[CS:GO] Зомби мод Zombie Plague /Experimental: Zombie Plague - Плагины для CS:GO - Моддинг Игр и Серверов Перейти к содержанию
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[CS:GO] Зомби мод Zombie Plague /Experimental: Zombie Plague


OriginalShaman
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[CS:GO] Зомби мод Zombie Plague /Experimental: Zombie Plague


Zombie Plague большой мод для CS:GO с различными модулями,дополнениями, API и тд.

Некоторые функции мода:

Gameplay Modes System:  возможность добавлять новые модули
Weapons System: возможность добавлять новое оружие/изменять характеристики
Zombie Classes System: создание классов/видов зомби со своим уникальным оружием и характеристиками
Human Classes System: создание классов людей с нестандартными руками и оружием
Ammo Packs: награждение за убийство/заражение игроков, очки которые можно будет обменять на перки
Extra Items System: возможность создать бесконечное множество дополнительного оружия
Custom Grenades: Напалм, Замораживающие гранаты, Зажигательные and Flare
Deathmatch Mode: режим когда зомби и люди могут бесконечно возрождаться
Admin Menu: легко управлять модом и игроками из админки
Special Effects: различные эффекты.Землетрясения,туман и так далее
Level System: награды за убийства и заржения, повышающие урон,скорость и гравитацию
Restoring System: возможность восстановить HP если игрок зомби

 

  • Дополнительное оружие
  • Нестандартные модели
  • Дополнительные вещи
  • Виды зомби
  • Виды людей
  • Поддержка различных модов
  • Очки ночного видения и фонарик
  • Замена тумана,света,неба и тд

Стандартные режимы игры:

  • Обычное заражение
  • Множественное заражение
  • Swarm Mode
  • Nemesis Mode
  • Режим выживания
  • Снайперский режим
  • Режим инфекции
  • Армагедон

 

Классы/виды человека:

Red tank: Умение = Дополнительная бронь ~ Активация на кнопке: F4
Blue tank: Умение =Регенерация ~ Активация на кнопке: F4
Red Alice: Умение = Быстрый бег ~ Активация на кнопке: F4
Blue Alice: Умение = невидимость~ Активация на кнопке: F4
и другие


Классы/виды зомби:
Explosive: Умение = Заразный газ ~ Активируется при смерти
Shaman: Умение = Крик~ Активация на кнопке: F4
Deimos: Умение = Заразный выстрел ~ Активация на кнопке: F4
Healer:Умение = Healing for ammopack rewards ~ Активация на кнопке: F4
Smoker: Умение = Токсичное облако ~ Активация на кнопке: F4
Fast: Умение = Быстрый бег ~ Активация на кнопке: F4
Witch: Умение = Bats flock ~ Активация на кнопке: F4
Baller: Умение = Парализующий шар~ Активация на кнопке: F4
Tesla: Умение = Галюцинации ~ Активация на кнопке: F4
Stamper: Умение = Explosive coffin ~ Активация на кнопке: F4
Ghost: Умение = Невидимость ~ Активация на кнопке: F4
Sleeper: Passive skill = Randomly dazzles the assailant
Trapper: Умение = Ловушки~ Активация на кнопке: F4
Tank: Умение = Неуязвимость ~ Активация на кнопке: F4

 

 

 

  • Deathmatch System
  • Система сохранений
  • Система звуков
  • Система хитбоксов
  • Система логов
  • Система трупов
  • Система  меню
  • Система умений
  • Ammopacks System
  • Система  рук/моделей
  • Level System with MySQL and SQLite Support
  • Leap/Boost Jumps
  • Freeze, Fire, Flare, Infection, Jump and Molotov Nades
  • Objective removals (C4/Hostage/Buyzone/Doors)
  • Kill & Infection Rewards
  • More than 100 Natives and Forwards

Мультиязчность плагина:
Русский и Английский языки

 

Настройки:

Основные настройки в файле по пути: /csgo/cfg/sourcemod/zombieplague.cfg

// ----------------------------------------------
//  Main map configures of ZOMBIE PLAGUE <~8.x~>  
//   Execute this config after the map load. 
// ----------------------------------------------

