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$ Zombie Knife Models Problems


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DarkszVlncent
Junior Member
Join Date: Feb 2012
Old 02-19-2012 , 01:55   $ Zombie Knife Models Problems
Reply With Quote #1

I'm using ZP 5.0 for my Counter Strike , I edited zp_zombieclasses.ini

This is how it looks like
Code:
; -------------------------------------
; Zombie Plague 5.0 Zombie Classes File
; -------------------------------------
; Any changes you make here will be
; automatically loaded at map start

; This file will be automatically updated with new
; editable entries as you install new zombie classes.

[Classic Zombie]
NAME = Classic Zombie
INFO = Normal HP , Speed , Jump [Balanced]
MODELS = zombie_source
CLAWMODEL = models/zombie_plague/v_knife_zombie.mdl
HEALTH = 2000
SPEED = 0.88
GRAVITY = 1.00
KNOCKBACK = 0.95

[Raptor Zombie]
NAME = Raptor Zombie
INFO = Low HP , Very High Speed , [Runner]
MODELS = zombie_source
CLAWMODEL = models/zombie_plague/v_knife_zombie.mdl
HEALTH = 999
SPEED = 1.07
GRAVITY = 1.00
KNOCKBACK = 1.40

[Light Zombie]
NAME = Light Zombie
INFO = Good Speed , Excellent Jump [Jumper]
MODELS = chinesezombie_v2
CLAWMODEL = models/zombie_plague/v_Chinese_v2.mdl
HEALTH = 1400
SPEED = 0.93
GRAVITY = 0.72
KNOCKBACK = 1.25

[Fat Zombie]
NAME = Fat Zombie
INFO = Very High HP, Very Low Speed & Jump [Tanker]
MODELS = zombie_source
CLAWMODEL = models/zombie_plague/v_knife_zombie.mdl
HEALTH = 3200
SPEED = 0.75
GRAVITY = 1.10
KNOCKBACK = 0.50

[Leech Zombie]
NAME = Leech Zombie
INFO = Low Speed [+ HP when Kill Human]
MODELS = zombie_source
CLAWMODEL = models/zombie_plague/v_knife_zombie.mdl
HEALTH = 1400
SPEED = 0.79
GRAVITY = 1.00
KNOCKBACK = 1.15
HP REWARD = 200

[Rage Zombie]
NAME = Rage Zombie
INFO = High HP , High HP , High Jump , but fast -HP when shooted [Madness]
MODELS = zombie_demon_v2
CLAWMODEL = models/zombie_plague/v_knife_zombie.mdl
HEALTH = 2400
SPEED = 1.0
GRAVITY = 0.81
KNOCKBACK = 1.80
When I start game , My Zombie Models works fine but my Zombie Crawl Models didn't work , It using human's knife .. not zombie knife wtF ?

Helps ?


Last edited by DarkszVlncent; 02-19-2012 at 02:34. Reason: D:
DarkszVlncent is offline
gogicaa
Veteran Member
Join Date: Aug 2011
Location: //
Old 02-19-2012 , 06:57   Re: $ Zombie Knife Models Problems
Reply With Quote #2

Try by editing .sma files ....
And show us zombieplague.ini and zombieplague.cfg
gogicaa is offline
DarkszVlncent
Junior Member
Join Date: Feb 2012
Old 02-19-2012 , 07:24   Re: $ Zombie Knife Models Problems
Reply With Quote #3

Quote:
Originally Posted by gogicaa View Post
Try by editing .sma files ....
And show us zombieplague.ini and zombieplague.cfg
I'm always edit the .sma file and compile then replace with all files in plugins folder

zombieplague.ini

Code:
; ------------------------------------
; Zombie Plague 5.0 Customization File
; ------------------------------------
; Any changes you make here will be
; automatically loaded at map start

; Note: No error parsing is done for this.
; Make sure you don't mistype anything.

