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This is a small writeup of how to use the various features in Zombie:Reborn.
With our remake of Zombie:Reloaded into CS2 as Zombie:Reborn, and also supported by other CS2 ZE implementations, a new feature has been added that mappers need to use to disable (or re-enable) zombie respawns, typically after a "nuke" at the end of the map. This replaces the old trigger_hurt
based automatic "repeat kill detectors", which were often vulnerable to false positives.
All CS2 Zombie Escape maps with a nuke ending must implement this to ensure gamemode compatibility.
To toggle zombie respawning, create an additional output on whatever entity triggers the nuke targeting zr_toggle_respawn
, using whatever delay is necessary, with one of the following inputs:
-
Disable
- Disables respawns if enabled, does nothing if already disabled -
Enable
- Enables respawns if disabled, does nothing if already enabled -
Trigger
- A simple toggle: Disables respawns if enabled, enables respawns if disabled
Here is an example of using Disable
to immediately disable zombie respawning in Hammer:
It will appear as an invalid output, but it will work on a live server
Name | Default Value | Description |
---|---|---|
zr_enable | 0 | Whether to enable ZR features |
zr_knockback_scale | 5.0 | Global knockback scale |
zr_ztele_max_distance | 150.0 | Maximum distance players are allowed to move after starting ztele |
zr_ztele_allow_humans | 0 | Whether to allow humans to use ztele |
zr_infect_spawn_type | 1 | Type of Mother Zombies Spawn [0 = MZ spawn where they stand, 1 = MZ get teleported back to spawn on being picked] |
zr_infect_spawn_time_min | 15 | Minimum time in which Mother Zombies should be picked, after round start |
zr_infect_spawn_time_max | 15 | Maximum time in which Mother Zombies should be picked, after round start |
zr_infect_spawn_mz_ratio | 7 | Ratio of all Players to Mother Zombies to be spawned at round start |
zr_infect_spawn_mz_min_count | 1 | Minimum amount of Mother Zombies to be spawned at round start |
zr_respawn_delay | 5.0 | Time before a zombie is automatically respawned, negative values (e.g. -1.0) disable this, note maps can still manually respawn at any time |
zr_default_winner_team | 1 | Which team wins when time ran out [1 = Draw, 2 = Zombies, 3 = Humans] |
zr_mz_immunity_reduction | 20 | How much mz immunity to reduce for each player per round (0-100) |
- In this file, you can specify the knockback per weapon, which is multiplied by the existing global knockback scale
- You can also disable specific weapons, which will block humans from being able to pick them up
- We package some default values, such as below, but these can be changed at ease
"bizon"
{
"enabled" "1"
"knockback" "1.0"
}
"hegrenade_projectile" // hegrenade explosion knockback
{
"enabled" "1"
"knockback" "3.0"
}
- This file allows you to edit the "classes" as previously seen in Zombie:Reloaded. It is a significantly more flexible approach, allowing chained inheritance from other classes
- Each player will be randomly assigned a class that has
team_default
enabled for their team (for now) - Alongside that, mother zombies will always be assigned the
MotherZombie
class, if it exists - Classes that specify a base class inherit everything from that class, other than
enabled
andteam_default
"HumanClass1"
{
// class behavior, values will not be inherited from base class
"enabled" "1"
"team_default" "1"
// Class properties here..
}
"HumanClass2"
{
"enabled" "1"
"team_default" "1"
"base" "HumanClass1"
// Class properties overriding base class here..
}
- We have several properties that can be applied to both Humans and Zombies
"health" "100"
"model" "characters/models/ctm_fbi/ctm_fbi.vmdl"
"skin" "0"
"color" "255 255 255"
"scale" "1.0"
"speed" "1.0"
"gravity" "1.0"
- And some properties that are specific to zombie classes
"health_regen_count" "250"
"health_regen_interval" "5.0"
All of these values can be easily edited, the .cfg files can be found in addons/cs2fixes/configs/zr
. Ensure you rename the files to remove the .example
extension.