// < Game Purpose >
// ----------
zp_game_custom_time "30" // Time before any game mode starts in seconds [0-disabled]
zp_game_custom_models "1" // Enable custom weapon models [0-no // 1-yes] (Disable it, if you do not want to have possible ban)
zp_game_custom_antistick "1" // Enable auto unstick players when stuck within each others' collision hull [0-no // 1-yes]
zp_game_custom_hitgroups "1" // Enable hitgroups module, disabling this will disable hitgroup-related features. (hitgroup knockback multipliers, hitgroup damage control) [0-no // 1-yes]
zp_game_custom_costumes "1" // Enable costumes module, disabling this will disable costumes-related features. (hats/costumes on the players) [0-no // 1-yes]
zp_game_custom_database "1" // Enable auto saving of players data in the database [0-off // 1-always // 2-map]
zp_game_custom_menu_button "autobuy" // Bind of the button for the menu open. Look here: https://www.reddit.com/r/GlobalOffensive/comments/36cjph/default_binds/
zp_game_custom_skill_button "rebuy" // Bind of the button for the skill usage. Look here: https://www.reddit.com/r/GlobalOffensive/comments/36cjph/default_binds/
zp_game_custom_light_button "+lookatweapon" // Bind of the button for the flashlight trigger. Look here: https://www.reddit.com/r/GlobalOffensive/comments/36cjph/default_binds/
zp_game_custom_sound_level "75" // Index of the sound level for the modification. Look here: 
// SNDLEVEL_NONE        = 0     < None >
// SNDLEVEL_RUSTLE      = 20    < Rustling leaves >
// SNDLEVEL_WHISPER     = 25    < Whispering >
// SNDLEVEL_LIBRARY     = 30    < In a library >
// SNDLEVEL_FRIDGE      = 45    < Refrigerator >
// SNDLEVEL_HOME        = 50    < Average home (3.9 attn) >
// SNDLEVEL_CONVO       = 60    < Normal conversation (2.0 attn) >
// SNDLEVEL_DRYER       = 60    < Clothes dryer >
// SNDLEVEL_DISHWASHER  = 65    < Dishwasher/washing machine (1.5 attn) >
// SNDLEVEL_CAR         = 70    < Car or vacuum cleaner (1.0 attn) >
// SNDLEVEL_NORMAL      = 75    < Normal sound level >
// SNDLEVEL_TRAFFIC     = 75    < Busy traffic (0.8 attn) >
// SNDLEVEL_MINIBIKE    = 80    < Mini-bike, alarm clock (0.7 attn) >
// SNDLEVEL_SCREAMING   = 90    < Screaming child (0.5 attn) >
// SNDLEVEL_TRAIN       = 100   < Subway train, pneumatic drill (0.4 attn) >
// SNDLEVEL_HELICOPTER  = 105   < Helicopter >
// SNDLEVEL_SNOWMOBILE  = 110   < Snow mobile >
// SNDLEVEL_AIRCRAFT    = 120   < Auto horn, aircraft >
// SNDLEVEL_RAIDSIREN   = 130   < Air raid siren >
// SNDLEVEL_GUNFIRE     = 140   < Gunshot, jet engine (0.27 attn) >
// SNDLEVEL_ROCKET      = 180   < Rocket launching (0.2 attn) >
// ----------

 
// < Configs >
// ----------
zp_config_path_downloads "zombieplague/downloads.ini" // Path, relative to root sourcemod directory, to downloads file
zp_config_path_sounds "zombieplague/sounds.ini" // Path, relative to root sourcemod directory, to sounds config file
zp_config_path_weapons "zombieplague/weapons.ini" // Path, relative to root sourcemod directory, to weapons config file 
zp_config_path_menus "zombieplague/menus.ini" // Path, relative to root sourcemod directory, to menus config file  
zp_config_path_hitgroups "zombieplague/hitgroups.ini" // Path, relative to root sourcemod directory, to hitgroups config file
zp_config_path_costumes "zombieplague/costumes.ini" // Path, relative to root sourcemod directory, to costumes config file
zp_config_path_database "zombiedatabase" // Section, relative to root sourcemod directory, to default 'database.cfg' file
zp_config_name_database "zombieplague" // Name of database in the section above
// ----------

