mirror of
https://github.com/JezuzLizard/Public-BO2-Mods.git
synced 2025-06-08 02:58:24 -05:00
updated see the readme for patch notes
This commit is contained in:
parent
3662f2de59
commit
db1bbcfb48
@ -8,26 +8,22 @@ init()
|
|||||||
//level thread onplayerconnect();
|
//level thread onplayerconnect();
|
||||||
//Useful zombie_vars, vars, and dvars:
|
//Useful zombie_vars, vars, and dvars:
|
||||||
//Variables:
|
//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
|
//sets the round number any value between 1-255
|
||||||
level.round_number = getDvarIntDefault( "cmLevelRoundNumber", 1 );
|
level.round_number = getDvarIntDefault( "cmLevelRoundNumber", 1 );
|
||||||
//sets the players starting points when first joining a server
|
//set afterlives on mob to 1 like a normal coop match and sets the prices of doors on origins to be higher
|
||||||
level.player_starting_points = getDvarIntDefault( "cmPlayerStartingPoints", 500 );
|
level.cmLevelSoloModeDisabled = getDvarIntDefault( "cmLevelSoloModeDisabled", 0 );
|
||||||
//sets the perk limit for all players
|
if ( level.cmLevelSoloModeDisabled )
|
||||||
level.perk_purchase_limit = getDvarIntDefault( "cmPlayerPerkLimit", 4 );
|
{
|
||||||
|
level.is_forever_solo_game = undefined;
|
||||||
|
}
|
||||||
//sets the maximum number of zombies that can be on the map at once 32 max
|
//sets the maximum number of zombies that can be on the map at once 32 max
|
||||||
level.zombie_ai_limit = getDvarIntDefault( "cmZombieAiLimit", 24 );
|
level.zombie_ai_limit = getDvarIntDefault( "cmZombieAiLimit", 24 );
|
||||||
//sets the number of zombie bodies that can be on the map at once
|
//sets the number of zombie bodies that can be on the map at once
|
||||||
level.zombie_actor_limit = getDvarIntDefault( "cmZombieActorLimit", 32 );
|
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
|
//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 );
|
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
|
//sets all zombies to this speed lower values result in walkers higher values sprinters
|
||||||
level.zombie_move_speed = getDvarIntDefault( "cmZombieMoveSpeed", 1 );
|
level.zombie_move_speed = getDvarIntDefault( "cmZombieMoveSpeed", 1 );
|
||||||
//locks the zombie movespeed to the above value
|
//locks the zombie movespeed to the above value
|
||||||
@ -50,9 +46,20 @@ init()
|
|||||||
level.cmZombieMaxHealthOverride = getDvarIntDefault( "cmZombieMaxHealthOverride", 0 );
|
level.cmZombieMaxHealthOverride = getDvarIntDefault( "cmZombieMaxHealthOverride", 0 );
|
||||||
//sets the maximum health zombie health will increase to
|
//sets the maximum health zombie health will increase to
|
||||||
level.cmZombieMaxHealthOverrideValue = getDvarIntDefault( "cmZombieMaxHealthOverrideValue" , 150 );
|
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
|
//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 );
|
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
|
//disables walkers
|
||||||
level.cmZombieDisableWalkers = getDvarIntDefault( "cmZombieDisableWalkers", 0 );
|
level.cmZombieDisableWalkers = getDvarIntDefault( "cmZombieDisableWalkers", 0 );
|
||||||
@ -60,17 +67,86 @@ init()
|
|||||||
{
|
{
|
||||||
level.speed_change_round = undefined;
|
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
|
//disables all drops
|
||||||
level.cmPowerupNoPowerupDrops = getDvarIntDefault( "cmPowerupNoPowerupDrops", 0 );
|
level.cmPowerupNoPowerupDrops = getDvarIntDefault( "cmPowerupNoPowerupDrops", 0 );
|
||||||
|
|
||||||
//Zombie_Vars:
|
//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
|
//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
|
//sets the maximum number of drops per round
|
||||||
level.cmPowerupMaxPerRound = getDvarIntDefault( "cmPowerupMaxPerRound", 4 );
|
level.cmPowerupMaxPerRound = getDvarIntDefault( "cmPowerupMaxPerRound", 4 );
|
||||||
