Jaśnie Pan Posted August 20, 2015 Report Share Posted August 20, 2015 Od jakiegoś czasu siedzę nad pluginem, dającym dodatkowe umiejętności naszym zombiakom. Dzisiaj znowu przysiedziałem trochę i coś podgoniłem. Będę informował na bieżąco w tym temacie o postępach. Niestety, przy takiej frekwencji jaką mamy ostatnio, jestem zmuszony pisać plugin po nocach w dzień gra nierzadko ponad 20 osób a frekwencja stale rośnie. To stanowi dodatkowy motywator, żeby mieć jeden z najbardziej odjechanych serwerów ZombieMod w Europie. Pragnę również bardzo podziękować sh!rou za pomoc w testach Klasy zombie: ------- efekty ~ 65% - pierdzące zombie - 70% - podpalające - 90% - rzygające - 70% - wybuchające po śmierci - 0% - z podwójnym skokiem - 50% ------ interface ~ 10% MISIA, ✪ Tytanowy Janusz, Baginsky v2 and 1 other 4 Link to comment Share on other sites More sharing options...
DeveLOpe Posted August 20, 2015 Report Share Posted August 20, 2015 Na_bogatości ! Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted August 24, 2015 Author Report Share Posted August 24, 2015 **update** do tej pory pisalem klasy w jedym pluginie. przy tysiacu linii kodu stwierdzile,, ze jestem debilem i rozbilem klasy na poszczegolne, mniejsze pluginy... oczywiscie pisze je praktycznie od nowa ale idzie szybciej bo juz ogarnalem podstawowe efekty w sourcemodzie oraz techniki zadawania obrazen. Robi sie coraz ciekawiej. zombie wybuchajace po śmierci - 99% (brakuje tylko dzwieku wybuchu... przydalby mi sie jakis w formacie mp3). Wrzucilem na serwer do testow. Zombie wybucha po smierci lub same z siebie. Ultimate pojawia sie co 45 sekund (ekran robi sie czerwony i pojawia sie stosowny komunikat). Powinno dzialac tylko na klasie Fatty Grubas. Aby uzyc umiejetnosci nalezy wpisac w sayu !explode. Zabiera ~20hp (trzeba bedzie potem jakos zbalansowac ta wartosc w jedna albo druga strone). Jutro planuje dostarczyc podpalajacego zombi i moze(!) rzygajacego. ❤ DMG and MISIA 2 Link to comment Share on other sites More sharing options...
✪ Tytanowy Janusz Posted August 24, 2015 Report Share Posted August 24, 2015 Klasy zombie: ------- efekty ~ 65% - pierdzące zombie - 70% - podpalające - 90% - rzygające - 70% - wybuchające po śmierci - 0% - z podwójnym skokiem - 50% ------ interface ~ 10% Łza w oku się kręci, wspomnienia wróciły. Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted August 24, 2015 Author Report Share Posted August 24, 2015 Ty na serwer wroc a nie... wspomnien sie zachcialo. MISIA 1 Link to comment Share on other sites More sharing options...
❤ DMG Posted August 24, 2015 Report Share Posted August 24, 2015 Przetestuję za miesiąc Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted August 24, 2015 Author Report Share Posted August 24, 2015 **update** rzygajace zombie - 90% (brakuje dzwiekow, kod napisany ale nie testowany... mam nadzieje, ze ludzie dzisiaj szybko pojda spac a shirou sie zlituje i bedzie znowu manekinem ) **update** poprawilem klase Boomer. Byly dwa bugi. Pierwszy powodowal, ze wszystkie klasy wybuchaly przy smierci, drugi to wlaczanie sie efektu ultimate dla ludzi Link to comment Share on other sites More sharing options...
