
|
|
<tr><td class="valueoption">classedit</td><td><a href="#3.23.5">Class editor</a> volume.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">teamfilter</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"all"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Sets the team filtering settings.</p>
|
|
<p>Valid options:</p>
|
|
<table>
|
|
<tr><td class="valueoption">all</td><td>Applies to all players.</td></tr>
|
|
<tr><td class="valueoption">humans</td><td>Applies to humans only.</td></tr>
|
|
<tr><td class="valueoption">zombies</td><td>Applies to zombies only.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">delay</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Trigger delay. Number of seconds to wait when a player enter the volume before
|
|
triggering actions. Time is in seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">effect</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"none"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Note:</strong> Incomplete, this attribute is ignored.</p>
|
|
<p>What effect to apply to the volume</p>
|
|
<p>Valid options:</p>
|
|
<table>
|
|
<tr><td class="valueoption">none</td><td>No effect.</td></tr>
|
|
<tr><td class="valueoption">wireframe</td><td>Draw a wireframe.</td></tr>
|
|
<tr><td class="valueoption">smoke</td><td>Put smoke in the volume.</td></tr>
|
|
<tr><td class="valueoption">fire</td><td>Put fire in the volume.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">effect_color</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"0,0,0"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Note:</strong> Incomplete, this attribute is ignored.</p>
|
|
<p>Color of the effect. RGB format, represented by three numbers from 0 to 255 separated
|
|
by a comma. Syntax: <span class="code"><red>,<green>,<blue></span></p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">enabled</td>
|
|
<td class="commandheader">boolean</td>
|
|
<td class="commandheader">1</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Set the initial enabled setting on the volume. Usually this attribute won't be used.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.23.3" />3. Volume Commands</h4>
|
|
|
|
<blockquote><table>
|
|
<caption>Volume Commands</caption>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_vol_add <x1> <y1> <z1> <x2> <y2>
|
|
<z2> <type> [params]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Creates a rectangular volume in the map.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td class="parameter">x1, y1, z1</td><td>First set of coordinates.</td></tr>
|
|
<tr><td class="parameter">x2, y2, z2</td><td>Second set of coordinates.</td></tr>
|
|
<tr><td class="parameter">type</td><td>Volumetric feature type. Described in
|
|
<a href="#3.23.2">Volume Attributes</a>.</td></tr>
|
|
<tr><td class="parameter">params</td><td>Additional key-value chain of volume
|
|
attributes, separated by space. Syntax: <span class="code">attribute=value
|
|
attribute=value ...</span></td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_vol_remove <volume index></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Removes an existing volume in the map.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td class="parameter">volume index</td><td>Zero-based index of volume (ID) to
|
|
remove.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_vol_list [volume index]</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Lists existing volumes in the map, or dumps volume details.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td class="parameter">volume index</td><td>Optional. Zero-based index of volume
|
|
(ID) to dump.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_vol_dumpstates <userid|targetname></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p>Dumps a list of all volumes and a indicator whether the target is in it or not.</p>
|
|
<p>Parameters:</p>
|
|
<table>
|
|
<tr><td class="parameter">userid|targetname</td><td>A SourceMod target string to a single player.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h4><a name="3.23.4" />4. Anti-Camp</h4>
|
|
|
|
<p>The anti-camp feature can be used to force players to leave areas that are considered unfair or
|
|
not allowed. It uses a timer to trigger actions at a specified interval. In addition warning messages
|
|
can be displayed to player that enter the volume.</p>
|
|
|
|
<p>Do not overuse anti-camp volumes in maps, players don't like that. Instead look for alternate
|
|
solutions like using a class editor volume to set knock back in tubes/vents.</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Anti-Camp Attributes</caption>
|
|
<tr>
|
|
<th class="namewidth">Attribute:</th>
|
|
<th class="mediumwidth">Value type:</th>
|
|
<th class="mediumwidth">Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">interval</td>
|
|
<td class="commandheader">number</td>
|
|
<td class="commandheader">5</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Trigger interval. How often to apply actions on players in the volume. Time is in
|
|
seconds.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">action</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"damage"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>What kind of action to apply.</p>
|
|
<p>Valid options:</p>
|
|
<table>
|
|
<tr><td class="valueoption">none</td><td>Do nothing. Useful for just giving warning
|
|
messages.</td></tr>
|
|
<tr><td class="valueoption">damage</td><td>Hurt player.</td></tr>
|
|
