https://panel.csduragi.com/urun/editor/ ... plague.ini Standart Dosya İçi
https://panel.csduragi.com/urun/editor/ ... plague.cfg Standart Dosya İçi
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Default Dosya İçi
Moderatör: Moderatörler
-
Konu Sahibi
Yasaklı Üye - Mesajlar: 187
- Kayıt: Sal Tem 25, 2017 11:15 am
- Server Ip/DNS: TS3.Jessinary.COM
- Clan İsmi: JessinaryClanJB
-
- Mesajlar: 822
- Kayıt: Prş Haz 07, 2018 6:18 pm
- Konum: İstanbul
- Clan İsmi: Ke$`h Gaming
- İletişim:
Default Dosya İçi
Kod: Tümünü seç
; ------------------------------------
; Zombie Plague 5.0 Customization File
; ------------------------------------
; Any changes you make here will be
; automatically loaded at map start
; Note: No error parsing is done for this.
; Make sure you don't mistype anything.
[Access Flags]
MAKE ZOMBIE = d
MAKE HUMAN = d
MAKE NEMESIS = d
MAKE SURVIVOR = d
RESPAWN PLAYERS = d
ADMIN MODELS = d
START GAME MODE = d
[Player Models] (randomly chosen if more than one)
NEMESIS = zombie_source
SURVIVOR = leet , sas
ADMIN ZOMBIE = zombie_source
ADMIN HUMAN = vip
[Weapon Models]
V_KNIFE HUMAN = models/v_knife.mdl
V_KNIFE NEMESIS = models/zombie_plague/v_knife_zombie.mdl
V_WEAPON SURVIVOR = models/v_m249.mdl
GRENADE INFECT = models/zombie_plague/v_grenade_infect.mdl
GRENADE FIRE = models/zombie_plague/v_grenade_fire.mdl
GRENADE FROST = models/zombie_plague/v_grenade_frost.mdl
GRENADE FLARE = models/zombie_plague/v_grenade_flare.mdl
V_KNIFE ADMIN HUMAN = models/v_knife.mdl
V_KNIFE ADMIN ZOMBIE = models/zombie_plague/v_knife_zombie.mdl
[Grenade Sprites]
TRAIL = sprites/laserbeam.spr
RING = sprites/shockwave.spr
FIRE = sprites/flame.spr
SMOKE = sprites/black_smoke3.spr
GLASS = models/glassgibs.mdl
[Sounds] (randomly chosen if more than one)
WIN ZOMBIES = ambience/the_horror1.wav , ambience/the_horror3.wav , ambience/the_horror4.wav
WIN HUMANS = zombie_plague/win_humans1.wav , zombie_plague/win_humans2.wav
WIN NO ONE = ambience/3dmstart.wav
ZOMBIE INFECT = zombie_plague/zombie_infec1.wav , zombie_plague/zombie_infec2.wav , zombie_plague/zombie_infec3.wav , scientist/c1a0_sci_catscream.wav , scientist/scream01.wav
ZOMBIE PAIN = zombie_plague/zombie_pain1.wav , zombie_plague/zombie_pain2.wav , zombie_plague/zombie_pain3.wav , zombie_plague/zombie_pain4.wav , zombie_plague/zombie_pain5.wav
NEMESIS PAIN = zombie_plague/nemesis_pain1.wav , zombie_plague/nemesis_pain2.wav , zombie_plague/nemesis_pain3.wav
ZOMBIE DIE = zombie_plague/zombie_die1.wav , zombie_plague/zombie_die2.wav , zombie_plague/zombie_die3.wav , zombie_plague/zombie_die4.wav , zombie_plague/zombie_die5.wav
ZOMBIE FALL = zombie_plague/zombie_fall1.wav
ZOMBIE MISS SLASH = weapons/knife_slash1.wav , weapons/knife_slash2.wav
ZOMBIE MISS WALL = weapons/knife_hitwall1.wav
ZOMBIE HIT NORMAL = weapons/knife_hit1.wav , weapons/knife_hit2.wav , weapons/knife_hit3.wav , weapons/knife_hit4.wav
ZOMBIE HIT STAB = weapons/knife_stab.wav
ZOMBIE IDLE = nihilanth/nil_now_die.wav , nihilanth/nil_slaves.wav , nihilanth/nil_alone.wav , zombie_plague/zombie_brains1.wav , zombie_plague/zombie_brains2.wav
ZOMBIE IDLE LAST = nihilanth/nil_thelast.wav
ZOMBIE MADNESS = zombie_plague/zombie_madness1.wav
ROUND NEMESIS = zombie_plague/nemesis1.wav , zombie_plague/nemesis2.wav
ROUND SURVIVOR = zombie_plague/survivor1.wav , zombie_plague/survivor2.wav
