mirror of
https://github.com/JezuzLizard/Public-BO2-Mods.git
synced 2025-06-07 18:47:59 -05:00
uploaded configuration mod
First commit.
This commit is contained in:
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194
Configuration Mod/_clientids.gsc
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194
Configuration Mod/_clientids.gsc
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#include maps\mp\_utility;
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#include common_scripts\utility;
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#include maps\mp\zombies\_zm_utility;
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#include maps\mp\zombies\_zm;
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init()
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{
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//Useful zombie_vars, vars, and dvars:
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//Variables:
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//sets the players starting points when first joining a server
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level.player_starting_points = getDvarIntDefault( "playerStartingPoints", 500 );
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//sets the perk limit for all players
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level.perk_purchase_limit = getDvarIntDefault( "perkLimit", 4 );
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//sets the maximum number of zombies that can be on the map at once 32 max
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level.zombie_ai_limit = getDvarIntDefault( "zombieAiLimit", 24 );
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//sets the number of zombie bodies that can be on the map at once
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level.zombie_actor_limit = getDvarIntDefault( "zombieActorLimit", 32 );
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//enables midround hellhounds WARNING: causes permanent round pauses on maps that aren't bus depot, town or farm
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level.mixed_rounds_enabled = getDvarIntDefault( "midroundDogs", 0 );
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//disables the end game check WARNING: make sure to include a spectator respawner and auto revive function
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level.no_end_game_check = getDvarIntDefault( "noEndGameCheck", 0 );
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//sets the solo laststand pistol
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level.default_solo_laststandpistol = getDvar( "soloLaststandWeapon" );
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//the default laststand pistol
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level.default_laststandpistol = getDvar( "coopLaststandWeapon" );
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//set the starting weapon
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level.start_weapon = getDvar( "startWeaponZm" );
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if ( level.mixed_rounds_enabled )
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{
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if ( level.script != "zm_transit" || is_classic() || level.scr_zm_ui_gametype == "zgrief" )
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{
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level.mixed_rounds_enabled = 0;
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}
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}
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//disables walkers
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level.disableWalkers = getDvarIntDefault( "disableWalkers", 0 );
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if ( level.disableWalkers )
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{
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level.speed_change_round = undefined;
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}
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//sets all zombies to this speed lower values result in walkers and runners
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level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 );
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//sets the round number any value between 1-255
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level.round_number = getDvarIntDefault( "roundNumber", 1 );
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//sets the zombies health //changed every round
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level.zombie_health = getDvarIntDefault( "currentZombieHealth", 100 );
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//sets the number of zombies in reserve changes every round
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level.zombie_total = getDvarIntDefault( "currentZombieTotal", 6 );
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//Zombie_Vars:
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//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
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//sets the maximum number of drops per round