<tr><td class="valueoption">slay</td><td>Kill player.</td></tr>
|
|
<tr><td class="valueoption">drug</td><td>(Incomplete!) Drug player. Players will be
|
|
un-drugged when leaving volume.</td></tr>
|
|
<tr><td class="valueoption">ignite</td><td>Set player on fire. Players will be extinguished
|
|
when leaving volume.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">amount</td>
|
|
<td class="commandheader">decimal</td>
|
|
<td class="commandheader">5.0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Specifies amount to apply depending on action type.</p>
|
|
<p>Amount type for action:</p>
|
|
<table>
|
|
<tr><td class="valueoption">none</td><td>(ignored)</td></tr>
|
|
<tr><td class="valueoption">damage</td><td>Health points</td></tr>
|
|
<tr><td class="valueoption">slay</td><td>(ignored)</td></tr>
|
|
<tr><td class="valueoption">drug</td><td>Time in seconds</td></tr>
|
|
<tr><td class="valueoption">ignite</td><td>Time in seconds</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">"chat"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p>Where to show warning message.</p>
|
|
<p>Valid options:</p>
|
|
<table>
|
|
<tr><td class="valueoption">none</td><td>Don't show a warning message.</td></tr>
|
|
<tr><td class="valueoption">chat</td><td>Display in client's chat area.</td></tr>
|
|
<tr><td class="valueoption">center</td><td>Display warning text centered on the screen.</td></tr>
|
|
<tr><td class="valueoption">menu</td><td>Display warning in a menu panel, stays open for
|
|
30 seconds or when closed.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">message</td>
|
|
<td class="commandheader">text</td>
|
|
<td class="commandheader">""</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Note:</strong> Incomplete, this attribute is ignored.</p>
|
|
<p>Use custom warning message (max 255 byte). Leave blank to use default warning
|
|
message.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.23.5" />5. Class Editor</h4>
|
|
|
|
<p>(Docs incomplete.)</p>
|
|
|
|
|
|
<h3><a name="3.24" />3.24 Admin Authentication</h3>
|
|
|
|
<p>Zombie:Reloaded use SourceMod to authenticate players. There are two ways to do this; flag based
|
|
or group based. With flag authentication a certain admin flag is required to be set, and with group
|
|
authentication the player must be member of a certain group to do certain types of operations.</p>
|
|
|
|
<p>The reason to use group authentication could be to let admins have full access in SourceMod so
|
|
they get access to configure all plugins, but still limit access to commands in Zombie:Reloaded.
|
|
When using flag authentication the permissions will be global across all plugins, including
|
|
Zombie:Reloaded.</p>
|
|
|
|
<h4><a name="3.24.1" />1. Admin Flags Used In Zombie:Reloaded</h4>
|
|
|
|
<p>Admins must have the appropriate
|
|
<a href="http://wiki.alliedmods.net/Adding_Admins_(SourceMod)#Levels">SourceMod admin flags</a> to
|
|
do certain types of operations. Below is a list of all flags used in Zombie:Reloaded and what type
|
|
of operation they grant:</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Admin Flags Used In Zombie:Reloaded</caption>
|
|
<tr>
|
|
<th>Flag:</th>
|
|
<th>Operation type:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="parameter">generic</td>
|
|
<td>Access to generic operations like infecting, teleporting, and spawning players.</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="parameter">config</td>
|
|
<td>Access to operations that change settings in Zombie:Reloaded.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.24.2" />2. Predefined Admin Groups</h4>
|
|
|
|
<p>If group authentication is used, admins must be member of one of these
|
|
<a href="http://wiki.alliedmods.net/Adding_Groups_(SourceMod)">SourceMod groups</a> to do the
|
|
following operations:</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Predefined Admin Groups</caption>
|
|
<tr>
|
|
<th>Group:</th>
|
|
<th>Operation type:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="valueoption">zr_admins</td>
|
|
<td>Full access to all commands in Zombie:Reloaded.</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="valueoption">zr_moderators</td>
|
|
<td>Access to generic operations like infecting, teleporting, and spawning players.</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="valueoption">zr_configurators</td>
|
|
<td>Access to operations that change settings in Zombie:Reloaded.</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
<h4><a name="3.24.3" />3. Console Variables</h4>
|
|
|
|
<blockquote><table>
|
|
<caption>Permission Console Variables</caption>
|
|
<tr>
|
|
<th>Console variable:</th>
|
|
<th>Default:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">zr_permissions_use_groups</td>
|
|
<td class="commandheader">0</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="2">
|
|
<p>Use group authentication instead of flags to access admin features. Generic admin
|
|
flag is still required on some features.</p>
|
|
<p>Options:<br />
|
|
0 or 1</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h2><a name="4" />4. How To Play</h2>
|
|
|
|
<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 zombies, 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="#3.23.5">class editor volume</a> or <a href="#3.23.4">anti-camp</a> in tubes and
|
|
vents.</p>
|
|
|
|
|
|
<h2><a name="5" />5. Troubleshooting</h2>
|
|
|
|
<h3><a name="5.1" />5.1 Verifying Requirements</h3>
|
|
<h3><a name="5.2" />5.2 Startup</h3>
|
|
|
|