MISIA Posted August 24, 2015 Report Share Posted August 24, 2015 nie mogę się doczekać ;> Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted August 24, 2015 Author Report Share Posted August 24, 2015 ***update*** zombie inferno - czyli klasa podpalajaca - gotowa w 90%. Brakuje dzwiekow i testowania. ***update*** zombie jumper - czyli klasa z podowjnym skokiem - gotowa w 99%. Nie testowalem. Link to comment Share on other sites More sharing options...
Prowokator Posted August 24, 2015 Report Share Posted August 24, 2015 Widzę,że ładnie działasz. Oby tak dalej. :-) Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted August 25, 2015 Author Report Share Posted August 25, 2015 **update** przetestowaliśmy klasy z adim. klasa jumper z podwojnym skokiem jest juz na serwerze. niestety podpalajaca i rzygajaca maja jeszcze niedociagniecia ale padam juz na pysk. jutro od rana bede je poprawial. przy dobrych wiatrach jutro pojawi sie takze pierdzioch. dzieki adi za pomoc w testach. adi przygotowal takze grafiki pod !komendy i !zasady - wyglada to teraz ladniej i czytelniej MISIA - zweryfikuj proszę, czy aktualna zawartosc tych plikow to jest to co mi ostatnio podsylalas bo juz niezly mlyn sie robi. Link to comment Share on other sites More sharing options...
✪ Tytanowy Janusz Posted August 25, 2015 Report Share Posted August 25, 2015 Wrócę jak neta będę mieć, sprawy się komplikują trochę. Miałem już mieć ale będę mieć na koniec miesiąca lub na początku wrzesnia... Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted August 26, 2015 Author Report Share Posted August 26, 2015 Cały dzien stracilem na szukanie bledu w klasie wymiotujacej... dopiero teraz go znalazlem. Zostawiam sobie radosna tworczosc na pamiatke... ***update*** klasa z rzygajacym zombi juz dziala... jutro ostatnia klasa przybedzie na serwer public bool:TraceEntityFilterPlayer(entity, contentsMask, any:data) //obrzyganie { if (data != entity && (1 <= entity <= MaxClients) && ZR_IsClientHuman(entity)) { new Float:vOrigin[3]; //new Float:vOriginx[3]; GetClientAbsOrigin(entity, vOrigin); //SetEntityHealth(entity, GetClientHealth(entity) - 15); //new health = GetEntProp(entity, Prop_Send, "m_iHealth"); //PrintToChatAll("{green}%d {red} tyle skurwiel ma hp", health); //SetEntityHealth(entity, health + 15); //PrintToChatAll("{green}%d {red} a teraz tyle", health); //SDKHooks_TakeDamage(entity, -1, -1, 50.0, _, -1, vOriginx, vOrigin); //Entity_Hurt(entity, 1.0); if (Entity_IsPlayer(entity)) { doDamage(entity); } //Hurt(vOrigin); victim_Fade(entity); EmitSoundToAllAny("wch/zm/vomit/heartbeat.mp3", SOUND_FROM_WORLD, SNDCHAN_AUTO, SNDLEVEL_NORMAL, SND_NOFLAGS, SNDVOL_NORMAL, SNDPITCH_NORMAL, -1, vOrigin); SetEntityRenderMode(entity, RENDER_GLOW); SetEntityRenderColor(entity, 0, 255, 0, 200); ClientShake(entity); CreateTimer(5.0, RemoveGlow, entity); } return false; } public Action:RemoveGlow(Handle:timer, any:client) { SetEntityRenderMode(client, RENDER_NORMAL); } //********** damage ****************** stock doDamage(idx) { //new health = GetClientHealth(client); //new penalty = 30; //PrintToChatAll("%d - tyle gosc mial hp", health); if(IsClientInGame(idx) && IsPlayerAlive(idx)) { new iHealth = GetClientHealth(idx)-1; if(iHealth < 1) { ForcePlayerSuicide(idx); } else { SetEntProp(idx, Prop_Send, "m_iHealth", iHealth); } } //SetEntityHealth(client, health - penalty); } Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted September 1, 2015 Author Report Share Posted September 1, 2015 ***update*** zakonczylem ostatnia klase - ta najobrzydliwsza za chwile poprawie jeszcze tryby Assasin oraz LuckyDuke ***update*** LuckyDuke poprawiony, ma juz swoj model i dzwieki. Nadal potrzebuje soundow: potrzebuje 2 dzwieki na rozpoczecie rundy Survivor (3-4 sekundowe) oraz 3-4 dzwieki, jakie survivor ma wydawac z siebie podczas skoku (moze cos mowic, moze sie smiac, cokolwiek). dzwieki ptorzebuje w formacie mp3 stereo 44khz To samo dotyczy Assasina. PLEASE HELP ME !!! MISIA, Prowokator and ❤ DMG 3 Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted September 4, 2015 Author Report Share Posted September 4, 2015 Proponuje przyciac sloty do 20. Jak bedzie potrzeba znowu dodam 11 kolejnych. Nadmiarowe serwery przezna cze na surfa i deathruna. Link to comment Share on other sites More sharing options...