[Access Flags]
MAKE ZOMBIE = d
MAKE HUMAN = d
MAKE NEMESIS = d
MAKE SURVIVOR = d
RESPAWN PLAYERS = d
ADMIN MODELS = d
START GAME MODE = d

[Player Models] (randomly chosen if more than one)
NEMESIS = zombie_source
SURVIVOR = guerilla , sas
ADMIN ZOMBIE = zombie_source
ADMIN HUMAN = vip

[Weapon Models]
V_KNIFE NEMESIS = models/zombie_plague/v_knife_zombie.mdl
V_WEAPON SURVIVOR = models/v_m249.mdl
GRENADE INFECT = models/zombie_plague/v_grenade_infect.mdl
GRENADE FIRE = models/zombie_plague/v_grenade_fire.mdl
GRENADE FROST = models/zombie_plague/v_grenade_frost.mdl
GRENADE FLARE = models/zombie_plague/v_grenade_flare.mdl
V_KNIFE ADMIN HUMAN = models/v_knife_VIP.mdl
V_KNIFE ADMIN ZOMBIE = models/zombie_plague/v_knife_zombie.mdl

[Grenade Sprites]
TRAIL = sprites/laserbeam.spr
RING = sprites/shockwave.spr
FIRE = sprites/flame.spr
SMOKE = sprites/black_smoke3.spr
GLASS = models/glassgibs.mdl

[Sounds] (randomly chosen if more than one)
WIN ZOMBIES = zombie_plague/zombie_win1.wav , zombie_plague/zombie_win3.wav , zombie_plague/zombie_win2.wav
WIN HUMANS = zombie_plague/win_humans4.wav , zombie_plague/win_humans1.wav , zombie_plague/win_humans3.wav
WIN NO ONE = ambience/3dmstart.wav
ZOMBIE INFECT = zombie_plague/zombie_infec1.wav , zombie_plague/zombie_infec2.wav , zombie_plague/zombie_infec3.wav , scientist/c1a0_sci_catscream.wav , scientist/scream01.wav
ZOMBIE PAIN = zombie_plague/zombie_pain1.wav , zombie_plague/zombie_pain2.wav , zombie_plague/zombie_pain3.wav , zombie_plague/zombie_pain4.wav , zombie_plague/zombie_pain5.wav
NEMESIS PAIN = zombie_plague/nemesis_pain1.wav , zombie_plague/nemesis_pain2.wav , zombie_plague/nemesis_pain3.wav
ZOMBIE DIE = zombie_plague/zombie_die1.wav , zombie_plague/zombie_die2.wav , zombie_plague/zombie_die3.wav , zombie_plague/zombie_die4.wav , zombie_plague/zombie_die5.wav
ZOMBIE FALL = zombie_plague/zombie_fall1.wav
ZOMBIE MISS SLASH = weapons/knife_slash1.wav , weapons/knife_slash2.wav
ZOMBIE MISS WALL = weapons/zombie_hitwall1.wav , weapons/zombie_hitwall2.wav , weapons/zombie_hitwall3.wav , weapons/zombie_hitwall4.wav
ZOMBIE HIT NORMAL = weapons/knife_zombie_1.wav , weapons/knife_zombie_2.wav , weapons/knife_zombie_3.wav , weapons/knife_zombie_4.wav
ZOMBIE HIT STAB = weapons/zombie_stab1.wav , weapons/zombie_stab2.wav , weapons/zombie_stab3.wav , weapons/zombie_stab4.wav , weapons/zombie_stab5.wav , weapons/zombie_stab6.wav
ZOMBIE IDLE = zombie_plague/zombie_idle1.wav , zombie_plague/zombie_idle2.wav , zombie_plague/zombie_idle3.wav
ZOMBIE IDLE LAST = zombie_plague/zombie_idlelast.wav
ZOMBIE MADNESS = zombie_plague/zombie_madness1.wav , zombie_plague/zombie_madness2.wav , zombie_plague/zombie_madness3.wav , zombie_plague/zombie_madness4.wav
ROUND NEMESIS = zombie_plague/nemesis1.wav , zombie_plague/nemesis2.wav
ROUND SURVIVOR = zombie_plague/survivor1.wav , zombie_plague/survivor2.wav
ROUND SWARM = ambience/the_horror2.wav
ROUND MULTI = ambience/the_horror2.wav
ROUND PLAGUE = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav
ROUND ARMAGEDDON = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav
GRENADE INFECT EXPLODE = zombie_plague/grenade_infect.wav
GRENADE INFECT PLAYER = scientist/scream20.wav , scientist/scream22.wav , scientist/scream05.wav
GRENADE FIRE EXPLODE = zombie_plague/grenade_explode.wav
GRENADE FIRE PLAYER = zombie_plague/zombie_burn3.wav , zombie_plague/zombie_burn4.wav , zombie_plague/zombie_burn5.wav , zombie_plague/zombie_burn6.wav , zombie_plague/zombie_burn7.wav
GRENADE FROST EXPLODE = warcraft3/frostnova.wav
GRENADE FROST PLAYER = warcraft3/impalehit.wav
GRENADE FROST BREAK = warcraft3/impalelaunch1.wav
GRENADE FLARE = items/nvg_on.wav
ANTIDOTE = items/smallmedkit1.wav
THUNDER = zombie_plague/thunder1.wav , zombie_plague/thunder2.wav

