download.txt
Code:
// ============================================================================
//
// ZOMBIE:RELOADED
// Downloads configuration
//
// See Download List (3.6) section in the manual for detailed info.
//
// ============================================================================
// * Each uncommented line will be used as a file path for clients to download.
// ----------------------------------------------------------------------------
// Defaults:
// ----------------------------------------------------------------------------
//HUMANS HUMANS HUMANS
// Counter-Strike Online 2 models ported by Kuristaja ([email protected])
// -- Arctic
materials/models/player/kuristaja/cso2/arctic/tr_arctic.vmt
materials/models/player/kuristaja/cso2/arctic/tr_arctic_cap.vmt
materials/models/player/kuristaja/cso2/arctic/tr_arctic_glove.vmt
materials/models/player/kuristaja/cso2/arctic/tr_arctic_hair.vmt
materials/models/player/kuristaja/cso2/arctic/tr_arctic_hand.vmt
materials/models/player/kuristaja/cso2/arctic/tr_arctic_helmet_glass.vmt
materials/models/player/kuristaja/cso2/arctic/tr_arctic2.vmt
materials/models/player/kuristaja/cso2/arctic/tr_arctic.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_glove.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_glove_normal.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_hair.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_hair_normal.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_hand.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_hand_normal.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_helmet_glass.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_helmet_glass_normal.vtf
materials/models/player/kuristaja/cso2/arctic/tr_arctic_normal.vtf
// Player model
models/player/custom_player/kuristaja/cso2/arctic/arctic.dx90.vtx
models/player/custom_player/kuristaja/cso2/arctic/arctic.mdl
models/player/custom_player/kuristaja/cso2/arctic/arctic.phy
models/player/custom_player/kuristaja/cso2/arctic/arctic.vvd
// Arms model
models/player/custom_player/kuristaja/cso2/arctic/arctic_arms.dx90.vtx
models/player/custom_player/kuristaja/cso2/arctic/arctic_arms.mdl
models/player/custom_player/kuristaja/cso2/arctic/arctic_arms.vvd
// -- Choi
materials/models/player/kuristaja/cso2/choi/ct_choi.vmt
materials/models/player/kuristaja/cso2/choi/ct_choi_hair.vmt
materials/models/player/kuristaja/cso2/choi/ct_choi_hair_flip.vmt
materials/models/player/kuristaja/cso2/choi/ct_choi_hair2.vmt
materials/models/player/kuristaja/cso2/choi/ct_choi_hair2_flip.vmt
materials/models/player/kuristaja/cso2/choi/ct_choi_hand.vmt
materials/models/player/kuristaja/cso2/choi/tr_mila_face_eyelashes.vmt
materials/models/player/kuristaja/cso2/choi/ct_choi.vtf
materials/models/player/kuristaja/cso2/choi/ct_choi_hair.vtf
materials/models/player/kuristaja/cso2/choi/ct_choi_hair_normal.vtf
materials/models/player/kuristaja/cso2/choi/ct_choi_hand.vtf
materials/models/player/kuristaja/cso2/choi/ct_choi_hand_normal.vtf
materials/models/player/kuristaja/cso2/choi/ct_choi_normal.vtf
materials/models/player/kuristaja/cso2/choi/tr_mila_face_eyelashes.vtf
// Player model
models/player/custom_player/kuristaja/cso2/choi/choi.dx90.vtx
models/player/custom_player/kuristaja/cso2/choi/choi.mdl
models/player/custom_player/kuristaja/cso2/choi/choi.phy
models/player/custom_player/kuristaja/cso2/choi/choi.vvd
// Arms model
models/player/custom_player/kuristaja/cso2/choi/choi_arms.dx90.vtx
models/player/custom_player/kuristaja/cso2/choi/choi_arms.mdl
models/player/custom_player/kuristaja/cso2/choi/choi_arms.vvd
// -- Emma
materials/models/player/kuristaja/cso2/emma/ct_emma.vmt
materials/models/player/kuristaja/cso2/emma/ct_emma_face_eyelashes.vmt