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level.maxPowerupsPerRound = getDvarIntDefault( "maxPowerupsPerRound", 4 );
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level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.maxPowerupsPerRound;
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//sets the powerup drop rate lower is better
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level.powerupDropRate = getDvarIntDefault( "powerupDropRate", 2000 );
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level.zombie_vars["zombie_powerup_drop_increment"] = level.powerupDropRate;
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//makes every zombie drop a powerup
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level.zombiesAlwaysDropPowerups = getDvarIntDefault( "zombiesAlwaysDropPowerups", 0 );
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level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups;
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//increase these below vars to increase drop rate
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.fourPlayerPowerupScore = getDvarIntDefault( "fourPlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_4p_team" ] = level.fourPlayerPowerupScore;
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.threePlayerPowerupScore = getDvarIntDefault( "threePlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_3p_team" ] = level.threePlayerPowerupScore;
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.twoPlayerPowerupScore = getDvarIntDefault( "twoPlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_2p_team" ] = level.twoPlayerPowerupScore;
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.onePlayerPowerupScore = getDvarIntDefault( "onePlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.onePlayerPowerupScore;
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//points for melee kills to the powerup increment to a powerup drop
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level.powerupScoreMeleeKill = getDvarIntDefault( "powerupScoreMeleeKill", 80 );
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level.zombie_vars[ "zombie_score_bonus_melee" ] = level.powerupScoreMeleeKill;
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//points for headshot kills to the powerup increment to a powerup drop
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level.powerupScoreHeadshotKill = getDvarIntDefault( "powerupScoreHeadshotKill", 50 );
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level.zombie_vars[ "zombie_score_bonus_head" ] = level.powerupScoreHeadshotKill;
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//points for neck kills to the powerup increment to a powerup drop
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level.powerupScoreNeckKill = getDvarIntDefault( "powerupScoreNeckKill", 20 );
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level.zombie_vars[ "zombie_score_bonus_neck" ] = level.powerupScoreNeckKill;
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//points for torso kills to the powerup increment to a powerup drop
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level.powerupScoreTorsoKill = getDvarIntDefault( "powerupScoreTorsoKill", 10 );
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level.zombie_vars[ "zombie_score_bonus_torso" ] = level.powerupScoreTorsoKill;
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//sets the zombie spawnrate; max is 0.08 WARNING: won't change midgame by itself anymore once set from the config or console
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level.zombieSpawnRate = getDvarFloatDefault( "zombieSpawnRate", 2 );
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level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate;
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//alters the number of zombies per round formula amount of zombies per round is roughly correlated to this value
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//ie half as many zombies per player is half as many zombies per round
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level.zombiesPerPlayer = getDvarIntDefault( "zombiesPerPlayer", 6 );
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level.zombie_vars["zombie_ai_per_player"] = level.zombiesPerPlayer;
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//sets the flat amount of hp the zombies gain per round not used after round 10
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level.zombieHealthIncreaseFlat = getDvarIntDefault( "zombieHealthIncreaseFlat", 100 );
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level.zombie_vars[ "zombie_health_increase" ] = level.zombieHealthIncreaseFlat;
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//multiplies zombie health by this value every round after round 10
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level.zombieHealthIncreaseMultiplier = getDvarFloatDefault( "zombieHealthIncreaseMultiplier", 0.1 );
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level.zombie_vars[ "zombie_health_increase_multiplier" ] = level.zombieHealthIncreaseMultiplier;
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//base zombie health before any multipliers or additions
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level.zombieHealthStart = getDvarIntDefault( "zombieHealthStart", 150 );
