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Prosím volaky nadov ako dat prec tmu zo zombie modu .
Night to day on zombie mod
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- Registrován: 16 bře 2013, 17:11
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- Qefik
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Re: Night to day on zombie mod
jak jsem ti psal předtím, dej sem config toho módu, někde to tam určitě bude.
„Rozdávat rady je zbytečné. Moudrý si poradí sám a hlupák stejně neposlechne.“
Mark Twain
Mark Twain
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- Příspěvky: 66
- Registrován: 16 bře 2013, 17:11
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Re: Night to day on zombie mod
Ine som tam nenasiel
/cstrike/addons/amxmodx/configs/zombieplague.cfg
zombieplague.ini
/cstrike/addons/amxmodx/configs/zombieplague.cfg
Kód: Vybrat vše
-----------------------------
// Zombie Plague 4.3 Config File
// -----------------------------
// Any changes you make here will be
// automatically loaded at map start
// General
// -------
zp_delay 10 // Time before any game mode starts in seconds
zp_lighting "a" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunderclap 90 // Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches)
zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_blockuse_pushables 1 // Block +use on pushables to prevent the speed bug
zp_block_suicide 1 // Prevent players from killing themselves
zp_random_spawn 1 // Enable random spawning (will use CSDM spawns if present)
zp_respawn_on_worldspawn_kill 1 // Respawn players after a worldspawn kill
zp_remove_dropped 0 // Time before removing dropped weapons in seconds [0-disabled]
zp_remove_money 1 // Remove player's money
zp_buy_custom 1 // Enable custom buy menus
zp_random_weapons 0 // Whether players should get weapons randomly instead of buying them
zp_admin_models_human 1 // Enable admin player models for humans
zp_admin_knife_models_human 0 // Enable admin knife models for humans
zp_admin_models_zombie 1 // Enable admin player models for zombies
zp_admin_knife_models_zombie 0 // Enable admin knife models for zombies
zp_zombie_classes 1 // Enable zombie classes
zp_stats_save 1 // Temporarily save player's ammo packs and zombie class when they disconnect
zp_starting_ammo_packs 5 // Starting amount of ammo packs for new players
zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row
zp_keep_health_on_disconnect 1 // Whether the health of the Nemesis/Survivor chosen to keep the round going should be set to that of the leaving player's
// Deathmatch
// ----------
zp_deathmatch 0 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_spawn_delay 5 // Delay before respawning on deathmatch mode in seconds
zp_spawn_protection 5 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_respawn_on_suicide 0 // Respawn players if they commited suicide
zp_respawn_after_last_human 1 // Respawn players if only the last human is left
zp_infection_allow_respawn 1 // Allow respawning on infection rounds
zp_nem_allow_respawn 0 // Allow respawning on nemesis rounds
zp_surv_allow_respawn 0 // Allow respawning on survivor rounds
zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds
zp_plague_allow_respawn 0 // Allow respawning on plague rounds
zp_respawn_zombies 1 // Whether to respawn killed zombies
zp_respawn_humans 1 // Whether to respawn killed humans
zp_respawn_nemesis 1 // Whether to respawn killed nemesis
zp_respawn_survivors 1 // Whether to respawn killed survivors
// Extra Items
// -----------
zp_extra_items 1 // Enable extra items
zp_extra_weapons 1 // Include weapons
zp_extra_nvision 1 // Include night vision
zp_extra_antidote 1 // Include antidote
zp_extra_antidote_limit 999 // Antidote purchase limit per round
zp_extra_madness 1 // Include zombie madness
zp_extra_madness_limit 999 // Zombie madness purchase limit per round
zp_extra_madness_duration 5.0 // Zombie madness duration
zp_extra_infbomb 1 // Include infection bomb
zp_extra_infbomb_limit 999 // Infection bomb purchase limit per round
// Flashlight & Nightvision
// ------------------------
zp_nvg_give 1 // Give nightvision [0-disabled // 1-enabled // 2-enabled, but no auto turning on]
zp_nvg_custom 1 // Enable custom nightvision
zp_nvg_size 80 // Nightvision size (radius)
zp_nvg_color_R 0 // Zombie custom nightvision color (red)
zp_nvg_color_G 150 // Zombie custom nightvision color (green)
zp_nvg_color_B 0 // Zombie custom nightvision color (blue)
zp_nvg_hum_color_R 0 // Human/Spectator custom nightvision color (red)
zp_nvg_hum_color_G 150 // Human/Spectator custom nightvision color (green)
zp_nvg_hum_color_B 0 // Human/Spectator custom nightvision color (blue)
zp_nvg_nem_color_R 150 // Nemesis custom nightvision color (red)
