From 014f8c763a75af92dcaf55bde798ed21e78d1751 Mon Sep 17 00:00:00 2001 From: JezuzLizard Date: Wed, 8 Apr 2020 11:39:36 -0700 Subject: [PATCH] uploaded configuration mod First commit. --- Configuration Mod/_clientids.gsc | 194 +++++++ .../black ops 2 weapon names.txt | 511 ++++++++++++++++++ Configuration Mod/dedicated_zm.cfg | 193 +++++++ Configuration Mod/readme.md | 8 + 4 files changed, 906 insertions(+) create mode 100644 Configuration Mod/_clientids.gsc create mode 100644 Configuration Mod/black ops 2 weapon names.txt create mode 100644 Configuration Mod/dedicated_zm.cfg create mode 100644 Configuration Mod/readme.md diff --git a/Configuration Mod/_clientids.gsc b/Configuration Mod/_clientids.gsc new file mode 100644 index 0000000..c2c1794 --- /dev/null +++ b/Configuration Mod/_clientids.gsc @@ -0,0 +1,194 @@ +#include maps\mp\_utility; +#include common_scripts\utility; +#include maps\mp\zombies\_zm_utility; +#include maps\mp\zombies\_zm; + +init() +{ + + //Useful zombie_vars, vars, and dvars: + //Variables: + //sets the players starting points when first joining a server + level.player_starting_points = getDvarIntDefault( "playerStartingPoints", 500 ); + //sets the perk limit for all players + level.perk_purchase_limit = getDvarIntDefault( "perkLimit", 4 ); + //sets the maximum number of zombies that can be on the map at once 32 max + level.zombie_ai_limit = getDvarIntDefault( "zombieAiLimit", 24 ); + //sets the number of zombie bodies that can be on the map at once + level.zombie_actor_limit = getDvarIntDefault( "zombieActorLimit", 32 ); + //enables midround hellhounds WARNING: causes permanent round pauses on maps that aren't bus depot, town or farm + level.mixed_rounds_enabled = getDvarIntDefault( "midroundDogs", 0 ); + //disables the end game check WARNING: make sure to include a spectator respawner and auto revive function + level.no_end_game_check = getDvarIntDefault( "noEndGameCheck", 0 ); + //sets the solo laststand pistol + level.default_solo_laststandpistol = getDvar( "soloLaststandWeapon" ); + //the default laststand pistol + level.default_laststandpistol = getDvar( "coopLaststandWeapon" ); + //set the starting weapon + level.start_weapon = getDvar( "startWeaponZm" ); + if ( level.mixed_rounds_enabled ) + { + if ( level.script != "zm_transit" || is_classic() || level.scr_zm_ui_gametype == "zgrief" ) + { + level.mixed_rounds_enabled = 0; + } + } + //disables walkers + level.disableWalkers = getDvarIntDefault( "disableWalkers", 0 ); + if ( level.disableWalkers ) + { + level.speed_change_round = undefined; + } + //sets all zombies to this speed lower values result in walkers and runners + level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 ); + //sets the round number any value between 1-255 + level.round_number = getDvarIntDefault( "roundNumber", 1 ); + //sets the zombies health //changed every round + level.zombie_health = getDvarIntDefault( "currentZombieHealth", 100 ); + //sets the number of zombies in reserve changes every round + level.zombie_total = getDvarIntDefault( "currentZombieTotal", 6 ); + + //Zombie_Vars: + //The reason zombie_vars are first set to a var is because they don't reliably set when set directly to the value of a dvar + //sets the maximum number of drops per round + level.maxPowerupsPerRound = getDvarIntDefault( "maxPowerupsPerRound", 4 ); + level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.maxPowerupsPerRound; + //sets the powerup drop rate lower is better + level.powerupDropRate = getDvarIntDefault( "powerupDropRate", 2000 ); + level.zombie_vars["zombie_powerup_drop_increment"] = level.powerupDropRate; + //makes every zombie drop a powerup + level.zombiesAlwaysDropPowerups = getDvarIntDefault( "zombiesAlwaysDropPowerups", 0 ); + level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups; + //increase