From db1bbcfb48d8163fb6d51534054d45f6094a81e0 Mon Sep 17 00:00:00 2001 From: JezuzLizard Date: Sun, 10 May 2020 15:13:32 -0700 Subject: [PATCH] updated see the readme for patch notes --- Configuration Mod/_clientids.gsc | 221 ++++++++++++++--------------- Configuration Mod/dedicated_zm.cfg | 11 +- Configuration Mod/readme.md | 14 ++ 3 files changed, 129 insertions(+), 117 deletions(-) diff --git a/Configuration Mod/_clientids.gsc b/Configuration Mod/_clientids.gsc index 7192203..1065b4f 100644 --- a/Configuration Mod/_clientids.gsc +++ b/Configuration Mod/_clientids.gsc @@ -8,26 +8,22 @@ init() //level thread onplayerconnect(); //Useful zombie_vars, vars, and dvars: //Variables: + //disables the end game check WARNING: make sure to include a spectator respawner and auto revive function + level.no_end_game_check = getDvarIntDefault( "cmLevelNoEndGameCheck", 0 ); //sets the round number any value between 1-255 level.round_number = getDvarIntDefault( "cmLevelRoundNumber", 1 ); - //sets the players starting points when first joining a server - level.player_starting_points = getDvarIntDefault( "cmPlayerStartingPoints", 500 ); - //sets the perk limit for all players - level.perk_purchase_limit = getDvarIntDefault( "cmPlayerPerkLimit", 4 ); + //set afterlives on mob to 1 like a normal coop match and sets the prices of doors on origins to be higher + level.cmLevelSoloModeDisabled = getDvarIntDefault( "cmLevelSoloModeDisabled", 0 ); + if ( level.cmLevelSoloModeDisabled ) + { + level.is_forever_solo_game = undefined; + } //sets the maximum number of zombies that can be on the map at once 32 max level.zombie_ai_limit = getDvarIntDefault( "cmZombieAiLimit", 24 ); //sets the number of zombie bodies that can be on the map at once level.zombie_actor_limit = getDvarIntDefault( "cmZombieActorLimit", 32 ); //enables midround hellhounds WARNING: causes permanent round pauses on maps that aren't bus depot, town or farm level.mixed_rounds_enabled = getDvarIntDefault( "cmZombieMidroundDogs", 0 ); - //disables the end game check WARNING: make sure to include a spectator respawner and auto revive function - level.no_end_game_check = getDvarIntDefault( "cmLevelNoEndGameCheck", 0 ); - //sets the solo laststand pistol - level.default_solo_laststandpistol = getDvar( "cmPlayerSoloLaststandWeapon" ); - //the default laststand pistol - level.default_laststandpistol = getDvar( "cmPlayerCoopLaststandWeapon" ); - //set the starting weapon - level.start_weapon = getDvar( "cmPlayerStartWeapon" ); //sets all zombies to this speed lower values result in walkers higher values sprinters level.zombie_move_speed = getDvarIntDefault( "cmZombieMoveSpeed", 1 ); //locks the zombie movespeed to the above value @@ -50,9 +46,20 @@ init() level.cmZombieMaxHealthOverride = getDvarIntDefault( "cmZombieMaxHealthOverride", 0 ); //sets the maximum health zombie health will increase to level.cmZombieMaxHealthOverrideValue = getDvarIntDefault( "cmZombieMaxHealthOverrideValue" , 150 ); + + //sets the players maximum health zombies do 60 damage so 121 would be 3 hits 181 would be 4 and so on level.cmPlayerMaxHealth = getDvarIntDefault( "cmPlayerMaxHealth", 100 ); - + //sets the players starting points when first joining a server + level.player_starting_points = getDvarIntDefault( "cmPlayerStartingPoints", 500 ); + //sets the perk limit for all players + level.perk_purchase_limit = getDvarIntDefault( "cmPlayerPerkLimit", 4 ); + //sets the solo laststand pistol + level.default_solo_laststandpistol = getDvar( "cmPlayerSoloLaststandWeapon" ); + //the default laststand pistol + level.default_laststandpistol = getDvar( "cmPlayerCoopLaststandWeapon" ); + //set the starting weapon + level.start_weapon = getDvar( "cmPlayerStartWeapon" ); //disables walkers level.cmZombieDisableWalkers = getDvarIntDefault( "cmZombieDisableWalkers", 0 ); @@ -60,17 +67,86 @@ init() { level.speed_change_round = undefined; } - //set afterlives on mob to 1 like a normal coop match and sets the prices of doors on origins to be higher - level.cmLevelSoloModeDisabled = getDvarIntDefault( "cmLevelSoloModeDisabled", 0 ); - if ( level.cmLevelSoloModeDisabled ) - { - level.is_forever_solo_game = undefined; - } //disables all drops level.cmPowerupNoPowerupDrops = getDvarIntDefault( "cmPowerupNoPowerupDrops", 0 ); //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 whether spectators respawn at the end of the round + level.cmLevelDoSpectatorsRespawn = getDvarIntDefault( "cmLevelDoSpectatorsRespawn", 1 ); + level.zombie_vars[ "spectators_respawn" ] = level.cmLevelDoSpectatorsRespawn; + //sets the time that the game takes during the end game intermission + level.cmLevelIntermissionTime = getDvarIntDefault( "cmLevelIntermissionTime", 20 ); + level.zombie_vars["zombie_intermission_time"] = level.cmLevelIntermissionTime; + //the time between rounds + level.cmLevelBetweenRoundTime = getDvarIntDefault( "cmLevelBetweenRoundTime", 15 ); + level.zombie_vars["zombie_between_round_time"] = level.cmLevelBetweenRoundTime; + //time before the game starts + level.cmLevelGameStartDelay = getDvarIntDefault( "cmLevelGameStartDelay", 0 ); + level.zombie_vars[ "game_start_delay" ] = level.cmLevelGameStartDelay; + //riotshield health + level.cmEquipmentRiotshieldHitPoints = getDvarIntDefault( "cmEquipmentRiotshieldHitPoints", 2250 ); + level.zombie_vars[ "riotshield_hit_points" ] = level.cmEquipmentRiotshieldHitPoints; + //jugg health bonus + level.cmPerkJuggHealthBonus = getDvarIntDefault( "cmPerkJuggHealthBonus", 160 ); + level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.cmPerkJuggHealthBonus; + //perma jugg health bonus + level.cmPerkPermaJuggHealthBonus = getDvarIntDefault( "cmPerkPermaJuggHealthBonus", 90 ); + level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.cmPerkPermaJuggHealthBonus; + //phd min explosion damage + level.cmPerkMinPhdExplosionDamage = getDvarIntDefault( "cmPerkMinPhdExplosionDamage", 2000 ); + level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.cmPerkMinPhdExplosionDamage; + //phd max explosion damage + level.cmPerkMaxPhdExplosionDamage = getDvarIntDefault( "cmPerkMaxPhdExplosionDamage", 5000 ); + level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.cmPerkMaxPhdExplosionDamage; + //phd explosion radius + level.cmPerkPhdDamageRadius = getDvarIntDefault( "cmPerkPhdDamageRadius", 300 ); + level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.cmPerkPhdDamageRadius; + //points earned per zombie kill in a 4 player game + level.cmPlayerFourPlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerFourPlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_4player" ] = level.cmPlayerFourPlayerScorePerZombieKill; + //points earned per zombie kill in a 3 player game + level.cmPlayerThreePlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerThreePlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_3player" ] = level.cmPlayerThreePlayerScorePerZombieKill; + //points earned per zombie kill in a 2 player game + level.cmPlayerTwoPlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerTwoPlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_2player" ] = level.cmPlayerTwoPlayerScorePerZombieKill; + //points earned per zombie kill in a 1 player game + level.cmPlayerOnePlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerOnePlayerScorePerZombieKill", 50 ); + level.zombie_vars[ "zombie_score_kill_1player" ] = level.cmPlayerOnePlayerScorePerZombieKill; + //points given for a normal attack + level.cmPlayerPointsPerNormalAttack = getDvarIntDefault( "cmPlayerPointsPerNormalAttack", 10 ); + level.zombie_vars[ "zombie_score_damage_normal" ] = level.cmPlayerPointsPerNormalAttack; + //points given for a light attack + level.cmPlayerPointsPerLightAttack = getDvarIntDefault( "cmPlayerPointsPerLightAttack", 10 ); + level.zombie_vars[ "zombie_score_damage_light" ] = level.cmPlayerPointsPerLightAttack; + //points for melee kills to the powerup increment to a powerup drop + level.cmPlayerPointsBonusMeleeKill = getDvarIntDefault( "cmPlayerPointsBonusMeleeKill", 80 ); + level.zombie_vars[ "zombie_score_bonus_melee" ] = level.cmPlayerPointsBonusMeleeKill; + //points for headshot kills to the powerup increment to a powerup drop + level.cmPlayerPointsBonusHeadshotKill = getDvarIntDefault( "cmPlayerPointsBonusHeadshotKill", 50 ); + level.zombie_vars[ "zombie_score_bonus_head" ] = level.cmPlayerPointsBonusHeadshotKill; + //points for neck kills to the powerup increment to a powerup drop + level.cmPlayerPointsBonusNeckKill = getDvarIntDefault( "cmPlayerPointsBonusNeckKill", 20 ); + level.zombie_vars[ "zombie_score_bonus_neck" ] = level.cmPlayerPointsBonusNeckKill; + //points for torso kills to the powerup increment to a powerup drop + level.cmPlayerPointsBonusTorsoKill = getDvarIntDefault( "cmPlayerPointsBonusTorsoKill", 10 ); + level.zombie_vars[ "zombie_score_bonus_torso" ] = level.cmPlayerPointsBonusTorsoKill; + //points all players lose when a player bleeds out %10 default + level.cmPlayerBleedoutPointsLostAllPlayers = getDvarFloatDefault( "cmPlayerBleedoutPointsLostAllPlayers", 0.1 ); + level.zombie_vars[ "penalty_no_revive" ] = level.cmPlayerBleedoutPointsLostAllPlayers; + //penalty to the player who died 10% of points by default + level.cmPlayerBleedoutPointsLostSelf = getDvarFloatDefault( "cmPlayerBleedoutPointsLostSelf", 0.1 ); + level.zombie_vars[ "penalty_died" ] = level.cmPlayerBleedoutPointsLostSelf; + //points players lose on down %5 by default + level.cmPlayerDownedPointsLostSelf = getDvarFloatDefault( "cmPlayerDownedPointsLostSelf", 0.05 ); + level.zombie_vars[ "penalty_downed" ] = level.cmPlayerDownedPointsLostSelf; + //unknown + level.cmPlayerStartingLives = getDvarIntDefault( "cmPlayerStartingLives", 1 ); + level.zombie_vars[ "starting_lives" ] = level.cmPlayerStartingLives; + //players turn into a zombie on death WARNING: buggy as can be and is missing assets + level.cmPlayerShouldZombify = getDvarIntDefault( "cmPlayerShouldZombify", 0 ); + level.zombie_vars[ "zombify_player" ] = level.cmPlayerShouldZombify; //sets the maximum number of drops per round level.cmPowerupMaxPerRound = getDvarIntDefault( "cmPowerupMaxPerRound", 4 ); level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.cmPowerupMaxPerRound; @@ -93,18 +169,18 @@ init() //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] level.cmPowerupOnePlayerScore = getDvarIntDefault( "cmPowerupOnePlayerScore", 50 ); level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.cmPowerupOnePlayerScore; - //points for melee kills to the powerup increment to a powerup drop - level.cmPowerupScoreMeleeKill = getDvarIntDefault( "cmPowerupScoreMeleeKill", 80 ); - level.zombie_vars[ "zombie_score_bonus_melee" ] = level.cmPowerupScoreMeleeKill; - //points for headshot kills to the powerup increment to a powerup drop - level.cmPowerupScoreHeadshotKill = getDvarIntDefault( "cmPowerupScoreHeadshotKill", 50 ); - level.zombie_vars[ "zombie_score_bonus_head" ] = level.cmPowerupScoreHeadshotKill; - //points for neck kills to the powerup increment to a powerup drop - level.cmPowerupScoreNeckKill = getDvarIntDefault( "cmPowerupScoreNeckKill", 20 ); - level.zombie_vars[ "zombie_score_bonus_neck" ] = level.cmPowerupScoreNeckKill; - //points for torso kills to the powerup increment to a powerup drop - level.cmPowerupScoreTorsoKill = getDvarIntDefault( "cmPowerupScoreTorsoKill", 10 ); - level.zombie_vars[ "zombie_score_bonus_torso" ] = level.cmPowerupScoreTorsoKill; + //points scalar for allies team + level.cmTeamAlliesPointsMultiplier = getDvarIntDefault( "cmTeamAlliesPointsMultiplier", 1 ); + level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.cmTeamAlliesPointsMultiplier; + //points scalar for axis team + level.cmTeamAxisPointsMultiplier = getDvarIntDefault( "cmTeamAxisPointsMultiplier", 1 ); + level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.cmTeamAxisPointsMultiplier; + //sets the radius of emps explosion lower this to 1 to render emps useless + level.cmWeaponEmpPerkExplosionRadius = getDvarIntDefault( "cmWeaponEmpPerkExplosionRadius", 420 ); + level.zombie_vars[ "emp_perk_off_range" ] = level.cmWeaponEmpPerkExplosionRadius; + //sets the duration of emps on perks set to 0 for infiinite duration + level.cmWeaponEmpPerkOffDuration = getDvarIntDefault( "cmWeaponEmpPerkOffDuration", 90 ); + level.zombie_vars[ "emp_perk_off_time" ] = level.cmWeaponEmpPerkOffDuration; //sets the zombie spawnrate; max is 0.08 this is in seconds level.cmZombieSpawnRate = getDvarFloatDefault( "cmZombieSpawnRate", 2 ); level.zombie_vars[ "zombie_spawn_delay" ] = level.cmZombieSpawnRate; @@ -137,84 +213,6 @@ init() //affects the number of zombies per round formula level.cmZombieMaxAi = getDvarIntDefault( "cmZombieMaxAi", 24 ); level.zombie_vars[ "zombie_max_ai" ] = level.cmZombieMaxAi; - //affects the check for zombies that have fallen thru the map - level.cmZombieBelowWorldCheck = getDvarIntDefault( "cmZombieBelowWorldCheck", -1000 ); - level.zombie_vars[ "below_world_check" ] = level.cmZombieBelowWorldCheck; - //sets whether spectators respawn at the end of the round - level.cmLevelDoSpectatorsRespawn = getDvarIntDefault( "cmLevelDoSpectatorsRespawn", 1 ); - level.zombie_vars[ "spectators_respawn" ] = level.cmLevelDoSpectatorsRespawn; - //sets the time that the game takes during the end game intermission - level.cmLevelIntermissionTime = getDvarIntDefault( "cmLevelIntermissionTime", 20 ); - level.zombie_vars["zombie_intermission_time"] = level.cmLevelIntermissionTime; - //the time between rounds - level.cmLevelBetweenRoundTime = getDvarIntDefault( "cmLevelBetweenRoundTime", 15 ); - level.zombie_vars["zombie_between_round_time"] = level.cmLevelBetweenRoundTime; - //time before the game starts - level.cmLevelGameStartDelay = getDvarIntDefault( "cmLevelGameStartDelay", 0 ); - level.zombie_vars[ "game_start_delay" ] = level.cmLevelGameStartDelay; - //points all players lose when a player bleeds out %10 default - level.cmPlayerBleedoutPointsLostAllPlayers = getDvarFloatDefault( "cmPlayerBleedoutPointsLostAllPlayers", 0.1 ); - level.zombie_vars[ "penalty_no_revive" ] = level.cmPlayerBleedoutPointsLostAllPlayers; - //penalty to the player who died 10% of points by default - level.cmPlayerBleedoutPointsLostSelf = getDvarFloatDefault( "cmPlayerBleedoutPointsLostSelf", 0.1 ); - level.zombie_vars[ "penalty_died" ] = level.cmPlayerBleedoutPointsLostSelf; - //points players lose on down %5 by default - level.cmPlayerDownedPointsLostSelf = getDvarFloatDefault( "cmPlayerDownedPointsLostSelf", 0.05 ); - level.zombie_vars[ "penalty_downed" ] = level.cmPlayerDownedPointsLostSelf; - //unknown - level.cmPlayerStartingLives = getDvarIntDefault( "cmPlayerStartingLives", 1 ); - level.zombie_vars[ "starting_lives" ] = level.cmPlayerStartingLives; - //points earned