updated see the readme for patch notes

This commit is contained in:
JezuzLizard 2020-05-10 15:13:32 -07:00
parent 3662f2de59
commit db1bbcfb48
3 changed files with 129 additions and 117 deletions

View File

@ -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()
} }

View File

@ -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"

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@ -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