these below vars to increase drop rate + //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] + level.fourPlayerPowerupScore = getDvarIntDefault( "fourPlayerPowerupScore", 50 ); + level.zombie_vars[ "zombie_score_kill_4p_team" ] = level.fourPlayerPowerupScore; + //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] + level.threePlayerPowerupScore = getDvarIntDefault( "threePlayerPowerupScore", 50 ); + level.zombie_vars[ "zombie_score_kill_3p_team" ] = level.threePlayerPowerupScore; + //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] + level.twoPlayerPowerupScore = getDvarIntDefault( "twoPlayerPowerupScore", 50 ); + level.zombie_vars[ "zombie_score_kill_2p_team" ] = level.twoPlayerPowerupScore; + //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] + level.onePlayerPowerupScore = getDvarIntDefault( "onePlayerPowerupScore", 50 ); + level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.onePlayerPowerupScore; + //points for melee kills to the powerup increment to a powerup drop + level.powerupScoreMeleeKill = getDvarIntDefault( "powerupScoreMeleeKill", 80 ); + level.zombie_vars[ "zombie_score_bonus_melee" ] = level.powerupScoreMeleeKill; + //points for headshot kills to the powerup increment to a powerup drop + level.powerupScoreHeadshotKill = getDvarIntDefault( "powerupScoreHeadshotKill", 50 ); + level.zombie_vars[ "zombie_score_bonus_head" ] = level.powerupScoreHeadshotKill; + //points for neck kills to the powerup increment to a powerup drop + level.powerupScoreNeckKill = getDvarIntDefault( "powerupScoreNeckKill", 20 ); + level.zombie_vars[ "zombie_score_bonus_neck" ] = level.powerupScoreNeckKill; + //points for torso kills to the powerup increment to a powerup drop + level.powerupScoreTorsoKill = getDvarIntDefault( "powerupScoreTorsoKill", 10 ); + level.zombie_vars[ "zombie_score_bonus_torso" ] = level.powerupScoreTorsoKill; + //sets the zombie spawnrate; max is 0.08 WARNING: won't change midgame by itself anymore once set from the config or console + level.zombieSpawnRate = getDvarFloatDefault( "zombieSpawnRate", 2 ); + level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate; + //alters the number of zombies per round formula amount of zombies per round is roughly correlated to this value + //ie half as many zombies per player is half as many zombies per round + level.zombiesPerPlayer = getDvarIntDefault( "zombiesPerPlayer", 6 ); + level.zombie_vars["zombie_ai_per_player"] = level.zombiesPerPlayer; + //sets the flat amount of hp the zombies gain per round not used after round 10 + level.zombieHealthIncreaseFlat = getDvarIntDefault( "zombieHealthIncreaseFlat", 100 ); + level.zombie_vars[ "zombie_health_increase" ] = level.zombieHealthIncreaseFlat; + //multiplies zombie health by this value every round after round 10 + level.zombieHealthIncreaseMultiplier = getDvarFloatDefault( "zombieHealthIncreaseMultiplier", 0.1 ); + level.zombie_vars[ "zombie_health_increase_multiplier" ] = level.zombieHealthIncreaseMultiplier; + //base zombie health before any multipliers or additions + level.zombieHealthStart = getDvarIntDefault( "zombieHealthStart", 150 ); + level.zombie_vars[ "zombie_health_start" ] = level.zombieHealthStart; + //time before new runners spawn on early rounds + level.zombieNewRunnerInterval = getDvarIntDefault( "zombieNewRunnerInterval", 10 ); + level.zombie_vars[ "zombie_new_runner_interval" ] = level.zombieNewRunnerInterval; + //determines level.zombie_move_speed on original + level.zombieMoveSpeedMultiplier = getDvarIntDefault( "zombieMoveSpeedMultiplier", 10 ); + level.zombie_vars[ "zombie_move_speed_multiplier" ] = level.zombieMoveSpeedMultiplier; + //determines level.zombie_move_speed on easy + level.zombieMoveSpeedMultiplierEasy = getDvarIntDefault( "zombieMoveSpeedMultiplierEasy", 