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Css Servera Nolasisana


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Ir kada programa ar kuru + - var nolasit ka noregulets serveris CFG zina.

1.6 Tadi tuuli ir ar ko skatas serveri un + - var nolasit informaciju no cfg. Nav domats paroli bet piemeram cik gravity utt

Gribetos uzzin at vienam css serverim uzstadijumus vismaz dazus.

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Ko jus ieteiktu palabot vai uzlabot ?

// ZombieMod Configuation file.
// Executed at server start and on every map load.
// www.ZombieMod.com
// To load your settings once you've finished, use the console command zombie_loadsettings

// File with list of models to use for zombie mod.
// If headless models are enabled, each model must have a _head and a _hs counterpart.
// ZombieMod will detect the heads automatically so both types of models may be used together.
zombie_model_file        "cfg/zombiemod/models.cfg"

// File with list of materials. Clients download everything in this list when they connect.
zombie_download_file        "cfg/zombiemod/downloads.cfg"

// How often zombies play zombie sounds. The lower the value, the more often they emit a sound.
zombie_sound_rand        50                

// Health that zombies get. First zombie is this times two.
zombie_health            6500                

// The speed that zombies travel at.
zombie_speed            354                

// Field of vision of the zombies. Normal human FOV is 90.
zombie_fov            125                

// The knockback multiplier of zombies. Set to 0 to disable knockback.
zombie_knockback        4

// Space separated list of guns that are restricted during zombie mode. Takes effect immediately on change.
// Can be any combination of the following
// all - All weapons
// equip - Equipment
// pistol - All pistols
// shotgun - All shotguns.
// smg - All SMG's
// rifles - All rifles.
// sniper - All sniper rifles.
// Or each weapons short name. Ex: famas, awp, mac etc etc.
zombie_restrictions        "m249 flash"        

// Makes maps very dark if enabled. If disabled, the map doesn't have to be reloaded to start zombiemode.
zombie_dark            0                

// When enabled, ZombieMod will use the scoreboard to display which players are a zombie and which are humans.
// The CT team shows the humans and the T team shows the Zombies.
// On round_end everyone is randomly placed onto either team to allow for buying at the start of the next round.
// The teams are not changed again until the first Zombie is chosen and then everyone else is moved to the CT team.
zombie_teams            1

// If enabled, zombies who are killed respawn as a human after zombie_respawn_delay seconds.
zombie_respawn            0

// Time before players are respawned in autorespawn mode.
zombie_respawn_delay        1

// If enabled, ammo is set to 1000 clip.
zombie_unlimited_ammo        0

// If enabled, zombies can only voice with zombies and humans with humans.
zombie_talk            1    

// When enabled, disables players from suiciding.
zombie_suicide            0

// When enabled, disables players from suiciding by switching teams.
zombie_changeteam_block        1

// Text for suiciding assholes.
zombie_suicide_text        "Neesi Tachu Taads Pakalja!"

// If this is in your config.cfg ZombieMod attempts to auto load itself at first round_start.
zombie_startup            1

// Maximum amount of seconds after round_freeze_end for first random Zombification.
zombie_timer_max        12

// Minimum amount of seconds after round_freeze_end for first random Zombification.
zombie_timer_min        4

// Amount of extra frags awarded for killing a zombie.
// 1 kill is awarded regardless, but some people feel that when health is as high as it is, more kills should be awarded.
// So, if this is 0, 1 kill is awarded.
// If it is 1, 2 kills are awarded, and so on,
zombie_kill_bonus        2

// Amount of headshots before a zombie's head comes off. 0 means on death only.
zombie_headshot_count        8

// If enabled, zombies heads get blown off on headshot deaths.
zombie_headshots        0    

// When 1, allows zombies to disable their own night vision.
zombie_allow_disable_nv        1

// When enabled, shows an icon in the top right corner of a players screen when someone gets turned into a zombie. (Thanks LDuke)
// It also logs a player_death event using zombie_claws_of_death as the weapon name.
// If you are a plugin developer, you should check for this weapon in FireEvent.
// The actual Event_Dying and Event_Killed events are not fired and the player is not dead.
zombie_notices            1