 
// < Logs >
// ----------
zp_log "1" // Enable logging of events in the plugin. Fatal errors are always logged [0-no // 1-yes]
zp_log_module_filter "0" // Enable module filtering. Only events from listed modules will be logged [0-no // 1-yes]
zp_log_ignore_console "1" // Don't log events triggered by console commands that are executed by the console itself, like commands in configs [0-no // 1-yes]
zp_log_error_override "1" // Always log error messages no matter what logging flags or modules filters that are enabled [0-no // 1-yes]
zp_log_print_chat "0" // Print log events to public chat in addition to the log file [0-no // 1-yes]
// ----------


// < Jump boost > 
// ---------- 
zp_jumpboost_enable "0" // Enable jump boost [0-no // 1-yes]
zp_jumpboost_multiplier "1.1" // Multiplier with power of jump
zp_jumpboost_max "300.0" // Maximum speed, which allow to increse jump
// ----------

 
// < Humans >
// ----------
zp_human_class_menu "0" // Enable human class menu on a humanize with instant class change for 10 seconds [0-no // 1-yes]
zp_human_armor_protect "1" // Armor needs to be reduced completely in order to get infected ? [0-no // 1-yes]
zp_human_last_infection "1" // Allow last human to be infected [0-no // 1-yes]
zp_human_inf_ammunition "0" // Give unlimited amount of ammunition for humans [0-disabled // 1-BP ammunition // 2-clip ammunition]
zp_human_price_ammunition "1" // Clip price of the ammunition for humans, if unlimited amount is off [0-disabled]
// ----------

 
// < Survivor >
// ----------
zp_survivor_speed "1.3" // Speed
zp_survivor_gravity "0.8" // Gravity
zp_survivor_health "200" // Health [player count*health ratio]
zp_survivor_inf_ammunition "0" // Give unlimited amount of ammunition for survivors [0-disabled // 1-BP ammunition // 2-clip ammunition]
zp_survivor_price_ammunition "1" // Clip price of the ammunition for survivors, if unlimited amount is off [0-disabled]
// ----------
zp_survivor_model "models/player/custom_player/legacy/tm_phoenix_heavy.mdl" // Player model. This model files/textures will be automatically precache
zp_survivor_arm "models/player/custom_player/zombie/arms/male_arms.mdl" // Arm skin model for standart weapons. This model files/textures will be automatically precache
// Surivor use body/skin index of custom viewmodels from it's weapon.
// ----------

 
// < Zombies >
// ----------
zp_zombie_class_menu "0" // Enable zombie class menu on an infection with instant class change for 10 seconds [0-no // 1-yes]
zp_zombie_additional_health "100" // Additional health to first zombie [player count*health ratio]
zp_zombie_nvg_give "1" // Enable custom nightvision [0-no // 1-yes]
zp_zombie_xray_give "1" // Enable custom x-ray for viewing through walls [0-no // 1-yes]
zp_zombie_crosshair_give "0" // Enable crosshair on weapons [0-no // 1-yes]
zp_zombie_restore "1" // Enable restoring health, when zombie don't moving [0-no // 1-yes]
// ----------

 
// < Nemesis >
// ----------
zp_nemesis_speed "1.5" // Speed
zp_nemesis_gravity "0.8" // Gravity
zp_nemesis_health_ratio "1000" // Health [player count*health ratio]
zp_nemesis_knockback "0" // Nemesis knockback [0-no // 1-yes]
// ----------
zp_nemesis_model "models/player/custom_player/zombie/zombie_bomb/zombie_bomb.mdl" // Player model. This model files/textures will be automatically precache
// ----------


// < Leap jump > 
// ----------
zp_leap_zombies "2" // Give leap to zombies [0-disabled // 1-enabled // 2-only if zombie alone]
zp_leap_zombies_force "500.0" // Force multiplier
zp_leap_zombies_cooldown "5.0" // Time between leap uses
// ----------
zp_leap_nemesis "1" // Give leap to nemesis [0-disabled // 1-enabled // 2-only if zombie alone]
zp_leap_nemesis_force "1500.0" // Force multiplier
zp_leap_nemesis_cooldown "5.0" // Time between leap uses
// ----------
zp_leap_survivor "0" // Give leap to survivor [0-disabled // 1-enabled // 2-only if zombie alone]
zp_leap_survivor_force "500.0" // Force multiplier
zp_leap_survivor_cooldown "5.0" // Time between leap uses
// ----------