8 ); + level.zombie_vars[ "zombie_move_speed_multiplier_easy"] = level.zombieMoveSpeedMultiplierEasy; + //affects the number of zombies per round formula + level.zombieMaxAi = getDvarIntDefault( "zombieMaxAi", 24 ); + level.zombie_vars[ "zombie_max_ai" ] = level.zombieMaxAi; + //affects the check for zombies that have fallen thru the map + level.belowWorldCheck = getDvarIntDefault( "belowWorldCheck", -1000 ); + level.zombie_vars[ "below_world_check" ] = level.belowWorldCheck; + //sets whether spectators respawn at the end of the round + level.customSpectatorsRespawn = getDvarIntDefault( "customSpectatorsRespawn", 1 ); + level.zombie_vars[ "spectators_respawn" ] = level.customSpectatorsRespawn; + //sets the time that the game takes during the end game intermission + level.zombieIntermissionTime = getDvarIntDefault( "zombieIntermissionTime", 20 ); + level.zombie_vars["zombie_intermission_time"] = level.zombieIntermissionTime; + //the time between rounds + level.zombieBetweenRoundTime = getDvarIntDefault( "zombieBetweenRoundTime", 15 ); + level.zombie_vars["zombie_between_round_time"] = level.zombieBetweenRoundTime; + //time before the game starts + level.roundStartDelay = getDvarIntDefault( "roundStartDelay", 0 ); + level.zombie_vars[ "game_start_delay" ] = level.roundStartDelay; + //points all players lose when a player bleeds out %10 default + level.bleedoutPointsLostAllPlayers = getDvarFloatDefault( "bleedoutPointsLostAllPlayers", 0.1 ); + level.zombie_vars[ "penalty_no_revive" ] = level.bleedoutPointsLostAllPlayers; + //penalty to the player who died 10% of points by default + level.bleedoutPointsLostSelf = getDvarFloatDefault( "bleedoutPointsLostSelf", 0.1 ); + level.zombie_vars[ "penalty_died" ] = level.bleedoutPointsLostSelf; + //points players lose on down %5 by default + level.downedPointsLostSelf = getDvarFloatDefault( "downedPointsLostSelf", 0.05 ); + level.zombie_vars[ "penalty_downed" ] = level.downedPointsLostSelf; + //unknown + level.playerStartingLives = getDvarIntDefault( "playerStartingLives", 1 ); + level.zombie_vars[ "starting_lives" ] = level.playerStartingLives; + //points earned per zombie kill in a 4 player game + level.fourPlayerScorePerZombieKill = getDvarIntDefault( "fourPlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_4player" ] = level.fourPlayerScorePerZombieKill; + //points earned per zombie kill in a 3 player game + level.threePlayerScorePerZombieKill = getDvarIntDefault( "threePlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_3player" ] = level.threePlayerScorePerZombieKill; + //points earned per zombie kill in a 2 player game + level.twoPlayerScorePerZombieKill = getDvarIntDefault( "twoPlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_2player" ] = level.twoPlayerScorePerZombieKill; + //points earned per zombie kill in a 1 player game + level.onePlayerScorePerZombieKill = getDvarIntDefault( "onePlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_1player" ] = level.onePlayerScorePerZombieKill; + //points given for a normal attack + level.pointsPerNormalAttack = getDvarIntDefault( "pointsPerNormalAttack", 10 ); + level.zombie_vars[ "zombie_score_damage_normal" ] = level.pointsPerNormalAttack; + //points given for a light attack + level.pointsPerLightAttack = getDvarIntDefault( "pointsPerLightAttack", 10 ); + level.zombie_vars[ "zombie_score_damage_light" ] = level.pointsPerLightAttack; + //players turn into a zombie on death WARNING: buggy as can be and is missing assets + level.shouldZombifyPlayer = getDvarIntDefault( "shouldZombifyPlayer", 0 ); + level.zombie_vars[ "zombify_player" ] = level.shouldZombifyPlayer; + //points scalar for allies team + level.alliesPointsMultiplier = getDvarIntDefault( "alliesPointsMultiplier", 1 ); + level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.alliesPointsMultiplier; + //points