// When enabled, over-rides fog for all maps with a predefined Zombie-Fog.
zombie_fog            0

// When enabled, over-rides the sky for all maps so it corresponds with the fog.
zombie_fog_sky            0

// Primary fog colour.
zombie_fog_colour        "176 192 202"

// Secondary fog colour.
zombie_fog_colour2        "206 216 222"

// How close to a players Point-Of-View fog is rendered.
zombie_fog_start        30

// How far from a players Point-Of-View that fog stops rendering.
zombie_fog_end            4000

// Enables fog blending between colours.
zombie_fog_blend        1

// Enables the cool smoke effect seen by all players when zombies are turned.
zombie_effect            1

// Enable screen shake on zombification.
zombie_shake            1

// Enables the JetPack for Zombies.
zombie_jetpack            0

// Enables the JetPack for Humans.
humans_jetpack            0

// Amount of seconds zombies are allowed to use the JetPack in one round.
zombie_jetpack_timer        1

// The material to use for the sky.
// This material should have four vmt files located in materials/skybox.
// Their naming scheme is as follows..
// %MATERIALNAME%dn.vmt
// %MATERIALNAME%ft.vmt
// %MATERIALNAME%lf.vmt
// %MATERIALNAME%rt.vmt
// %MATERIALNAME%up.vmt
// %MATERIALNAME%bk.vmt
zombie_fog_sky_material        "zombie_sky"

// The radius around a players location to check for other players on Zombification.
zombie_stuckcheck_radius    35

// Delay in seconds after a player joins a server to send the welcome message. 0 to disable.
zombie_welcome_delay        2

// The text to send to new players.
zombie_welcome_text        "www .xbpw.lv"
// The url to direct people to when they enter !zhelp in chat.
zombie_help_url            "http://www.zombiemod.com/zombie_help.php"

// When enabled, all players hear 'undead ambient sounds'.
zombie_undead_sound_enabled    1

// Can be used to higher or lower the volume of the sound played.
zombie_undead_sound_volume    0.7

// The sound to play to players, is precached and added to the client download list automatically.
zombie_undead_sound        "ambient/zombiemod/zombie_ambient.mp3"

// A comma delimited string of maps with wich not to use zombie_undead_sound.
zombie_undead_sound_exclusions    "de_aztec"

// When enabled, Zombies only take damage via headshots.
zombie_headshots_only        0

// When enabled, after zombie_balancer_player_ratio amount of players are zombies, each additional new zombies health is reduced by this percentage. 0 Disables.
zombie_balancer_health_ratio    0

// The ratio of players whom must be a zombie to start reducing new Zombies health. So when this percentage of the server is a zombie, new zombies health is reduced by the percentage of zombie_balancer_health_ratio.
zombie_balancer_player_ratio    0

// If this is 1, zombie_balancer_player_ratio is the ratio of players who must be zombies before health is decreased. Otherwise, zombie_balancer_player_ratio is the count of Zombies ex:6.
zombie_balancer_type        1

// This is the minimum health you want Zombies to ever end up with while using the balancer.
zombie_balancer_min_health    100

ammo_338mag_max 1000 // awp

ammo_357sig_max 1000 // p228

ammo_45acp_max 1000 // ump45, mac10, usp

ammo_50AE_max 1000 // deagle

ammo_556mm_box_max 0 // m249

ammo_556mm_max 1000 // galil, sg552, famas, m4a1, sg550

ammo_57mm_max 1000 // p90, fiveseven

ammo_762mm_max 1000 // scout, ak47, g3sg1, aug

ammo_9mm_max 1000 // mp5navy, tmp, glock, elite

ammo_buckshot_max 300 // m3, xm1014

sv_turbophysics 1 //now you can stand on barrels, tables, and push/pull them by +use

phys_pushscale 3 // changes gravity physics when shooting something as it blows back X times further

Edited by SuperRembo
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