<h3><a name="5.3" />5.3 Error Messages</h3>
|
|
|
|
<p>There are several error levels that are handled differently in the plugin. <em>Fatal</em> errors
|
|
will stop the plugin, <em>errors</em> might disable features, and <em>warnings</em> will usually fall
|
|
back to a default action.</p>
|
|
|
|
<blockquote><table>
|
|
<caption>Error Messages</caption>
|
|
<tr>
|
|
<th class="mediumwidth">Module:</th>
|
|
<th class="tinywidth">Type:</th>
|
|
<th>Message:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">-</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Unexpected error encountered loading: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Something wrong happened when trying to parse/open a
|
|
configuration file.</p>
|
|
<p><strong>Cause:</strong> File does not exist, file permissions, or (for developers:)
|
|
that invalid file structure were specified when loading.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">account</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CCSPlayer::m_iAccount" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for accessing players' money value
|
|
wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">config</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Invalid reload function for config: <module config></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't get the function for reloading the specified
|
|
module. This should never happend, unless someone tampered with the code.</p>
|
|
<p><strong>For developers:</strong> If you're doing modifications/additions in the config
|
|
system make sure you "register" the module as described in top of
|
|
<code>config.inc</code>.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">downloads</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Missing downloads file: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Startup validation failed because the
|
|
<a href="#3.6">list of downloads</a> could not be found.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">downloads</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Missing file <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find the specified file during validation of
|
|
download list content. Verify that the path is correct (path is relative to the
|
|
<code>cstrike</code> folder). Check for typos.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">hitgroups</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Missing hitgroups file: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Cause:</strong>Startup validation failed because the <a href="#3.9">hit groups
|
|
file</a> could not be found.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">hitgroups</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">No usable data found in hitgroups config file: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Cause:</strong> The hit groups file is empty, - or there's a typo so the parser
|
|
think it's empty. Check for missing quotes (") or brackets ({ }).</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">hitgroups</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Unexpected error caching data from hitgroups config file: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Something wrong happened when trying to parse/open a
|
|
configuration file.</p>
|
|
<p><strong>Cause:</strong> Usually file permissions, or (for developers:) that invalid
|
|
file structure were specified when loading.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">hitgroups</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Couldn't cache hitgroup data for: <hit group name></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find the specified hit group name in the
|
|
configuration file.</p>
|
|
<p><strong>Cause:</strong> A quote is missing somewhere, or the hit group section is
|
|
actually missing.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Missing model list: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Startup validation failed because the
|
|
<a href="#3.5">list of models</a> could not be found.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Can't find any models in<file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The model file is empty or corrupt. Check for missing
|
|
quotes, etc.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Maximum number of models reached (<max models>).
|
|
Skipping other models.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> There's too many models in the model list, and the
|
|
rest of the list is ignored.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Invalid model name/path setting at index <index>.
|
|
File not found: <model file>.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The specified model file could not be found, verify
|
|
<code>path</code> and <code>name</code> attributes. Path must end with "/".</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Invalid model team setting at index <index>:
|
|
<attribute value>.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Model <code>team</code> attribute failed validation.
|
|
Check for typos and that it has a valid value.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Invalid model access setting at index <index>:
|
|
<attribute value>.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Model <code>access</code> attribute failed validation.
|
|
Check for typos and that it has a valid value.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Invalid model group setting at index <index>.
