Description: Remake of c0ldfyr3's ZombieMod, where humans try to survive against the zombies. I remade it because ZombieMod 2.0 has been "closed beta" for a long period of time now. This version includes many new features like: Classes! Now choose a zombie class, each class has a special set of advantages, disadvantages. Admin can disable classes through a simple cvar 'zm_classes 1/0'. Default classes include: Classic Zombie - Your average zombie, inherits all the settings from the normal config, basically has no advantages disadvantages
Fast Zombie - This zombie has, by default, -1000 HP and has a higher knockback than all other zombies. But this zombie can jump pretty high and runs faster than all other zombies. Good for chasing humans not in a safe place.
Big Zombie - Has the HellKnight model (the big one) and runs a little slower than humans, which is really slow. His advantages are +1000 HP, and a lower knockback. This zombie is good for climbing, and going into smalll spaces where he isn't knockback so much.
Leech - Has -2000 HP, and default everything else, this zombie regenerates health like crazy. One health point every 0.2 seconds, leaves this zombie regenerating 5 hp per second. Good against a large group of humans, that won't come get you. HP Boost - When a zombie turns a human, they get a health boost, set by the server admin. Setting it to 0 will disable it. Falldamage Control - Can set whether humans or zombies can be hurt from impact. Zombie's won't be killed from hitting the ground after you shoot them anymore. Zombie Control - Can't be the first zombie twice in a row. Multiple Mother Zombies - Multiple humans are turned as mother zombies depending on amount of players in the server. Admin can change the ratio, default is 5, meaning every 5 humans there are 1 zombie. So if there are 15 players, there are 3 mother zombies. Overlays - Cool overlays are displayed after humans/zombies win. Objective: Zombies: Turn all humans into zombies by knifing them Humans: Evade zombies at all costs and either kill all zombies, or survive long enough for round to end Strategy: Zombies To wreck human barricades, press your 'use' key while aiming at what you want to move (best while on the prop) Run zigzag so you aren't shot back as much Humans Climb up high and shoot any zombies trying to climb up Try to make barricades that a zombie can't get on top of, because of a zombie can get on it, he can probably move it easily
Credits: c0ldfyr3: Leader of the ZombieMod coding team, concept/idea goes to him robot: Creator of 3 of the default zombie models, used also by ZombieMod. fischfasch: Creator of the overlays we used, great job on those ICS: I am using one of ics's models from http://www.ics-base.net/css_skins/skins.php
Installation: Extract zombiereloaded.zip to your server's root directory Configure the settings located in "configs/zombiereloaded/"
Server Commands:
zrcmdrestrict
Configuration: configs/zombiereloaded/classes.ini
Code: ; Set up your zombie classes here ; Note: This file is only used if zmclasses is set to 1 ; Note2: You can do +/- or static value for these settings, hp, speed, and knockback ; Example: hp="+400" will give the zombie 400 more HP than zrhealth, hp="400" will make the zombie's hp 400 ; Warning: Make sure you keep everything in the same order as the example ; Warning2: Leaving any open brackets will ignore the class completely ; ;Format: ; [Class Name] ; model="model/path/model.mdl" (default = random model) ; hp="amount" (mother gets twice this, default = zrhealth) ; speed="speed" (default human speed is 300, default = zrspeed) ; jumpdistance="distance" (default distance is 0, default = zrjumpdistance) ; jumpheight="height" (default height is 0, default = zrjumpheight) ; knockback="multiplier" (how far zombie is knocked back when shot, default = zrknockback) ; nvgs="1/0" (if the zombie gets nvgs and auto-enables them, default = zrnvgs) ; regen="1/0" (zombie will regenerate hp, default = zrregen) ; regenhp="amount" (how much hp is regenerated, if regen is on, default = zrregenhp) ; regeninterval="seconds" (how many seconds between regenerating hp, default = zrregeninterval) ; hpboost="amount" (how much HP is given to zombie when turning a human, default = zrhpboost) ; alphaspawn="alpha" (0-255 visibility of the zombie when spawned) ; alphaweakened="alpha" (0-255 visibility of the zombie after being headshotted 'x' times) ; alpha_headshots="amount" (How many headshots until the zombie's alpha is changed to alpha2) ; shortdesc="Displayed right under class in the class selection menu"
[Classic Zombie] model="models/player/zh/zhcharple001.mdl" hp="default" speed="default" jumpdistance="default" jumpheight="default" knockback="default" nvgs="default" regen="default" regenhp="default" regeninterval="default" burntime="default" hpboost="default" alphaspawn="255" alphaweakened="255" alphaheadshots="0" shortdesc="Your everyday zombie"
[Fast Zombie] model="models/player/zh/zhcorpse002.mdl" hp="-2000" speed="+30" jumpdistance="+0.2" jumpheight="+5" knockback="+1" nvgs="default" regen="0" regenhp="0" regeninterval="0" burntime="+3" hpboost="default" alphaspawn="255" alphaweakened="255" alphaheadshots="0" shortdesc="-HP | +Speed | +Jump | +KnockBack"
