ZPA 1.6.1 BUG - Nu se updateaza armele.[Rezolvat]

Discutii legate de instalarea, configurarea si modificarea unui server de Counter-Strike.

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bossul2013
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02 Jun 2014, 12:11

Salut!
Am un bug si nu stiu de unde vine. Cand un player devine zombie, acel zm pastreaza arma pana apasa Q sau schimba pe lama. Si el inca pastreaza grenadele. Iar cand se restarteaza runda, CT-ul se respawneaza cu mainile de zm.
Mai exact, armele nu se updateaza.
Presupun ca va intereseaza:
Plugins:
; ZOMBIE PLAGUE ADVANCED
----------------------
zombie_plague_advance_v1-6-1.amxx debug
zpa_zclasses40.amxx
zp_extra_jetpack_bazooka32.amxx
zp_extra_multijump.amxx
zp_give_ap.amxx

; LASERE
------
lasermine.amxx


; ZP Bank
-------
zp_sub_bank.amxx

; MultiJump
---------
multijump.amxx

; Parasuta
--------
amx_parachute.amxx


; No engine Knockback
-------------------
zp_no_engine_knockback.amxx

; Clase Umane
-----------
zp_addon_hclass.amxx

; Clase de Zombie Noi
-------------------
zp_zombie_stixsworld.amxx

; VIP Zombie
----------
zm_vip.amxx

; VIP Extra Iteme
---------------
zm_vip_extra_adv_antidotegun.amxx
zm_vip_extra_bazooka.amxx
zm_vip_extra_buy_survnem.amxx
zm_vip_extra_chainsaw.amxx
zm_vip_extra_flamethrower.amxx
zm_vip_extra_gc_extra_item_ng.amxx
zm_vip_extra_goldendg.amxx
zm_vip_extra_human_armor.amxx
zm_vip_extra_plasma_rifle.amxx
zm_vip_extra_playeraura.amxx
zm_vip_extra_weapons.amxx

; Lasere Gratis
--------
lasermine_023.amxx

; Numaroatoare Inversa
---------------
;zp_countdown_new_style.amxx
Countdown_Fix.amxx debug

; Anti-Block
;zp_new_Antiblock.amxx debug

;Ultimate_Who - Arata adminii Online
who.amxx

; Connect Exec - bindeaza taste pentru Lasere
connect_exec.amxx


; Booster
AMXX-Booster.amxx

; Protectie Takehost
file_watcher.amxx
takehost_functions.amxx
Plugins-zplague:
; Main plugin
zombie_plague_advance_v1-6-1.amxx debug

; Default zombie classes
zpa_zclasses40.amxx debug

; Add custom game modes here
zp_game_mode_example.amxx debug

; Add sub-plugins, custom zombie classes, and extra items here

zm_vip_extra_adv_antidotegun.amxx
zm_vip_extra_bazooka.amxx
zm_vip_extra_buy_survnem.amxx
zm_vip_extra_chainsaw.amxx
zm_vip_extra_flamethrower.amxx
zm_vip_extra_gc_extra_item_ng.amxx
zm_vip_extra_goldendg.amxx
zm_vip_extra_human_armor.amxx
zm_vip_extra_plasma_rifle.amxx
zm_vip_extra_playeraura.amxx
zm_vip_extra_weapons.amxx
zombie_plague_advance.cfg
// ====================================================
// * || Zombie Plague Advance v1.6.1 Config File || *
// ====================================================
//
// Any changes you make here will be
// automatically loaded at map start

// General
// -------
zp_delay 15 // Time before any game mode starts in seconds
zp_lighting "" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunderclap 90 // Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 0 // Allow map triggered lights (e.g. light switches)
zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_blockuse_pushables 1 // Block +use on pushables to prevent the speed bug
zp_block_suicide 1 // Prevent players from killing themselves
zp_random_spawn 1 // Enable random spawning (will use CSDM spawns if present)
zp_respawn_on_worldspawn_kill 1 // Respawn players after a worldspawn kill
zp_remove_dropped 0 // Time before removing dropped weapons in seconds [0-disabled]
zp_remove_money 1 // Remove player's money
zp_buy_custom 1 // Enable custom buy menus
zp_random_weapons 0 // Whether players should get weapons randomly instead of buying them
zp_admin_models_human 1 // Enable admin player models for humans
zp_admin_knife_models_human 0 // Enable admin knife models for humans
zp_admin_models_zombie 1 // Enable admin player models for zombies
zp_admin_knife_models_zombie 0 // Enable admin knife models for zombies
zp_zombie_classes 1 // Enable zombie classes
zp_stats_save 1 // Temporarily save player's ammo packs and zombie class when they disconnect
zp_starting_ammo_packs 5 // Starting amount of ammo packs for new players
zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row
zp_keep_health_on_disconnect 1 // Whether the health of the Nemesis/Survivor/Sniper chosen to keep the round going should be set to that of the leaving player's
zp_human_survive 0 // If no one has won, should humans be given the score for survival [0-disabled]
zp_aim_info 1 // Whether to show health, armor, ammo packs etc. when a player aims at some one