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level.zombie_vars[ "zombie_health_start" ] = level.zombieHealthStart;
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//time before new runners spawn on early rounds
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level.zombieNewRunnerInterval = getDvarIntDefault( "zombieNewRunnerInterval", 10 );
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level.zombie_vars[ "zombie_new_runner_interval" ] = level.zombieNewRunnerInterval;
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//determines level.zombie_move_speed on original
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level.zombieMoveSpeedMultiplier = getDvarIntDefault( "zombieMoveSpeedMultiplier", 10 );
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level.zombie_vars[ "zombie_move_speed_multiplier" ] = level.zombieMoveSpeedMultiplier;
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//determines level.zombie_move_speed on easy
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level.zombieMoveSpeedMultiplierEasy = getDvarIntDefault( "zombieMoveSpeedMultiplierEasy", 8 );
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level.zombie_vars[ "zombie_move_speed_multiplier_easy"] = level.zombieMoveSpeedMultiplierEasy;
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//affects the number of zombies per round formula
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level.zombieMaxAi = getDvarIntDefault( "zombieMaxAi", 24 );
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level.zombie_vars[ "zombie_max_ai" ] = level.zombieMaxAi;
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//affects the check for zombies that have fallen thru the map
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level.belowWorldCheck = getDvarIntDefault( "belowWorldCheck", -1000 );
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level.zombie_vars[ "below_world_check" ] = level.belowWorldCheck;
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//sets whether spectators respawn at the end of the round
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level.customSpectatorsRespawn = getDvarIntDefault( "customSpectatorsRespawn", 1 );
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level.zombie_vars[ "spectators_respawn" ] = level.customSpectatorsRespawn;
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//sets the time that the game takes during the end game intermission
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level.zombieIntermissionTime = getDvarIntDefault( "zombieIntermissionTime", 20 );
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level.zombie_vars["zombie_intermission_time"] = level.zombieIntermissionTime;
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//the time between rounds
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level.zombieBetweenRoundTime = getDvarIntDefault( "zombieBetweenRoundTime", 15 );
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level.zombie_vars["zombie_between_round_time"] = level.zombieBetweenRoundTime;
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//time before the game starts
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level.roundStartDelay = getDvarIntDefault( "roundStartDelay", 0 );
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level.zombie_vars[ "game_start_delay" ] = level.roundStartDelay;
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//points all players lose when a player bleeds out %10 default
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level.bleedoutPointsLostAllPlayers = getDvarFloatDefault( "bleedoutPointsLostAllPlayers", 0.1 );
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level.zombie_vars[ "penalty_no_revive" ] = level.bleedoutPointsLostAllPlayers;
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//penalty to the player who died 10% of points by default
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level.bleedoutPointsLostSelf = getDvarFloatDefault( "bleedoutPointsLostSelf", 0.1 );
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level.zombie_vars[ "penalty_died" ] = level.bleedoutPointsLostSelf;
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//points players lose on down %5 by default
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level.downedPointsLostSelf = getDvarFloatDefault( "downedPointsLostSelf", 0.05 );
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level.zombie_vars[ "penalty_downed" ] = level.downedPointsLostSelf;
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//unknown
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level.playerStartingLives = getDvarIntDefault( "playerStartingLives", 1 );
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level.zombie_vars[ "starting_lives" ] = level.playerStartingLives;
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//points earned per zombie kill in a 4 player game
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level.fourPlayerScorePerZombieKill = getDvarIntDefault( "fourPlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_4player" ] = level.fourPlayerScorePerZombieKill;
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//points earned per zombie kill in a 3 player game