per zombie kill in a 4 player game - level.cmPlayerFourPlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerFourPlayerScorePerZombieKill", 50 ); - level.zombie_vars[ "zombie_score_kill_4player" ] = level.cmPlayerFourPlayerScorePerZombieKill; - //points earned per zombie kill in a 3 player game - level.cmPlayerThreePlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerThreePlayerScorePerZombieKill", 50 ); - level.zombie_vars[ "zombie_score_kill_3player" ] = level.cmPlayerThreePlayerScorePerZombieKill; - //points earned per zombie kill in a 2 player game - level.cmPlayerTwoPlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerTwoPlayerScorePerZombieKill", 50 ); - level.zombie_vars[ "zombie_score_kill_2player" ] = level.cmPlayerTwoPlayerScorePerZombieKill; - //points earned per zombie kill in a 1 player game - level.cmPlayerOnePlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerOnePlayerScorePerZombieKill", 50 ); - level.zombie_vars[ "zombie_score_kill_1player" ] = level.cmPlayerOnePlayerScorePerZombieKill; - //points given for a normal attack - level.cmPlayerPointsPerNormalAttack = getDvarIntDefault( "cmPlayerPointsPerNormalAttack", 10 ); - level.zombie_vars[ "zombie_score_damage_normal" ] = level.cmPlayerPointsPerNormalAttack; - //points given for a light attack - level.cmPlayerPointsPerLightAttack = getDvarIntDefault( "cmPlayerPointsPerLightAttack", 10 ); - level.zombie_vars[ "zombie_score_damage_light" ] = level.cmPlayerPointsPerLightAttack; - //players turn into a zombie on death WARNING: buggy as can be and is missing assets - level.cmPlayerShouldZombify = getDvarIntDefault( "cmPlayerShouldZombify", 0 ); - level.zombie_vars[ "zombify_player" ] = level.cmPlayerShouldZombify; - //points scalar for allies team - level.cmTeamAlliesPointsMultiplier = getDvarIntDefault( "cmTeamAlliesPointsMultiplier", 1 ); - level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.cmTeamAlliesPointsMultiplier; - //points scalar for axis team - level.cmTeamAxisPointsMultiplier = getDvarIntDefault( "cmTeamAxisPointsMultiplier", 1 ); - level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.cmTeamAxisPointsMultiplier; - //sets the radius of emps explosion lower this to 1 to render emps useless - level.cmWeaponEmpPerkExplosionRadius = getDvarIntDefault( "cmWeaponEmpPerkExplosionRadius", 420 ); - level.zombie_vars[ "emp_perk_off_range" ] = level.cmWeaponEmpPerkExplosionRadius; - //sets the duration of emps on perks set to 0 for infiinite duration - level.cmWeaponEmpPerkOffDuration = getDvarIntDefault( "cmWeaponEmpPerkOffDuration", 90 ); - level.zombie_vars[ "emp_perk_off_time" ] = level.cmWeaponEmpPerkOffDuration; - //riotshield health - level.cmEquipmentRiotshieldHitPoints = getDvarIntDefault( "cmEquipmentRiotshieldHitPoints", 2250 ); - level.zombie_vars[ "riotshield_hit_points" ] = level.cmEquipmentRiotshieldHitPoints; - //jugg health bonus - level.cmPerkJuggHealthBonus = getDvarIntDefault( "cmPerkJuggHealthBonus", 160 ); - level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.cmPerkJuggHealthBonus; - //perma jugg health bonus - level.cmPerkPermaJuggHealthBonus = getDvarIntDefault( "cmPerkPermaJuggHealthBonus", 90 ); - level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.cmPerkPermaJuggHealthBonus; - //phd min explosion damage - level.cmPerkMinPhdExplosionDamage = getDvarIntDefault( "cmPerkMinPhdExplosionDamage", 2000 ); - level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.cmPerkMinPhdExplosionDamage; - //phd max explosion damage - level.cmPerkMaxPhdExplosionDamage = getDvarIntDefault( "cmPerkMaxPhdExplosionDamage", 5000 ); - level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.cmPerkMaxPhdExplosionDamage; - //phd