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Alex edited this page Nov 14, 2023 · 46 revisions

This is a small writeup of how to use the various features in Zombie:Reborn.


RespawnToggle

  • In previous iterations of Zombie:Reloaded, "Repeat Killer" would automatically detect the ending of the map and disable respawning, this however caused a lot of false positives. In Zombie:Reborn, we have left it up to the mappers to decide when the plugin should stop zombie respawning
  • Alongside the trigger_hurt for the nuke, or the mappers preferred method of ending the round, they will need to fire an additional output to a logic_relay Zombie:Reborn creates with the targetname "zr_toggle_respawn" (such as seen below):

image

It will appear as an invalid output, but it will work on a live server


Convars

Name Default Value Description
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 2 Minimum amount of Mother Zombies to be spawned at round start
zr_infect_spawn_crash_fix 0 Whether to use a poor workaround for Mother Zombie selection randomly crashing
zr_debug_print 0 Whether to print extra information during infection or curing
zr_knockback_scale 5 Knockback damage multiplier

Config files

MapConfigs

  • Essentially the same as in Zombie:Reloaded, create a cfg file (inside cfg/zr/maps/) with the exact mapname and everything inside the file will be executed on map start

weapons.cfg

  • In this file, you can specify the knockback per weapon, which is multiplied by the existing global knockback scale
  • We package some default knockback values, such as below, but these can be changed at ease
"hegrenade"
{
	"knockback" = 3.0
}
"inferno" // molotov and incgrenade knockback
{
	"knockback" = 5.0
}

playerclass.cfg

  • This file allows you to edit the "classes" as previously seen in Zombie:Reloaded. It is a significantly more flexible approach, allowing inheritence from the default class
  • Each team has a base class, Humans and Zombies, several properties can be edited in each "Base" class, alongside other variations of the "Base" class (for different models, health values, etc.)
  • Alongside that, we apply a default MotherZombie class to all those who are picked to be the first infected
  • Multiple models are allowed per class/subclass, where if multiple are specified, one will be chosen at random per player
"model"
{
	1 = "characters/models/ctm_swat/ctm_swat_variante.vmdl"
	2 = "characters/models/ctm_swat/ctm_swat_variantf.vmdl"
	3 = "characters/models/ctm_swat/ctm_swat_varianth.vmdl"
	...
}
  • We have several properties that can be applied to both Humans and Zombies
"health" = 100
"speed" = 1.0
"scale" = 1.0
"gravity" = 1.0
"color" = {
	r = 255
	g = 255
	b = 255
}
  • And some properties that should only be applied to Zombies, but it is not limited to that class
"health_regen_count" = 250
"health_regen_interval" = 5

All of these values can be easily edited, the .cfg files can be found in cfg/zr/


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