// Deathmatch
// ----------
zp_deathmatch 0 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_spawn_delay 3 // Delay before respawning on deathmatch mode in seconds
zp_spawn_protection 1 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_respawn_on_suicide 0 // Respawn players if they commited suicide
zp_respawn_after_last_human 1 // Respawn players if only the last human is left
zp_infection_allow_respawn 0 // Allow respawning on infection rounds
zp_nem_allow_respawn 0 // Allow respawning on nemesis rounds
zp_surv_allow_respawn 0 // Allow respawning on survivor rounds
zp_sniper_allow_respawn 0 // Allow respawning on sniper rounds
zp_assassin_allow_respawn 0 // Allow respawning on assassin rounds
zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds
zp_plague_allow_respawn 0 // Allow respawning on plague rounds
zp_respawn_zombies 0 // Whether to respawn killed zombies
zp_respawn_humans 0 // Whether to respawn killed humans
zp_respawn_nemesis 0 // Whether to respawn killed nemesis
zp_respawn_survivors 0 // Whether to respawn killed survivors
zp_respawn_snipers 0 // Whether to respawn killed snipers
zp_respawn_assassins 0 // Whether to respawn killed assassins
zp_lnj_allow_respawn 0 // Allow respawning on armageddon rounds
zp_lnj_respawn_surv 0 // Whether to turn a spawned human into a survivor during Armageddon mode
zp_lnj_respawn_nem 0 // Whether to turn a spawned zombie into a nemesis during Armageddon mode

// Extra Items
// -----------
zp_extra_items 1 // Enable extra items
zp_extra_weapons 1 // Include weapons
zp_extra_nvision 1 // Include night vision
zp_extra_antidote 1 // Include antidote
zp_extra_antidote_limit 999 // Antidote purchase limit per round
zp_extra_madness 1 // Include zombie madness
zp_extra_madness_limit 999 // Zombie madness purchase limit per round
zp_extra_madness_duration 5.0 // Zombie madness duration
zp_extra_infbomb 1 // Include infection bomb
zp_extra_infbomb_limit 999 // Infection bomb purchase limit per round

// Flashlight & Nightvision
// ------------------------
zp_nvg_give 1 // Give nightvision [0-disabled // 1-enabled // 2-enabled, but no auto turning on]
zp_nvg_custom 1 // Enable custom nightvision
zp_nvg_size 80 // Nightvision size (radius)
zp_nvg_color_R 0 // Zombie custom nightvision color (red)
zp_nvg_color_G 150 // Zombie custom nightvision color (green)
zp_nvg_color_B 0 // Zombie custom nightvision color (blue)
zp_nvg_hum_color_R 100 // Human/Spectator custom nightvision color (red)
zp_nvg_hum_color_G 100 // Human/Spectator custom nightvision color (green)
zp_nvg_hum_color_B 100 // Human/Spectator custom nightvision color (blue)
zp_nvg_nem_color_R 150 // Nemesis custom nightvision color (red)
zp_nvg_nem_color_G 0 // Nemesis custom nightvision color (green)
zp_nvg_nem_color_B 0 // Nemesis custom nightvision color (blue)
zp_nvg_assassin_color_R 150 // Assassin custom nightvision color (red)
zp_nvg_assassin_color_G 150 // Assassin custom nightvision color (green)
zp_nvg_assassin_color_B 0 // Assassin custom nightvision color (blue)
zp_flash_custom 1 // Enable custom flashlight
zp_flash_size 10 // Custom flashlight size (radius)
zp_flash_size_assassin 7 // Custom flashlight size (radius) in assassin round
zp_flash_drain 1 // Custom flashlight drain rate [0-unlimited batteries]
zp_flash_charge 5 // Custom flashlight charge rate [0-non chargeable batteries]
zp_flash_distance 1000 // Custom flashlight max distance
zp_flash_color_R 100 // Custom flashlight color (red)
zp_flash_color_G 100 // Custom flashlight color (green)
zp_flash_color_B 100 // Custom flashlight color (blue)
zp_flash_color_assassin_R 150 // Custom flashlight color (red) in assassin round
zp_flash_color_assassin_G 0 // Custom flashlight color (green) in assassin round
zp_flash_color_assassin_B 0 // Custom flashlight color (blue) in assassin round
zp_flash_show_all 1 // Let players see each other's flashlights