materials/models/player/kuristaja/cso2/emma/ct_emma_glove.vmt
materials/models/player/kuristaja/cso2/emma/ct_emma_hair.vmt
materials/models/player/kuristaja/cso2/emma/ct_emma_hand.vmt
materials/models/player/kuristaja/cso2/emma/ct_emma_rimlow.vmt
materials/models/player/kuristaja/cso2/emma/ct_emma.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_face_eyelashes.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_glove.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_glove_normal.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_hair.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_hair_normal.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_hand.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_hand_normal.vtf
materials/models/player/kuristaja/cso2/emma/ct_emma_normal.vtf
// Player model
models/player/custom_player/kuristaja/cso2/emma/emma.dx90.vtx
models/player/custom_player/kuristaja/cso2/emma/emma.mdl
models/player/custom_player/kuristaja/cso2/emma/emma.phy
models/player/custom_player/kuristaja/cso2/emma/emma.vvd
// Arms model
models/player/custom_player/kuristaja/cso2/emma/emma_arms.dx90.vtx
models/player/custom_player/kuristaja/cso2/emma/emma_arms.mdl
models/player/custom_player/kuristaja/cso2/emma/emma_arms.vvd
// -- Leet
materials/models/player/kuristaja/cso2/leet/tr_leet.vmt
materials/models/player/kuristaja/cso2/leet/tr_leet_glasslens.vmt
materials/models/player/kuristaja/cso2/leet/tr_leet_glove.vmt
materials/models/player/kuristaja/cso2/leet/tr_leet_hair.vmt
materials/models/player/kuristaja/cso2/leet/tr_leet_hand.vmt
materials/models/player/kuristaja/cso2/leet/tr_leet_scarf.vmt
materials/models/player/kuristaja/cso2/leet/tr_leet.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_glasslens.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_glasslens_normal.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_glove.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_glove_normal.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_hair.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_hair_normal.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_hand.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_hand_normal.vtf
materials/models/player/kuristaja/cso2/leet/tr_leet_normal.vtf
// Player model
models/player/custom_player/kuristaja/cso2/leet/leet.dx90.vtx
models/player/custom_player/kuristaja/cso2/leet/leet.mdl
models/player/custom_player/kuristaja/cso2/leet/leet.phy
models/player/custom_player/kuristaja/cso2/leet/leet.vvd
// Arms model
models/player/custom_player/kuristaja/cso2/leet/leet_arms.dx90.vtx
models/player/custom_player/kuristaja/cso2/leet/leet_arms.mdl
models/player/custom_player/kuristaja/cso2/leet/leet_arms.vvd
// -- Lisa
materials/models/player/kuristaja/cso2/lisa/ct_lisa.vmt
materials/models/player/kuristaja/cso2/lisa/ct_lisa_face_eyelashes.vmt
materials/models/player/kuristaja/cso2/lisa/ct_lisa_glass.vmt
materials/models/player/kuristaja/cso2/lisa/ct_lisa_hair_re.vmt
materials/models/player/kuristaja/cso2/lisa/ct_lisa_hand.vmt
materials/models/player/kuristaja/cso2/lisa/ct_lisa_hand_skin.vmt
materials/models/player/kuristaja/cso2/lisa/ct_lisa_rimlow.vmt
materials/models/player/kuristaja/cso2/lisa/ct_lisa.vtf
materials/models/player/kuristaja/cso2/lisa/ct_lisa_face_eyelashes.vtf
materials/models/player/kuristaja/cso2/lisa/ct_lisa_hair_re.vtf
materials/models/player/kuristaja/cso2/lisa/ct_lisa_hair_re_normal.vtf
materials/models/player/kuristaja/cso2/lisa/ct_lisa_hand.vtf
materials/models/player/kuristaja/cso2/lisa/ct_lisa_hand_normal.vtf
materials/models/player/kuristaja/cso2/lisa/ct_lisa_normal.vtf
// Player model
models/player/custom_player/kuristaja/cso2/lisa/lisa.dx90.vtx
models/player/custom_player/kuristaja/cso2/lisa/lisa.mdl
