uploaded configuration mod

First commit.
This commit is contained in:
JezuzLizard 2020-04-08 11:39:36 -07:00
parent 63019ba875
commit 014f8c763a
4 changed files with 906 additions and 0 deletions

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#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;
}

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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
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

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//////////////////////////////////////////////////
/// 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

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# 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.