// Knockback
// ---------
zp_knockback 0 // Enable weapon knockback (note: pain shock free increases knockback effect)
zp_knockback_damage 1 // Use damage on knockback calculation
zp_knockback_power 1 // Use weapon power 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]
zp_knockback_assassin 0.25 // Assassin knockback multiplier [0-disable knockback for assassin]

// Longjump
// --------
zp_leap_zombies 1 // Give leap to Zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombies_force 500 // Force multiplier
zp_leap_zombies_height 300 // Upwards force
zp_leap_zombies_cooldown 5.0 // Time between leap uses
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 between leap uses
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 between leap uses
zp_leap_sniper 0 // Give leap to Sniper
zp_leap_sniper_force 500 // Force multiplier
zp_leap_sniper_height 300 // Upwards force
zp_leap_sniper_cooldown 5.0 // Time between leap uses
zp_leap_assassin 0 // Give leap to Assassin
zp_leap_assassin_force 500 // Force multiplier
zp_leap_assassin_height 300 // Upwards force
zp_leap_assassin_cooldown 5.0 // Time between leap uses

// Humans
// ------
zp_human_health 200 // Health
zp_human_last_extrahp 800 // Last human's extra health reward
zp_human_speed 300 // Speed
zp_human_gravity 1.0 // Gravity (0.5 = half)
zp_human_armor_protect 1 // Armor needs to be reduced completely in order to get infected
zp_human_unlimited_ammo 1 // Unlimited ammo [0-disabled // 1-BP ammo // 2-clip ammo]
zp_human_damage_reward 150 // How much damage humans must deal on zombies to get an ammo pack
zp_human_frags_for_kill 1 // How many frags humans get for killing a zombie

// Custom Grenades
// ---------------
zp_fire_grenades 1 // Enable napalm grenades (overrides HE)
zp_fire_duration 10 // Burning duration in seconds
zp_fire_damage 5 // Burning damage (every 0.2 secs)
zp_fire_slowdown 0.5 // Burning slowdown multiplier (0.5 = reduces velocity by a half) [0-disabled]
zp_frost_grenades 1 // Enable frost grenades (overrides FB)
zp_frost_duration 3 // Freeze duration in seconds
zp_frost_hit 1 // Whether a zombie is hurt by bullets while he is frozen
zp_flare_grenades 1 // Enable flare grenades (overrides SG)
zp_flare_duration 60 // Flare lightning duration in seconds
zp_flare_size 35 // Flare lightning size (radius)
zp_flare_color 5 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b,y,c,p]
zp_flare_size_assassin 15 // Flare lightning size (radius) on assassin round

// Zombies
// -------
zp_zombie_first_hp 4.0 // First zombie HP multiplier (2.0 = double health)
zp_zombie_armor 0.75 // Armor multiplier (0.75 = zombies take 75% damage only)
zp_zombie_hitzones 0 // Allowed hitzones bitsum (look into fun.inc for body part bits) [0-disabled]
zp_zombie_infect_health 100 // How much health a zombie regains with every infection
zp_zombie_fov 110 // Field of view [0-dont change]
zp_zombie_silent 1 // Enable silent footsteps
zp_zombie_painfree 2 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only last zombie]
zp_zombie_bleeding 0 // Zombies leave footprints/bloodstains on the floor
zp_zombie_infect_reward 1 // Ammo packs given to zombies for infecting/killing a human
zp_zombie_frags_for_infect 1 // How many frags zombies get for infecting a human

// Special Effects
// ---------------
zp_infection_screenfade 1 // Screen fade for infected player
zp_infection_screenshake 1 // Screen shake for infected player
zp_infection_sparkle 1 // Light sparkle on infection
zp_infection_tracers 1 // Tracers on infection
zp_infection_particles 1 // Particles on infection
zp_hud_icons 1 // Display small HUD icons on infection, burning, and freeze events
zp_sniper_frag_gore 1 // When killed by a Sniper, Zombies explode
zp_assassin_frag_gore 1 // When killed by an Assassin, Humans are cut in pieces
zp_zombies_aura_size 20 // Aura size of Nemesis/Assassin or a zombie (in zombie madness)

// Nemesis
// -------
zp_nem_enabled 1 // Enable nemesis mode
zp_nem_chance 20 // Chance (1 in X)
zp_nem_min_players 6 // Minimum players required
zp_nem_health 0 // Health [0 - human count*base health]
zp_nem_base_health 0 // Base health [0 - use first zombie's health]
zp_nem_speed 250 // Speed
zp_nem_gravity 0.5 // Gravity (0.5 = half)
zp_nem_damage 250 // Damage per hit
zp_nem_glow 1 // Glow effect
zp_nem_aura 1 // Halo effect
zp_nem_painfree 0 // Pain shock free
zp_nem_ignore_frags 1 // Whether to earn frags
zp_nem_ignore_rewards 1 // Whether to earn ammo packs