models/player/custom_player/kuristaja/cso2/lisa/lisa.phy
models/player/custom_player/kuristaja/cso2/lisa/lisa.vvd
// Arms model
models/player/custom_player/kuristaja/cso2/lisa/lisa_arms.dx90.vtx
models/player/custom_player/kuristaja/cso2/lisa/lisa_arms.mdl
models/player/custom_player/kuristaja/cso2/lisa/lisa_arms.vvd
// -- Mila
materials/models/player/kuristaja/cso2/mila/female_body_hand.vmt
materials/models/player/kuristaja/cso2/mila/tr_mila.vmt
materials/models/player/kuristaja/cso2/mila/tr_mila_face_eyelashes.vmt
materials/models/player/kuristaja/cso2/mila/tr_mila_glove.vmt
materials/models/player/kuristaja/cso2/mila/tr_mila_hair.vmt
materials/models/player/kuristaja/cso2/mila/tr_mila_scarf.vmt
materials/models/player/kuristaja/cso2/mila/female_body_hand.vtf
materials/models/player/kuristaja/cso2/mila/female_body_hand_normal.vtf
materials/models/player/kuristaja/cso2/mila/tr_mila.vtf
materials/models/player/kuristaja/cso2/mila/tr_mila_face_eyelashes.vtf
materials/models/player/kuristaja/cso2/mila/tr_mila_glove.vtf
materials/models/player/kuristaja/cso2/mila/tr_mila_glove_normal.vtf
materials/models/player/kuristaja/cso2/mila/tr_mila_hair.vtf
materials/models/player/kuristaja/cso2/mila/tr_mila_hair_normal.vtf
materials/models/player/kuristaja/cso2/mila/tr_mila_normal.vtf
// Player model
models/player/custom_player/kuristaja/cso2/mila/mila.dx90.vtx
models/player/custom_player/kuristaja/cso2/mila/mila.mdl
models/player/custom_player/kuristaja/cso2/mila/mila.phy
models/player/custom_player/kuristaja/cso2/mila/mila.vvd
// Arms model
models/player/custom_player/kuristaja/cso2/mila/mila_arms.dx90.vtx
models/player/custom_player/kuristaja/cso2/mila/mila_arms.mdl
models/player/custom_player/kuristaja/cso2/mila/mila_arms.vvd
// END HUMANS END HUMAND
//Arms
models/player/custom/securityzombie/securityzombie.mdl
models/player/custom/securityzombie/securityzombie.dx90.vtx
models/player/custom/securityzombie/securityzombie.vvd
materials/models/player/custom/securityzombie/Guard_body_D.vmt
materials/models/player/custom/securityzombie/Guard_body_D.vtf
materials/models/player/custom/securityzombie/Guard_body_N.vtf
models/player/custom/predatormkx/predatormkx_arms.mdl
models/player/custom/predatormkx/predatormkx_arms.dx90.vtx
models/player/custom/predatormkx/predatormkx_arms.vvd
materials/models/player/custom/predatormkx/boca.vmt
materials/models/player/custom/predatormkx/body_diff.vtf
materials/models/player/custom/predatormkx/body_normal.vtf
materials/models/player/custom/predatormkx/claw_diff.vtf
materials/models/player/custom/predatormkx/computer_diff.vtf
materials/models/player/custom/predatormkx/computer_normal.vtf
materials/models/player/custom/predatormkx/cuero1.vmt
materials/models/player/custom/predatormkx/cuero2.vmt
materials/models/player/custom/predatormkx/huesos.vmt
materials/models/player/custom/predatormkx/metal1.vmt
materials/models/player/custom/predatormkx/metal2.vmt
materials/models/player/custom/predatormkx/metal3.vmt
materials/models/player/custom/predatormkx/mouth_diff.vtf
materials/models/player/custom/predatormkx/mouth_normal.vtf
materials/models/player/custom/predatormkx/pelo.vmt
materials/models/player/custom/predatormkx/piel.vmt
materials/models/player/custom/predatormkx/visor.vmt
// HEAVY
models/player/custom/fleshpound/fleshpound.mdl
models/player/custom/fleshpound/fleshpound.dx90.vtx
models/player/custom/fleshpound/fleshpound.phy
models/player/custom/fleshpound/fleshpound.vvd
materials/models/player/custom/fleshpound/ZED_Fleshpound_D.vmt
materials/models/player/custom/fleshpound/ZED_Fleshpound_D.vtf
materials/models/player/custom/fleshpound/ZED_Fleshpound_N.vtf
//MUTATED
models/player/custom/nemesis/nemesis.mdl
models/player/custom/nemesis/nemesis.dx90.vtx
models/player/custom/nemesis/nemesis.phy