zp_nvg_nem_color_G 0 // Nemesis custom nightvision color (green)
zp_nvg_nem_color_B 0 // Nemesis custom nightvision color (blue)
zp_flash_custom 0 // Enable custom flashlight
zp_flash_size 10 // Custom flashlight size (radius)
zp_flash_drain 1 // Custom flashlight drain rate [0-unlimited batteries]
zp_flash_charge 5 // Custom flashlight charge rate [0-non chargeable batteries]
zp_flash_distance 1000 // Custom flashlight max distance
zp_flash_color_R 100 // Custom flashlight color (red)
zp_flash_color_G 100 // Custom flashlight color (green)
zp_flash_color_B 100 // Custom flashlight color (blue)
zp_flash_show_all 1 // Let players see each other's flashlights
// Knockback
// ---------
zp_knockback 0 // Enable weapon knockback (note: pain shock free increases knockback effect)
zp_knockback_damage 1 // Use damage on knockback calculation
zp_knockback_power 1 // Use weapon power 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]
// Longjump
// --------
zp_leap_zombies 0 // Give leap to Zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombies_force 500 // Force multiplier
zp_leap_zombies_height 300 // Upwards force
zp_leap_zombies_cooldown 5.0 // Time between leap uses
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 between leap uses
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 between leap uses
// Humans
// ------
zp_human_health 100 // Health
zp_human_last_extrahp 0 // Last human's extra health reward
zp_human_speed 240 // Speed
zp_human_gravity 1.0 // Gravity (0.5 = half)
zp_human_armor_protect 1 // Armor needs to be reduced completely in order to get infected
zp_human_unlimited_ammo 0 // Unlimited ammo [0-disabled // 1-BP ammo // 2-clip ammo]
zp_human_damage_reward 500 // How much damage humans must deal on zombies to get an ammo pack
zp_human_frags_for_kill 1 // How many frags humans get for killing a zombie
// Custom Grenades
// ---------------
zp_fire_grenades 1 // Enable napalm grenades (overrides HE)
zp_fire_duration 10 // Burning duration in seconds
zp_fire_damage 5 // Burning damage (every 0.2 secs)
zp_fire_slowdown 0.5 // Burning slowdown multiplier (0.5 = reduces velocity by a half) [0-disabled]
zp_frost_grenades 1 // Enable frost grenades (overrides FB)
zp_frost_duration 3 // Freeze duration in seconds
zp_flare_grenades 1 // Enable flare grenades (overrides SG)
zp_flare_duration 60 // Flare lightning duration in seconds
zp_flare_size 25 // Flare lightning size (radius)
zp_flare_color 0 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b]
// Zombies
// -------
zp_zombie_first_hp 2.0 // First zombie HP multiplier (2.0 = double health)
zp_zombie_armor 0.75 // Armor multiplier (0.75 = zombies take 75% damage only)
zp_zombie_hitzones 0 // Allowed hitzones bitsum (look into fun.inc for body part bits) [0-disabled]
zp_zombie_infect_health 100 // How much health a zombie regains with every infection
zp_zombie_fov 110 // Field of view [0-dont change]
zp_zombie_silent 1 // Enable silent footsteps
zp_zombie_painfree 2 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only last zombie]
zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor
zp_zombie_infect_reward 1 // Ammo packs given to zombies for infecting/killing a human
zp_zombie_frags_for_infect 1 // How many frags zombies get for infecting a human
// Special Effects
// ---------------
zp_infection_screenfade 1 // Screen fade for infected player
zp_infection_screenshake 1 // Screen shake for infected player
zp_infection_sparkle 1 // Light sparkle on infection
zp_infection_tracers 1 // Tracers on infection
zp_infection_particles 1 // Particles on infection
zp_hud_icons 1 // Display small HUD icons on infection, burning, and freeze events
// Nemesis
// -------
zp_nem_enabled 1 // Enable nemesis mode
zp_nem_chance 20 // Chance (1 in X)
zp_nem_min_players 0 // Minimum players required
zp_nem_health 0 // Health [0 - human count*base health]
zp_nem_base_health 0 // Base health [0 - use first zombie's health]
zp_nem_speed 250 // Speed
zp_nem_gravity 0.5 // Gravity (0.5 = half)
zp_nem_damage 250 // Damage per hit
zp_nem_glow 1 // Glow effect
zp_nem_aura 1 // Halo effect
zp_nem_painfree 0 // Pain shock free
zp_nem_ignore_frags 1 // Whether to earn frags
zp_nem_ignore_rewards 1 // Whether to earn ammo packs
// Survivor
// -------
zp_surv_enabled 1 // Enable survivor mode
zp_surv_chance 20 // Chance (1 in X)
zp_surv_min_players 0 // Minimum players required
zp_surv_health 0 // Health [0 - zombie count*base health]
zp_surv_base_health 0 // Base health [0 - use human's health]
zp_surv_speed 230 // Speed
zp_surv_gravity 1.25 // Gravity (0.5 = half)
zp_surv_glow 1 // Glow effect
zp_surv_aura 1 // Halo effect
zp_surv_painfree 1 // Pain shock free
zp_surv_ignore_frags 1 // Whether to earn frags