MISIA Posted September 4, 2015 Report Share Posted September 4, 2015 w weekend biore sie za serwer, promocje itd. bo tak nie moze byc.. przed awaria hostingu byl dzien w dzien full teraz lipa.. alarmy: dźwięki zombie: Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted September 4, 2015 Author Report Share Posted September 4, 2015 Przypomnij mi w niedziele, abym napisal odliczanie na zombimoda z ta syrena wlasnie. Tutaj jest wykaz klas zombie - mozecie zaproponowac wartosci poszczegolnych (predkosc, grawitacja itd. bo ktos mowil, ze niektore klasy sa zbyt OP). // ============================================================================ // // 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. // 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 number Sets the immunity mode. // immunity_amount decimal Sets the immunity value. // 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. // 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" "++HP | -Speed | -Jump | -Knockback" // Model "model_path" "models/player/kuristaja/zombies/gozombie/gozombie.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "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" "3000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "700" "kill_bonus" "2" "speed" "320" "knockback" "4" "jump_height" "1.0" "jump_distance" "1.0" } "zombie_VIP" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Inferno (VIP)" "description" "+HP | ++Speed | +Jump | +Knockback" // Model "model_path" "models/player/mapeadores/morell/amnesia/grunt/grunt.mdl" "arms_path" "models/player/custom/spitter/spitterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "3000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "4" "speed" "420" "knockback" "6" "jump_height" "1.3" "jump_distance" "1.3" } "zombie_fast" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Fast & Furious" "description" "--HP | ++Speed | +Jump | ++Knockback" // Model "model_path" "models/player/kuristaja/zombies/bman/bman.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "1500" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "4" "speed" "420" "knockback" "8" "jump_height" "1.0" "jump_distance" "1.1" } "zombie_jumper" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Jumper" "description" "HP | Speed | ++Jump | ++Knockback" // Model "model_path" "models/player/kuristaja/zombies/skinny/skinny.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "2000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "4" "speed" "320" "knockback" "7" "jump_height" "1.4" "jump_distance" "1.2" } "zombie_jumpervip" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Jumper (VIP)" "description" "ULTIMATE: DoubleJump" // Model "model_path" "models/player/kuristaja/zombies/skinny/skinny.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "800" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "4" "speed" "320" "knockback" "7" "jump_height" "1.4" "jump_distance" "1.2" } "zombie_fatty" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Fatty Grubas" "description" "++HP | -Speed | --Jump | --Knockback" // Model "model_path" "models/player/kuristaja/zombies/fatty/fatty.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "5000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "5" "speed" "290" "knockback" "1" "jump_height" "0.8" "jump_distance" "0.8" } "zombie_fattyvip" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Fatty Grubas (VIP)" "description" "ULTIMATE: BooM !!!" // Model "model_path" "models/player/kuristaja/zombies/fatty/fatty.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "5000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "5" "speed" "290" "knockback" "1" "jump_height" "0.8" "jump_distance" "0.8" } "zombie_nasty" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Nasty (VIP)" "description" "ULTIMATE: Toxic Vomit" // Model "model_path" "models/player/kuristaja/zombies/fatty/fatty.