[Ambience Sounds] (only .wav and .mp3 formats supported, duration is in seconds)
SOUNDS (Infection Mode) = zombie_plague/Normal_Zombie_Music.mp3 , zombie_plague/Normal_Zombie_Music2.mp3 , zombie_plague/Normal_Zombie_Music3.mp3
DURATIONS (Infection Mode) = 200
SOUNDS (Multiple Infection Mode) = zombie_plague/Normal_Zombie_Music.mp3 , zombie_plague/Normal_Zombie_Music2.mp3 , zombie_plague/Normal_Zombie_Music3.mp3
DURATIONS (Multiple Infection Mode) = 200
SOUNDS (Swarm Mode) = zombie_plague/Swarm_Zombie_Music.mp3
DURATIONS (Swarm Mode) = 210
SOUNDS (Nemesis Mode) = zombie_plague/Nemesis_Music.mp3
DURATIONS (Nemesis Mode) = 230
SOUNDS (Survivor Mode) = zombie_plague/Survivor_Music.mp3
DURATIONS (Survivor Mode) = 300
SOUNDS (Plague Mode) = zombie_plague/Plague_Zombie_Music.mp3
DURATIONS (Plague Mode) = 250
SOUNDS (Armageddon Mode) = zombie_plague/Arma_Music.mp3
DURATIONS (Armageddon Mode) = 157

[Buy Menu Weapons]
PRIMARY = weapon_galil , weapon_famas , weapon_sg552 , weapon_tmp , weapon_mac10 , weapon_ump45 , weapon_mp5navy , weapon_p90
SECONDARY = weapon_usp , weapon_glock18
GRENADES = weapon_smokegrenade

[Extra Items: Weapons and their costs]
NAMES = Napalm Nade , Frost Nade , Flare , Assassin Silenced SNIPER , MachineGun Para SAW , Ak47-Snow , Swat M4A1 , Black AuGust , Laser ShotGun , FastBullet-ShotGun
ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade , weapon_awp , weapon_m249 , weapon_ak47 , weapon_m4a1 , weapon_aug , weapon_m3 , weapon_xm1014

[Weather Effects]
RAIN = 0
SNOW = 1
FOG = 1
FOG DENSITY = 0.0019
FOG COLOR = 20 20 40

[Custom Skies] (randomly chosen if more than one)
ENABLE = 1
SKY NAMES = space

[Lightning Lights Cycle]
LIGHTS = ijklmnonmlkjihgfedcb , klmlkjihgfedcbaabcdedcb , bcdefedcijklmlkjihgfedcb

[Zombie Decals] (for bloodstains/footsteps)
DECALS = 99 , 107 , 108 , 184 , 185 , 186 , 187 , 188 , 189

[Knockback Power for Weapons] (use -1.0 to disable knockback power for the weapon)
P228 = 2.4
SCOUT = 6.5
XM1014 = 9.5
MAC10 = 2.3
AUG = 8.2
ELITE = 2.4
FIVESEVEN = 2.0
UMP45 = 2.4
SG550 = 5.3
GALIL = 5.5
FAMAS = 5.5
USP = 2.2
GLOCK18 = 2.0
AWP = 13.7
MP5NAVY = 2.5
M249 = 7.4
M3 = 10.7
M4A1 = 8.8
TMP = 2.4
G3SG1 = 6.5
DEAGLE = 5.3
SG552 = 5.0
AK47 = 9.4
P90 = 2.0

[Objective Entities] (and anything that would affect gameplay that needs to be removed)
OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
GAMEPLAY = func_vehicle , item_longjump

[SVC_BAD Prevention] (if you experience *many* SVC_BAD kicks, try one of the following)

; A. Increase delay between model changes here (in 0.1 increments until the kicks are gone)
MODELCHANGE DELAY = 0.2
; B. If kicks are happenning at round start, increase this instead
ROUNDSTART DELAY = 2.0

; If you want your models to use custom hitboxes, try enabling this.
; Note: make sure your models have the right hitboxes for CS to use,
; otherwise this setting might cause your server insane cpu usage and lag!
SET MODELINDEX OFFSET = 0
zombieplague.cfg