// Survivor
// -------
zp_surv_enabled 1 // Enable survivor mode
zp_surv_chance 20 // Chance (1 in X)
zp_surv_min_players 6 // Minimum players required
zp_surv_health 0 // Health [0 - zombie count*base health]
zp_surv_base_health 0 // Base health [0 - use human's health]
zp_surv_speed 230 // Speed
zp_surv_gravity 1.25 // Gravity (0.5 = half)
zp_surv_glow 1 // Glow effect
zp_surv_aura 1 // Halo effect
zp_surv_aura_R 10 // Color of aura [Red]
zp_surv_aura_G 200 // Color of aura [Green]
zp_surv_aura_B 200 // Color of aura [Blue]
zp_surv_aura_size 35 // Size of aura
zp_surv_painfree 1 // Pain shock free
zp_surv_ignore_frags 1 // Whether to earn frags
zp_surv_ignore_rewards 1 // Whether to earn ammo packs
zp_surv_weapon "weapon_m249" // Survivor's weapon (given by default)
zp_surv_unlimited_ammo 2 // Unlimited ammo for Survivor [0-disabled // 1-BP ammo // 2-clip ammo]

// Swarm Mode
// ----------
zp_swarm_enabled 1 // Enable swarm mode
zp_swarm_chance 20 // Chance (1 in X)
zp_swarm_min_players 6 // Minimum players required

// Multiple Infection
// ------------------
zp_multi_enabled 1 // Enable multiple infection mode
zp_multi_chance 20 // Chance (1 in X)
zp_multi_min_players 6 // Minimum players required
zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio*humans count)

// Plague Mode
// -----------
zp_plague_enabled 1 // Enable plague mode
zp_plague_chance 30 // Chance (1 in X)
zp_plague_min_players 6 // Minimum players required
zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
zp_plague_nem_number 1 // Nemesis count
zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplier (0.5 = 50% health)
zp_plague_surv_number 1 // Survivor count
zp_plague_surv_hp_multi 0.5 // Survivor HP multiplier (0.5 = 50% health)

// Sniper Mode
// -----------
zp_sniper_enabled 1 // Enable sniper mode
zp_sniper_chance 20 // Chance (1 in X)
zp_sniper_min_players 6 // Minimum players required
zp_sniper_health 0 // Health [0 - zombie count*base health]
zp_sniper_base_health 0 // Base health [0 - use human's health]
zp_sniper_speed 235 // Speed
zp_sniper_gravity 1.0 // Gravity (0.5 = half)
zp_sniper_glow 1 // Glow effect
zp_sniper_aura 1 // Halo effect
zp_sniper_aura_color_R 0 // Sniper's aura color [Red]
zp_sniper_aura_color_G 200 // Sniper's aura color [Green]
zp_sniper_aura_color_B 10 // Sniper's aura color [Blue]
zp_sniper_aura_size 25 // Aura size of sniper
zp_sniper_painfree 1 // Pain shock free
zp_sniper_ignore_frags 1 // Whether to earn frags
zp_sniper_ignore_rewards 1 // Whether to earn ammo packs
zp_sniper_damage 10000.0 // Damage done by one bullet of the sniper's weapon [value must be float/decimal]
zp_sniper_unlimited_ammo 1 // Unlimited ammo for Sniper [0-disabled // 1-BP ammo // 2-clip ammo]

// Assassin Mode
// -------------
zp_assassin_enabled 1 // Enable nemesis mode
zp_assassin_chance 20 // Chance (1 in X)
zp_assassin_min_players 6 // Minimum players required
zp_assassin_health 0 // Health [0 - human count*base health]
zp_assassin_base_health 100 // Base health [0 - use first zombie's health]
zp_assassin_speed 700 // Speed
zp_assassin_gravity 0.4 // Gravity (0.5 = half)
zp_assassin_damage 250 // Damage per hit
zp_assassin_glow 0 // Glow effect
zp_assassin_aura 0 // Halo effect
zp_assassin_painfree 1 // Pain shock free
zp_assassin_ignore_frags 1 // Whether to earn frags
zp_assassin_ignore_rewards 1 // Whether to earn ammo packs