ROUND SWARM = ambience/the_horror2.wav
ROUND MULTI = ambience/the_horror2.wav
ROUND PLAGUE = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav
ROUND ARMAGEDDON = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav
GRENADE INFECT EXPLODE = zombie_plague/grenade_infect.wav
GRENADE INFECT PLAYER = scientist/scream20.wav , scientist/scream22.wav , scientist/scream05.wav
GRENADE FIRE EXPLODE = zombie_plague/grenade_explode.wav
GRENADE FIRE PLAYER = zombie_plague/zombie_burn3.wav , zombie_plague/zombie_burn4.wav , zombie_plague/zombie_burn5.wav , zombie_plague/zombie_burn6.wav , zombie_plague/zombie_burn7.wav
GRENADE FROST EXPLODE = warcraft3/frostnova.wav
GRENADE FROST PLAYER = warcraft3/impalehit.wav
GRENADE FROST BREAK = warcraft3/impalelaunch1.wav
GRENADE FLARE = items/nvg_on.wav
ANTIDOTE = items/smallmedkit1.wav
THUNDER = zombie_plague/thunder1.wav , zombie_plague/thunder2.wav
[Ambience Sounds] (only .wav and .mp3 formats supported, duration is in seconds)
SOUNDS (Infection Mode) = zombie_plague/ambience.wav
DURATIONS (Infection Mode) = 17
SOUNDS (Multiple Infection Mode) =
DURATIONS (Multiple Infection Mode) =
SOUNDS (Swarm Mode) =
DURATIONS (Swarm Mode) =
SOUNDS (Nemesis Mode) =
DURATIONS (Nemesis Mode) =
SOUNDS (Survivor Mode) =
DURATIONS (Survivor Mode) =
SOUNDS (Plague Mode) =
DURATIONS (Plague Mode) =
SOUNDS (Armageddon Mode) =
DURATIONS (Armageddon Mode) =
[Buy Menu Weapons]
PRIMARY = weapon_galil , weapon_famas , weapon_m4a1 , weapon_ak47 , weapon_sg552 , weapon_aug , weapon_scout , weapon_m3 , weapon_xm1014 , weapon_tmp , weapon_mac10 , weapon_ump45 , weapon_mp5navy , weapon_p90
SECONDARY = weapon_glock18 , weapon_usp , weapon_p228 , weapon_deagle , weapon_fiveseven , weapon_elite
GRENADES = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade
[Extra Items: Weapons and their costs]
NAMES = Napalm Nade , Frost Nade , Flare , AWP Magnum Sniper , M249 Para Machinegun , SG550 Auto-Sniper , G3SG1 Auto-Sniper
ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade , weapon_awp , weapon_m249 , weapon_sg550 , weapon_g3sg1
[Weather Effects]
RAIN = 0
SNOW = 0
FOG = 0
FOG DENSITY = 0.0018
FOG COLOR = 128 128 128
[Custom Skies] (randomly chosen if more than one)
ENABLE = 1
SKY NAMES = space
[Lightning Lights Cycle]
LIGHTS = ijklmnonmlkjihgfedcb , klmlkjihgfedcbaabcdedcb , bcdefedcijklmlkjihgfedcb
[Zombie Decals] (for bloodstains/footsteps)
DECALS = 99 , 107 , 108 , 184 , 185 , 186 , 187 , 188 , 189
[Knockback Power for Weapons] (use -1.0 to disable knockback power for the weapon)
P228 = 2.4
SCOUT = 6.5
XM1014 = 8.0
MAC10 = 2.3
AUG = 5.0
ELITE = 2.4
FIVESEVEN = 2.0
UMP45 = 2.4
SG550 = 5.3
GALIL = 5.5
FAMAS = 5.5
USP = 2.2
GLOCK18 = 2.0
AWP = 10.0
MP5NAVY = 2.5
M249 = 5.2
M3 = 8.0
M4A1 = 5.0
TMP = 2.4
G3SG1 = 6.5
DEAGLE = 5.3
SG552 = 5.0
AK47 = 6.0
P90 = 2.0
[Objective Entities] (and anything that would affect gameplay that needs to be removed)
OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
GAMEPLAY = func_vehicle , item_longjump
[SVC_BAD Prevention] (if you experience *many* SVC_BAD kicks, try one of the following)
; A. Increase delay between model changes here (in 0.1 increments until the kicks are gone)
MODELCHANGE DELAY = 0.2
; B. If kicks are happenning at round start, increase this instead
ROUNDSTART DELAY = 2.0
; If you want your models to use custom hitboxes, try enabling this.