scalar for axis team + level.axisPointsMultiplier = getDvarIntDefault( "axisPointsMultiplier", 1 ); + level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.axisPointsMultiplier; + //sets the radius of emps explosion lower this to 1 to render emps useless + level.empPerkExplosionRadius = getDvarIntDefault( "empPerkExplosionRadius", 420 ); + level.zombie_vars[ "emp_perk_off_range" ] = level.empPerkExplosionRadius; + //sets the duration of emps on perks set to 0 for infiinite emps + level.empPerkOffDuration = getDvarIntDefault( "empPerkOffDuration", 90 ); + level.zombie_vars[ "emp_perk_off_time" ] = level.empPerkOffDuration; + //riotshield health + level.riotshieldHitPoints = getDvarIntDefault( "riotshieldHitPoints", 2250 ); + level.zombie_vars[ "riotshield_hit_points" ] = level.riotshieldHitPoints; + //jugg health bonus + level.juggHealthBonus = getDvarIntDefault( "juggHealthBonus", 160 ); + level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.juggHealthBonus; + //perma jugg health bonus + level.permaJuggHealthBonus = getDvarIntDefault( "permaJuggHealthBonus", 190 ); + level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.permaJuggHealthBonus; + //phd min explosion damage + level.minPhdExplosionDamage = getDvarIntDefault( "minPhdExplosionDamage", 1000 ); + level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.minPhdExplosionDamage; + //phd max explosion damage + level.maxPhdExplosionDamage = getDvarIntDefault( "maxPhdExplosionDamage", 5000 ); + level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.maxPhdExplosionDamage; + //phd explosion radius + level.phdDamageRadius = getDvarIntDefault( "phdDamageRadius", 300 ); + level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.phdDamageRadius; +} + diff --git a/Configuration Mod/black ops 2 weapon names.txt b/Configuration Mod/black ops 2 weapon names.txt new file mode 100644 index 0000000..503b517 --- /dev/null +++ b/Configuration Mod/black ops 2 weapon names.txt @@ -0,0 +1,511 @@ +Tranzit +870mcs_upgraded_zm +870mcs_zm //remington shotgun +ak74u_upgraded_zm +ak74u_zm +barretm82_upgraded_zm +barretm82_zm +beretta93r_upgraded_zm +beretta93r_zm +bowie_knife_zm +claymore_zm +cymbal_monkey_zm +dsr50_upgraded_zm +dsr50_zm +fiveseven_upgraded_zm +fiveseven_zm +fivesevendw_upgraded_zm +fivesevendw_zm +fivesevenlh_upgraded_zm +fivesevenlh_zm +frag_grenade_zm +fnfal_upgraded_zm +fnfal_zm //fn fal +galil_upgraded_zm +galil_zm //galil +gl_type95_zm +gl_xm8_zm +hamr_upgraded_zm +hamr_zm /hamr +jetgun_upgraded_zm +jetgun_zm //jetgun +judge_upgraded_zm +judge_zm //executioner +knife_zm +knife_ballistic_bowie_upgraded_zm +knife_ballistic_bowie_zm +knife_ballistic_no_melee_upgraded_zm +knife_ballistic_no_melee_zm +knife_ballistic_upgraded_zm +knife_ballistic_zm //ballistic knife +kard_upgraded_zm +kard_zm //kap 40 +mp5k_upgraded_zm +mp5k_zm //mp5 +m14_upgraded_zm +m14_zm //m14 +gl_m16_upgraded_zm +m16_gl_upgraded_zm +m16_zm //m16 +m1911_upgraded_zm +m1911_zm //m1911 +m1911lh_upgraded_zm +m32_upgraded_zm +m32_zm //war machine +python_upgraded_zm +python_zm //python +sf_qcw05_upgraded_zm +qcw05_upgraded_zm +qcw05_zm //chicom +riotshield_zm //zombie shield +ray_gun_upgraded_zm +ray_gun_zm //ray gun +raygun_mark2_upgraded_zm +raygun_mark2_zm //raygun mark 2 +rottweil72_upgraded_zm +rottweil72_zm //olypmia +rpd_upgraded_zm +rpd_zm //rpd +dualoptic_saritch_upgraded_zm //smr dual optic +saritch_upgraded_zm +saritch_zm //smr +saiga12_upgraded_zm +saiga12_zm //s12 +srm1216_upgraded_zm +srm1216_zm //m1216 +sticky_grenade_zm +tar21_upgraded_zm +tar21_zm //mtar +gl_tar21_zm //mtar with grenade launcher +tazer_knuckles_zm //galvaknuckles +type95_upgraded_zm +type95_zm //type 25 +xm8_upgraded_zm +xm8_zm //m8a1 + +Nuketown +870mcs_upgraded_zm +870mcs_zm +ak74u_upgraded_zm +ak74u_zm +barretm82_upgraded_zm +barretm82_zm +beretta93r_upgraded_zm +beretta93r_zm +bowie_knife_zm +claymore_zm +cymbal_monkey_zm +dsr50_upgraded_zm +dsr50_zm +fiveseven_upgraded_zm +fiveseven_zm +fivesevendw_upgraded_zm +fivesevendw_zm 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Dead +ak47_upgraded_zm +ak47_zm +alcatraz_shield_zm +barretm82_upgraded_zm +barretm82_zm +beretta93r_upgraded_zm +beretta93r_zm +blundergat_upgraded_zm +blundergat_zm +blundersplat_bullet_zm +blundersplat_explosive_dart_zm +blundersplat_upgraded_zm +blundersplat_zm +bouncing_tomahawk_zm +claymore_zm +dsr50_upgraded_zm +dsr50_zm +fiveseven_upgraded_zm +fiveseven_zm +fivesevendw_upgraded_zm +fivesevendw_zm +fivesevenlh_upgraded_zm +fivesevenlh_zm +frag_grenade_zm +fnfal_upgraded_zm +fnfal_zm +galil_upgraded_zm +galil_zm +gl_tar21_zm +judge_upgraded_zm +judge_zm +knife_zm_alcatraz +lsat_upgraded_zm +lsat_zm +m14_upgraded_zm +m14_zm +m1911_upgraded_zm +m1911_zm +m1911lh_upgraded_zm +minigun_alcatraz_upgraded_zm +minigun_alcatraz_zm +mp5k_upgraded_zm +mp5k_zm +pdw57_upgraded_zm +pdw57_zm +sf_qcw05_upgraded_zm +qcw05_upgraded_zm +qcw05_zm +ray_gun_upgraded_zm +ray_gun_zm +raygun_mark2_upgraded_zm +raygun_mark2_zm +rottweil72_upgraded_zm +rottweil72_zm +spoon_zm_alcatraz +spork_zm_alcatraz +saiga12_upgraded_zm +saiga12_zm +tar21_upgraded_zm +tar21_zm +thompson_upgraded_zm +thompson_zm +usrpg_upgraded_zm +usrpg_zm +upgraded_tomahawk_zm +uzi_upgraded_zm +uzi_zm + +Origins +ak74u_upgraded_zm +ak74u_zm +ak74u_extclip_upgraded_zm +ak74u_extclip_zm +ballista_upgraded_zm +ballista_zm +beacon_zm +beretta93r_extclip_upgraded_zm +beretta93r_extclip_zm +beretta93r_upgraded_zm +beretta93r_zm +c96_upgraded_zm +c96_zm +claymore_zm +cymbal_monkey_zm +dsr50_upgraded_zm +dsr50_zm +evoskorpion_upgraded_zm +evoskorpion_zm +fiveseven_upgraded_zm +fiveseven_zm +fivesevendw_upgraded_zm +fivesevendw_zm +fivesevenlh_upgraded_zm +fivesevenlh_zm +frag_grenade_zm +fnfal_upgraded_zm +fnfal_zm +galil_upgraded_zm +galil_zm +gl_type95_zm +hamr_upgraded_zm +hamr_zm +knife_zm +ksg_upgraded_zm +ksg_zm +kard_upgraded_zm +kard_zm +m14_upgraded_zm +m14_zm +m32_upgraded_zm +m32_zm +mg08_upgraded_zm +mg08_zm +mp40_stalker_upgraded_zm +mp40_stalker_zm +mp40_upgraded_zm +mp40_zm +mp44_upgraded_zm +mp44_zm +one_inch_punch_air_zm +one_inch_punch_fire_zm +one_inch_punch_ice_zm +one_inch_punch_lightning_zm +one_inch_punch_upgraded_zm +one_inch_punch_zm +python_upgraded_zm +python_zm +sf_qcw05_upgraded_zm +qcw05_upgraded_zm +qcw05_zm +ray_gun_upgraded_zm +ray_gun_zm +raygun_mark2_upgraded_zm +raygun_mark2_zm +scar_upgraded_zm +scar_zm +srm1216_upgraded_zm +srm1216_zm +staff_air_melee_zm +staff_air_upgraded_zm +staff_air_upgraded2_zm +staff_air_upgraded3_zm +staff_air_zm +staff_fire_melee_zm +staff_fire_upgraded_zm +staff_fire_upgraded2_zm +staff_fire_upgraded3_zm +staff_fire_zm +staff_lightning_melee_zm +staff_lightning_upgraded_zm +staff_lightning_upgraded2_zm +staff_lightning_upgraded3_zm +staff_lightning_zm +staff_revive_zm +staff_water_dart_zm +staff_water_fake_dart_zm +staff_water_melee_zm +staff_water_upgraded_zm +staff_water_upgraded2_zm +staff_water_upgraded3_zm +staff_water_zm +staff_water_zm_cheap +sticky_grenade_zm +thompson_upgraded_zm +thompson_zm +tomb_shield_zm +type95_upgraded_zm +type95_zm \ No newline at end of file diff --git a/Configuration Mod/dedicated_zm.cfg b/Configuration Mod/dedicated_zm.cfg new file mode 100644 index 0000000..3bff8be --- /dev/null +++ b/Configuration Mod/dedicated_zm.cfg @@ -0,0 +1,193 @@ +////////////////////////////////////////////////// +/// PlutoT6 ZM ServerConfiguration file // +////////////////////////////////////////////////// +// This config best view with Notepad++ OR // +// Other *nix compatible editors of your choice.