 
// < Bonuses >
// ----------
zp_bonus_connection "50" // Ammo packs given on first connection
zp_bonus_infect "1" // Ammo packs given to zombie for infecting
zp_bonus_infect_health "500" // How much health a zombie regains with every infection
zp_bonus_kill_human "1" // Ammo packs given to zombie for killing human
zp_bonus_kill_zombie "1" // Ammo packs given to human for killing zombie 
zp_bonus_kill_nemesis "10" // Ammo packs given to human for killing nemesis 
zp_bonus_kill_survivor "10" // Ammo packs given to zombie for killing survivor
// ---------- 
zp_bonus_damage_human "100" // How much damage humans must deal on zombies to get an ammo pack 
zp_bonus_damage_zombie "200" // How much damage zombie must deal on human to get an ammo pack 
zp_bonus_damage_survivor "2000" // How much damage survivor must deal on zombies to get an ammo pack
// ----------
zp_bonus_zombie_win "3" // Amount of ammopacks, for winning round, if you a zombie
zp_bonus_zombie_fail "2" // Amount of ammopacks, for losing round, if you a zombie
zp_bonus_zombie_draw "2" // Amount of ammopacks, for drawing round, if you a zombie
zp_bonus_human_win "3" // Amount of ammopacks, for winning round, if you a human
zp_bonus_human_fail "2" // Amount of ammopacks, for losing round, if you a human
zp_bonus_human_draw "1" // Amount of ammopacks, for drawing round, if you a human
// ----------
zp_bonus_hud_account_R "255" // Color of account hud (Red) [Only work if client exceed the 'mp_maxmoney' limit]
zp_bonus_hud_account_G "255" // Color of account hud (Green) [Only work if client exceed the 'mp_maxmoney' limit]
zp_bonus_hud_account_B "255" // Color of account hud (Blue) [Only work if client exceed the 'mp_maxmoney' limit]
// ----------

 
// < Level System >
// ----------
zp_level_system "1" // Enable level system [0-no // 1-yes]
zp_level_statistics "0 100 200 300 400 500 600 700 800 900 1000" // Exps required to reach level ["0 1 2 3 4 5 6 7 8 9 10" - in the string divided by ' '] Can be possibly increase to higher number. First 0 ~ is vital and shown empty level
// ----------
zp_level_health_ratio "10.0" // Health multiplier for each level (health += health_ratio*level)
zp_level_speed_ratio "0.01" // Speed multiplier for each level (speed += speed_ratio*level)
zp_level_gravity_ratio "0.01" // Gravity multiplier for each level (gravity += gravity_ratio*level)
zp_level_damage_ratio "0.1" // Damage multiplier for each level (damage *= damage_ratio*level+1.0)
// ---------- 
zp_level_damage_human "100" // How much damage humans must deal on zombies to get an one exp 
zp_level_damage_zombie "200" // How much damage zombie must deal on human to get an one exp 
zp_level_damage_survivor "2000" // How much damage survivor must deal on zombies to get an one exp
// ----------
zp_level_infect "1" // Exps given to zombie for infecting
zp_level_kill_human "1" // Exps given to zombie for killing human
zp_level_kill_zombie "1" // Exps given to human for killing zombie 
zp_level_kill_nemesis "10" // Exps given to human for killing nemesis 
zp_level_kill_survivor "10" // Exps given to zombie for killing survivor
// ----------
zp_level_hud_zombie_R "255" // Color of zombie hud (Red)
zp_level_hud_zombie_G "0" // Color of zombie hud (Green)
zp_level_hud_zombie_B "0" // Color of zombie hud (Blue)
zp_level_hud_human_R "0" // Color of human hud (Red)
zp_level_hud_human_G "255" // Color of human hud (Green)
zp_level_hud_human_B "0" // Color of human hud (Blue)
// ----------