; Note: make sure your models have the right hitboxes for CS to use,
; otherwise this setting might cause your server insane cpu usage and lag!
SET MODELINDEX OFFSET = 0
Kod: Tümünü seç
// -----------------------------
// Zombie Plague 5.0 Config File
// -----------------------------
// Any changes you make here will be
// automatically loaded at map start
// Class: Nemesis
// --------------
zp_nemesis_health 0 // Health [0 - base health * player count]
zp_nemesis_base_health 2000 // Base health
zp_nemesis_speed 1.05 // Speed
zp_nemesis_gravity 0.5 // Gravity
zp_nemesis_glow 1 // Glow effect
zp_nemesis_aura 1 // Aura effect
zp_nemesis_aura_color_R 150 // Aura color (red)
zp_nemesis_aura_color_G 0 // Aura color (green)
zp_nemesis_aura_color_B 0 // Aura color (blue)
zp_nemesis_damage 2.0 // Damage multiplier
zp_nemesis_kill_explode 1 // Gib explosion effect when killed
zp_nemesis_grenade_frost 0 // Frost nades affect nemesis
zp_nemesis_grenade_fire 1 // Fire nades affect nemesis
// Class: Survivor
// ---------------
zp_survivor_health 0 // Health [0 - base health * player count]
zp_survivor_base_health 100 // Base health
zp_survivor_speed 0.95 // Speed
zp_survivor_gravity 1.25 // Gravity
zp_survivor_glow 1 // Glow effect
zp_survivor_aura 1 // Aura effect
zp_survivor_aura_color_R 0 // Aura color (red)
zp_survivor_aura_color_G 0 // Aura color (green)
zp_survivor_aura_color_B 150 // Aura color (blue)
zp_survivor_weapon "weapon_m249" // Weapon given by default
zp_survivor_weapon_block 1 // Block weapons other than default
// Game Modes Manager
// ------------------
zp_gamemode_delay 10 // Time before a game mode starts in seconds
zp_round_start_show_hud 1 // Show "Virus released..." HUD notice
zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row
// Game Mode: Infection
// --------------------
zp_infection_chance 1 // Chance (1 in X)
zp_infection_min_players 0 // Minimum amount of players required
zp_infection_show_hud 1 // Show first infection HUD notice
zp_infection_allow_respawn 1 // Allow respawning on infection rounds
zp_respawn_after_last_human 1 // Respawn players if only the last human is left
zp_zombie_first_hp_multiplier 2.0 // First zombie HP multiplier
// Game Mode: Nemesis
// ------------------
zp_nemesis_chance 20 // Chance (1 in X)
zp_nemesis_min_players 0 // Minimum amount of players required
zp_nemesis_show_hud 1 // Show nemesis HUD notice
zp_nemesis_sounds 1 // Play nemesis round sounds
zp_nemesis_allow_respawn 0 // Allow respawning on nemesis rounds
// Game Mode: Survivor
// -------------------
zp_survivor_chance 20 // Chance (1 in X)
zp_survivor_min_players 0 // Minimum amount of players required
zp_survivor_show_hud 1 // Show survivor HUD notice
zp_survivor_sounds 1 // Play survivor round sounds
zp_survivor_allow_respawn 0 // Allow respawning on survivor rounds
// Game Mode: Multiple Infection
// -----------------------------
zp_multi_chance 20 // Chance (1 in X)
zp_multi_min_players 0 // Minimum amount of players required
zp_multi_min_zombies 2 // Minimum amount of zombies to have
zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio * player count)
zp_multi_show_hud 1 // Show multiple infection HUD notice
zp_multi_sounds 1 // Play multiple infection round sounds
zp_multi_allow_respawn 1 // Allow respawning on multiple infection rounds
// Game Mode: Swarm
// ----------------
zp_swarm_chance 20 // Chance (1 in X)
zp_swarm_min_players 0 // Minimum amount of players required
zp_swarm_show_hud 1 // Show swarm HUD notice
zp_swarm_sounds 1 // Play swarm round sounds
zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds
// Game Mode: Plague
// -----------------
zp_plague_chance 20 // Chance (1 in X)