models/player/custom/nemesis/nemesis.vvd
materials/models/player/custom/nemesis/NemesisHead.vmt
materials/models/player/custom/nemesis/NemesisHead.vtf
materials/models/player/custom/nemesis/NemesisHead_N.vtf
materials/models/player/custom/nemesis/NemesisLegs.vmt
materials/models/player/custom/nemesis/NemesisLegs.vtf
materials/models/player/custom/nemesis/NemesisLegs_N.vtf
materials/models/player/custom/nemesis/NemesisLegs.vmt
materials/models/player/custom/nemesis/NemesisLegs.vtf
materials/models/player/custom/nemesis/NemesisLegs_N.vtf
//Arms
models/player/custom_player/legacy/survivor/survivor_arms.mdl
models/player/custom_player/legacy/survivor/survivor_arms.dx90.vtx
models/player/custom_player/legacy/survivor/survivor_arms.vvd
materials/models/player/custom_player/legacy/survivor/eyeball.vtf
materials/models/player/custom_player/legacy/survivor/eyeball_l.vmt
materials/models/player/custom_player/legacy/survivor/eyeball_r.vmt
materials/models/player/custom_player/legacy/survivor/helmet_d_clean.vmt
materials/models/player/custom_player/legacy/survivor/helmet_d_clean.vtf
materials/models/player/custom_player/legacy/survivor/helmet_n_2.vtf
materials/models/player/custom_player/legacy/survivor/id_2_d_clean.vmt
materials/models/player/custom_player/legacy/survivor/id_2_d_clean.vtf
materials/models/player/custom_player/legacy/survivor/id_2_n_2.vtf
materials/models/player/custom_player/legacy/survivor/id_3_d_clean.vmt
materials/models/player/custom_player/legacy/survivor/id_3_d_clean.vtf
materials/models/player/custom_player/legacy/survivor/id_3_n_2.vtf
materials/models/player/custom_player/legacy/survivor/swat_head_d.vmt
materials/models/player/custom_player/legacy/survivor/swat_head_d.vtf
materials/models/player/custom_player/legacy/survivor/swat_head_n.vtf
//revenant
materials/models/player/custom_player/zombie/revenant/body.vmt
materials/models/player/custom_player/zombie/revenant/body.vtf
materials/models/player/custom_player/zombie/revenant/body_n.vtf
materials/models/player/custom_player/zombie/revenant/body_s.vtf
materials/models/player/custom_player/zombie/revenant/hat.vmt
materials/models/player/custom_player/zombie/revenant/hat.vtf
materials/models/player/custom_player/zombie/revenant/hat_n.vtf
materials/models/player/custom_player/zombie/revenant/hat_s.vtf
materials/models/player/custom_player/zombie/revenant/head.vmt
materials/models/player/custom_player/zombie/revenant/head.vtf
materials/models/player/custom_player/zombie/revenant/head_n.vtf
materials/models/player/custom_player/zombie/revenant/head_s.vtf
materials/models/player/custom_player/zombie/revenant/head_glow.vtf
models/player/custom_player/zombie/revenant/revenant_v2.mdl
models/player/custom_player/zombie/revenant/revenant_v2.dx90.vtx
models/player/custom_player/zombie/revenant/revenant_v2.phy
models/player/custom_player/zombie/revenant/revenant_v2.vvd
models/player/custom_player/zombie/revenant/revenant_arms.mdl
models/player/custom_player/zombie/revenant/revenant_arms.dx90.vtx
models/player/custom_player/zombie/revenant/revenant_arms.vvd
//zombies arms
models/player/custom_player/legacy/zombie/zombie_arms.mdl
models/player/custom_player/legacy/zombie/zombie_arms.dx90.vtx
models/player/custom_player/legacy/zombie/zombie_arms.vvd
materials/models/player/custom_player/legacy/zombie/Tex_0247_1.vmt
materials/models/player/custom_player/legacy/zombie/Tex_0247_1.vtf
materials/models/player/custom_player/legacy/zombie/Tex_0247_3.vtf
materials/models/player/custom_player/legacy/zombie/Tex_0248_1.vmt
materials/models/player/custom_player/legacy/zombie/Tex_0248_1.vtf
materials/models/player/custom_player/legacy/zombie/Tex_0248_1_NRM.vtf
// zombie claws
models/player/colateam/zombie1/arms.dx90.vtx