// Armageddon Mode
// ---------------
zp_lnj_enabled 1 // Enable armageddon mode
zp_lnj_chance 30 // Chance (1 in X)
zp_lnj_min_players 6 // Minimum players required
zp_lnj_nem_hp_multi 0.1 // Nemesis HP multiplier (0.5 = 50% health)
zp_lnj_surv_hp_multi 0.1 // Survivor HP multiplier (0.5 = 50% health)
zp_lnj_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)

// Logging
// -------
zp_logcommands 1 // Log admin commands to "zombieplague.log"

// Additional settings
// -------------------
mp_flashlight 1 // Enables flashlight
mp_footsteps 1 // Enables footsteps
mp_playerid 1 // Prevents seeing enemies in the dark exploit
sv_maxspeed 9999 // Prevents CS from limiting your human/zombie speeds at 320
zombie_plague_advance.ini
; ===========================================================
; * || Zombie Plague Advance v1.6.1 Customization File || *
; ===========================================================
;
; Any changes you make here will be
; automatically loaded at map start

; LNJ Mode is Known as Armageddon Mode

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

[Access Flags]
ENABLE/DISABLE MOD = d
ADMIN MENU MAIN ACCESS = d
ADMIN MENU OF CLASSES = d
ADMIN MENU OF MODES = d
START MODE INFECTION = d
START MODE NEMESIS = d
START MODE ASSASSIN = d
START MODE SURVIVOR = d
START MODE SNIPER = d
START MODE SWARM = d
START MODE MULTI = d
START MODE PLAGUE = d
START MODE LNJ = d
MAKE ZOMBIE = d
MAKE HUMAN = d
MAKE NEMESIS = d
MAKE ASSASSIN = d
MAKE SURVIVOR = d
MAKE SNIPER = d
RESPAWN PLAYERS = d
ADMIN MODELS = d

[Player Models] (randomly chosen if more than one)
HUMAN = sas
NEMESIS = glnemesis
SURVIVOR = glsurvivor
ADMIN ZOMBIE =
ADMIN HUMAN =
SNIPER = glsniper
ASSASSIN = glassassin

; If you don't want people using altered player models, enable the following.
; 1 = Bounds Check (model's geometry must fit in the same bbox)
; 2 = CRC Check (file on client must exactly match server's file)
FORCE CONSISTENCY = 0

; By default, zombie models are class specific. You can edit them separately in your zp_zombieclasses.ini
; If, however, you want all zombies to use the same models regardless of class, you can enable this
; setting and add your global zombie models to the "ZOMBIE" line.
SAME MODELS FOR ALL = 0
ZOMBIE = zombie_source

[Weapon Models]
V_KNIFE HUMAN = models/v_knife.mdl
V_KNIFE NEMESIS = models/zombie_plague/v_knife_glnemesis.mdl
V_M249 SURVIVOR = models/gminigun/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.mdl
V_KNIFE ADMIN ZOMBIE = models/zombie_plague/v_knife_zombie.mdl
V_AWP SNIPER = models/gawp/v_awp.mdl
V_KNIFE ASSASSIN = models/zombie_plague/v_knife_glassassin.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 = ambience/the_horror1.wav , ambience/the_horror3.wav , ambience/the_horror4.wav
WIN HUMANS = zombie_plague/win_humans1.wav , zombie_plague/win_humans2.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/knife_hitwall1.wav
ZOMBIE HIT NORMAL = weapons/knife_hit1.wav , weapons/knife_hit2.wav , weapons/knife_hit3.wav , weapons/knife_hit4.wav
ZOMBIE HIT STAB = weapons/knife_stab.wav
ZOMBIE IDLE = nihilanth/nil_now_die.wav , nihilanth/nil_slaves.wav , nihilanth/nil_alone.wav , zombie_plague/zombie_brains1.wav , zombie_plague/zombie_brains2.wav
ZOMBIE IDLE LAST = nihilanth/nil_thelast.wav
ZOMBIE MADNESS = zombie_plague/zombie_madness1.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
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
ROUND SNIPER = zombie_plague/survivor1.wav , zombie_plague/survivor2.wav
ROUND ASSASSIN = zombie_plague/nemesis1.wav
ASSASSIN PAIN = zombie_plague/nemesis_pain1.wav , zombie_plague/nemesis_pain2.wav , zombie_plague/nemesis_pain3.wav
ROUND LNJ = zombie_plague/nemesis2.wav

