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Alex edited this page Nov 14, 2023
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This is a small writeup of how to use the various features in Zombie:Reborn.
- 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):
It will appear as an invalid output, but it will work on a live server
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 |
- 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
- 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
}
- 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/