[Big Zombie] model="models/player/ics/hellknightred/tguerilla.mdl" hp="+1000" speed="280" jumpdistance="0" jumpheight="0" knockback="-1" nvgs="default" regen="0" regenhp="0" regeninterval="0" burntime="-3" hpboost="default" alphaspawn="255" alphaweakened="255" alpha_headshots="0" shortdesc="-Speed | -Jump | -KnockBack | +HP"
[Leech] model="models/player/zh/zhzombie003.mdl" hp="-2000" speed="default" jumpdistance="default" jumpheight="default" knockback="default" nvgs="default" regen="1" regenhp="1" regeninterval="0.2" burntime="+3" hpboost="default" alphaspawn="255" alphaweakened="255" alphaheadshots="0" shortdesc="-HP | +Regen"configs/zombiereloaded/models.txt
Code: // Add paths to models here // They will automatically be downloaded to the client
// ** DEFAULTS
models/player/zh/zhcharple001 models/player/zh/zhzombie003 models/player/zh/zhcorpse002 models/player/ics/hellknightred/t_guerilla
// ** END DEFAULTS **configs/zombiereloaded/downloads.txt
Code: // Add files you want clients to download here
// ** DEFAULTS **
materials/models/player/zh/ZombieClassicsheet.vmt materials/models/player/zh/corpse1.vmt materials/models/player/zh/Charple1_sheet.vmt
// Big Zombie materials/models/player/ics/hellknightred/estuche.vmt materials/models/player/ics/hellknightred/estuche.vtf materials/models/player/ics/hellknightred/hellknight.vmt materials/models/player/ics/hellknightred/hellknight.vtf materials/models/player/ics/hellknightred/hellknightnormal.vtf
// ** END DEFAULTS **Changelog: 8/26/07 Released 8/28/07 Teams are balanced after zombies have all been killed in respawn mode In respawn mode, players will spawn in their own buyzone to buy weapons Added spawn protection 8/28/07 Most likely fixed linux crash 9/03/07 Fixed it not destroying a handle Added new variable to support a zombie being spawned within the 2 variables range (min/max time) Added some log messages zmcmd* commands can be used client-side now Fixed LogAction error when someone tries to commit suicide Fixed map darkening not working Added an ambience system, configure the file to play any ambient sounds you want (I suggest hl2/sound/ambient/atmosphere/) Stopped X attacked a teammate text & quake teamkiller sounds playing Speed and invisibility to spawn protection Prefixed all cmds/cvars with zr/zrcmd_ Fixed zrrestrict restricting defaults when the server starts Restrictions are cleared each map change, then zrrestrict's contents are re-restricted Added !zspawn Added !ztele Added !zstuck Explosion sound is emitted from human turning into zombie Humans can't be lit on fire anymore Fixed weird scoreboard numbers All weirdness with random things happening is fixed, as long as you update your SM 9/17/07 Added more console messages (ambient sound loaded, model loaded, file added to download table) [Zombie:Reloaded] changed to [ZR] Added cvar to control darkness when zmdark is 1 Added cvar to tell the plugin what sky to load for the map when zmdark is 1 Changed the say command classes to !zclass HPBoost is now class-specific when classes are enabled (all classes have been defaulted to the cvar) Multi-Language support woohoo! This always allows you to modify any message in the game (dont forget to grab the translation file) Ambient sounds are downloaded to the client Teleport delayed !zmenu opens a menu to all ZR commands and are easily selectable with a touch of a key zrenable 0/1 can enable or disable the plugin mid-game Fixed infinite ambient loop Death is now incremented when zombified Added cvar to set cash to a specific amount when a player spawns When roundend is called if you type mprestartgame, the round will restart in how many seconds you specify for mprestartgame Made a better default ambience.txt 9/26/07 Added countdown to spawn protection Made spawn protected people not able to be zombified (overlooked before) Fixed model paths being cut off Added burntime to class setup Added alpha settings for class setup Added GetZClass native and OnZClassChanged forward Added !zhp that persistently displays your HP as a zombie 9/27/06 Fixed CallPushCell errors in console Fixed class not being set correctly Fixed alpha being set on player spawn, not zombie spawn (doh!) 9/28/07 Fixed alpha not being reset when you spawn Fixed not being able to access zombie class selection from zmenu Fixed zhp not displaying the hp persitently only when it changed Added zrzhp_default cvar to set the default for joining clients (defaulted to on) Falldamage control has been fixed 10/08/07 Fixed spectator zombie bug (finally!) Credit for the fix goes to mbalex Added a cool effect to infection Added a flash to infection Fixed clients getting extra kills for suicide Fixed scoreboard bug 10/14/07 Fixed the weird zombie spawning crazily bug (thanks mbalex, again) Added a center text saying protection is over 11/10/07 Fixed models not downloading to the clients bug (thanks mbalex, again, again) Headshots only cvar made humans invulnerable to being turned Removed the deprecicated function