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level.threePlayerScorePerZombieKill = getDvarIntDefault( "threePlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_3player" ] = level.threePlayerScorePerZombieKill;
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//points earned per zombie kill in a 2 player game
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level.twoPlayerScorePerZombieKill = getDvarIntDefault( "twoPlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_2player" ] = level.twoPlayerScorePerZombieKill;
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//points earned per zombie kill in a 1 player game
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level.onePlayerScorePerZombieKill = getDvarIntDefault( "onePlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_1player" ] = level.onePlayerScorePerZombieKill;
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//points given for a normal attack
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level.pointsPerNormalAttack = getDvarIntDefault( "pointsPerNormalAttack", 10 );
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level.zombie_vars[ "zombie_score_damage_normal" ] = level.pointsPerNormalAttack;
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//points given for a light attack
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level.pointsPerLightAttack = getDvarIntDefault( "pointsPerLightAttack", 10 );
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level.zombie_vars[ "zombie_score_damage_light" ] = level.pointsPerLightAttack;
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//players turn into a zombie on death WARNING: buggy as can be and is missing assets
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level.shouldZombifyPlayer = getDvarIntDefault( "shouldZombifyPlayer", 0 );
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level.zombie_vars[ "zombify_player" ] = level.shouldZombifyPlayer;
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//points scalar for allies team
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level.alliesPointsMultiplier = getDvarIntDefault( "alliesPointsMultiplier", 1 );
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level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.alliesPointsMultiplier;
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//points scalar for axis team
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level.axisPointsMultiplier = getDvarIntDefault( "axisPointsMultiplier", 1 );
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level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.axisPointsMultiplier;
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//sets the radius of emps explosion lower this to 1 to render emps useless
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level.empPerkExplosionRadius = getDvarIntDefault( "empPerkExplosionRadius", 420 );
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level.zombie_vars[ "emp_perk_off_range" ] = level.empPerkExplosionRadius;
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//sets the duration of emps on perks set to 0 for infiinite emps
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level.empPerkOffDuration = getDvarIntDefault( "empPerkOffDuration", 90 );
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level.zombie_vars[ "emp_perk_off_time" ] = level.empPerkOffDuration;
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//riotshield health
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level.riotshieldHitPoints = getDvarIntDefault( "riotshieldHitPoints", 2250 );
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level.zombie_vars[ "riotshield_hit_points" ] = level.riotshieldHitPoints;
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//jugg health bonus
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level.juggHealthBonus = getDvarIntDefault( "juggHealthBonus", 160 );
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level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.juggHealthBonus;
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//perma jugg health bonus
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level.permaJuggHealthBonus = getDvarIntDefault( "permaJuggHealthBonus", 190 );
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level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.permaJuggHealthBonus;
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//phd min explosion damage
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level.minPhdExplosionDamage = getDvarIntDefault( "minPhdExplosionDamage", 1000 );
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level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.minPhdExplosionDamage;
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//phd max explosion damage
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level.maxPhdExplosionDamage = getDvarIntDefault( "maxPhdExplosionDamage", 5000 );
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level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.maxPhdExplosionDamage;
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//phd explosion radius
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level.phdDamageRadius = getDvarIntDefault( "phdDamageRadius", 300 );