models/player/colateam/zombie1/arms.mdl
models/player/colateam/zombie1/arms.vvd
materials/models/player/colateam/zombie1/slow_body.vmt
materials/models/player/colateam/zombie1/slow_body.vtf
materials/models/player/colateam/zombie1/slow_body_bump.vtf
materials/models/player/colateam/zombie1/slow_pants.vmt
materials/models/player/colateam/zombie1/slow_pants.vtf
// team win overlays
materials/overlays/zr/zombies_win.vtf
materials/overlays/zr/zombies_win.vmt
materials/overlays/zr/humans_win.vtf
materials/overlays/zr/humans_win.vmt
// zvision
materials/overlays/zr/zvision.vtf
materials/overlays/zr/zvision.vmt
// csgo zombie sounds
sound/zr/zombie_pain1.mp3
sound/zr/zombie_pain2.mp3
sound/zr/zombie_pain3.mp3
sound/zr/zombie_pain4.mp3
sound/zr/zombie_pain5.mp3
sound/zr/zombie_pain6.mp3
sound/zr/zombie_voice_idle1.mp3
sound/zr/zombie_voice_idle2.mp3
sound/zr/zombie_voice_idle3.mp3
sound/zr/zombie_voice_idle4.mp3
sound/zr/zombie_voice_idle5.mp3
sound/zr/zombie_voice_idle6.mp3
sound/zr/zombie_voice_idle7.mp3
sound/zr/zombie_voice_idle8.mp3
sound/zr/zombie_voice_idle9.mp3
sound/zr/zombie_voice_idle10.mp3
sound/zr/zombie_voice_idle11.mp3
sound/zr/zombie_voice_idle12.mp3
sound/zr/zombie_voice_idle13.mp3
sound/zr/zombie_voice_idle14.mp3
sound/zr/zombie_die1.mp3
sound/zr/zombie_die2.mp3
sound/zr/zombie_die3.mp3
sound/ambient/zr/zr_ambience.mp3
sound/zr/fz_scream1.mp3
models.txt
Code:
// ============================================================================
//
// ZOMBIE:RELOADED
// Model configuration
//
// See Model Configuration (3.5) section in the manual for detailed info.
//
// ============================================================================
//
// SHORT DESCRIPTIONS
//
// Attribute: Description:
// ----------------------------------------------------------------------------
// name Name of model file, without extension.
// path Path to model files. MUST end with "/".
// team Model type:
// "zombies"
// "humans"
// access Access type:
// "public" - Everyone can use the model.
// "admins" - Model can only be used by admins.
// "hidden" - Model is excluded from public random selections.
// "motherzombies" - Model can only be used by mother zombies.
// "group" - Use group authentication.
// group If access is "group": A SourceMod group name. Otherwise blank ("").
"models"
{
"zombie"
{
"name" "zombie"
"path" "models/player/zombieskincsgo/"
"team" "zombies"
"access" "public"
"group" ""
}
"Yanik"
{
"name" "Yanik"
"path" "models/player/kuristaja/cso2/arctic/"
"team" "humans"
"access" "public"
"group" ""
}
"Choi"
{
"name" "Choi"
"path" "models/player/kuristaja/cso2/choi/"
"team" "humans"
"access" "public"
"group" ""
}
"Emma"
{
"name" "Emma"
"path" "models/player/custom_player/kuristaja/cso2/emma/"
"team" "humans"
"access" "public"
"group" ""
}
"Leet"
{
"name" "Leet"
"path" "models/player/custom_player/kuristaja/cso2/leet/"
"team" "humans"
"access" "public"
"group" ""
}
"Lisa"
{
"name" "Lisa"
"path" "models/player/custom_player/kuristaja/cso2/lisa/"
"team" "humans"
"access" "public"
"group" ""
}
"Mila"
{
"name" "Mila"
"path" "models/player/custom_player/kuristaja/cso2/mila/"
"team" "humans"
"access" "public"
"group" ""
}
"SecurityZombie"
{
"name" "SecurityZombie"
"path" "models/player/custom/securityzombie/"
"team" "zombies"
"access" "public"
"group" ""
}
"Fleshpound"
{
"name" "Fleshpound"
"path" "models/player/custom/fleshpound/"
"team" "zombies"
"access" "public"
"group" ""
}
"Nemesis"
{
"name" "Nemesis"
"path" "models/player/custom/nemesis/"
"team" "zombies"
"access" "public"
"group" ""
}
"Mila"
{
"name" "Mila"
"path" "models/player/custom_player/kuristaja/cso2/mila/"
"team" "humans"
"access" "public"
"group" ""
}
// Special model examples:
// -----------------------
// Only admins can use this zombie model.
