diff --git a/README.md b/README.md index 115ec1d0..f7c9f014 100644 --- a/README.md +++ b/README.md @@ -23,17 +23,19 @@ * In-game menu no longer disabled instantly when the game ends ## HUD -* Enemy counter displayed on top left of screen (`hud_enemy_counter`) -* Timer displayed on top right of screen (`hud_timer`) -* Health bar displayed on bottom left of screen (`hud_health_bar`) -* Zone name displayed on bottom left of screen (`hud_zone_name`) +* Enemy counter displayed on top left of screen - `hud_enemy_counter` +* Timer displayed on top right of screen - `hud_timer` +* Health bar displayed on bottom left of screen - `hud_health_bar` +* Zone name displayed on bottom left of screen - `hud_zone_name` * Increased waypoint offset from top of screen * Changed player waypoint location to be center of player instead of top of player * Increased distance between revive waypoint arrow and icon * Bleed out bar displayed when downed * Revive bar displayed for downed player * Changed revive bar color to blue +* Player is reviving you text gets removed instantly when player drops the revive * Player needs to be revived text updates to new player instantly +* Removed NAV cards ## Players * Unlimited sprint @@ -58,7 +60,7 @@ * Ignored by zombies for 1 second after being revived * Weapon is no longer switched after reviving if player switched weapons during revive * No longer gain points back on self revives -* Respawn near random player (normally respawns near the same player every time) +* Respawn near random player (normally respawn near the same player every time) * Can shoot while looking at other players * Increased mantle speed * Increased ladder climb speed @@ -69,7 +71,7 @@ * Decreased friendly player name fade out time from 1.5 seconds to 0.25 seconds * Removed enemy player name fade in time * Added icons on scoreboard when player is downed, bled out, in Who's Who mode, or in afterlife -* Added option to disable character dialog (`disable_character_dialog`) +* Added option to disable character dialog - `disable_character_dialog` ## Zombies * Health capped at 100,000 @@ -182,8 +184,8 @@ ### Monkey Bomb * Zombies killed can drop powerups -* Fixed an issue where a Monkey Bomb wouldn't activate if the previously thrown Monkey Bomb hadn't activated yet * Added HUD icon from Buried and Origins to all maps +* Fixed an issue where a Monkey Bomb wouldn't activate if the previously thrown Monkey Bomb hadn't activated yet ### EMP Grenade * No longer disables HUD @@ -247,7 +249,7 @@ * Kills on any round (normally stops killing after round 100) * Decreased stock ammo from 40 to 20 * Removed additional goo created by chain kills -* Continues to chain while put away +* Continues to chain while not holding weapon * Removed player damage * Upgraded: increases slippery spot duration by 50% * Upgraded: increases chain explosion radius by 50% @@ -342,13 +344,13 @@ ### Mule Kick * Added additional weapon indicator * Additional weapon is given back when perk is reacquired -* Stowed weapons refill ammo from stock over time +* Stowed weapons automatically reload over time ### Tombstone Soda * Added in solo * Added powerup waypoint * Powerup no longer removed when revived -* Powerup removed when downed +* Powerup removed when downed again after being revived or respawning * Unlimited time to pick up powerup * Changed powerup fx color to blue * Powerup gets destroyed by EMP Grenades @@ -385,7 +387,7 @@ ## Powerups * Increased chance to drop from 3% to 4% * Grabbing time based powerups that are already active add to timer instead of resetting timer -* An fx plays when a powerup drops if it is the last powerup of a cycle +* Fx plays when a powerup drops if it is the last powerup of a cycle ### Nuke * Kills all zombies instantly @@ -408,11 +410,10 @@ * Bounces off walls when thrown * Changed powerup fx color to blue * Able to drop when players are down -* Fixed being able to drop when another meat powerup was already dropped -* Message shows when the meat is grabbed and thrown on a player +* No longer able to drop when another meat powerup is already dropped +* Message shows when the meat is grabbed, thrown, and landed on a player * Meleeing while the meat is moving no longer grabs the meat * Meleeing while the meat is moving throws the meat -* Meleeing while the meat is moving activates more consistently * Removed pick up trigger ## Persistent Upgrades @@ -462,7 +463,7 @@ ### Trample Steam * No longer gets destroyed from kills * Gets destroyed after activating 15 times -* Uses fast cooldown when player activates +* Does fast cooldown when player activates ### Head Chopper * No longer gets destroyed from kills @@ -476,9 +477,9 @@ * Fixed an issue where each chop would only damage entities that were touching the damage trigger