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level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.phdDamageRadius;
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}
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511
Configuration Mod/black ops 2 weapon names.txt
Normal file
511
Configuration Mod/black ops 2 weapon names.txt
Normal file
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Tranzit
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870mcs_upgraded_zm
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870mcs_zm //remington shotgun
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ak74u_upgraded_zm
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ak74u_zm
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barretm82_upgraded_zm
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barretm82_zm
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beretta93r_upgraded_zm
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beretta93r_zm
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bowie_knife_zm
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claymore_zm
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cymbal_monkey_zm
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dsr50_upgraded_zm
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dsr50_zm
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fiveseven_upgraded_zm
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fiveseven_zm
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fivesevendw_upgraded_zm
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fivesevendw_zm
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fivesevenlh_upgraded_zm
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fivesevenlh_zm
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frag_grenade_zm
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fnfal_upgraded_zm
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fnfal_zm //fn fal
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galil_upgraded_zm
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galil_zm //galil
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gl_type95_zm
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gl_xm8_zm
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hamr_upgraded_zm
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hamr_zm /hamr
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jetgun_upgraded_zm
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jetgun_zm //jetgun
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judge_upgraded_zm
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judge_zm //executioner
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knife_zm
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knife_ballistic_bowie_upgraded_zm
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knife_ballistic_bowie_zm
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knife_ballistic_no_melee_upgraded_zm
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knife_ballistic_no_melee_zm
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knife_ballistic_upgraded_zm
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knife_ballistic_zm //ballistic knife
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kard_upgraded_zm
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kard_zm //kap 40
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mp5k_upgraded_zm
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mp5k_zm //mp5
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m14_upgraded_zm
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m14_zm //m14
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gl_m16_upgraded_zm
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m16_gl_upgraded_zm
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m16_zm //m16
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m1911_upgraded_zm
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m1911_zm //m1911
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m1911lh_upgraded_zm
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m32_upgraded_zm
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m32_zm //war machine
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python_upgraded_zm
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python_zm //python
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sf_qcw05_upgraded_zm
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qcw05_upgraded_zm
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qcw05_zm //chicom
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riotshield_zm //zombie shield
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ray_gun_upgraded_zm
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ray_gun_zm //ray gun
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raygun_mark2_upgraded_zm
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raygun_mark2_zm //raygun mark 2
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rottweil72_upgraded_zm
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rottweil72_zm //olypmia
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rpd_upgraded_zm
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rpd_zm //rpd
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dualoptic_saritch_upgraded_zm //smr dual optic