[Ambience Sounds] (randomly chosen if more than one) (only .wav and .mp3 formats supported) (duration is in seconds)
INFECTION ENABLE = 0
INFECTION SOUNDS = zombie_plague/ambience.wav
INFECTION DURATIONS = 17
NEMESIS ENABLE = 0
NEMESIS SOUNDS = zombie_plague/ambience.wav
NEMESIS DURATIONS = 17
SURVIVOR ENABLE = 0
SURVIVOR SOUNDS = zombie_plague/ambience.wav
SURVIVOR DURATIONS = 17
SWARM ENABLE = 0
SWARM SOUNDS = zombie_plague/ambience.wav
SWARM DURATIONS = 17
PLAGUE ENABLE = 0
PLAGUE SOUNDS = zombie_plague/ambience.wav
PLAGUE DURATIONS = 17
SNIPER ENABLE = 0
SNIPER SOUNDS = zombie_plague/ambience.wav
SNIPER DURATIONS = 17
ASSASSIN ENABLE = 0
ASSASSIN SOUNDS = zombie_plague/ambience_assassin.mp3
ASSASSIN DURATIONS = 55
LNJ ENABLE = 0
LNJ SOUNDS = zombie_plague/ambience.wav
LNJ DURATIONS = 17

[Buy Menu Weapons]
PRIMARY = weapon_galil , weapon_famas , weapon_m4a1 , weapon_ak47 , weapon_sg552 , weapon_aug , weapon_scout , weapon_m3 , weapon_xm1014 , weapon_tmp , weapon_mac10 , weapon_ump45 , weapon_mp5navy , weapon_p90
SECONDARY = weapon_glock18 , weapon_usp , weapon_p228 , weapon_deagle , weapon_fiveseven , weapon_elite
ADDITIONAL ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade

[Extra Items: Weapons and their costs]
NAMES = Napalm Nade , Frost Nade , Flare , AWP Magnum Sniper , M249 Para Machinegun , SG550 Auto-Sniper , G3SG1 Auto-Sniper
ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade , weapon_awp , weapon_m249 , weapon_sg550 , weapon_g3sg1
COSTS = 6 , 6 , 6 , 8 , 10 , 12 , 12

[Hard Coded Items Costs]
NIGHT VISION = 15
ANTIDOTE = 15
ZOMBIE MADNESS = 17
INFECTION BOMB = 20

[Weather Effects]
RAIN = 0
SNOW = 0
FOG = 1
FOG DENSITY = 0.0009
FOG COLOR = 255 255 255
[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 = 8.0
MAC10 = 2.3
AUG = 5.0
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 = 10.0
MP5NAVY = 2.5
M249 = 5.2
M3 = 8.0
M4A1 = 5.0
TMP = 2.4
G3SG1 = 6.5
DEAGLE = 5.3
SG552 = 5.0
AK47 = 6.0
P90 = 2.0

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

[SVC_BAD Prevention] (if you experience *many* SVC_BAD kicks, try one of the following)
; A. Increase the delay between model changes here (in 0.1 increments until the kicks are gone)
MODELCHANGE DELAY = 0.2
; B. If you still get recurring kicks, try enabling this setting: (experimental!)
HANDLE MODELS ON SEPARATE ENT = 0

; If you want your models to have accurate hitboxes, try enabling this.
; Note: make sure your models don't have messed up hitboxes, otherwise
; this setting might cause your server insane cpu usage and lag!
SET MODELINDEX OFFSET = 0
zombieplague.cfg <-- Habar nu am de unde a aparut asta.
// -----------------------------
// Zombie Plague 4.1 Config File
// -----------------------------
// Any changes you make here will be
// automatically loaded at map start

// General
// -------
zp_delay 15 // Time before first zombie is chosen, in seconds (will be randomized a bit)
zp_lighting "b" // Map lighting ["a"-darkest // "z"-brightest // "0"-disable]
zp_thunderclap 60 // Thunderclap rate in seconds [0-disable]
zp_triggered_lights 0 // Allow map triggered lights (eg. light switches)
zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_blockuse_pushables 1 // Block +use on pushables to prevent the speed bug
zp_block_suicide 1 // Prevent players from killing themselves
zp_deathmatch 0 // Deathmatch mode, respawn as: [0-disable // 1-human // 2-zombie // 3-randomly]
zp_spawn_delay 1 // Delay before respawning on deathmatch mode in seconds
zp_spawn_protection 3 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_respawn_on_suicide 0 // Respawn players if they commited suicide
zp_respawn_after_last_human 1 // Respawn players if only the last human is left
zp_random_spawn 0 // Enable random spawning (will use CSDM spawns if present)
zp_remove_dropped 0 // Time before removing dropped weapons in seconds [0-disabled]
zp_remove_money 1 // Remove player's money
zp_buy_custom 1 // Enable custom buy menus
zp_admin_models_human 1 // Enable admin models for humans
zp_admin_models_zombie 1 // Enable admin models for zombies
zp_zombie_classes 1 // Enable zombie classes
zp_stats_save 1 // Temporarily save player's ammo packs and zombie class when they disconnect
zp_prevent_consecutive_modes 0 // Prevent the same game mode from being played two consecutive rounds