level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.cmPowerupMaxPerRound;
|
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"]
|
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
|
||||||
level.cmPowerupOnePlayerScore = getDvarIntDefault( "cmPowerupOnePlayerScore", 50 );
|
level.cmPowerupOnePlayerScore = getDvarIntDefault( "cmPowerupOnePlayerScore", 50 );
|
||||||
level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.cmPowerupOnePlayerScore;
|
level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.cmPowerupOnePlayerScore;
|
||||||
//points for melee kills to the powerup increment to a powerup drop
|
//points scalar for allies team
|
||||||
level.cmPowerupScoreMeleeKill = getDvarIntDefault( "cmPowerupScoreMeleeKill", 80 );
|
level.cmTeamAlliesPointsMultiplier = getDvarIntDefault( "cmTeamAlliesPointsMultiplier", 1 );
|
||||||
level.zombie_vars[ "zombie_score_bonus_melee" ] = level.cmPowerupScoreMeleeKill;
|
level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.cmTeamAlliesPointsMultiplier;
|
||||||
//points for headshot kills to the powerup increment to a powerup drop
|
//points scalar for axis team
|
||||||
level.cmPowerupScoreHeadshotKill = getDvarIntDefault( "cmPowerupScoreHeadshotKill", 50 );
|
level.cmTeamAxisPointsMultiplier = getDvarIntDefault( "cmTeamAxisPointsMultiplier", 1 );
|
||||||
level.zombie_vars[ "zombie_score_bonus_head" ] = level.cmPowerupScoreHeadshotKill;
|
level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.cmTeamAxisPointsMultiplier;
|
||||||
//points for neck kills to the powerup increment to a powerup drop
|
//sets the radius of emps explosion lower this to 1 to render emps useless
|
||||||
level.cmPowerupScoreNeckKill = getDvarIntDefault( "cmPowerupScoreNeckKill", 20 );
|
level.cmWeaponEmpPerkExplosionRadius = getDvarIntDefault( "cmWeaponEmpPerkExplosionRadius", 420 );
|
||||||
level.zombie_vars[ "zombie_score_bonus_neck" ] = level.cmPowerupScoreNeckKill;
|
level.zombie_vars[ "emp_perk_off_range" ] = level.cmWeaponEmpPerkExplosionRadius;
|
||||||
//points for torso kills to the powerup increment to a powerup drop
|
//sets the duration of emps on perks set to 0 for infiinite duration
|
||||||
level.cmPowerupScoreTorsoKill = getDvarIntDefault( "cmPowerupScoreTorsoKill", 10 );
|
level.cmWeaponEmpPerkOffDuration = getDvarIntDefault( "cmWeaponEmpPerkOffDuration", 90 );
|
||||||
level.zombie_vars[ "zombie_score_bonus_torso" ] = level.cmPowerupScoreTorsoKill;
|
level.zombie_vars[ "emp_perk_off_time" ] = level.cmWeaponEmpPerkOffDuration;
|
||||||
//sets the zombie spawnrate; max is 0.08 this is in seconds
|
//sets the zombie spawnrate; max is 0.08 this is in seconds
|
||||||
level.cmZombieSpawnRate = getDvarFloatDefault( "cmZombieSpawnRate", 2 );
|
level.cmZombieSpawnRate = getDvarFloatDefault( "cmZombieSpawnRate", 2 );
|
||||||
level.zombie_vars[ "zombie_spawn_delay" ] = level.cmZombieSpawnRate;
|
level.zombie_vars[ "zombie_spawn_delay" ] = level.cmZombieSpawnRate;
|
||||||
@ -137,84 +213,6 @@ init()
|
|||||||
//affects the number of zombies per round formula
|
//affects the number of zombies per round formula
|
||||||
level.cmZombieMaxAi = getDvarIntDefault( "cmZombieMaxAi", 24 );
|
level.cmZombieMaxAi = getDvarIntDefault( "cmZombieMaxAi", 24 );
|
||||||
level.zombie_vars[ "zombie_max_ai" ] = level.cmZombieMaxAi;
|
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
|
//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
|
//sets speed colas reload multiplier lower is better WARNING: animation doesn't sync
|
||||||
level.cmPerkSpeedColaReloadSpeed = getDvarFloatDefault( "cmPerkSpeedColaReloadSpeed", 0.5 );
|
level.cmPerkSpeedColaReloadSpeed = getDvarFloatDefault( "cmPerkSpeedColaReloadSpeed", 0.5 );
|
||||||
@ -556,7 +554,7 @@ watch_for_respawn()
|
|||||||
|
|
||||||
init_custom_zm_powerups_gsc_exclusive_dvars()
|
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;
|
return;
|
||||||
}
|
}
|
||||||