Code:
// -----------------------------
// Zombie Plague 5.0 Config File
// -----------------------------
// Any changes you make here will be
// automatically loaded at map start


// Class: Nemesis
// --------------

zp_nemesis_health 10000					// Health [0 - base health * player count]
zp_nemesis_base_health 3000		// Base health
zp_nemesis_speed 1.02				// Speed
zp_nemesis_gravity 0.6				// Gravity
zp_nemesis_glow 1					// Glow effect
zp_nemesis_aura 1					// Aura effect
zp_nemesis_aura_color_R 200			// Aura color (red)
zp_nemesis_aura_color_G 0			// Aura color (green)
zp_nemesis_aura_color_B 0			// Aura color (blue)
zp_nemesis_damage 2.0				// Damage multiplier
zp_nemesis_kill_explode 1			// Gib explosion effect when killed

// Class: Survivor
// ---------------

zp_survivor_health 450				// Health [0 - base health * player count]
zp_survivor_base_health 100			// Base health
zp_survivor_speed 0.95				// Speed
zp_survivor_gravity 1.20			// Gravity
zp_survivor_glow 1					// Glow effect
zp_survivor_aura 1					// Aura effect
zp_survivor_aura_color_R 0			// Aura color (red)
zp_survivor_aura_color_G 0			// Aura color (green)
zp_survivor_aura_color_B 200		// Aura color (blue)
zp_survivor_weapon "weapon_m249"	// Weapon given by default
zp_survivor_weapon_block 1			// Block weapons other than default

// Game Modes Manager
// ------------------

zp_gamemode_delay 12				// Time before a game mode starts in seconds
zp_round_start_show_hud 0			// Show "Virus released..." HUD notice

// Game Mode: Infection
// --------------------

zp_infection_chance 30				// Chance (1 in X)
zp_infection_min_players 2			// Minimum amount of players required
zp_infection_show_hud 0				// Show first infection HUD notice
zp_infection_allow_respawn 1		// Allow respawning on infection rounds
zp_respawn_after_last_human 1		// Respawn players if only the last human is left
zp_zombie_first_hp_multiplier 1.5	// First zombie HP multiplier

// Game Mode: Nemesis
// ------------------

zp_nemesis_chance 17				// Chance (1 in X)
zp_nemesis_min_players 0			// Minimum amount of players required
zp_nemesis_show_hud 1				// Show nemesis HUD notice
zp_nemesis_sounds 1					// Play nemesis round sounds
zp_nemesis_allow_respawn 0			// Allow respawning on nemesis rounds

// Game Mode: Survivor
// -------------------

zp_survivor_chance 17				// Chance (1 in X)
zp_survivor_min_players 0			// Minimum amount of players required
zp_survivor_show_hud 1				// Show survivor HUD notice
zp_survivor_sounds 1				// Play survivor round sounds
zp_survivor_allow_respawn 0			// Allow respawning on survivor rounds

// Game Mode: Multiple Infection
// -----------------------------

zp_multi_chance 18					// Chance (1 in X)
zp_multi_min_players 0				// Minimum amount of players required
zp_multi_min_zombies 2				// Minimum amount of zombies to have
zp_multi_ratio 0.20					// Infect ratio (zombie count = ratio * player count)
zp_multi_show_hud 1					// Show multiple infection HUD notice
zp_multi_sounds 1					// Play multiple infection round sounds
zp_multi_allow_respawn 1			// Allow respawning on multiple infection rounds

// Game Mode: Swarm
// ----------------

zp_swarm_chance 19					// Chance (1 in X)
zp_swarm_min_players 0				// Minimum amount of players required
zp_swarm_show_hud 1					// Show swarm HUD notice
zp_swarm_sounds 1					// Play swarm round sounds
zp_swarm_allow_respawn 0			// Allow respawning on swarm rounds

// Game Mode: Plague
// -----------------

zp_plague_chance 18					// Chance (1 in X)
zp_plague_min_players 0				// Minimum amount of players required
zp_plague_ratio 0.10					// Infect ratio (zombie count = ratio * player count)
zp_plague_nemesis_count 1			// Amount of nemesis to have
zp_plague_nem_hp_multi 0.3			// Nemesis HP multiplier
zp_plague_survivor_count 1			// Amount of survivors to have
zp_plague_surv_hp_multi 0.5			// Survivor HP multiplier
zp_plague_show_hud 1				// Show plague HUD notice
zp_plague_sounds 1					// Play plague round sounds
zp_plague_allow_respawn 0			// Allow respawning on plague rounds