|
|
Couldn't find SourceMod group <group name>.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The specified group name does not exist in the
|
|
<a href="http://wiki.alliedmods.net/Adding_Groups_(SourceMod)">SourceMod group list</a>.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Error opening directory: <directory></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't open the directory specified in
|
|
<code>path</code> attribute. Verify that the game server has read access, and access to
|
|
list files in that directory.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Couldn't find any model files for <model name>. Check
|
|
<code>name</code> and <code>path</code>.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Files starting with the model name could not be found
|
|
in the specified path. Verify that the <code>name</code> attribute only contains the
|
|
model name, and not the path.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">models</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Missing public model in <model list file>. There must be at
|
|
least one public model.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> There's no public models to be assigned either/both
|
|
zombies and humans. Verify that <code>access</code> attribute is "public" on at least
|
|
one model per team.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CBaseEntity::m_nWaterLevel" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' water level
|
|
wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CBasePlayer::m_vecVelocity[0]" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' velocity
|
|
wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CCSPlayer::m_flLaggedMovementValue" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' speed/movement
|
|
wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CCSPlayer::m_bHasNightVision" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' night vision
|
|
settings wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CCSPlayer::m_bNightVisionOn" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' night vision
|
|
setttings wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CBasePlayer::m_iFOV" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' field of
|
|
view setting wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Can't load game config file (plugin.zombiereloaded.txt) from the
|
|
gamedata directory.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required configuration file with offsets and
|
|
function signatures wasn't found, or couldn't be loaded.</p>
|
|
<p><strong>Cause:</strong> Usually file permissions.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Signature "CGameRules::TerminateRound" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required function signature for terminating the
|
|
round wasn't found</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">offsets</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Signature "CBasePlaye::CSWeaponDrop" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required function signature for dropping players'
|
|
weapons wasn't found</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Failed to set <class name> as default spawn class
|
|
for team <team id>. The class doesn't exist or the team IDs doesn't match. Falling
|
|
back to the first class in the team.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find the specified class name, or there's no
|
|
class with that name and team id. Default class in class configuration will be used.</p>
|
|
<p><strong>Cause:</strong> Typo in plugin configuration or class configuration, the
|
|
specified class is a human class while it expected a zombie class (or oposite), - or
|
|
the class has wrong team id set.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Missing playerclasses config file <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find the specified class configuration file.
|
|
Verify that the <code>zr_config_path_playerclasses</code> console variable is correct.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Can't find any classes in <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> There's no classes.</p>
|
|
<p><strong>Cause:</strong> Usually a missing quote (") or bracket ({ }).</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Maximum classes reached (<max classes>). Skipping
|
|
other classes.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Maximum number of classes reached during parsing.
|
|
Additional classes are skipped.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Invalid class at index <class index>, disabled class.
|
|
Class error flags: <flags>.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The specified class has one or more invalid attribute
|
|
values. Class will be disabled. Check the <a href="#3.7.3">flag value</a> to find out
|
|
what attributes that are invalid.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">The class configuration doesn't match the team requirements.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Class requirement conditions not met. See
|
|
<a href="#3.7.3">Class Requirements (3.7.3)</a> for details. Zombie:Reloaded will not
|
|
start without valid classes.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Couldn't find a default class for one or more teams. At least one
|
|
class per team must be marked as default.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Missing a default class for humans or zombies. See
|
|
<a href="#3.7.3">Class Requirements (3.7.3)</a> for details. Zombie:Reloaded will not
|
|
start without valid classes.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Failed to get the specified zombie class, falling back
|
|
to default class in class config. Check spelling in "zr_classes_default_zombie".</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find the class specified in
|
|
<code>zr_classes_default_zombie</code>. Check for typos.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">playerclasses</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Failed to get the specified human class, falling back
|
|
to default class in class config. Check spelling in "zr_classes_default_human".</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find the class specified in
|
|
<code>zr_classes_default_human</code>. Check for typos.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">soundeffects</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Invalid sound file specified in "zr_ambientsounds_file": <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find the sound file. The path is relative to
|
|
the <code>cstrike/sound</code> folder. Check for typos.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">soundeffects</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Ambient sound volume specified in "zr_ambientsounds_volume" is either muted or invalid.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Volume has a invalid value (zero or negative). Valid
|
|
range is from 0.1 to 1.0.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">soundeffects</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Ambient sound length specified in "zr_ambientsounds_length" is invalid.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The specified sound file length is zero or negative. Must be positive.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">visualeffects</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CCSPlayer::m_hRagdoll" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' ragdoll
|
|
wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">visualeffects</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Couldn't find handle to cvar: "sv_skyname"</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Couldn't find cvar <code>sv_skyname</code>.</p>
|
|
<p><strong>Cause:</strong> This is most likely caused by running Zombie:Reloaded on
|
|
another mod than it's made for. Counter-Strike: Source is required.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">volfeatures</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Invalid interval <interval> in anticamp volume
|
|
<id>.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Invalid attribute value. Must be positive and non-zero.