 
// < Deathmatch >
// ----------
zp_deathmatch "0" // Deathmatch mode during normal rounds, respawn as: [0-zombie // 1-human // 2-randomly // 3-balance]
zp_suicide "0" // Allow kill or suicide command [0-no // 1-yes]
// ----------
zp_respawn_amount "5" // Times of respawn for zombie on normal infection mode
zp_respawn_time "5.0" // Delay before respawning on deathmatch mode in seconds
zp_respawn_on_suicide  "1" // Respawn players if they commited suicide [0-no // 1-yes]
zp_respawn_after_last_human "1" // Respawn players if only the last human/zombie is left [0-no // 1-yes]
// ----------
zp_respawn_zombies "1" // Whether to respawn killed zombies [0-no // 1-yes]
zp_respawn_humans "0" // Whether to respawn killed humans [0-no // 1-yes]
zp_respawn_nemesis "0" // Whether to respawn killed nemesis [0-no // 1-yes]
zp_respawn_survivor "0" // Whether to respawn killed survivors [0-no // 1-yes]
// ----------


// < Visual Effects >
// ----------
zp_veffects_shake "1" // Screen shake for infected player [0-no // 1-yes]
zp_veffects_shake_amp "15.0" // Amplitude of shaking effect
zp_veffects_shake_frequency "1.0" // Frequency of shaking effect
zp_veffects_shake_duration "4.0" // Duration of shaking effect
// ----------
zp_veffects_fade "1" // Screen fade for restoring health player [0-no // 1-yes]
zp_veffects_fade_time "0.6" // Holding time of fade effect
zp_veffects_fade_duration "0.2" // Duration of fade effect
// ----------


// < Partical Effects >
// ----------
zp_veffects_particles "1" // Enable custom particle effects. Can cause the performance a lot [0-no // 1-yes]
// ----------
zp_veffects_respawn "1" // Partical effect on re-spawn [0-no // 1-yes]
zp_veffects_respawn_name "spiral_spiral_akskkk" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here: https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles
zp_veffects_respawn_attachment "" // Attachment of re-spawn effect [""-client position // "eholster"-model attachment name] 
zp_veffects_respawn_duration "1.0" // Duration of re-spawn effect
// ----------
zp_veffects_infect "1" // Partical effect on infect [0-no // 1-yes]
zp_veffects_infect_name "fire_vixr_final" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here: https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles
zp_veffects_infect_attachment "" // Attachment of infect effect [""-client position // "eholster"-model attachment name]
zp_veffects_infect_duration "1.0" // Duration of infect effect
// ----------
zp_veffects_antidot "1" // Partical effect on humanize [0-no // 1-yes]  
zp_veffects_antidot_name "cubecolor" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here: https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles
zp_veffects_antidot_attachment ""  // Attachment of humanize effect [""-client position // "eholster"-model attachment name]
zp_veffects_antidot_duration "1.0" // Duration of humanize effect
// ----------
zp_veffects_heal "1" // Partical effect on healing [0-no // 1-yes]
zp_veffects_heal_name "heal_ss" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here: https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles
zp_veffects_heal_attachment "" // Attachment of healing effect [""-client position // "eholster"-model attachment name]
zp_veffects_heal_duration "1.0" // Duration of healing effect
// ----------
zp_veffects_nemesis "1" // Partical effect on nemesis [0-no // 1-yes]
zp_veffects_nemesis_name "end" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here: https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles
zp_veffects_nemesis_attachment "" // Attachment of nemesis effect [""-client position // "eholster"-model attachment name]
zp_veffects_nemesis_duration "9999.0" // Duration of nemesis effect
// ----------
zp_veffects_survivor "1" // Partical effect on survivor [0-no // 1-yes]
zp_veffects_survivor_name "molnii_final" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here: https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles
zp_veffects_survivor_attachment "" // Attachment of survivor effect [""-client position // "eholster"-model attachment name]
zp_veffects_survivor_duration "9999.0" // Duration of survivor effect
// ----------
zp_veffects_leap "1" // Partical effect on leap-jump [0-no // 1-yes]
zp_veffects_leap_name "block_trail_xzaa" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here: https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles
zp_veffects_leap_attachment "" // Attachment of leap-jump effect [""-client position // "eholster"-model attachment name]
zp_veffects_leap_duration "1.5" // Duration of leap-jump effect
// ----------


// < Sky >
// ----------
zp_veffects_lightstyle "1" // Change lightstyle (brightness) of the map [0-no // 1-yes]
zp_veffects_lightstyle_value "b" // Lightstyle value ['b' = Darkest | 'z' = Brightest]
// ----------
zp_veffects_sky "1" // Change map skybox [0-no // 1-yes] 
zp_veffects_sky_path "jungle" // Skybox name. Look here: https://developer.valvesoftware.com/wiki/Sky_List
zp_veffects_sun_disable "1" // Disable sun rendering on map [0-no // 1-yes]
// ----------