zp_surv_ignore_rewards 1 // Whether to earn ammo packs
zp_surv_weapon "weapon_m249" // Survivor's weapon (given by default)
zp_surv_unlimited_ammo 2 // Unlimited ammo for Survivor [0-disabled // 1-BP ammo // 2-clip ammo]
// Swarm Mode
// ----------
zp_swarm_enabled 1 // Enable swarm mode
zp_swarm_chance 20 // Chance (1 in X)
zp_swarm_min_players 0 // Minimum players required
// Multiple Infection
// ------------------
zp_multi_enabled 1 // Enable multiple infection mode
zp_multi_chance 20 // Chance (1 in X)
zp_multi_min_players 0 // Minimum players required
zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio*humans count)
// Plague Mode
// -----------
zp_plague_enabled 1 // Enable plague mode
zp_plague_chance 30 // Chance (1 in X)
zp_plague_min_players 0 // Minimum players required
zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
zp_plague_nem_number 1 // Nemesis count
zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplier (0.5 = 50% health)
zp_plague_surv_number 1 // Survivor count
zp_plague_surv_hp_multi 0.5 // Survivor HP multiplier (0.5 = 50% health)
// Logging
// -------
zp_logcommands 1 // Log admin commands to "zombieplague.log"
// Additional settings
// -------------------
mp_flashlight 1 // Enables flashlight
mp_footsteps 1 // Enables footsteps
mp_playerid 1 // Prevents seeing enemies in the dark exploit
sv_maxspeed 9999 // Prevents CS from limiting your human/zombie speeds at 320
zombieplague.ini
Kód: Vybrat vše
; ------------------------------------
; Zombie Plague 4.3 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]
ENABLE/DISABLE MOD = l
ADMIN MENU = d
START MODE INFECTION = d
START MODE NEMESIS = d
START MODE SURVIVOR = d
START MODE SWARM = d
START MODE MULTI = d
START MODE PLAGUE = d
MAKE ZOMBIE = d
MAKE HUMAN = d
MAKE NEMESIS = d
MAKE SURVIVOR = d
RESPAWN PLAYERS = d
ADMIN MODELS = d
[Player Models] (randomly chosen if more than one)
HUMAN = arctic , guerilla , leet , terror , gign , gsg9 , sas , urban
NEMESIS = zombie_source
SURVIVOR = leet , sas
ADMIN ZOMBIE = zombie_source
ADMIN HUMAN = vip
; If you don't want people using altered player models, enable the following.
; 1 = Bounds Check (model's geometry must fit in the same bbox)
; 2 = CRC Check (file on client must exactly match server's file)
FORCE CONSISTENCY = 0
; By default, zombie models are class specific. You can edit them separately in your zp_zombieclasses.ini
; If, however, you want all zombies to use the same models regardless of class, you can enable this
; setting and add your global zombie models to the "ZOMBIE" line.
SAME MODELS FOR ALL = 0
ZOMBIE = zombie_source
[Weapon Models]
V_KNIFE HUMAN = models/v_knife.mdl
V_KNIFE NEMESIS = models/zombie_plague/v_knife_zombie.mdl
V_M249 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
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] (randomly chosen if more than one) (only .wav and .mp3 formats supported) (duration is in seconds)
INFECTION ENABLE = 0
INFECTION SOUNDS = zombie_plague/ambience.wav
INFECTION DURATIONS = 17
NEMESIS ENABLE = 0
NEMESIS SOUNDS = zombie_plague/ambience.wav
NEMESIS DURATIONS = 17
SURVIVOR ENABLE = 0
SURVIVOR SOUNDS = zombie_plague/ambience.wav
SURVIVOR DURATIONS = 17
SWARM ENABLE = 0
SWARM SOUNDS = zombie_plague/ambience.wav
SWARM DURATIONS = 17
PLAGUE ENABLE = 0
PLAGUE SOUNDS = zombie_plague/ambience.wav
PLAGUE DURATIONS = 17
[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
ADDITIONAL ITEMS = 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
COSTS = 6 , 6 , 6 , 8 , 10 , 12 , 12
[Hard Coded Items Costs]
NIGHT VISION = 15
ANTIDOTE = 15
ZOMBIE MADNESS = 17
INFECTION BOMB = 20
[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)
CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_vehicle
[SVC_BAD Prevention] (if you experience *many* SVC_BAD kicks, try one of the following)
; A. Increase the delay between model changes here (in 0.1 increments until the kicks are gone)
MODELCHANGE DELAY = 0.2
; B. If you still get recurring kicks, try enabling this setting: (experimental!)
HANDLE MODELS ON SEPARATE ENT = 0
; If you want your models to have accurate hitboxes, try enabling this.
; Note: make sure your models don't have messed up hitboxes, otherwise
; this setting might cause your server insane cpu usage and lag!
SET MODELINDEX OFFSET = 0
- Qefik
- Příspěvky: 5714
- Registrován: 26 pro 2009, 11:26
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Re: Night to day on zombie mod
Hned druhý cvar
dej tam hodnotu 0
Kód: Vybrat vše
zp_lighting "a" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
dej tam hodnotu 0
„Rozdávat rady je zbytečné. Moudrý si poradí sám a hlupák stejně neposlechne.“
Mark Twain
Mark Twain
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