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] Health Balance.
[ZR] Class Attribute Respawn.
Recommendation(s):
1.1. Plugins:
-
[ZR] Addons Package.
1.2. ZR configuration:
- no knockback
- no health regen for both humans and infected.
- no autozspawn (and keep it at default or same as warmup time).
- per map config (dont get bothered by smaller maps, decrease speed instead).
- create more waves (do not simply stick with the default ones).
- absolutely make more bossfights (with respawn, infect, without etc).
Installation:
- Put all files from the release package in your game root folder ("csgo" or "css"). Note however that the CS:S and CS:GO version are separated.
- reload map.
If the plugin is not working as intended, check 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/zombiereloaded:
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. KeyValues:
Example config available in addons/sourcemod/configs/zr:
Also: per map configs are possible too (look said config folder)!
PHP Code:
"Waves"
{
"1"
{
// Wave description. "" = disabled
"description" "Difficulty: Easy"
// 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:
"zm_speed" "300" // Speed ZMs have this wave.
}
"2"
{
"description" "Difficulty: Normal"
"respawn_humans" "0"
"respawn_zombies" "1"
"immunity_mode" "1"
"infect_ratio" "4"
"infect_mode" "dynamic"
"roundtime" "5"
"bossfight" "0"
"bossfight_model" ""
"zm_speed" "305"
}
"3"
{
"description" "Difficulty: Hard"
"respawn_humans" "1"
"respawn_zombies" "1"
"immunity_mode" "1"
"infect_ratio" "4"
"infect_mode" "dynamic"
"roundtime" "5"
"bossfight" "0"
"bossfight_model" ""
"zm_speed" "320"
}
"4"
{
"description" "Difficulty: Expert"
"respawn_humans" "0"
"respawn_zombies" "1"
"immunity_mode" "0"
"infect_ratio" "3"
"infect_mode" "dynamic"
"roundtime" "10"
"bossfight" "0"
"bossfight_model" ""
"zm_speed" "320"
}
"5"
{
"description" "Bossfight: Normal"
"respawn_humans" "0"
"respawn_zombies" "0"
"immunity_mode" "1"
"infect_ratio" "1"
"infect_mode" "absolute"
"roundtime" "10"
"bossfight" "1"
"bossfight_model" ""
"zm_speed" "390"
}
}// 32 entries (waves) possible.
Commands:
Currently available commands:
PHP Code:
!setwave <int value> - Change to a specific wave.
!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
* Note that you don't have to check if client is valid for this call.
* The API is doing it for you.
*
* @params Client index.
*
* @return True if client is, false otherwise
* @noerror
*/
native bool ZR_IsClientBoss(int iClient);
Translation:
If you will, and the translation to be used does not exist, you can upload the file in a reply.
Code:
- v1.0
- v1.1- Infect modes & respawn can now be used on bossfights;
- Health attribute removed, using Health balance (requirement);
- Added map configs;
- Replaced the dull PrintHintText with HudMsg;
- Wave settings will be displayed in a menu when client connects and on round start;
- sm_setwave (!setwave) is now a public command and must be configured in admins_override.cfg;
- CS:S and CS:GO files have been separated;
- Various code changes.