//"admin_zombie"
//{
// "name" "1337model"
// "path" "models/player/adminmodels/"
// "team" "zombies"
// "access" "admins"
// "group" ""
//}
// Only members of the zr_vip group in SourceMod can use this human model.
//"vip_human"
//{
// "name" "vipmodel"
// "path" "models/player/vip/"
// "team" "humans"
// "access" "group"
// "group" "zr_vip"
//}
// This model will be excluded from public random selections. Only classes
// that use "random_hidden" or explicit specify this model will be able to use it.
//"hidden"
//{
// "name" "hiddenmodel"
// "path" "models/player/"
// "team" "humans"
// "access" "hidden"
// "group" ""
//}
}
playerclasses.txt
Code:
// ============================================================================
//
// Zombie:Reloaded Class configuration
//
// See Class Configuration (3.7) in the manual for detailed info.
//
// ============================================================================
//
// SHORT DESCRIPTIONS
//
// Attribute: Values: Description:
// ----------------------------------------------------------------------------
// enabled yes/no Enables or disables a class.
// team number Specifies what team the class belongs to:
// 0 - Zombies
// 1 - Humans
// 2 - Admin mode classes (incomplete feautre!)
// team_default yes/no Marks the class as the default class in the team.
// flags number Special class flags (bit field). To combine multiple flags
// use a sum of the flag values. Available flags:
// 1 - Admins only
// 2 - Mother zombies only
// group text Restrict class to member of this SourceMod group. Leave blank for no restriction.
// name text The class name used in class menu.
// description text The class description used in class menu.
// model_path text Path to model to use. Relative to cstrike folder.
// model_skin_index number Model skin index to use if model support multiple skins. First skin is 0.
// alpha_initial number Initial transparency setting.
// alpha_damaged number Transparency when damaged.
// alpha_damage number How much damage to do before switching alpha.
// overlay_path text Overlay displayed at the player.
// nvgs yes/no Give and turn on night vision.
// fov number Field of view value. 90 is default.
// has_napalm yes/no Allows player to throw napalm grenades. Humans only.
// napalm_time decimal Napalm burn duration. Zombies only.
// immunity_mode text Special immunity modes. Some modes only works on humans or zombies:
// "none" - Instant infection.
// "kill" - Humans are instantly killed instead of turning zombies when attacked by zombies.
// "full" - Completely immune. Humans can't be infected, zombies don't receive damage or knock back. Careful with this, it might not be that fun.
// "infect" - Humans are immune to infections until HP go below a threshold. Threshold at zero enable stabbing to death.
// "damage" - Zombies are immune to damage from humans/grenades, but still vulnerable to knock back.
// "delay" - Delay infection for a certain number of seconds.
// "shield" - Shield against infections (humans) or knock back (zombies) for a certain amount of seconds (similar to TF2's übercharge). Deploy with "zshield" command.
// immunity_amount number Immunity data value (humans only). Depends on the immunity mode above:
// "infect" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death.
// "delay" - Number of seconds the infection is delayed since first hit by a zombie.
// "shield" - Number of seconds the shield is active.
// immunity_cooldown number Number of seconds of cooldown for temporary immunity actions, depending on mode.
// "delay" - Number of seconds the delay is reduced every time a zombie attack, while a delayed infection is in progress.
// "shield" - Number of seconds the player has to wait before the shield can be used again.
// no_fall_damage on/off Disables fall damage.
// health number How many health points to give.
// health_regen_interval decimal Sets the regeneration interval. 0 to disable.
// health_regen_amount number How much HP to give per interval.
// health_infect_gain number How much HP to give when the player infects someone. Zombies only.
// kill_bonus number How many points to give per kill. Zombies only.
// speed decimal The player speed. In LMV mode 300 is normal speed, 600 is double speed.
// knockback decimal Force of the knockback when shot at. Zombies only.
// jump_height decimal Multiplier of the players jump height. 0.0 means no jump boost, 1.0 is normal.
// jump_distance decimal Multiplier of the players jump distance. 0.0 means no forward jump boost, 1.0 is normal.