explosion radius - level.cmPerkPhdDamageRadius = getDvarIntDefault( "cmPerkPhdDamageRadius", 300 ); - level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.cmPerkPhdDamageRadius; //cheat protected dvars. these can only be set in gsc so we set the values with a different dvars //sets speed colas reload multiplier lower is better WARNING: animation doesn't sync level.cmPerkSpeedColaReloadSpeed = getDvarFloatDefault( "cmPerkSpeedColaReloadSpeed", 0.5 ); @@ -556,7 +554,7 @@ watch_for_respawn() init_custom_zm_powerups_gsc_exclusive_dvars() { - if ( !level.custom_zm_powerups_loaded ) + if ( !isDefined( level.custom_zm_powerups_loaded ) || !level.custom_zm_powerups_loaded ) { return; } @@ -576,7 +574,7 @@ init_custom_zm_powerups_gsc_exclusive_dvars() //points given by carpenter level.cmPowerupCarpenterPoints = getDvarIntDefault( "cmPowerupCarpenterPoints", 200 ); //points given by nuke - level.cmPowerupNukePoints = getDvarIntDefault( "cmPowerupCarpenterPoints", 400 ); + level.cmPowerupNukePoints = getDvarIntDefault( "cmPowerupNukePoints", 400 ); //whether nukes should take their time killing zombies off level.cmPowerupNukeShouldWaitToKillZombies = getDvarIntDefault( "cmPowerupNukeShouldWaitToKillZombies", 1 ); //minimum time before a nuked zombie dies @@ -588,3 +586,4 @@ init_custom_zm_powerups_gsc_exclusive_dvars() } + diff --git a/Configuration Mod/dedicated_zm.cfg b/Configuration Mod/dedicated_zm.cfg index 54238bc..d8e975f 100644 --- a/Configuration Mod/dedicated_zm.cfg +++ b/Configuration Mod/dedicated_zm.cfg @@ -66,10 +66,6 @@ set cmPowerupFourPlayerScore 50 set cmPowerupThreePlayerScore 50 set cmPowerupTwoPlayerScore 50 set cmPowerupOnePlayerScore 50 -set cmPowerupScoreMeleeKill 80 -set cmPowerupScoreHeadshotKill 50 -set cmPowerupScoreNeckKill 20 -set cmPowerupScoreTorsoKill 10 set cmPowerupNukeEnabled 1 set cmPowerupInstaKillEnabled 1 set cmPowerupMaxAmmoEnabled 1 @@ -88,7 +84,7 @@ set cmPowerupDoublePointsDuration 30 set cmPowerupDoublePointsScalar 2 set cmPowerupInstaKillDuration 30 set cmPowerupCarpenterPoints 200 -set cmPowerupCarpenterPoints 400 +set cmPowerupNukePoints 400 set cmPowerupNukeShouldWaitToKillZombies 1 set cmPowerupNukeMinTimeToKill 0.1 set cmPowerupNukeMaxTimeToKill 0.7 @@ -122,7 +118,6 @@ set cmZombieMoveSpeedMultiplier 10 set cmZombieMoveSpeedMultiplierEasy 8 set cmZombieMoveAnimation "" set cmZombieMaxAi 24 -set cmZombieBelowWorldCheck -1000 //player properties set cmPlayerMaxHealth 100 @@ -136,6 +131,10 @@ set cmPlayerTwoPlayerScorePerZombieKill 50 set cmPlayerOnePlayerScorePerZombieKill 50 set cmPlayerPointsPerNormalAttack 10 set cmPlayerPointsPerLightAttack 10 +set cmPlayerPointsBonusMeleeKill 80 +set cmPlayerPointsBonusHeadshotKill 50 +set cmPlayerPointsBonusNeckKill 20 +set cmPlayerPointsBonusTorsoKill 10 set cmPlayerShouldZombify 0 set cmPlayerSoloLaststandWeapon "m1911_upgraded_zm" set cmPlayerCoopLaststandWeapon "m1911_zm" diff --git a/Configuration Mod/readme.md b/Configuration Mod/readme.md index ec0e90c..54779ec 100644 --- a/Configuration Mod/readme.md +++ b/Configuration Mod/readme.md @@ -20,6 +20,20 @@ Install _zm_powerups.gsc in in maps/mp/zombies This will add support for changing a few aspects of the vanilla powerups +# Update 5/10/20 + +## Main Changes + +Organized variables by type so its easier for mod developers to find whats there + +Removed zombie below world check value since it can interfere with MoTD + +Fixed the nuke points dvar having the same name as the carpenter points dvar + +Changed some powerup dvars to player type dvars since they deal with points earned by players + +Added another check for the _zm_powerups.gsc exclusive dvars + # Update 5/9/20 ## Main Changes