// Game Mode: Armageddon
// ---------------------

zp_armageddon_chance 19				// Chance (1 in X)
zp_armageddon_min_players 0			// Minimum amount of players required
zp_armageddon_ratio 0.5				// Nemesis to survivors ratio (nemesis count = ratio * player count)
zp_armageddon_nem_hp_multi 0.15		// Nemesis HP multiplier
zp_armageddon_surv_hp_multi 0.22	// Survivor HP multiplier
zp_armageddon_show_hud 1			// Show armageddon HUD notice
zp_armageddon_sounds 1				// Play armageddon round sounds
zp_armageddon_allow_respawn 0		// Allow respawning on armageddon rounds

// Item: Antidote
// --------------

zp_antidote_round_limit 2			// Antidote purchase limit per round

// Item: Infection Bomb
// --------------------

zp_infection_bomb_round_limit 2		// Infection bomb purchase limit per round

// Item: Zombie Madness
// --------------------

zp_zombie_madness_time 6.5			// Zombie madness duration
zp_madness_aura_color_R 150			// Madness aura color (red)
zp_madness_aura_color_G 0			// Madness aura color (green)
zp_madness_aura_color_B 0			// Madness aura color (blue)

// Admin Commands
// --------------

zp_log_admin_commands 1				// Log admin commands to "zombieplague.log"

// Admin Models
// ------------

zp_admin_models_human_player 0		// Enable admin player models for humans
zp_admin_models_human_knife 0		// Enable admin knife models for humans
zp_admin_models_zombie_player 0		// Enable admin player models for zombies
zp_admin_models_zombie_knife 0		// Enable admin knife models for zombies

// Buy Menus
// ---------

zp_random_primary 0					// Players get primary weapons randomly
zp_random_secondary 0				// Players get secondary weapons randomly
zp_random_grenades 0				// Players get grenades randomly

zp_buy_custom_time 60				// Time in seconds humans are allowed to use ZP buymenus after spawning
zp_buy_custom_primary 1				// Players can buy primary weapons from menu
zp_buy_custom_secondary 0			// Players can buy secondary weapons from menu
zp_buy_custom_grenades 0			// Players can buy grenades from menu
zp_give_all_grenades 0				// Players get grenades automatically (as in ZP 4.3)

// Buy Zones
// ---------

zp_buyzone_time 0				// Time in seconds players are allowed to use CS buyzones after spawning
zp_buyzone_humans 0					// CS Buyzones available to humans
zp_buyzone_zombies 0				// CS Buyzones available to zombies

zp_buy_ammo_human 0					// Allow humans to buy ammo even after buyzone time is over
zp_buy_ammo_cost 0				// Extra ammo purchase cost

// Rewards: Frags & HP
// -------------------

zp_frags_zombie_killed 2			// Frags given to humans for killing zombies
zp_frags_human_killed 2				// Frags given to zombies for killing humans
zp_frags_human_infected 1			// Frags given to zombies for infecting humans
zp_frags_nemesis_ignore 0			// Ignore frags for nemesis
zp_frags_survivor_ignore 0			// Ignore frags for survivor

zp_infection_health_bonus 100		// Health regained by zombies after an infection
zp_human_last_health_bonus 50		// Health rewarded to last human

// Rewards: Money
// --------------

zp_money_winner 1000				// Money rewarded to team that wins a round
zp_money_loser 500					// Money rewarded to team that loses a round

zp_money_damage 100					// Money rewarded to players for damaging enemies
zp_money_zombie_damaged_hp 500		// Reward money after this much damage is done to zombies
zp_money_human_damaged_hp 250		// Reward money after this much damage is done to humans
zp_money_zombie_killed 200			// Money rewarded for killing a zombie
zp_money_human_killed 200			// Money rewarded for killing a human
zp_money_human_infected 200			// Money rewarded for infecting a human
zp_money_nemesis_ignore 0			// Ignore money rewards for nemesis
zp_money_survivor_ignore 0			// Ignore money rewards for survivor