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "5000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "5" "speed" "290" "knockback" "1" "jump_height" "0.8" "jump_distance" "0.8" } "zombie_fart" { // General "enabled" "yes" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "FartMan (VIP)" "description" "ULTIMATE: Deadly smell Farts" // Model "model_path" "models/player/kuristaja/zombies/fatty/fatty.mdl" "arms_path" "models/player/custom/hunter/hunterarms.mdl" // arms model for this class "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "nvgs" "no" "fov" "90" // Effects "has_napalm" "yes" "napalm_time" "20.0" // Player behavior "immunity_mode" "none" "immunity_amount" "1" "immunity_cooldown" "60" "no_fall_damage" "yes" "health" "5000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "500" "kill_bonus" "5" "speed" "290" "knockback" "1" "jump_height" "0.8" "jump_distance" "0.8" } "zombie_mutated" { // General "enabled" "no" "team" "0" "team_default" "no" "flags" "0" "group" "" "name" "Mutated" "description" "+HP | -Speed | ++Jump | +Knockback" // Model "model_path" "models/player/mapeadores/morell/zh/zh3fix.mdl" "alpha_initial" "255" "alpha_damaged" "255" "alpha_damage" "0" // Hud "overlay_path" "" "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" "3000" "health_regen_interval" "0.0" "health_regen_amount" "0" "health_infect_gain" "850" "kill_bonus" "2" "speed" "330" "knockback" "6" "jump_height" "1.4" "jump_distance" "1.3" } // ------------------------------------------ // // Human classes // // ------------------------------------------ "human_normal" { // General "enabled" "yes" "team" "1" "team_default" "yes" "flags" "0" "group" "" "name" "Normal Human" "description" "Default Counter-Strike settings" // Model "model_path" "default" "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" "1.3" "jump_distance" "1.0" } "human_vip" { // General "enabled" "yes" "team" "1" "team_default" "no" "flags" "1" "group" "" // Write the name of a SourceMod group for vip players ("zr_vip"), then make it in SourceMod. "name" "VIP Human" "description" "Human class for important players" // Model "model_path" "models/player/killzone2/kz2_rifleman.mdl" "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" "200" "health_regen_interval" "1.0" "health_regen_amount" "1" "health_infect_gain" "0" "kill_bonus" "1" "speed" "360" "knockback" "0" "jump_height" "1.3" "jump_distance" "1.2" } "human_vip2" { // General "enabled" "yes" "team" "1" "team_default" "no" "flags" "1" "group" "" // Write the name of a SourceMod group for vip players ("zr_vip"), then make it in SourceMod. "name" "VIP Girl" "description" "Human Girl class for important players" // Model "model_path" "models/player/dr.valencia/dr.valencia.mdl" "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" "200" "health_regen_interval" "1.0" "health_regen_amount" "1" "health_infect_gain" "0" "kill_bonus" "1" "speed" "360" "knockback" "0" "jump_height" "1.3" "jump_distance" "1.2" } "human_admin" { // General "enabled" "no" "team" "1" "team_default" "no" "flags" "1" "group" "" "name" "Admin Human" "description" "Human class for admins" // Model "model_path" "default" "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" "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" "no" "team" "1" "team_default" "no" "flags" "0" "group" "" "name" "Speedy" "description" "Fast human" // Model "model_path" "default" "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" "no" "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" "no" "team" "1" "team_default" "no" "flags" "0" "group" "" "name" "Light" "description" "Regular human with improved jump skills" // Model "model_path" "default" "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" "1" "speed" "260" "knockback" "0" "jump_height" "1.3" "jump_distance" "1.3" } } Link to comment Share on other sites More sharing options...
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