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Default Dosya İçi

Gönderilme zamanı: Sal Kas 27, 2018 7:40 pm
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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

Gönderilme zamanı: Sal Kas 27, 2018 8:00 pm
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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)