// Rewards: Ammo Packs
// -------------------

zp_ammop_winner 2					// Ammo packs rewarded to team that wins a round
zp_ammop_loser 1					// Ammo packs rewarded to team that loses a round

zp_ammop_damage 1.5					// Ammo packs rewarded to players for damaging enemies
zp_ammop_zombie_damaged_hp 750		// Reward ammo packs after this much damage is done to zombies
zp_ammop_human_damaged_hp 250		// Reward ammo packs after this much damage is done to humans
zp_ammop_zombie_killed 1			// Ammo packs rewarded for killing a zombie
zp_ammop_human_killed 1				// Ammo packs rewarded for killing a human
zp_ammop_human_infected 1			// Ammo packs rewarded for infecting a human
zp_ammop_nemesis_ignore 1			// Ignore ammo pack rewards for nemesis
zp_ammop_survivor_ignore 1			// Ignore ammo pack rewards for survivor

// Deathmatch
// ----------

zp_deathmatch 0						// Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_respawn_delay 5					// Time before respawning on deathmatch mode in seconds
zp_respawn_zombies 1				// Respawn dead zombies
zp_respawn_humans 1					// Respawn dead humans
zp_respawn_on_suicide 0				// Respawn players if they commited suicide

// Random Spawning
// ---------------

zp_random_spawning_csdm 1			// Use CSDM spawn points for radom spawning [1-enabled // 0-use regular spawns]

// Spawn Protection
// ----------------

zp_spawn_protection_time 3			// Spawn protection time for deathmatch in seconds [0-disabled]
zp_spawn_protection_humans 1		// Enable for humans
zp_spawn_protection_zombies 1		// Enable for zombies

// Zombie Features
// ---------------

zp_zombie_fov 80					// Custom field of view [0-dont change]
zp_zombie_silent 0					// Silent footsteps
zp_zombie_bleeding 1				// Zombies leave footprints/bloodstains on the floor

// Zombie Sounds
// -------------

zp_zombie_sounds_pain 1				// Custom pain sounds
zp_zombie_sounds_attack 1			// Custom attack sounds
zp_zombie_sounds_idle 1				// Idle/last zombie sounds

// Zombie Damage
// -------------

zp_zombie_defense 0.50				// Defense multiplier (0.75 = zombies take 75% of total damage)
zp_zombie_hitzones 0				// Allowed hitzones bitsum (e.g.: head + chest = 2 + 4 = 6) [0-disabled]

// Hit zones for zombies. Parts of body are as bits:
// 1 - generic, 2 - head, 4 - chest, 8 - stomach, 16 - left arm, 32 - right arm, 64 - left leg, 128 - right leg

// Human Unlimited Ammo
// --------------------

zp_human_unlimited_ammo 1			// Unlimited ammo for humans [0-disabled // 1-BP ammo // 2-clip ammo]
zp_survivor_unlimited_ammo 1		// Unlimited ammo for survivor [0-disabled // 1-BP ammo // 2-clip ammo]

// Human Armor
// -----------

zp_human_armor_protect 1			// Armor needs to be reduced before zombies can infect/damage
zp_human_armor_default 0			// Amount of armor given to humans by default
zp_armor_protect_nemesis 1			// Armor protects against nemesis attacks
zp_survivor_armor_protect 1			// Armor protects survivor too

// Flashlight
// ----------

zp_flashlight_starting_charge 100	// Default flashlight charge for humans
zp_flashlight_custom 1				// Enable custom flashlight
zp_flashlight_radius 20				// Custom flashlight radius
zp_flashlight_distance 800			// Custom flashlight max distance
zp_flashlight_show_all 1			// Custom flashlight can be seen by other players
zp_flashlight_drain_rate 3			// Custom flashlight drain rate [0-unlimited batteries]
zp_flashlight_charge_rate 6			// Custom flashlight charge rate [0-non chargeable batteries]
zp_flashlight_color_R 50			// Custom flashlight color (red)
zp_flashlight_color_G 70			// Custom flashlight color (green)
zp_flashlight_color_B 100			// Custom flashlight color (blue)

// Nightvision
// ------------

zp_nvision_custom 1					// Enable custom nightvision
zp_nvision_radius 50			// Custom nightvision radius