zp_plague_min_players 0 // Minimum amount of players required
zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio * player count)
zp_plague_nemesis_count 1 // Amount of nemesis to have
zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplier
zp_plague_survivor_count 1 // Amount of survivors to have
zp_plague_surv_hp_multi 0.5 // Survivor HP multiplier
zp_plague_show_hud 1 // Show plague HUD notice
zp_plague_sounds 1 // Play plague round sounds
zp_plague_allow_respawn 0 // Allow respawning on plague rounds
// Game Mode: Armageddon
// ---------------------
zp_armageddon_chance 20 // Chance (1 in X)
zp_armageddon_min_players 0 // Minimum amount of players required
zp_armageddon_ratio 0.5 // Nemesis to survivors ratio (nemesis count = ratio * player count)
zp_armageddon_nem_hp_multi 0.25 // Nemesis HP multiplier
zp_armageddon_surv_hp_multi 0.25 // Survivor HP multiplier
zp_armageddon_show_hud 1 // Show armageddon HUD notice
zp_armageddon_sounds 1 // Play armageddon round sounds
zp_armageddon_allow_respawn 0 // Allow respawning on armageddon rounds
// Item: Antidote
// --------------
zp_antidote_round_limit 5 // Antidote purchase limit per round
// Item: Infection Bomb
// --------------------
zp_infection_bomb_round_limit 3 // Infection bomb purchase limit per round
// Item: Zombie Madness
// --------------------
zp_zombie_madness_time 5.0 // Zombie madness duration
zp_madness_aura_color_R 150 // Madness aura color (red)
zp_madness_aura_color_G 0 // Madness aura color (green)
zp_madness_aura_color_B 0 // Madness aura color (blue)
// Admin Commands
// --------------
zp_log_admin_commands 1 // Log admin commands to "zombieplague.log"
// Admin Models
// ------------
zp_admin_models_human_player 1 // Enable admin player models for humans
zp_admin_models_human_knife 1 // Enable admin knife models for humans
zp_admin_models_zombie_player 1 // Enable admin player models for zombies
zp_admin_models_zombie_knife 1 // Enable admin knife models for zombies
// Buy Menus
// ---------
zp_random_primary 0 // Players get primary weapons randomly
zp_random_secondary 0 // Players get secondary weapons randomly
zp_random_grenades 0 // Players get grenades randomly
zp_buy_custom_time 15 // Time in seconds humans are allowed to use ZP buymenus after spawning
zp_buy_custom_primary 1 // Players can buy primary weapons from menu
zp_buy_custom_secondary 1 // Players can buy secondary weapons from menu
zp_buy_custom_grenades 0 // Players can buy grenades from menu
zp_give_all_grenades 1 // Players get grenades automatically (as in ZP 4.3)
// Buy Zones
// ---------
zp_buyzone_time 15 // Time in seconds players are allowed to use CS buyzones after spawning
zp_buyzone_humans 1 // CS Buyzones available to humans
zp_buyzone_zombies 0 // CS Buyzones available to zombies
zp_buy_ammo_human 1 // Allow humans to buy ammo even after buyzone time is over
zp_buy_ammo_cost 100 // Extra ammo purchase cost
// Rewards: Frags & HP
// -------------------
zp_frags_zombie_killed 1 // Frags given to humans for killing zombies
zp_frags_human_killed 1 // Frags given to zombies for killing humans
zp_frags_human_infected 1 // Frags given to zombies for infecting humans
zp_frags_nemesis_ignore 0 // Ignore frags for nemesis
zp_frags_survivor_ignore 0 // Ignore frags for survivor
zp_infection_health_bonus 100 // Health regained by zombies after an infection
zp_human_last_health_bonus 50 // Health rewarded to last human
// Rewards: Money
// --------------
zp_money_winner 1000 // Money rewarded to team that wins a round
zp_money_loser 500 // Money rewarded to team that loses a round
zp_money_damage 100 // Money rewarded to players for damaging enemies