// +////////////////////////////////////////////////// +// 0.1 Basic version // +// 0.2 Added map list and map rotation // +// 0.3 Added Colors and B3/Log/RCon section // +// 0.4 Added gametype to map list and rotation // +// 0.5 Added location to map list and rotation // +// 0.6 Added Sharp Shooter and Gun game // +// 0.7 Clean up // +// 0.8 Additional gts -Fry // +// 0.9 Cleaned up the mess Fry merged, // +// added more comments // +////////////////////////////////////////////////// +// SERVER NAME & COLORS TIPS // +////////////////////////////////////////////////// +// ^0 Black // +// ^1 Red // +// ^2 Green // +// ^3 Yellow // +// ^4 Blue // +// ^5 Cyan // +// ^6 Pink // +// ^7 White // +////////////////////////////////////////////////// + +sv_hostname "^1Mob ^4Starting Room Only" //Give your server a name so you can spot it on the serverlist. + +////////////////////////////////////////////////// +// GENERAL SETTINGS // +////////////////////////////////////////////////// +sv_offline "1" // Enables the offline mode. 1 = offline, 0 = online useful for LANs or in the case we get shut down. +//g_password "" // Password protected Game Server +party_maxplayers "8" // Maximum players that are allowed in your server (1-8) +//sv_minPing "0" // Minimum ping neede to the server? (Terribly broken and inaccurate since ages!) +//sv_maxPing "400" // Maximum ping allowed to the server? (Terribly broken and inaccurate since ages!) +//zm_gungame "1" // Enable Pluto's custom Gun Game? +//zm_sharpshooter "1" // Enable Pluto's custom Sharp Shooter? +gts zmDifficulty "1" // Difficulty? 0 = Easy, 1 = Normal +gts startRound "1" // Starting Round. Only Survival and Grief have this option! +//gts autoTeamBalance "1" +//gts teamCount "2" // Turn this on for grief only! +//gts magic "0" // Remove all supernatural assistance? Only Survival and Grief have this option! +//gts headshotsonly "1" // Headshots only? Only Survival and Grief have this option! +//gts allowdogs "1" // Allow Hellhounds? Only Survival has this option! +//gts cleansedLoadout "1" // Allow players to choose their Loadout? Only Turned has this option! +//set g_loadScripts "0" + +set playerStartingPoints 500 +set perkLimit 4 +set zombieAiLimit 24 +set zombieActorLimit 32 +set midroundDogs 0 +set noEndGameCheck 0 +set soloLaststandWeapon "m1911_upgraded_zm" +set coopLaststandWeapon "m1911_zm" +set startWeaponZm "m1911_zm" +set disableWalkers 0 +set zombieMoveSpeed 1 +set roundNumber 1 +set currentZombieHealth 100 +set currentZombieTotal 6 + +//powerups +set maxPowerupsPerRound 4 +set powerupDropRate 2000 +set zombiesAlwaysDropPowerups 1 +set fourPlayerPowerupScore 50 +set threePlayerPowerupScore 50 +set twoPlayerPowerupScore 50 +set onePlayerPowerupScore 50 +set powerupScoreMeleeKill 80 +set powerupScoreHeadshotKill 50 +set powerupScoreNeckKill 20 +set powerupScoreTorsoKill 10 + +set zombieSpawnRate 2 +set zombiesPerPlayer 6 +set zombieHealthIncreaseFlat 100 +set zombieHealthIncreaseMultiplier 0.1 +set zombieHealthStart 150 +set zombieNewRunnerInterval 10 +set zombieMoveSpeedMultiplier 10 +set zombieMoveSpeedMultiplierEasy 8 +set zombieMaxAi 24 +set belowWorldCheck -1000 +set customSpectatorsRespawn 1 +set zombieIntermissionTime 20 +set zombieBetweenRoundTime 15 +set roundStartDelay 0 +set bleedoutPointsLostAllPlayers 0.1 +set bleedoutPointsLostSelf 0.1 +set downedPointsLostSelf 0.05 +set playerStartingLives 1 +set fourPlayerScorePerZombieKill 50 +set threePlayerScorePerZombieKill 50 +set twoPlayerScorePerZombieKill 50 +set onePlayerScorePerZombieKill 50 +set pointsPerNormalAttack 10 +set pointsPerLightAttack 10 +set shouldZombifyPlayer 0 +set alliesPointsMultiplier 1 +set axisPointsMultiplier 1 +set empPerkExplosionRadius 420 +set empPerkOffDuration 90 +set riotshieldHitPoints 2250 +set juggHealthBonus 160 +set permaJuggHealthBonus 