|
|
Volume will be disabled.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">volfeatures</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Console variable "zr_vol_update_interval" is zero or
|
|
negative. Must be positive. Volumetric Features will be disabled.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Invalid value. Must be positive and non-zero.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">volfeatures</td>
|
|
<td class="commandheader">warning</td>
|
|
<td class="commandheader">Warning: Console variable "zr_vol_trigger_interval" is zero or
|
|
negative. Must be positive. Volumetric Features will be disabled.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Invalid value. Must be positive and non-zero.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CBaseCombatWeapon::m_iClip1" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' primary
|
|
ammo value wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CBaseCombatWeapon::m_iClip2" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' secondary
|
|
ammo value wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CBasePlayer::m_iAmmo" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' reserve
|
|
ammo value wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CBasePlayer::m_hActiveWeapon" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' active
|
|
weapon index wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Missing weapons config file: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Could not find the <a href="#3.8">weapons configuration
|
|
file</a>. Check for typos in console variable <code>zr_config_path_weapons</code>.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">No usable data found in weapons config file: <file></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Cause:</strong> The weapon config file is empty, - or there's a typo so the
|
|
parser think it's empty. Check for missing quotes (") or brackets ({ }).</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Couldn't cache weapon data for: <weapon name> (check weapons
|
|
config)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The specified weapon name wasn't found in weapon
|
|
configuration file.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">fatal</td>
|
|
<td class="commandheader">Offset "CCSPlayer::m_bInBuyZone" was not found.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The required offset for getting players' buy zone
|
|
state wasn't found.</p>
|
|
<p><strong>Cause:</strong> Usually a update by Valve. Report to a Zombie:Reloaded
|
|
developer.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Invalid weapon (<weapon name>) selected from the ZMarket menu.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> Something went wrong when converting a weapon name
|
|
to a weapon index. This should never happend, and if so it's a bug.</p>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader">weapons</td>
|
|
<td class="commandheader">error</td>
|
|
<td class="commandheader">Client <player name> attempted to buy weapon entity <weapon
|
|
name> marked as a projectile. Check your weapon config.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent" colspan="3">
|
|
<p><strong>Description:</strong> The weapon is probably not a grenade type. Check the
|
|
<code>weapontype</code> attribute of that weapon.</p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
|
|
|
|
<h3><a name="5.4" />5.4 Common Problems</h3>
|
|
|
|
<h4>Unable to load extension "zrtools.ext.so": Could not find interface: IPlayerManager</h4>
|
|
|
|
<p>ZR Tools in beta 1 was compiled based on a development snapshot of SourceMod so it requred
|
|
a newer version of SourceMod than the latest stable release at that time. It's now compiled based
|
|
on SourceMod 1.2.</p>
|
|
|
|
<p><strong>Solution:</strong> Update SourceMod.</p>
|
|
|
|
|
|
<h4>"ERROR" models or pink (checkerboard) models</h4>
|
|
|
|
<p>Big "ERROR" models on zombies/humans is usually caused by missing files. Common causes
|
|
are:</p>
|
|
|
|
<ul>
|
|
<li>Model files missing in download list</li>
|
|
<li>Model files missing on server</li>
|
|
<li>Typo in model list</li>
|
|
<li>Typo in class configuration ("model_path" attribute)</li>
|
|
<li>Missing or incorrect whitelist settings on pure servers</li>
|
|
</ul>
|
|
|
|
|
|
<h4>Model not precached</h4>
|
|
|
|
<p>This is usually caused by classes that specify models that isn't added to the model list.</p>
|
|
|
|
<p>The model list is limited and models after that limit is ignored. Check error logs for warnings
|
|
about full model list.</p>
|
|
|
|
|
|
<h4>Freeze/lag on infection</h4>
|
|
|
|
<p>When a human get infected the server freeze for a short amount of time. This might be caused
|
|
by too detailed models, or a cache problem.</p>
|
|
|
|
<p><strong>Solution:</strong> Try "sv_forcepreload 1" in the server's configuration file.