 
// < Fog >
// ----------
zp_veffects_fog "1" // Enable fog rendering on the map [0-no // 1-yes]
zp_veffects_fog_color "200 200 200" // Primary and secondary color of the fog
zp_veffects_fog_density "0.2" // Density (thickness) of the fog
zp_veffects_fog_startdist "300" // Distance from player to start rendering foremost fog
zp_veffects_fog_enddist "1200" // Distance from player to stop rendering fog
zp_veffects_fog_farz "4000" // Vertical clipping plane. Look here: https://developer.valvesoftware.com/wiki/Env_fog_controller
// ----------

 
// < Ragdoll (Bodies) >
// ----------
zp_veffects_ragdoll_remove "0" // Remove players' ragdolls from the game after a delay
zp_veffects_ragdoll_dissolve "-1" // The ragdoll removal effect. ['-2' = Effectless removal | '-1' = Random effect | '0' = Energy dissolve | '1' = Heavy electrical dissolve | '2' = Light electrical dissolve | '3' = Core dissolve]
zp_veffects_ragdoll_delay "0.5" // Time to wait before removing the ragdoll
// ----------


// < Overlays >
// ----------
zp_veffects_hud_zombie "overlays/zp/zg_zombies_win.vmt" // [""-disabled] Overlay (.vmt), relative to "materials" folder, to display when zombies win the round. This file is automatically downloaded to clients
zp_veffects_hud_human "overlays/zp/zg_humans_win.vmt" // [""-disabled] Overlay (.vmt), relative to "materials" folder, to display when humans win the round. This file is automatically downloaded to clients
zp_veffects_hud_draw "" // [""-disabled] Overlay (.vmt), relative to "materials" folder, to display when the round draw. This file is automatically downloaded to clients
zp_veffects_hud_vision "overlays/zp/zvision.vmt" // [""-default nightvision] Overlay (.vmt), relative to "materials" folder, to display when humans win the round. This file is automatically downloaded to clients
// ----------


// < Sound Effects >
// ----------
zp_seffects_voice "0" // Modify sv_alltalk to obey zombie/human teams instead of t/ct
zp_seffects_voice_zombies_mute "0" // Only allow humans to communicate, block verbal zombie communication
// ----------
zp_seffects_infect "1" // Emit a infect sound when a human become zombie
zp_seffects_moan "30.0" // Time between emission of a moan sound from a zombie
zp_seffects_groan "5" // The probability that a groan sound will be emitted from a zombie when shot/burn. ['100' = 1% chance | '50' = 2% chance | '1' = 100% chance]
zp_seffects_burn "1" // Emit a burn sound when a zombie on fire
zp_seffects_death "1" // Emit a death sound when a zombie dies
zp_seffects_footsteps "1" // Emit a footstep sound when a zombie walks
zp_seffects_claws "1" // Emit a claw sound when a zombie attacks
// ----------
zp_seffects_survivor_infect "SURVIVOR_INFECTION_SOUNDS" // The key block for survivor infect sounds
zp_seffects_survivor_hurt "SURVIVOR_HURT_SOUNDS" // The key block for survivor hurt sounds
zp_seffects_survivor_death "SURVIVOR_DEATH_SOUNDS" // The key block for survivor death sounds
// ----------
zp_seffects_nemesis_idle "NEMESIS_IDLE_SOUNDS" // The key block for nemesis idle sounds 
zp_seffects_nemesis_hurt "NEMESIS_HURT_SOUNDS" // The key block for nemesis hurt sounds  
zp_seffects_nemesis_death "NEMESIS_DEATH_SOUNDS" // The key block for nemesis death sounds  
zp_seffects_nemesis_burn "NEMESIS_BURN_SOUNDS" // The key block for nemesis burn sounds  
zp_seffects_nemesis_footstep "NEMESIS_FOOTSTEP_SOUNDS" // The key block for nemesis footstep sounds  
zp_seffects_nemesis_respawn "NEMESIS_RESPAWN_SOUNDS" // The key block for nemesis respawn sounds  
zp_seffects_nemesis_attack "NEMESIS_ATTACK_SOUNDS" // The key block for nemesis attack sounds  
// ----------
zp_seffects_player_flashlight "FLASH_LIGHT_SOUNDS" // The key block for player flashlight sounds  
zp_seffects_player_ammunition "AMMUNITION_BUY_SOUNDS" // The key block for player ammunition sounds  
zp_seffects_player_level "LEVEL_UP_SOUNDS" // The key block for player levelup sounds  
// ----------
zp_seffects_round_start "ROUND_START_SOUNDS" // The key block for round start sounds   
zp_seffects_round_count "ROUND_COUNTER_SOUNDS" // The key block for round counter sounds   
zp_seffects_round_zombie "ROUND_ZOMBIE_SOUNDS" // The key block for round zombie sounds      
zp_seffects_round_human "ROUND_HUMAN_SOUNDS" // The key block for round human sounds  
zp_seffects_round_draw "ROUND_DRAW_SOUNDS" // The key block for round draw sounds  
// ----------