zp_money_zombie_damaged_hp 500 // Reward money after this much damage is done to zombies
zp_money_human_damaged_hp 250 // Reward money after this much damage is done to humans
zp_money_zombie_killed 200 // Money rewarded for killing a zombie
zp_money_human_killed 200 // Money rewarded for killing a human
zp_money_human_infected 200 // Money rewarded for infecting a human
zp_money_nemesis_ignore 0 // Ignore money rewards for nemesis
zp_money_survivor_ignore 0 // Ignore money rewards for survivor
// Rewards: Ammo Packs
// -------------------
zp_ammop_winner 3 // Ammo packs rewarded to team that wins a round
zp_ammop_loser 1 // Ammo packs rewarded to team that loses a round
zp_ammop_damage 1 // Ammo packs rewarded to players for damaging enemies
zp_ammop_zombie_damaged_hp 500 // Reward ammo packs after this much damage is done to zombies
zp_ammop_human_damaged_hp 250 // Reward ammo packs after this much damage is done to humans
zp_ammop_zombie_killed 1 // Ammo packs rewarded for killing a zombie
zp_ammop_human_killed 1 // Ammo packs rewarded for killing a human
zp_ammop_human_infected 1 // Ammo packs rewarded for infecting a human
zp_ammop_nemesis_ignore 0 // Ignore ammo pack rewards for nemesis
zp_ammop_survivor_ignore 0 // Ignore ammo pack rewards for survivor
// Deathmatch
// ----------
zp_deathmatch 0 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_respawn_delay 5 // Time before respawning on deathmatch mode in seconds
zp_respawn_zombies 1 // Respawn dead zombies
zp_respawn_humans 1 // Respawn dead humans
zp_respawn_on_suicide 0 // Respawn players if they commited suicide
// Random Spawning
// ---------------
zp_random_spawning_csdm 1 // Use CSDM spawn points for radom spawning [1-enabled // 0-use regular spawns]
// Spawn Protection
// ----------------
zp_spawn_protection_time 3 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_spawn_protection_humans 1 // Enable for humans
zp_spawn_protection_zombies 1 // Enable for zombies
// Zombie Features
// ---------------
zp_zombie_fov 110 // Custom field of view [0-dont change]
zp_zombie_silent 1 // Silent footsteps
zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor
// Zombie Sounds
// -------------
zp_zombie_sounds_pain 1 // Custom pain sounds
zp_zombie_sounds_attack 1 // Custom attack sounds
zp_zombie_sounds_idle 1 // Idle/last zombie sounds
// Zombie Damage
// -------------
zp_zombie_defense 0.75 // Defense multiplier (0.75 = zombies take 75% of total damage)
zp_zombie_hitzones 0 // Allowed hitzones bitsum (e.g.: head + chest = 2 + 4 = 6) [0-disabled]
// Hit zones for zombies. Parts of body are as bits:
// 1 - generic, 2 - head, 4 - chest, 8 - stomach, 16 - left arm, 32 - right arm, 64 - left leg, 128 - right leg
// Human Unlimited Ammo
// --------------------
zp_human_unlimited_ammo 0 // Unlimited ammo for humans [0-disabled // 1-BP ammo // 2-clip ammo]
zp_survivor_unlimited_ammo 1 // Unlimited ammo for survivor [0-disabled // 1-BP ammo // 2-clip ammo]
// Human Armor
// -----------
zp_human_armor_protect 1 // Armor needs to be reduced before zombies can infect/damage
zp_human_armor_default 0 // Amount of armor given to humans by default
zp_armor_protect_nemesis 1 // Armor protects against nemesis attacks
zp_survivor_armor_protect 1 // Armor protects survivor too
// Flashlight
// ----------
zp_flashlight_starting_charge 100 // Default flashlight charge for humans
zp_flashlight_custom 0 // Enable custom flashlight
zp_flashlight_radius 10 // Custom flashlight radius
zp_flashlight_distance 1000 // Custom flashlight max distance
zp_flashlight_show_all 1 // Custom flashlight can be seen by other players
zp_flashlight_drain_rate 1 // Custom flashlight drain rate [0-unlimited batteries]