|
|
"cl_forcepreload 1" on the client might help too, but servers can't set that console variable
|
|
on clients.</p>
|
|
|
|
|
|
<h4>Bouncing props</h4>
|
|
|
|
<p>This is bug in the Source engine and we can't do anything about it, but avoid stuff that is
|
|
known to trigger this bug.</p>
|
|
|
|
<p>Anti-Stick might trigger this bug in some cases, but it also might depend on the map.</p>
|
|
|
|
<p>More info: <a href="http://forums.alliedmods.net/showthread.php?t=99819">Engine Bug:
|
|
"Physical Mayhem" Discussion</a></p>
|
|
|
|
|
|
<h4>Compatibility problems with Duke Hacks</h4>
|
|
|
|
<p>This is not confirmed, but ZR Tools and Duke Hacks might not work well together on the same
|
|
server. Try disable plugins that use Duke Hacks if wierd problems show up.</p>
|
|
|
|
|
|
<h4>Deleting/removing all main plugin configuration files solved random crashes</h4>
|
|
|
|
<p>We got reports about random crashes and one discovered that deleting main plugin configuration
|
|
files so they are regenerated stopped random crashes. This might work because some configs might
|
|
have invalid values that could crash some plugins.</p>
|
|
|
|
<p>Instead of deleting configuration files, they can be moved outside the mods root folder so
|
|
they're not loaded. Don't move all files at once, move one by one so it's possible to figure out
|
|
what plugin that is causing random crashes.</p>
|
|
|
|
|
|
<h4>Server is crashing on certain maps after a few seconds</h4>
|
|
|
|
<p>We've seen servers that crash only on certain maps. The map is loaded but after a few seconds
|
|
the server crash (probably when a mother zombie is infected).</p>
|
|
|
|
<p>The problem was a typo in the map config file for that map (a missing quote (") in this
|
|
case). Rename the map config so it's not executed and try again. If the crash disappeared look
|
|
for typos.</p>
|
|
|
|
|
|
<h4>Problem with big config files</h4>
|
|
|
|
<p>The main plugin configuration file is sometimes executed late, after map configs. This is
|
|
caused by a bug in SourceMod where <a href="https://bugs.alliedmods.net/show_bug.cgi?id=3828">
|
|
commands are executed late</a>. The bug is already fixed, but in the 1.3 branch.</p>
|
|
|
|
<p>Because of this bug map configs might be useless to change settings (cvars), but some
|
|
commands still work (like setting multipliers and adding volumes).</p>
|
|
|
|
|
|
<h4>Zombie:Reloaded conflicts with plugins that change player model/skin and speed</h4>
|
|
|
|
<p>Other mods and plugins that change player models (like Mani Admin Pugin) is conflicting
|
|
with Zombie:Reloaded because of the class system.</p>
|
|
|
|
<p>A possible solution is to use "no_change" in the <code>model_path</code> class attribute
|
|
on all human classes. Then human players' model control will be released to other plugins.</p>
|
|
|
|
|
|
<h4>Do not run ESTools, it's not compatible with SourceMod</h4>
|
|
<p>ESTools is causing wierd problems when running along with SourceMod.</p>
|
|
|
|
|
|
<h2><a name="6" />6. Server Administration Guide</h2>
|
|
|
|
<h3><a name="6.1" />6.1 Adding Custom Content</h3>
|
|
|
|
<h4><a name="6.1.1" />6.1.1 Managing Resources</h4>
|
|
|
|
<p>Resources like models, materials and sounds must be made available for download to players on
|
|
the server. Zombie:Reloaded need a list of what files do be downloaded on the players' client.