// Extra Items
// -----------
zp_extra_items 1 // Enable extra items
zp_extra_weapons 1 // Show weapons
zp_extra_nvision 1 // Show night vision
zp_extra_antidote 1 // Show antidote
zp_extra_madness 1 // Show zombie madness
zp_extra_infbomb 1 // Show infection bomb

// Flashlight & Nightvision
// ------------------------
zp_nvg_give 1 // Give nightvision automatically [0-disable // 1-enable // 2-enable, but no auto turn on]
zp_nvg_custom 1 // Enable custom nightvision
zp_nvg_size 80 // Nightvision size (radius)
zp_nvg_color_R 255 // Zombie custom nightvision color (red)
zp_nvg_color_G 0 // Zombie custom nightvision color (green)
zp_nvg_color_B 0 // Zombie custom nightvision color (blue)
zp_nvg_hum_color_R 255 // Human/Spectator custom nightvision color (red)
zp_nvg_hum_color_G 255 // Human/Spectator custom nightvision color (green)
zp_nvg_hum_color_B 255 // Human/Spectator custom nightvision color (blue)
zp_nvg_nem_color_R 255 // Nemesis custom nightvision color (red)
zp_nvg_nem_color_G 0 // Nemesis custom nightvision color (green)
zp_nvg_nem_color_B 0 // Nemesis custom nightvision color (blue)
zp_flash_custom 0 // Enable custom flashlight
zp_flash_size 10 // Custom flashlight size (radius)
zp_flash_drain 1 // Custom flashlight drain rate [0-unlimited flashlight]
zp_flash_charge 5 // Custom flashlight charge rate [0-disable charging]
zp_flash_distance 1000 // Custom flashlight max distance
zp_flash_color_R 100 // Custom flashlight color (red)
zp_flash_color_G 100 // Custom flashlight color (green)
zp_flash_color_B 100 // Custom flashlight color (blue)

// Knockback
// ---------
zp_knockback 0 // Enable weapon knockback
zp_knockback_damage 1 // Use damage on knockback calculation
zp_knockback_power 1 // Use weapon power on knockback calculation
zp_knockback_zvel 0 // Should knockback affect vertical velocity
zp_knockback_ducking 0.25 // Knockback multiplier for crouched zombies [0-don't take knockback if ducking]
zp_knockback_distance 500 // Max distance for knockback to take effect

// Longjump
// --------
zp_leap_zombies 1 // Give leap to Zombies [0-disabled // 1-everyone // 2-only first zombie // 3-only last zombie]
zp_leap_zombies_force 500 // Force multiplier
zp_leap_zombies_height 300 // Upwards force
zp_leap_zombies_cooldown 5.0 // Time between leap uses
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 0.1 // Time between leap uses
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 0.1 // Time between leap uses

// Humans
// ------
zp_human_health 200 // Health
zp_human_last_extrahp 20 // Last human's extra health reward
zp_human_speed 240 // Speed
zp_human_gravity 0.9 // Gravity (0.5 = half)
zp_human_armor_protect 1 // Armor needs to be reduced completely in order to get infected
zp_human_unlimited_ammo 1 // Unlimited ammo [0-disable // 1-BP Ammo // 2-clip Ammo]
zp_human_damage_reward 250 // How much damage humans must deal on zombies to get an ammo pack
zp_human_frags_for_kill 1 // How many frags humans get for killing a zombie

// Custom Grenades
// ---------------
zp_fire_grenades 1 // Enable napalm grenades (overrides HE)
zp_fire_duration 8 // Burning duration in seconds
zp_fire_damage 20 // Burning damage (every 0.2 secs)
zp_fire_slowdown 0.5 // Burning slowdown multiplier (0.5 = reduce velocity by a half) [0-disable]
zp_frost_grenades 1 // Enable frost grenades (overrides FB)
zp_frost_duration 3 // Freeze duration in seconds
zp_flare_grenades 1 // Enable flare grenades (overrides SG)
zp_flare_duration 50 // Flare lightning duration in seconds
zp_flare_size 17 // Flare lightning size (radius)
zp_flare_color 4 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-totally random // 5-random between r,g,b]

// Zombies
// -------
zp_zombie_first_hp 2.0 // First Zombie HP Multiplier (2.0 = double health)
zp_zombie_armor 0.75 // Armor multiplier (0.75 = zombies take 75% damage only)
zp_zombie_hitzones 0 // Allowed hitzones bitsum (look into fun.inc for body part bits) [0-disable]
zp_zombie_infect_health 100 // How much health a zombie gets with every infection
zp_zombie_fov 115 // Field of view [0-dont change]
zp_zombie_silent 1 // Enable silent footsteps
zp_zombie_painfree 2 // Zombies are pain shock free [0-disabled // 1-everyone // 2-only last zombie]
zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor
zp_zombie_infect_reward 1 // Ammo packs given to zombies for infecting/killing a human
zp_zombie_frags_for_infect 1 // How many frags zombies get for infecting a human