zp_flashlight_charge_rate 5 // Custom flashlight charge rate [0-non chargeable batteries]
zp_flashlight_color_R 100 // Custom flashlight color (red)
zp_flashlight_color_G 100 // Custom flashlight color (green)
zp_flashlight_color_B 100 // Custom flashlight color (blue)
// Nightvision
// ------------
zp_nvision_custom 1 // Enable custom nightvision
zp_nvision_radius 80 // Custom nightvision radius
zp_nvision_zombie 2 // Give nightvision to zombies [0-disabled // 1-give only // 2-give and enable]
zp_nvision_zombie_color_R 0 // Zombies custom nightvision color (red)
zp_nvision_zombie_color_G 150 // Zombies custom nightvision color (green)
zp_nvision_zombie_color_B 0 // Zombies custom nightvision color (blue)
zp_nvision_human 0 // Give nightvision to humans [0-disabled // 1-give only // 2-give and enable]
zp_nvision_human_color_R 0 // Humans custom nightvision color (red)
zp_nvision_human_color_G 150 // Humans custom nightvision color (green)
zp_nvision_human_color_B 0 // Humans custom nightvision color (blue)
zp_nvision_spec 2 // Give nightvision to spectators [0-disabled // 1-give only // 2-give and enable]
zp_nvision_spec_color_R 0 // Spectators custom nightvision color (red)
zp_nvision_spec_color_G 150 // Spectators custom nightvision color (green)
zp_nvision_spec_color_B 0 // Spectators custom nightvision color (blue)
zp_nvision_nemesis 2 // Give nightvision to nemesis [0-disabled // 1-give only // 2-give and enable]
zp_nvision_nemesis_color_R 150 // Nemesis custom nightvision color (red)
zp_nvision_nemesis_color_G 0 // Nemesis custom nightvision color (green)
zp_nvision_nemesis_color_B 0 // Nemesis custom nightvision color (blue)
zp_nvision_survivor 0 // Give nightvision to survivor [0-disabled // 1-give only // 2-give and enable]
zp_nvision_survivor_color_R 0 // Survivor custom nightvision color (red)
zp_nvision_survivor_color_G 0 // Survivor custom nightvision color (green)
zp_nvision_survivor_color_B 150 // Survivor custom nightvision color (blue)
// Leap
// ----
zp_leap_zombie 3 // Give leap to zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombie_force 500 // Force multiplier
zp_leap_zombie_height 300 // Upwards force
zp_leap_zombie_cooldown 10.0 // Time before leap is available again
zp_leap_nemesis 1 // Give leap to nemesis
zp_leap_nemesis_force 500 // Force multiplier
zp_leap_nemesis_height 300 // Upwards force
zp_leap_nemesis_cooldown 5.0 // Time before leap is available again
zp_leap_survivor 0 // Give leap to survivor
zp_leap_survivor_force 500 // Force multiplier
zp_leap_survivor_height 300 // Upwards force
zp_leap_survivor_cooldown 5.0 // Time before leap is available again
// Pain Shock Free
// ---------------
zp_painshockfree_zombie 1 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_painshockfree_human 0 // Humans are pain shock free [0-disabled // 1-enabled // 2-only last human]
zp_painshockfree_nemesis 0 // Nemesis is pain shock free
zp_painshockfree_survivor 1 // Survivor is pain shock free
// Knockback
// ---------
zp_knockback_damage 1 // Use damage on knockback calculation
zp_knockback_power 1 // Use weapon power on knockback calculation
zp_knockback_obey_class 1 // Use class multiplier on knockback calculation
zp_knockback_zvel 0 // Should knockback affect vertical velocity
zp_knockback_ducking 0.25 // Knockback multiplier for crouched zombies [0-knockback disabled when ducking]
zp_knockback_distance 500 // Max distance for knockback to take effect
zp_knockback_nemesis 0.25 // Nemesis knockback multiplier [0-disable knockback for nemesis]
// Weapon Drop/Strip
// -----------------
zp_zombie_drop_weapons 3 // Drop weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both]