|
|
Currently it's only two lists; models and downloads.</p>
|
|
|
|
<p><strong>Note:</strong> The ambiecne sound file doesn't need to be listed.</p>
|
|
|
|
<h4><a name="6.1.2" />6.1.2 Adding Models</h4>
|
|
|
|
<p>When adding models, update following modules:</p>
|
|
|
|
<ul>
|
|
<li>Place model files on the server in "cstrike/models/player/<...>" and model materials
|
|
in "cstrike/materials/player/<...>".</li>
|
|
<li>Add model in <a href="#3.5">model configuration</a>.</li>
|
|
<li>Add model material files to <a href="#3.6">download list</a>.</li>
|
|
<li>Update model_path attribute on one or more classes in <a href="#3.7">class configuration</a>
|
|
to use new models. Either by using a predefined setting for random selection, or by directly
|
|
specifying a model file.</li>
|
|
</ul>
|
|
|
|
|
|
<h3><a name="6.2" />6.1 Briefing - Map Configuration Files</h3>
|
|
<h3><a name="6.3" />6.2 Map Balance</h3>
|
|
|
|
<h3><a name="6.4" />6.3 Tuning Knock Back</h3>
|
|
|
|
<p>A guide on tuning knock back. It will help finding the default knock back that is used as base
|
|
value for all classes.</p>
|
|
|
|
<ol>
|
|
<li>Make a new zombie class with normal Counter-Strike: Source settings:
|
|
<blockquote><table>
|
|
<tr><td class="parameter">fov</td><td class="code">90</td></tr>
|
|
<tr><td class="parameter">speed</td><td class="code">300</td></tr>
|
|
<tr><td class="parameter">knockback</td><td class="code">1.0</td></tr>
|
|
<tr><td class="parameter">jump_height</td><td class="code">1.0</td></tr>
|
|
<tr><td class="parameter">jump_distance</td><td class="code">1.0</td></tr>
|
|
</table></blockquote>
|
|
</li>
|
|
<li>Disable hit groups module.</li>
|
|
<li>Set all weapon knock back multipliers to 1.0 in weapon configuration.</li>
|
|
<li>Join the game and get someone to help. Use that new zombie class.</li>
|
|
<li>Open knock back multiplier menu and leave it open: !zadmin > Class Multipliers > Zombies
|
|
> Knock Back</li>
|
|
<li>Experiment by increasing or decreasing multiplier to get a good feeling on its sensitivity.
|
|
Then start testing in an open area to make a good balance between zombies and humans. Also test
|
|
it while climbing on boxes.</li>
|
|
<li>Once the balance is good, note the multiplier value. This is the actual value since all
|
|
other multipliers are 1.0. This value will be used as base knock back and can be set on all
|
|
zombies. Currently there's no in-game multiplier menu for hit groups, but it can be reloaded
|
|
after changes are made, whithout restarting the server.</li>
|
|
<li>Set knock back on other zombie classes in class configuration based on this vlaue, whether
|
|
they should be stronger or weaker.</li>
|
|
<li>Enable hit groups and adjust the knock back multiplier per hit group. Note that it's a
|
|
multiplier and there should be only tiny changes from 1.0.</li>
|
|
<li>Adjust weapon knock back in weapon configuration. The best is to keep these as close to
|
|
1.0 as possible. Knock back also depends on how much damage that's done, so pistols could
|
|
have increased values, and shot guns can be decreased.</li>
|
|
</ol>
|
|
|
|
<h3><a name="6.5" />6.4 Map Time</h3>
|
|
<h3><a name="6.6" />6.5 Servers With Unlimited Ammo And No Reloading</h3>
|
|
|
|
|
|
<h2><a name="7" />7. Reporting Bugs And Problems</h2>
|
|
|
|
<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>Check if you use the newest official release of Zombie:Reloaded.</li>
|
|
<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 (some keywords 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>
|
|
|
|
<p>Browseable source code repositories: <a href="http://helgeby.no-ip.org/zrdev/hg">Zombie:Reloaded
|
|
Source</a></p>
|
|
|
|
|
|
<p><a href="http://validator.w3.org/check?uri=referer"><img src="http://www.w3.org/Icons/valid-xhtml10"
|
|
height="31" width="88" alt="Valid XHTML 1.0 Strict" class="noborder" /></a></p>
|
|
|
|
<!-- Templates:
|
|
<h4><a name="a" /></h4>
|
|
<p></p>
|
|
<blockquote><p><code></code></p></blockquote>
|
|
|
|
<table>
|
|
<tr><td></td><td></td></tr>
|
|
</table>
|
|
|
|
<blockquote><table>
|
|
<caption></caption>
|
|
<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>
|
|
<caption></caption>
|
|
<tr>
|
|
<th>Syntax:</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td class="commandheader"></td>
|
|
</tr>
|
|
<tr>
|
|
<td class="indent">
|
|
<p></p>
|
|
</td>
|
|
</tr>
|
|
</table></blockquote>
|
|
-->
|
|
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
</body>
|
|
</html>
|