// < Messages >
// ----------
zp_messages_help "1" // Enable help messages [0-no // 1-yes]
zp_messages_block "Player_Cash_Award_Team_Cash_Award_Player_Point_Award_Match_Will_Start_Chat_SavePlayer_YouDroppedWeapon_CannotDropWeapon" // List of standart engine messages and notifications for blocking. Look here: ..\Counter-Strike Global Offensive\csgo\resource\csgo_*.txt
// ----------

 
// < Additional settings >
// ----------
mp_roundtime "5" // Time of round
mp_round_restart_delay "7.0" // Delay after round end
// ---------- 
mp_teamname_1 "HUMAN"  // Name of CT team
mp_teamname_2 "ZOMBIE" // Name of TE team 
// ----------
mp_h_default_equipment "holy grenade, freeze grenade" // Default equipment for human ["holy grenade,freeze grenade, ..." - in the string divided by ',' from weapons.ini]
mp_h_default_melee "knife" // Default knife for human 
mp_h_default_secondary "glock" // Default secondaty for human
mp_h_default_primary "" // Default primary for human
// ----------
mp_z_default_equipment "jump bomb" // Default equipment for zombie ["holy grenade, ..." - in the string divided by ' ' from weapons.ini]
mp_z_default_melee "zombie claw" // Default knife for zombie
mp_z_default_secondary "" // Default secondaty for zombie
mp_z_default_primary "" // Default primary for zombie
// ----------
mp_n_default_equipment "" // Default equipment for nemesis ["holy grenade, ..." - in the string divided by ' ' from weapons.ini]
mp_n_default_melee "nemesis claw" // Default knife for nemesis
mp_n_default_secondary "" // Default secondaty for nemesis
mp_n_default_primary "" // Default primary for nemesis
// ----------
mp_s_default_equipment "" // Default equipment for survivor ["holy grenade, ..." - in the string divided by ' ' from weapons.ini]
mp_s_default_melee "survivor knife" // Default knife for survivor
mp_s_default_secondary "supertaser" // Default secondaty for survivor
mp_s_default_primary "etherial" // Default primary for survivor
// ----------  

 

 

Команды:

 

Админские команды:

zp_version - покзывает версию плагина
zp_debug - Отображает проблемы в логе
zp_config_reload - Перезагружает файл конфига
zp_config_reloadall - Перезгружает все конфиги
zp_log_list - List available logging flags and modules with their status values.
zp_log_add_module - Добавляет модуль в логирование
zp_log_remove_module - Удаляет модуль из логирования

 

Клиентские команды:

zmainmenu - открывает главное меню
zweaponmenu - открывает оружейное меню
zitemmenu - открывает меню дополнительных предметов
zzombieclassmenu - открывает меню видов зомби
zhumanclassmenu - открывает меню классов людей
zhatmenu - открывает дополнительное меню

 

Кнопки:

'F3' - открывает главное меню
'F4' - активирует умение
'F' - включает фонарик или ночное видение
'.' или '/' - закупка аммуниции
'CTRL' + 'SPACE' - супер прыжок
Не двигайся и не нажимай никаких кнопок -  если игрок зомби то восстанавливает ХП 

 

 

 


 

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