zp_zombie_strip_weapons 0 // Strip weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both]
zp_zombie_strip_grenades 1 // Strip grenades after infection
zp_zombie_strip_armor 1 // Strip armor after infection
zp_zombie_block_pickup 1 // Block weapon pickup for zombies
zp_remove_dropped_weapons 0 // Time before removing dropped weapons in seconds [0-disabled]
// Effects: Infect
// ---------------
zp_infect_show_hud 1 // Show infection HUD notice
zp_infect_show_notice 1 // Show infection death notice
zp_infect_sounds 1 // Play infection sounds
zp_infect_screen_fade 1 // Screen fade for infected player
zp_infect_screen_fade_R 0 // Screen fade color (red)
zp_infect_screen_fade_G 150 // Screen fade color (green)
zp_infect_screen_fade_B 0 // Screen fade color (blue)
zp_infect_screen_shake 1 // Screen shake for infected player
zp_infect_hud_icon 1 // Display small HUD icon on infection
zp_infect_tracers 1 // Tracers on infection
zp_infect_particles 1 // Particles on infection
zp_infect_sparkle 1 // Light sparkle on infection
zp_infect_sparkle_R 0 // Light sparkle color (red)
zp_infect_sparkle_G 150 // Light sparkle color (green)
zp_infect_sparkle_B 0 // Light sparkle color (blue)
// Effects: Cure
// -------------
zp_cure_show_hud 1 // Show cure HUD notice
zp_cure_sounds 1 // Play cure sounds
// Effects: Lighting
// -----------------
zp_lighting "d" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunder_time 0 // Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches)
// Gameplay Fixes
// --------------
zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_block_pushables 1 // Block +use on pushables to prevent the speed bug
zp_block_suicide 1 // Prevent players from killing themselves
zp_worldspawn_kill_respawn 1 // Respawn players after a worldspawn kill
zp_disable_minmodels 1 // Disable cl_minmodels setting on clients after joining
zp_keep_hp_on_disconnect 1 // When nemesis/survivor leaves, player chosen to take his place will have same HP
// Team Scoring
// ------------
zp_winner_show_hud 1 // Show winner HUD notice
zp_winner_sounds 1 // Play winner round sounds
// Ammo Packs
// ----------
zp_starting_ammo_packs 5 // Ammo packs given to players when joining server
zp_disable_money 1 // Disable CS money when ammo packs are enabled
// Grenade: Flashbangs
// -------------------
zp_grenade_flashbang_color_R 0 // Custom screen fade color (red)
zp_grenade_flashbang_color_G 150 // Custom screen fade color (green)
zp_grenade_flashbang_color_B 0 // Custom screen fade color (blue)
zp_grenade_flashbang_nemesis 0 // Flashbangs affect nemesis
// Grenade: Fire
// -------------
zp_grenade_fire_duration 10 // Burning duration in seconds
zp_grenade_fire_damage 5 // Burning damage (every 0.2 secs)
zp_grenade_fire_slowdown 0.5 // Burning slowdown multiplier [0-disabled]
zp_grenade_fire_hudicon 1 // Display small HUD icon when burning
zp_grenade_fire_explosion 0 // Use original HE grenade explosion
// Grenade: Frost
// --------------
zp_grenade_frost_duration 3 // Freeze duration in seconds
zp_grenade_frost_hudicon 1 // Display small HUD icon when frozen
// Grenade: Flare
// --------------
zp_grenade_flare_duration 60 // Flare lightning duration in seconds
zp_grenade_flare_radius 25 // Flare lightning radius
zp_grenade_flare_color 0 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b]
// ZP 4.3 Subplugin Compatibility
// ------------------------------
zp_ammopack_to_money_enable 1 // Handle ammo packs as money when ammo packs are disabled
zp_ammopack_to_money_ratio 160 // Ammo pack to money ratio (default: 1 Ammo Pack = $ 160)
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