"classes"
{
// ------------------------------------------
//
// Zombie classes
//
// ------------------------------------------
"zombie_classic"
{
// General
"enabled" "yes"
"team" "0"
"team_default" "yes"
"flags" "0"
"group" ""
"name" "Classic"
"description" "Need brains!!! Arrrrggghh!"
// Model
"model_path" "models/player/zombieskincsgo/zombie.mdl"
"arms_path" "models/player/custom/securityzombie/securityzombie.mdl" // arms model for this class
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" "overlays/zr/zvision"
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "no"
"napalm_time" "10.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "3200"
"health_regen_interval" "0.0"
"health_regen_amount" "0"
"health_infect_gain" "500"
"kill_bonus" "2"
"speed" "390"
"knockback" "3.2"
"jump_height" "1.1"
"jump_distance" "1.2"
}
"zombie_fast"
{
// General
"enabled" "yes"
"team" "0"
"team_default" "no"
"flags" "0"
"group" ""
"name" "Fast"
"description" "-HP | +Speed | +Jump | +Knockback"
// Model
"model_path" "models/player/zombieskincsgo/zombie.mdl"
"arms_path" "models/player/custom/securityzombie/securityzombie.mdl" // arms model for this class
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" "overlays/zr/zvision"
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "no"
"napalm_time" "7.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "2500"
"health_regen_interval" "0.0"
"health_regen_amount" "0"
"health_infect_gain" "400"
"kill_bonus" "2"
"speed" "420"
"knockback" "4.0"
"jump_height" "1.3"
"jump_distance" "1.2"
}
"zombie_mutated"
{
// General
"enabled" "yes"
"team" "0"
"team_default" "no"
"flags" "0"
"group" ""
"name" "Mutated"
"description" "+HP | -Speed | +Jump | +Knockback"
// Model
"model_path" "models/player/custom/nemesis/nemesis.mdl"
"arms_path" "models/player/colateam/zombie1/arms.mdl" // arms model for this class
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" "overlays/zr/zvision"
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "no"
"napalm_time" "15.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "3500"
"health_regen_interval" "0.0"
"health_regen_amount" "0"
"health_infect_gain" "850"
"kill_bonus" "2"
"speed" "270"
"knockback" "3.5"
"jump_height" "1.3"
"jump_distance" "1.3"
}
"zombie_heavy"
{
// General
"enabled" "yes"
"team" "0"
"team_default" "no"
"flags" "0"
"group" ""
"name" "Heavy"
"description" "+HP | -Speed | -Knockback"
// Model
"model_path" "models/player/custom/fleshpound/fleshpound.mdl"
"arms_path" "models/player/custom_player/zombie/revenant/revenant_arms.mdl" // arms model for this class
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" "overlays/zr/zvision"
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "no"
"napalm_time" "10.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "5500"
"health_regen_interval" "0.0"
"health_regen_amount" "0"
"health_infect_gain" "2000"
"kill_bonus" "2"
"speed" "250"
"knockback" "2.0"
"jump_height" "1.0"
"jump_distance" "1.0"
}
"mother_zombie"
{
// General
"enabled" "yes"
"team" "0"
"team_default" "no"
"flags" "2"
"group" ""
"name" "Mother zombie"
"description" "+HP regen | +Speed | +Jump | -Knockback"
// Model
"model_path" "models/player/zombieskincsgo/zombie.mdl"
"arms_path" "models/player/custom_player/zombie/revenant/revenant_arms.mdl" // arms model for this class
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" "overlays/zr/zvision"
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "0"
"napalm_time" "5.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "3000"
"health_regen_interval" "0.25"
"health_regen_amount" "10"
"health_infect_gain" "1000"
"kill_bonus" "4"
"speed" "432"
"knockback" "2.3"
"jump_height" "1.2"
"jump_distance" "1.3"
}
"mother_zombie_admin"
{
// General
"enabled" "yes"
"team" "0"
"team_default" "no"
"flags" "3"
"group" ""
"name" "Admin mother zombie"
"description" "+HP regen | +Speed | +Jump | -Knockback"
// Model
"model_path" "models/player/zombieskincsgo/zombie.mdl"
"arms_path" "models/player/custom/securityzombie/securityzombie.mdl" // arms model for this class
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" "overlays/zr/zvision"
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "no"
"napalm_time" "3.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "3500"
"health_regen_interval" "0.25"
"health_regen_amount" "10"
"health_infect_gain" "1000"
"kill_bonus" "1"
"speed" "486"
"knockback" "2.3"
"jump_height" "1.2"
"jump_distance" "1.3"
}
// ------------------------------------------
//
// Human classes
//
// ------------------------------------------
"human_normal"
{
// General
"enabled" "yes"
"team" "1"
"team_default" "yes"
"flags" "0"
"group" ""
"name" "Roger"
"description" "Roger est équilibré. Un bon choix pour les joueurs débutants"
// Model
"model_path" "models/player/custom_player/kuristaja/cso2/choi/choi.mdl"
"arms_path" "models/player/custom_player/kuristaja/cso2/choi/choi_arms.mdl"
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" ""
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "no"
"health" "100"
"health_regen_interval" "0.0"
"health_regen_amount" "0"
"health_infect_gain" "0"
"kill_bonus" "2"
"speed" "300"
"knockback" "0"
"jump_height" "1.0"
"jump_distance" "1.0"
}
"human_vip"
{
// General
"enabled" "no"
"team" "1"
"team_default" "yes"
"flags" "0"
"group" "" // Write the name of a SourceMod group for vip players ("zr_vip" for instance), then make it in SourceMod.