zp_nvision_zombie 2					// Give nightvision to zombies [0-disabled // 1-give only // 2-give and enable]
zp_nvision_zombie_color_R 120			// Zombies custom nightvision color (red)
zp_nvision_zombie_color_G 50		// Zombies custom nightvision color (green)
zp_nvision_zombie_color_B 50			// Zombies custom nightvision color (blue)
zp_nvision_human 0					// Give nightvision to humans [0-disabled // 1-give only // 2-give and enable]
zp_nvision_human_color_R 0			// Humans custom nightvision color (red)
zp_nvision_human_color_G 70		// Humans custom nightvision color (green)
zp_nvision_human_color_B 0			// Humans custom nightvision color (blue)
zp_nvision_spec 2					// Give nightvision to spectators [0-disabled // 1-give only // 2-give and enable]
zp_nvision_spec_color_R 30			// Spectators custom nightvision color (red)
zp_nvision_spec_color_G 30			// Spectators custom nightvision color (green)
zp_nvision_spec_color_B 90			// Spectators custom nightvision color (blue)
zp_nvision_nemesis 2				// Give nightvision to nemesis [0-disabled // 1-give only // 2-give and enable]
zp_nvision_nemesis_color_R 150		// Nemesis custom nightvision color (red)
zp_nvision_nemesis_color_G 0		// Nemesis custom nightvision color (green)
zp_nvision_nemesis_color_B 0		// Nemesis custom nightvision color (blue)
zp_nvision_survivor 0				// Give nightvision to survivor [0-disabled // 1-give only // 2-give and enable]
zp_nvision_survivor_color_R 0		// Survivor custom nightvision color (red)
zp_nvision_survivor_color_G 0		// Survivor custom nightvision color (green)
zp_nvision_survivor_color_B 150		// Survivor custom nightvision color (blue)

// Leap
// ----

zp_leap_zombie 0					// Give leap to zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombie_force 500			// Force multiplier
zp_leap_zombie_height 300			// Upwards force
zp_leap_zombie_cooldown 10.0		// Time before leap is available again
zp_leap_nemesis 1					// Give leap to nemesis
zp_leap_nemesis_force 500			// Force multiplier
zp_leap_nemesis_height 300			// Upwards force
zp_leap_nemesis_cooldown 5.0		// Time before leap is available again
zp_leap_survivor 0					// Give leap to survivor
zp_leap_survivor_force 500			// Force multiplier
zp_leap_survivor_height 300			// Upwards force
zp_leap_survivor_cooldown 5.0		// Time before leap is available again

// Pain Shock Free
// ---------------

zp_painshockfree_zombie 1			// Zombies are pain shock free [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_painshockfree_human 0			// Humans are pain shock free [0-disabled // 1-enabled // 2-only last human]
zp_painshockfree_nemesis 0			// Nemesis is pain shock free
zp_painshockfree_survivor 1			// Survivor is pain shock free

// Knockback
// ---------

zp_knockback_damage 1				// Use damage on knockback calculation
zp_knockback_power 1				// Use weapon power on knockback calculation
zp_knockback_obey_class 1			// Use class multiplier on knockback calculation
zp_knockback_zvel 0					// Should knockback affect vertical velocity
zp_knockback_ducking 0.25			// Knockback multiplier for crouched zombies [0-knockback disabled when ducking]
zp_knockback_distance 500			// Max distance for knockback to take effect
zp_knockback_nemesis 0.25			// Nemesis knockback multiplier [0-disable knockback for nemesis]

// Weapon Drop/Strip
// -----------------

zp_zombie_drop_weapons 3			// Drop weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both]
zp_zombie_strip_weapons 0			// Strip weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both]
zp_zombie_strip_grenades 1			// Strip grenades after infection
zp_zombie_strip_armor 1				// Strip armor after infection
zp_zombie_block_pickup 1			// Block weapon pickup for zombies
zp_remove_dropped_weapons 0			// Time before removing dropped weapons in seconds [0-disabled]

// Effects: Infect
// ---------------

zp_infect_show_hud 0				// Show infection HUD notice
zp_infect_show_notice 1				// Show infection death notice
zp_infect_sounds 1					// Play infection sounds

zp_infect_screen_fade 1				// Screen fade for infected player
zp_infect_screen_fade_R 70			// Screen fade color (red)
zp_infect_screen_fade_G 20			// Screen fade color (green)
zp_infect_screen_fade_B 70			// Screen fade color (blue)
zp_infect_screen_shake 1			// Screen shake for infected player
zp_infect_hud_icon 1				// Display small HUD icon on infection
zp_infect_tracers 0					// Tracers on infection
zp_infect_particles 1				// Particles on infection
zp_infect_sparkle 0					// Light sparkle on infection
zp_infect_sparkle_R 0				// Light sparkle color (red)
zp_infect_sparkle_G 0				// Light sparkle color (green)
zp_infect_sparkle_B 0				// Light sparkle color (blue)

// Effects: Cure
// -------------

zp_cure_show_hud 1					// Show cure HUD notice
zp_cure_sounds 1					// Play cure sounds

// Effects: Lighting
// -----------------

zp_lighting "b"						// Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunder_time 0					// Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 1				// Allow map triggered lights (e.g. light switches)

