RSSy MYGO.pl Opublikowano Sierpień 29, 2022 o 21:04 RSSy Udostępnij Opublikowano Sierpień 29, 2022 o 21:04 Description: Zombie:Reloaded Waves is an adaption of Greyscale's Zombie:Riot Days as a PVP alternative for ZR. Waves changes Zombie:Reloaded into an intense Player VS. Player expierence where teamplay is a must. Previously unsuited default game maps (like de_aztec, cs_office, ...) become a highlight. And like in Zombie Escape, Bossfights are now present. But PVP! Requirements: SourceMod 1.11+ Zombie:Reloaded. [ZR] Class Attribute Respawn. Recommendation: [ZR] Addons Package. - As they were made intentionally for Zombie:Reloaded Waves. Installation: - Drag & Drop all files from the release package in your game root folder ("csgo" or "css"). - reload map. If the plugin is not working as intended, check error logs in addons/sourcemod/logs and post them here. If error logs are not available, report nevertheless. Configuration: 1.1. CVARs: Plugin will generate a config file in cfg/sourcemod: PHP Code: // Should players be allowed to vote for which wave to play? // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" zr_waves_allow_voting "1" // Should the server name include current wave of max waves? [1: Yes, 0: No] // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" zr_waves_update_hostname "1" 1.2. Config: Example config available in addons/sourcemod/configs/zombiereloaded: PHP Code: "1" { // Wave description. "" = disabled "description" "Zombie:Reloaded Revolution" // Game Settings: "respawn_humans" "1" // Is respawn enabled for humans? "respawn_zombies" "1" // Is respawn enabled for zombies? "immunity_mode" "1" // 1 = "infect" (Stabbing to death); 0 = "none" (instant infection) "infect_ratio" "4" // Infect every n player (2 = infect every second player). If infect_mode absolute, it means how many zombies to infect or negative number for how many humans remain. "infect_mode" "dynamic" // Dynamic: (infect every n player), Absolute: (infect the amount specified above). "roundtime" "5" // For how long the humans need to survive? "bossfight" "0" // Is bossfight (1: Yes, 0: No)? "bossfight_model" "" // Model path to use. "" = disabled. // ZM Attributes: "health" "3250" // Health ZMs have this wave. "speed" "300" // Speed ZMs have this wave. } "2" { // Wave description. "" = disabled "description" "Difficulty: Normal" // Game Settings: "respawn_humans" "0" // Is respawn enabled for humans? "respawn_zombies" "1" // Is respawn enabled for zombies? "immunity_mode" "1" "infect_ratio" "4" // Infect every n player (2 = infect every second player). If infect_mode absolute, it means how many zombies to infect or negative number for how many humans remain. "infect_mode" "dynamic" // Dynamic: (infect every n player), Absolute: (infect the amount specified above). "roundtime" "5" "bossfight" "0" "bossfight_class" "" // ZM Attributes: "health" "3250" "speed" "300" } "3" { // Wave description. "" = disabled "description" "Difficulty: Hard" // Game Settings: "respawn_humans" "1" // Is respawn enabled for humans? "respawn_zombies" "1" // Is respawn enabled for zombies? "immunity_mode" "1" "infect_ratio" "4" // Infect every n player (2 = infect every second player). If infect_mode absolute, it means how many zombies to infect or negative number for how many humans remain. "infect_mode" "dynamic" // Dynamic: (infect every n player), Absolute: (infect the amount specified above). "roundtime" "5" "bossfight" "0" "bossfight_class" "" // ZM Attributes: "health" "6500" "speed" "305" } "4" { // Wave description. "" = disabled "description" "Difficulty: Expert" // Game Settings: "respawn_humans" "0" // Is respawn enabled for humans? "respawn_zombies" "1" // Is respawn enabled for zombies? "immunity_mode" "0" "infect_ratio" "3" // Infect every n player (2 = infect every second player). If infect_mode absolute, it means how many zombies to infect or negative number for how many humans remain. "infect_mode" "dynamic" // Dynamic: (infect every n player), Absolute: (infect the amount specified above). "roundtime" "10" "bossfight" "0" "bossfight_class" "" // ZM Attributes: "health" "6500" "speed" "305" } "5" { // Wave description. "" = disabled "description" "Bossfight: Normal" // Game Settings: "respawn_humans" "0" // Is respawn enabled for humans? "respawn_zombies" "0" // Is respawn enabled for zombies? "immunity_mode" "1" "infect_ratio" "1" // Infect every n player (2 = infect every second player). If infect_mode absolute, it means how many zombies to infect or negative number for how many humans remain. "infect_mode" "absolute" // Dynamic: (infect every n player), Absolute: (infect the amount specified above). "roundtime" "10" "bossfight" "1" "bossfight_class" "" // ZM Attributes: "health" "50000" "speed" "390" } } // 32 entries (waves) possible. Commands: Currently available commands: PHP Code: !setwave <int value> - Change to a specific wave (Admins only, ADMFLAG_GENERIC). !votewave - vote for a desired wave. !waveshud - toggle on/off the HUD display. Natives: Zombie:Reloaded Waves includes natives as well: PHP Code: /** * Whether the current wave is a bossfight. * If you want to use this function to do something with the client(s), * use function on ZR_OnClientInfected forward. * else you can use it for whatever and whenever you want. * * @noparams * * @return True if it is, false otherwise * @noerror */ native bool ZR_IsBossfight(); /** * Returns current wave count * * @noparams * * @return Current Wave Count * @noerror */ native int ZR_GetCurrentWave(); /** * Returns if client is Boss * * @noparams * * @return True if client is, false otherwise * @noerror */ native bool ZR_IsClientBoss(int iClient); Notes: - All (human) playerclasses need to have immunity_mode 1 - Respawn is forcefully disabled on Bossfights. - Infection is forcefully disabled on Bossfights. Comment: A proper implementation into ZR is currently not interesting for me since ZR seems to be a sinking ship. Feature requests are affected by this as well. This might change when there is a real interest in ZR Waves. Attached Files zombiereloaded_waves.zip (20.3 KB) Wyświetl pełny artykuł Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Rekomendowane odpowiedzi