during the previous chop ### Blundergat Upgrade -* Does knuckle crack animation on conversion +* Player does knuckle crack animation during conversion * Requires player's current weapon to be the Blundergat to convert -* Requires player to be looking at the table to use +* Requires player to be looking at the table to convert ### Maxis Drone * Kills on any round in 1-4 shots (normally does 12000 damage max) @@ -494,44 +495,43 @@ * Gain 10% interest on deposited points at the end of each round * No longer costs 100 points to withdraw * Players can deposit and withdraw less than 1000 points -* Account balance is shown +* Account balance displayed on HUD * Disabled trading points ## Weapon Locker -* Stored weapon resets each game -* Stored weapon gains max ammo at the end of each round -* Stored weapon is shown +* Placed weapon resets each game +* Placed weapon gains max ammo at the end of each round +* Placed weapon displayed on HUD ## NAV Table * Automatically crafted -* Costs 100000 points +* Costs 100,000 points * Ends the game -* Removed NAV cards on HUD ## Maps * All quests can be completed with any amount of players * All quests give players all perks on completion ### Tranzit +* Power switch and Pack-a-Punch automatically crafted * Any door that requires a Turbine to open is automatically open whenever the power is on * Increased bus speed by 100% * Added bus depart timer on HUD when player is on bus * Powerups dropped within the bus are linked to the bus * Players can sprint and go prone on the bus * Bus wallbuy trigger functions the same as other wallbuy triggers -* Lamp post portals stay active after activating once -* Players can be revived in the fog easier * Lava in starting area activates after the power is on * Lava destroys grenades instantly +* Players can be revived in the fog easier +* Lamp post portals stay active after activating once * Decreased brightness at Power Station -* Power switch and Pack-a-Punch automatically crafted * Zombies killed by the bus no longer respawn * Zombies no longer spawn in the Prototype zone when in the Cornfield zone * Zombies no longer spawn in the Cornfield zone when in the Prototype zone * Zombies spawn in the Warehouse zone when in the Outside Power Station zone before the Warehouse door is opened * Zombies spawn in the Outside Power Station zone when in the Fog After Power Station zone * Zombies spawn in the Warehouse zone when in the Fog After Power Station zone -* Quest: increased pylon powerup spawn rate from 4-12 minutes to 2-6 minutes +* Quest: increased pylon powerup drop rate from 4-12 minutes to 2-6 minutes * Quest (Maxis): Avogadro step only requires 1 Turbine under the pylon * Quest (Maxis): Turbine can get destroyed by the EMP during the Avogadro step and it will still count as completed * Quest (Maxis): lamp posts step requires all 8 lamp posts to get powered by a Turbine @@ -542,7 +542,7 @@ * Grief: added Ballistic Knife, Ray Gun, and Ray Gun Mark 2 to the Mystery Box * Added collision to area at Cornfield that was considered out of the map * Fixed zombie riser spawn points that were too high above ground -* Fixed zombie pathing at Cornfield behind the tower +* Fixed zombie pathing at Cornfield behind the pylon * Fixed zombie pathing at Town in Bookstore #### Bus Depot @@ -591,7 +591,7 @@ * Initial perk is no longer always Quick Revive in solo * Initial perk no longer always spawns in the starting area in solo * Initial perk spawns at round 1 in coop -* Perks spawn every 5th round +* Perks spawn every 5 rounds ### Die Rise * Removed key @@ -624,13 +624,13 @@ * 1 afterlife max in solo * Entering afterlife no longer takes 2 additional seconds if the player had Electric Cherry * Afterlife player model has collision +* Key no longer shows on HUD * Plane parts are shared in coop * Plane parts must be all acquired to craft -* Plane no longer has to be refueled after first use +* Plane no longer has to be refueled * Plane reappears immediately after coming back from the Golden Gate Bridge * Electric chairs appear immediately after crashing at the Golden Gate Bridge * Zombies spawn sooner after crashing at the Golden Gate Bridge -* Key no longer shows on HUD * Decreased starting room doors cost from 1000 to 750 * Opening one of the starting room doors no longer opens the other * Brutus no longer spawns if no doors have been opened @@ -654,7 +654,6 @@ * Quest: showdown target waypoint shows offscreen * Grief: added Smoke Grenades to the Mystery Box * Grief: added Richtofen's Head meat powerup model -* Grief: Tower Trap targets and stuns players * Fixed initial weapon raise animation happening after exiting afterlife * Fixed being able to hit a death barrier when jumping off the Docks Bridge zone * Fixed locked hint string not showing