// Gameplay Fixes
// --------------

zp_remove_doors 0					// Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_block_pushables 0				// Block +use on pushables to prevent the speed bug
zp_block_suicide 1					// Prevent players from killing themselves
zp_worldspawn_kill_respawn 1		// Respawn players after a worldspawn kill
zp_disable_minmodels 1				// Disable cl_minmodels setting on clients after joining
zp_keep_hp_on_disconnect 1			// When nemesis/survivor leaves, player chosen to take his place will have same HP

// Team Scoring
// ------------

zp_winner_show_hud 1				// Show winner HUD notice
zp_winner_sounds 1					// Play winner round sounds

// Ammo Packs
// ----------

zp_starting_ammo_packs 0			// Ammo packs given to players when joining server
zp_disable_money 1					// Disable CS money when ammo packs are enabled

// Grenade: Flashbangs
// -------------------

zp_grenade_flashbang_color_R 0		// Custom screen fade color (red)
zp_grenade_flashbang_color_G 150	// Custom screen fade color (green)
zp_grenade_flashbang_color_B 0		// Custom screen fade color (blue)
zp_grenade_flashbang_nemesis 0		// Flashbangs affect nemesis

// Grenade: Fire
// -------------

zp_grenade_fire_duration 7			// Burning duration in seconds
zp_grenade_fire_damage 10			// Burning damage (every 0.2 secs)
zp_grenade_fire_slowdown 0.3		// Burning slowdown multiplier [0-disabled]
zp_grenade_fire_hudicon 1			// Display small HUD icon when burning
zp_grenade_fire_explosion 0			// Use original HE grenade explosion

// Grenade: Frost
// --------------

zp_grenade_frost_duration 4			// Freeze duration in seconds
zp_grenade_frost_hudicon 0			// Display small HUD icon when frozen
zp_grenade_frost_nemesis 0			// Frost nades affect nemesis

// Grenade: Flare
// --------------

zp_grenade_flare_duration 40		// Flare lightning duration in seconds
zp_grenade_flare_radius 23			// Flare lightning radius
zp_grenade_flare_color 4			// Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b]

// ZP 4.3 Subplugin Compatibility
// ------------------------------

zp_ammopack_to_money_enable 1		// Handle ammo packs as money when ammo packs are disabled
zp_ammopack_to_money_ratio 160		// Ammo pack to money ratio (default: 1 Ammo Pack = $ 160)
DarkszVlncent is offline
gogicaa
Veteran Member
Join Date: Aug 2011
Location: //
Old 02-19-2012 , 10:26   Re: $ Zombie Knife Models Problems
Reply With Quote #4

Maybe because this line is missing in zombieplague.ini ?
PHP Code:
V_KNIFE HUMAN models/v_knife.mdl 
If it won't work ,try to replace your config files with default configs of ZP 5.0.
gogicaa is offline
DarkszVlncent
Junior Member
Join Date: Feb 2012
Old 02-20-2012 , 01:12   Re: $ Zombie Knife Models Problems
Reply With Quote #5

Quote:
Originally Posted by gogicaa View Post
Maybe because this line is missing in zombieplague.ini ?
PHP Code:
V_KNIFE HUMAN models/v_knife.mdl 
If it won't work ,try to replace your config files with default configs of ZP 5.0.
I have added the the words
PHP Code:
V_KNIFE HUMAN models/v_knife.mdl 
above the
PHP Code:
V_KNIFE NEMESIS models/zombie_plague/v_knife_zombie.mdl 
and replaced with default 5.0 zombieplague.ini and tried replaced with 4.0
but it still doesn't change
DarkszVlncent is offline
gogicaa
Veteran Member
Join Date: Aug 2011
Location: //
Old 02-20-2012 , 18:34   Re: $ Zombie Knife Models Problems
Reply With Quote #6

Are you sure that model paths are correct ?
gogicaa is offline
XINLEI
me too
Join Date: Jun 2011
Location: Colombian Coffee storage
Old 02-20-2012 , 20:48   Re: $ Zombie Knife Models Problems
Reply With Quote #7

if you edited everything from sma files, erase all from zp_zombieclasses.ini.
But don't delete the file.
XINLEI is offline
SnowFake
Senior Member
Join Date: Oct 2012
Old 11-22-2019 , 13:58   Re: $ Zombie Knife Models Problems
Reply With Quote #8

I have the same problems.. someone ?
SnowFake is offline
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