"name" "Leet"
"description" "Leet est seulement pour les VIPs"
// Model
"model_path" "models/player/custom_player/kuristaja/cso2/leet/leet.mdl"
"arms_path" "models/player/custom_player/kuristaja/cso2/leet/leet_arms.mdl"
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" ""
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "200"
"health_regen_interval" "1.0"
"health_regen_amount" "10"
"health_infect_gain" "0"
"kill_bonus" "1"
"speed" "300"
"knockback" "0"
"jump_height" "1.2"
"jump_distance" "1.2"
}
"human_admin"
{
// General
"enabled" "yes"
"team" "1"
"team_default" "no"
"flags" "1"
"group" ""
"name" "Admin Human"
"description" "Human class for admins"
// Model
"model_path" "models/player/custom_player/kuristaja/cso2/emma/emma.mdl"
"arms_path" "models/player/custom_player/kuristaja/cso2/emma/emma_arms.mdl"
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" ""
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "200"
"health_regen_interval" "1.0"
"health_regen_amount" "10"
"health_infect_gain" "0"
"kill_bonus" "1"
"speed" "360"
"knockback" "0"
"jump_height" "1.2"
"jump_distance" "1.2"
}
"human_speedy"
{
// General
"enabled" "yes"
"team" "1"
"team_default" "no"
"flags" "0"
"group" ""
"name" "Lisa"
"description" "Lisa est plus rapide que ses compagnons. Son seul défaut : Une puissance de frappe moins élevée"
// Model
"model_path" "models/player/custom_player/kuristaja/cso2/lisa/lisa.mdl"
"arms_path" "models/player/custom_player/kuristaja/cso2/lisa/lisa_arms.mdl"
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" ""
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "no"
"napalm_time" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "0"
"health" "100"
"health_regen_interval" "0.0"
"health_regen_amount" "0"
"health_infect_gain" "0"
"kill_bonus" "1"
"speed" "360"
"knockback" "0"
"jump_height" "1.0"
"jump_distance" "1.0"
}
"human_light"
{
// General
"enabled" "yes"
"team" "1"
"team_default" "no"
"flags" "0"
"group" ""
"name" "Yanik"
"description" "Yanik est moin rapide mais il saute plus haut. Il a aussi une forte résistance."
// Model
"model_path" "models/player/custom_player/kuristaja/cso2/arctic/arctic.mdl"
"arms_path" "models/player/custom_player/kuristaja/cso2/arctic/arctic_arms.mdl"
"model_skin_index" "0"
"alpha_initial" "255"
"alpha_damaged" "255"
"alpha_damage" "0"
// Hud
"overlay_path" ""
"nvgs" "no"
"fov" "90"
// Effects
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behavior
"immunity_mode" "infect" // Invulnerable to infection,
"immunity_amount" "25" // until HP go below 25.
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "100"
"health_regen_interval" "0.0"
"health_regen_amount" "0"
"health_infect_gain" "0"
"kill_bonus" "1"
"speed" "260"
"knockback" "0"
"jump_height" "1.4"
"jump_distance" "1.4"
}
}
There is all my files for zombie reloaded.
Is there an error ?