// Nemesis
// -------
zp_nem_enabled 1 // Enable nemesis
zp_nem_chance 18 // Chance (1 in X)
zp_nem_health 0 // Health [0 - player count*zombie's hp]
zp_nem_speed 230 // Speed
zp_nem_gravity 0.4 // Gravity (0.5 = half)
zp_nem_glow 1 // Glow effect
zp_nem_aura 1 // Halo effect
zp_nem_leap 1 // Leap (long jump)
zp_nem_painfree 0 // Pain shock free
zp_nem_ignore_frags 0 // Nemesis doesn't get frags
zp_nem_ignore_rewards 0 // Nemesis doesn't get ammo packs

// Survivor
// -------
zp_surv_enabled 1 // Enable survivor mode
zp_surv_chance 20 // Chance (1 in X)
zp_surv_min_players 6 // Minimum players required
zp_surv_health 0 // Health [0 - zombie count*human's hp]
zp_surv_speed 230 // Speed
zp_surv_gravity 1.25 // Gravity (0.5 = half)
zp_surv_glow 1 // Glow effect
zp_surv_aura 1 // Halo effect
zp_surv_painfree 1 // Pain shock free
zp_surv_ignore_frags 0 // Survivor doesn't get frags
zp_surv_ignore_rewards 0 // Survivor doesn't get ammo packs

// Swarm Mode
// ----------
zp_swarm_enabled 1 // Enable swarm mode
zp_swarm_chance 20 // Chance (1 in X)
zp_swarm_min_players 6 // Minimum players required

// Multiple Infection
// ------------------
zp_multi_enabled 1 // Enable multiple infection mode
zp_multi_chance 20 // Chance (1 in X)
zp_multi_min_players 6 // Minimum players required
zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio*human count)

// Plague Mode
// -----------
zp_plague_enabled 1 // Enable plague mode
zp_plague_chance 30 // Chance (1 in X)
zp_plague_min_players 6 // Minimum players required
zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio*human count)

// LNJ Mode
// -----------
zp_lnj_enabled 1 // Enable LNJ mode
zp_lnj_chance 20 // Chance (1 in X)
zp_lnj_min_players 6 // Minimun players required
zp_lnj_ratio 0.5 // Nemesis ratio (nemesis count = ratio*survi count)

// Raptor Mode
// -----------
zp_raptor_enabled 0 // Enable Raptor mode
zp_raptor_chance 20 // Chance (1 in X)
zp_raptor_min_players 6 // Minimun players required
zp_raptor_hp_multiplier 9 // How many times survivor hp is

// Sniper Mode
// -----------
zp_sniper_enabled 1 // Enable Raptor mode
zp_sniper_chance 20 // Chance (1 in X)
zp_sniper_min_players 6 // Minimun players required

// Assassin Mode
// -----------
zp_assassin_enabled 1 // Enable Assassin mode
zp_assassin_chance 20 // Chance (1 in X)
zp_assassina_min_players 6 // Minimun players required
zp_assassin_speed 600 // Assassin Speed
zp_assassin_flare_size 10 // Flare size in assassin mode

// Logging
// -------
zp_logcommands 1 // Log admin commands to "zombieplague.log"

// Additional settings
// -------------------
mp_flashlight 1 // Enables flashlight
mp_footsteps 1 // Enables footsteps
mp_playerid 1 // Prevents seeing enemies in the dark exploit
sv_maxspeed 9999 // Prevents CS from limiting your human/zombie speeds at 320
Imi cer scuze, dar eu ma duc la cursuri. La 20:00 ma intorc si verific ce s-a intamplat pe aici. Va rog sa nu imi inchideti topicul.
Last edited by bossul2013 on 02 Jun 2014, 20:47, edited 1 time in total.
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bossul2013
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02 Jun 2014, 18:42

UP!
Serios, cineva? Puteti face un plugin gen, daca playerul devinde zm sa arunce armele si daca devinde om sa se schimbe mainile cu lama? stiti la ce ma refer. L-as face eu dar ma descurc cat de cat la SA:MP nu si la cs.

EDIT:

Puteti da T/C

Problema era ca nu aveam eu modelele in cfg la admini, normal e setat zombie_source dar eu lasat liber cu gandul ca va avea modelele clasei respective de zm.
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