190 +set minPhdExplosionDamage 1000 +set maxPhdExplosionDamage 5000 +set phdDamageRadius 300 + +set magic_chest_movable 1 +set revive_trigger_radius 75 +set player_lastStandBleedoutTime 45 + +////////////////////////////////////////////////// + +////////////////////////////////////////////////// +// B3, GAME LOG & RCON SETTINGS // +////////////////////////////////////////////////// +g_logSync 2 // 0 only flush on game end, 1 flush when buffer full, 2 always flush after a write, 3 append to old logs. +g_log "" // Disable logs per default. +g_log "logs\games_zm.log" // If you choose to use this make sure the filename is unique for each server! +rcon_password "" // RemoteCONtrol password, needed for most management tools. +////////////////////////////////////////////////// + + +////////////////////////////////////////////////// +// MAP LIST WITH ALL GAME MODES AND LOCATIONS // +////////////////////////////////////////////////// +// At the moment only the first game mode of // +// each map works on dedicated servers (31/3/18)// +////////////////////////////////////////////////// +// Buried aka Resolution 1295 // +////////////////////////////////////////////////// +//gametype zclassic loc processing map zm_buried// +////////////////////////////////////////////////// +// Die Rise aka Great Leap Forward // +////////////////////////////////////////////////// +//gametype zclassic loc rooftop map zm_highrise// +////////////////////////////////////////////////// +// Nuketown // +////////////////////////////////////////////////// +//gametype zstandard loc nuked map zm_nuked // +////////////////////////////////////////////////// +// Mob of the Dead // +////////////////////////////////////////////////// +//gametype zclassic loc prison map zm_prison// +////////////////////////////////////////////////// +// Origins // +//Make sure you don't allow more than 4 players!// +////////////////////////////////////////////////// +//gametype zclassic loc tomb map zm_tomb // +////////////////////////////////////////////////// +// Diner (Turned only) // +////////////////////////////////////////////////// +//gametype zcleansed loc diner map zm_transit_dr// +////////////////////////////////////////////////// +// Green Run aka Bus Depot aka Farm aka Town // +////////////////////////////////////////////////// +//gametype zclassic loc transit map zm_transit // +////////////////////////////////////////////////// +//g_gametype zgrief +////////////////////////////////////////////////////////////////////////////////////// +//Unlike in other games/MP you should always define the game type and location. // +////////////////////////////////////////////////////////////////////////////////////// +//Die Rise +//sv_maprotation "gametype zclassic loc rooftop map zm_highrise" +//map_rotate + +//Buried +sv_maprotation "gametype zclassic loc processing map zm_buried" +map_rotate + +//Alcatraz +//sv_maprotation "gametype zclassic loc prison map zm_prison" +//map_rotate + +//Tranzit +//sv_maprotation "gametype zclassic loc transit map zm_transit" +//map_rotate + +//Origins +//sv_maprotation "gametype zclassic loc tomb map zm_tomb" +//map_rotate + +//Nuketown +//sv_maprotation "gametype zstandard loc nuked map zm_nuked" +//map_rotate \ No newline at end of file diff --git a/Configuration Mod/readme.md b/Configuration Mod/readme.md new file mode 100644 index 0000000..ae5e101 --- /dev/null +++ b/Configuration Mod/readme.md @@ -0,0 +1,8 @@ +# Configuration Mod +Merge inits with your current mod or compile as _clientids.gsc. + +All dvars are included in the config and descriptions are in the code itself. + +Added dvars should be working but not all have been tested, also dvar names should not conflict. + +Weapon names can be found in the included black ops 2 names. \ No newline at end of file