on Blundergat Upgrade buildable table @@ -664,22 +663,23 @@ * Wallbuys: M14, Olympia, MP5, Uzi, M1927 * Perks: Juggernog * Pack-a-Punch +* Grief: Tower Trap targets and stuns players ### Buried +* Removed Turbine, key, booze, and candy * Power automatically on * Noose and Guillotine parts automatically picked up -* Removed Turbine, key, booze, and candy * Drawing weapons no longer gives points * Arthur barricades are buyable debris * Arthur can be purchased to feed him candy and make him run around and kill zombies for 30 seconds -* Ghosts no longer spawn a free perk powerup if any player gets damaged by the ghosts +* Ghosts no longer drop free perk powerup if any player gets damaged by the ghosts * Fountain portal automatically active * Players no longer take fall damage after using the fountain teleporter * Players can no longer get into the corner next to Juggernog * Removed buildable table hint icons * Added buildable table hint strings on buildable purchase * Quest: all 5 signs must be meleed for wisp to spawn -* Quest: changed number of targets that need to be hit to 20 multiplied by the amount of player +* Quest: changed number of targets that need to be hit to 20 multiplied by the amount of players * Quest: perks given on completion are no longer permament * Quest: completion button always activatable after completing the quest * Quest (Maxis): no longer need to activate the Time Bomb to be able to spawn the 2nd wisp @@ -742,7 +742,7 @@ * Quest (ascend from darkness step): fixed an issue where staffs were able to be picked up at their build location when placed in the staff holders * Quest (rain fire step): button no longer deactivates after activating * Quest (raise hell step): all staffs must be fully charged for souls to be collected -* Quest (raise hell step): zombies in The Crazy Place get knocked down during the screen flash after collecting all souls +* Quest (raise hell step): zombies in The Crazy Place get knocked down during the screen flash after collecting all of the souls * Quest (freedom step): teleport trigger can be triggered without looking at it * Fixed being able to hit a death barrier when jumping off the Above Generator 3 Bunker zone @@ -787,12 +787,13 @@ * Nuke: enemy players lose 400 points * Nuke: deals 80 damage to all alive enemy players * Nuke: makes all downed enemy players bleed out -* Added teammate waypoint icons +* Added teammate head icons * Added kill feed (includes downs, revives, and bleed outs) * Added player kills on scoreboard (replaces headshots) -* Last player alive audio only plays for the player who is alive instead of every player on the team +* Added new audio when enemy players bleed out +* Spawn points are assigned to a team +* Properly restores dual wield weapon left clip ammo, alternative weapon ammo, and equipment on respawn * Can only spectate own team -* Added map and game mode voting on servers #### Grief * Gain score by making enemy players bleed out @@ -801,15 +802,13 @@ * Players retain perks #### Search & Rezurrect -* Win rounds by getting all enemy players down +* Win a round by getting all enemy players down * Win 3 rounds to win the game * Tie round if both teams die within 5 seconds of eachother * Players start each round with at least 10000 points * Enemies remaining audio and text displays when enemy players down instead of when enemy players bleed out -* Added new audio when enemy players bleed out -* Players do not get their weapons back on round reset if they bled out -* Round reset properly restores dual wield weapon left clip ammo, alternative weapon ammo, and equipment -* Spawn points are assigned to a team +* Last player alive audio only plays for the player who is alive instead of every player on the team +* Players do not get their weapons back on the next round if they bled out * Teams switch spawn points each round * Players respawn at initial spawn points @@ -836,7 +835,7 @@ #### Meat * Gain score by being the team holding the meat * Gain 200 score to win the game -* Meat powerup always spawns from the first zombie killed +* Meat powerup always drops from the first zombie killed * Player holding the meat gains 100 points when their team gains score * Downing while holding the meat drops it as a powerup * Throwing the meat on the ground drops it as a powerup diff --git a/scripts/zm/_zm_reimagined.gsc b/scripts/zm/_zm_reimagined.gsc index 197cedb6..e6c1bd51 100644 --- a/scripts/zm/_zm_reimagined.gsc +++ b/scripts/zm/_zm_reimagined.gsc @@ -485,6 +485,8 @@ set_client_dvars() self setClientDvar( "cg_drawBreathHint", 0 ); + self setClientDvar( "g_friendlyfireDist", 0 ); + self setClientDvar( "cg_friendlyNameFadeIn", 0 ); self setClientDvar( "cg_friendlyNameFadeOut", 250 ); self setClientDvar( "cg_enemyNameFadeIn", 0 );