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saritch_upgraded_zm
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saritch_zm //smr
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saiga12_upgraded_zm
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saiga12_zm //s12
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srm1216_upgraded_zm
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srm1216_zm //m1216
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sticky_grenade_zm
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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
|
||||||
|
fivesevenlh_upgraded_zm
|
||||||
|
fivesevenlh_zm
|
||||||
|
frag_grenade_zm
|
||||||
|
fnfal_upgraded_zm
|
||||||
|
fnfal_zm
|
||||||
|
gl_tar21_zm
|
||||||
|
galil_upgraded_zm
|
||||||
|
galil_zm
|
||||||
|
gl_m16_upgraded_zm
|
||||||
|
gl_tar21_zm
|
||||||
|
gl_type95_zm
|
||||||
|
gl_xm8_zm
|
||||||
|
hamr_upgraded_zm
|
||||||
|
hamr_zm
|
||||||
|
hk416_upgraded_zm
|
||||||
|
hk416_zm
|
||||||
|
judge_upgraded_zm
|
||||||
|
judge_zm
|
||||||
|
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
|
||||||
|
kard_upgraded_zm
|
||||||
|
kard_zm
|
||||||
|
lsat_upgraded_zm
|
||||||
|
lsat_zm
|
||||||
|
m14_upgraded_zm
|
||||||
|
m14_zm
|
||||||
|
m16_gl_upgraded_zm
|
||||||
|
m16_zm
|
||||||
|
m1911_upgraded_zm
|
||||||
|
m1911_zm
|
||||||
|
m1911lh_upgraded_zm
|
||||||
|
m32_upgraded_zm
|
||||||
|
m32_zm
|
||||||
|
mp5k_upgraded_zm
|
||||||
|
mp5k_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
|
||||||
|
rpd_upgraded_zm
|
||||||
|
rpd_zm
|
||||||
|
rottweil72_upgraded_zm
|
||||||
|
rottweil72_zm
|
||||||
|
dualoptic_saritch_upgraded_zm
|
||||||
|
saritch_upgraded_zm
|
||||||
|
saritch_zm
|
||||||
|
saiga12_upgraded_zm
|
||||||
|
saiga12_zm
|
||||||
|
srm1216_upgraded_zm
|
||||||
|
srm1216_zm
|
||||||
|
sticky_grenade_zm
|
||||||
|
tar21_upgraded_zm
|
||||||
|
tar21_zm
|
||||||
|
tazer_knuckles_zm
|
||||||
|
type95_upgraded_zm
|
||||||
|
type95_zm
|
||||||
|
usrpg_upgraded_zm
|
||||||
|
usrpg_zm
|
||||||
|
xm8_upgraded_zm
|
||||||
|
xm8_zm
|
||||||
|
|
||||||
|
Die Rise
|
||||||
|
ak74u_upgraded_zm
|
||||||
|
ak74u_zm
|
||||||
|
an94_upgraded_zm
|
||||||
|
an94_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
|
||||||
|
gl_tar21_zm
|
||||||
|
gl_xm8_zm
|
||||||
|
gl_type95_zm
|
||||||
|
galil_upgraded_zm
|
||||||
|
galil_zm
|
||||||
|
hamr_upgraded_zm
|
||||||
|
hamr_zm
|
||||||
|
judge_upgraded_zm
|
||||||
|
judge_zm
|
||||||
|
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
|
||||||
|
kard_upgraded_zm
|
||||||
|
kard_zm
|
||||||
|
m14_upgraded_zm
|
||||||
|
m14_zm
|
||||||
|
m1911_upgraded_zm
|
||||||
|
m1911_zm
|
||||||
|
m1911lh_upgraded_zm
|
||||||
|
m32_upgraded_zm
|
||||||
|
m32_zm
|
||||||
|
mp5k_upgraded_zm
|
||||||
|
mp5k_zm
|
||||||
|
pdw57_upgraded_zm
|
||||||
|
pdw57_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
|
||||||
|
rpd_upgraded_zm
|
||||||
|
rpd_zm
|
||||||
|
rottweil72_upgraded_zm
|
||||||
|
rottweil72_zm
|
||||||
|
dualoptic_saritch_upgraded_zm
|
||||||
|
saritch_upgraded_zm
|
||||||
|
saritch_zm
|
||||||
|
slip_bolt_upgraded_zm
|
||||||
|
slip_bolt_zm
|
||||||
|
slipgun_upgraded_zm
|
||||||
|
slipgun_zm
|
||||||
|
svu_upgraded_zm
|
||||||
|
svu_zm
|
||||||
|
saiga12_upgraded_zm
|
||||||
|
saiga12_zm
|
||||||
|
sticky_grenade_zm
|
||||||
|
srm1216_upgraded_zm
|
||||||
|
srm1216_zm
|
||||||
|
tar21_upgraded_zm
|
||||||
|
tar21_zm
|
||||||
|
tazer_knuckles_zm
|
||||||
|
type95_upgraded_zm
|
||||||
|
type95_zm
|
||||||
|
usrpg_upgraded_zm
|
||||||
|
usrpg_zm
|
||||||
|
xm8_upgraded_zm
|
||||||
|
xm8_zm
|
||||||
|
|
||||||
|
Buried
|
||||||
|
ak74u_upgraded_zm
|
||||||
|
ak74u_zm
|
||||||
|
an94_upgraded_zm
|
||||||
|
an94_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
|
||||||
|
gl_tar21_zm
|
||||||
|
galil_upgraded_zm
|
||||||
|
galil_zm
|
||||||
|
hamr_upgraded_zm
|
||||||
|
hamr_zm
|
||||||
|
judge_upgraded_zm
|
||||||
|
judge_zm
|
||||||
|
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
|
||||||
|
kard_upgraded_zm
|
||||||
|
kard_zm
|
||||||
|
lsat_upgraded_zm
|
||||||
|
lsat_zm
|
||||||
|
m14_upgraded_zm
|
||||||
|
m14_zm
|
||||||
|
m1911_upgraded_zm
|
||||||
|
m1911_zm
|
||||||
|
m1911lh_upgraded_zm
|
||||||
|
m32_upgraded_zm
|
||||||
|
m32_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
|
||||||
|
rnma_upgraded_zm
|
||||||
|
rnma_zm
|
||||||
|
rottweil72_upgraded_zm
|
||||||
|
rottweil72_zm
|
||||||
|
dualoptic_saritch_upgraded_zm
|
||||||
|
saritch_upgraded_zm
|
||||||
|
saritch_zm
|
||||||
|
slowgun_upgraded_zm
|
||||||
|
slowgun_zm
|
||||||
|
svu_upgraded_zm
|
||||||
|
svu_zm
|
||||||
|
srm1216_upgraded_zm
|
||||||
|
srm1216_zm
|
||||||
|
saiga12_upgraded_zm
|
||||||
|
saiga12_zm
|
||||||
|
tar21_upgraded_zm
|
||||||
|
tar21_zm
|
||||||
|
time_bomb_zm
|
||||||
|
tazer_knuckles_zm
|
||||||
|
usrpg_upgraded_zm
|
||||||
|
usrpg_zm
|
||||||
|
|
||||||
|
Mob of The 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
|
193
Configuration Mod/dedicated_zm.cfg
Normal file
193
Configuration Mod/dedicated_zm.cfg
Normal file
@ -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
|
8
Configuration Mod/readme.md
Normal file
8
Configuration Mod/readme.md
Normal file
@ -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.
|
Loading…
x
Reference in New Issue
Block a user