@ -576,7 +574,7 @@ init_custom_zm_powerups_gsc_exclusive_dvars()
|
|||||||
//points given by carpenter
|
//points given by carpenter
|
||||||
level.cmPowerupCarpenterPoints = getDvarIntDefault( "cmPowerupCarpenterPoints", 200 );
|
level.cmPowerupCarpenterPoints = getDvarIntDefault( "cmPowerupCarpenterPoints", 200 );
|
||||||
//points given by nuke
|
//points given by nuke
|
||||||
level.cmPowerupNukePoints = getDvarIntDefault( "cmPowerupCarpenterPoints", 400 );
|
level.cmPowerupNukePoints = getDvarIntDefault( "cmPowerupNukePoints", 400 );
|
||||||
//whether nukes should take their time killing zombies off
|
//whether nukes should take their time killing zombies off
|
||||||
level.cmPowerupNukeShouldWaitToKillZombies = getDvarIntDefault( "cmPowerupNukeShouldWaitToKillZombies", 1 );
|
level.cmPowerupNukeShouldWaitToKillZombies = getDvarIntDefault( "cmPowerupNukeShouldWaitToKillZombies", 1 );
|
||||||
//minimum time before a nuked zombie dies
|
//minimum time before a nuked zombie dies
|
||||||
@ -588,3 +586,4 @@ init_custom_zm_powerups_gsc_exclusive_dvars()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -66,10 +66,6 @@ set cmPowerupFourPlayerScore 50
|
|||||||
set cmPowerupThreePlayerScore 50
|
set cmPowerupThreePlayerScore 50
|
||||||
set cmPowerupTwoPlayerScore 50
|
set cmPowerupTwoPlayerScore 50
|
||||||
set cmPowerupOnePlayerScore 50
|
set cmPowerupOnePlayerScore 50
|
||||||
set cmPowerupScoreMeleeKill 80
|
|
||||||
set cmPowerupScoreHeadshotKill 50
|
|
||||||
set cmPowerupScoreNeckKill 20
|
|
||||||
set cmPowerupScoreTorsoKill 10
|
|
||||||
set cmPowerupNukeEnabled 1
|
set cmPowerupNukeEnabled 1
|
||||||
set cmPowerupInstaKillEnabled 1
|
set cmPowerupInstaKillEnabled 1
|
||||||
set cmPowerupMaxAmmoEnabled 1
|
set cmPowerupMaxAmmoEnabled 1
|
||||||
@ -88,7 +84,7 @@ set cmPowerupDoublePointsDuration 30
|
|||||||
set cmPowerupDoublePointsScalar 2
|
set cmPowerupDoublePointsScalar 2
|
||||||
set cmPowerupInstaKillDuration 30
|
set cmPowerupInstaKillDuration 30
|
||||||
set cmPowerupCarpenterPoints 200
|
set cmPowerupCarpenterPoints 200
|
||||||
set cmPowerupCarpenterPoints 400
|
set cmPowerupNukePoints 400
|
||||||
set cmPowerupNukeShouldWaitToKillZombies 1
|
set cmPowerupNukeShouldWaitToKillZombies 1
|
||||||
set cmPowerupNukeMinTimeToKill 0.1
|
set cmPowerupNukeMinTimeToKill 0.1
|
||||||
set cmPowerupNukeMaxTimeToKill 0.7
|
set cmPowerupNukeMaxTimeToKill 0.7
|
||||||
@ -122,7 +118,6 @@ set cmZombieMoveSpeedMultiplier 10
|
|||||||
set cmZombieMoveSpeedMultiplierEasy 8
|
set cmZombieMoveSpeedMultiplierEasy 8
|
||||||
set cmZombieMoveAnimation ""
|
set cmZombieMoveAnimation ""
|
||||||
set cmZombieMaxAi 24
|
set cmZombieMaxAi 24
|
||||||
set cmZombieBelowWorldCheck -1000
|
|
||||||
|
|
||||||
//player properties
|
//player properties
|
||||||
set cmPlayerMaxHealth 100
|
set cmPlayerMaxHealth 100
|
||||||
@ -136,6 +131,10 @@ set cmPlayerTwoPlayerScorePerZombieKill 50
|
|||||||
set cmPlayerOnePlayerScorePerZombieKill 50
|
set cmPlayerOnePlayerScorePerZombieKill 50
|
||||||
set cmPlayerPointsPerNormalAttack 10
|
set cmPlayerPointsPerNormalAttack 10
|
||||||
set cmPlayerPointsPerLightAttack 10
|
set cmPlayerPointsPerLightAttack 10
|
||||||
|
set cmPlayerPointsBonusMeleeKill 80
|
||||||
|
set cmPlayerPointsBonusHeadshotKill 50
|
||||||
|
set cmPlayerPointsBonusNeckKill 20
|
||||||
|
set cmPlayerPointsBonusTorsoKill 10
|
||||||
set cmPlayerShouldZombify 0
|
set cmPlayerShouldZombify 0
|
||||||
set cmPlayerSoloLaststandWeapon "m1911_upgraded_zm"
|
set cmPlayerSoloLaststandWeapon "m1911_upgraded_zm"
|
||||||
set cmPlayerCoopLaststandWeapon "m1911_zm"
|
set cmPlayerCoopLaststandWeapon "m1911_zm"
|
||||||
|
@ -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
|
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
|
# Update 5/9/20
|
||||||
|
|
||||||
## Main Changes
|
## Main Changes
|
||||||
|
Loading…
x
Reference in New Issue
Block a user