// ----------------------------- // Zombie Plague 5.0 Config File // ----------------------------- // Any changes you make here will be // automatically loaded at map start // Class: Nemesis // -------------- zp_nemesis_health 0 // Health [0 - base health * player count] zp_nemesis_base_health 2000 // Base health zp_nemesis_speed 1.05 // Speed zp_nemesis_gravity 0.5 // Gravity zp_nemesis_glow 1 // Glow effect zp_nemesis_aura 1 // Aura effect zp_nemesis_aura_color_R 150 // Aura color (red) zp_nemesis_aura_color_G 0 // Aura color (green) zp_nemesis_aura_color_B 0 // Aura color (blue) zp_nemesis_damage 2.0 // Damage multiplier zp_nemesis_kill_explode 1 // Gib explosion effect when killed zp_nemesis_grenade_frost 0 // Frost nades affect nemesis zp_nemesis_grenade_fire 1 // Fire nades affect nemesis // Class: Survivor // --------------- zp_survivor_health 0 // Health [0 - base health * player count] zp_survivor_base_health 100 // Base health zp_survivor_speed 0.95 // Speed zp_survivor_gravity 1.25 // Gravity zp_survivor_glow 1 // Glow effect zp_survivor_aura 1 // Aura effect zp_survivor_aura_color_R 0 // Aura color (red) zp_survivor_aura_color_G 0 // Aura color (green) zp_survivor_aura_color_B 150 // Aura color (blue) zp_survivor_weapon "weapon_m249" // Weapon given by default zp_survivor_weapon_block 1 // Block weapons other than default // Game Modes Manager // ------------------ zp_gamemode_delay 10 // Time before a game mode starts in seconds zp_round_start_show_hud 1 // Show "Virus released..." HUD notice zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row // Game Mode: Infection // -------------------- zp_infection_chance 1 // Chance (1 in X) zp_infection_min_players 0 // Minimum amount of players required zp_infection_show_hud 1 // Show first infection HUD notice zp_infection_allow_respawn 1 // Allow respawning on infection rounds zp_respawn_after_last_human 1 // Respawn players if only the last human is left zp_zombie_first_hp_multiplier 2.0 // First zombie HP multiplier // Game Mode: Nemesis // ------------------ zp_nemesis_chance 20 // Chance (1 in X) zp_nemesis_min_players 0 // Minimum amount of players required zp_nemesis_show_hud 1 // Show nemesis HUD notice zp_nemesis_sounds 1 // Play nemesis round sounds zp_nemesis_allow_respawn 0 // Allow respawning on nemesis rounds // Game Mode: Survivor // ------------------- zp_survivor_chance 20 // Chance (1 in X) zp_survivor_min_players 0 // Minimum amount of players required zp_survivor_show_hud 1 // Show survivor HUD notice zp_survivor_sounds 1 // Play survivor round sounds zp_survivor_allow_respawn 0 // Allow respawning on survivor rounds // Game Mode: Multiple Infection // ----------------------------- zp_multi_chance 20 // Chance (1 in X) zp_multi_min_players 0 // Minimum amount of players required zp_multi_min_zombies 2 // Minimum amount of zombies to have zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio * player count) zp_multi_show_hud 1 // Show multiple infection HUD notice zp_multi_sounds 1 // Play multiple infection round sounds zp_multi_allow_respawn 1 // Allow respawning on multiple infection rounds // Game Mode: Swarm // ---------------- zp_swarm_chance 20 // Chance (1 in X) zp_swarm_min_players 0 // Minimum amount of players required zp_swarm_show_hud 1 // Show swarm HUD notice zp_swarm_sounds 1 // Play swarm round sounds zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds // Game Mode: Plague // ----------------- zp_plague_chance 20 // Chance (1 in X) zp_plague_min_players 0 // Minimum amount of players required zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio * player count) zp_plague_nemesis_count 1 // Amount of nemesis to have zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplier zp_plague_survivor_count 1 // Amount of survivors to have zp_plague_surv_hp_multi 0.5 // Survivor HP multiplier zp_plague_show_hud 1 // Show plague HUD notice zp_plague_sounds 1 // Play plague round sounds zp_plague_allow_respawn 0 // Allow respawning on plague rounds // Game Mode: Armageddon // --------------------- zp_armageddon_chance 20 // Chance (1 in X) zp_armageddon_min_players 0 // Minimum amount of players required zp_armageddon_ratio 0.5 // Nemesis to survivors ratio (nemesis count = ratio * player count) zp_armageddon_nem_hp_multi 0.25 // Nemesis HP multiplier zp_armageddon_surv_hp_multi 0.25 // Survivor HP multiplier zp_armageddon_show_hud 1 // Show armageddon HUD notice zp_armageddon_sounds 1 // Play armageddon round sounds zp_armageddon_allow_respawn 0 // Allow respawning on armageddon rounds // Item: Antidote // -------------- zp_antidote_round_limit 5 // Antidote purchase limit per round // Item: Infection Bomb // -------------------- zp_infection_bomb_round_limit 3 // Infection bomb purchase limit per round // Item: Zombie Madness // -------------------- zp_zombie_madness_time 5.0 // Zombie madness duration zp_madness_aura_color_R 150 // Madness aura color (red) zp_madness_aura_color_G 0 // Madness aura color (green) zp_madness_aura_color_B 0 // Madness aura color (blue) // Admin Commands // -------------- zp_log_admin_commands 1 // Log admin commands to "zombieplague.log" // Admin Models // ------------ zp_admin_models_human_player 1 // Enable admin player models for humans zp_admin_models_human_knife 1 // Enable admin knife models for humans zp_admin_models_zombie_player 1 // Enable admin player models for zombies zp_admin_models_zombie_knife 1 // Enable admin knife models for zombies // Buy Menus // --------- zp_random_primary 0 // Players get primary weapons randomly zp_random_secondary 0 // Players get secondary weapons randomly zp_random_grenades 0 // Players get grenades randomly zp_buy_custom_time 15 // Time in seconds humans are allowed to use ZP buymenus after spawning zp_buy_custom_primary 1 // Players can buy primary weapons from menu zp_buy_custom_secondary 1 // Players can buy secondary weapons from menu zp_buy_custom_grenades 0 // Players can buy grenades from menu zp_give_all_grenades 1 // Players get grenades automatically (as in ZP 4.3) // Buy Zones // --------- zp_buyzone_time 15 // Time in seconds players are allowed to use CS buyzones after spawning zp_buyzone_humans 1 // CS Buyzones available to humans zp_buyzone_zombies 0 // CS Buyzones available to zombies zp_buy_ammo_human 1 // Allow humans to buy ammo even after buyzone time is over zp_buy_ammo_cost 100 // Extra ammo purchase cost // Rewards: Frags & HP // ------------------- zp_frags_zombie_killed 1 // Frags given to humans for killing zombies zp_frags_human_killed 1 // Frags given to zombies for killing humans zp_frags_human_infected 1 // Frags given to zombies for infecting humans zp_frags_nemesis_ignore 0 // Ignore frags for nemesis zp_frags_survivor_ignore 0 // Ignore frags for survivor zp_infection_health_bonus 100 // Health regained by zombies after an infection zp_human_last_health_bonus 50 // Health rewarded to last human // Rewards: Money // -------------- zp_money_winner 1000 // Money rewarded to team that wins a round zp_money_loser 500 // Money rewarded to team that loses a round zp_money_damage 100 // Money rewarded to players for damaging enemies zp_money_zombie_damaged_hp 500 // Reward money after this much damage is done to zombies zp_money_human_damaged_hp 250 // Reward money after this much damage is done to humans zp_money_zombie_killed 200 // Money rewarded for killing a zombie zp_money_human_killed 200 // Money rewarded for killing a human zp_money_human_infected 200 // Money rewarded for infecting a human zp_money_nemesis_ignore 0 // Ignore money rewards for nemesis zp_money_survivor_ignore 0 // Ignore money rewards for survivor // Rewards: Ammo Packs // ------------------- zp_ammop_winner 3 // Ammo packs rewarded to team that wins a round zp_ammop_loser 1 // Ammo packs rewarded to team that loses a round zp_ammop_damage 1 // Ammo packs rewarded to players for damaging enemies zp_ammop_zombie_damaged_hp 500 // Reward ammo packs after this much damage is done to zombies zp_ammop_human_damaged_hp 250 // Reward ammo packs after this much damage is done to humans zp_ammop_zombie_killed 1 // Ammo packs rewarded for killing a zombie zp_ammop_human_killed 1 // Ammo packs rewarded for killing a human zp_ammop_human_infected 1 // Ammo packs rewarded for infecting a human zp_ammop_nemesis_ignore 0 // Ignore ammo pack rewards for nemesis zp_ammop_survivor_ignore 0 // Ignore ammo pack rewards for survivor // Deathmatch // ---------- zp_deathmatch 0 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance] zp_respawn_delay 5 // Time before respawning on deathmatch mode in seconds zp_respawn_zombies 1 // Respawn dead zombies zp_respawn_humans 1 // Respawn dead humans zp_respawn_on_suicide 0 // Respawn players if they commited suicide // Random Spawning // --------------- zp_random_spawning_csdm 1 // Use CSDM spawn points for radom spawning [1-enabled // 0-use regular spawns] // Spawn Protection // ---------------- zp_spawn_protection_time 3 // Spawn protection time for deathmatch in seconds [0-disabled] zp_spawn_protection_humans 1 // Enable for humans zp_spawn_protection_zombies 1 // Enable for zombies // Zombie Features // --------------- zp_zombie_fov 110 // Custom field of view [0-dont change] zp_zombie_silent 1 // Silent footsteps zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor // Zombie Sounds // ------------- zp_zombie_sounds_pain 1 // Custom pain sounds zp_zombie_sounds_attack 1 // Custom attack sounds zp_zombie_sounds_idle 1 // Idle/last zombie sounds // Zombie Damage // ------------- zp_zombie_defense 0.75 // Defense multiplier (0.75 = zombies take 75% of total damage) zp_zombie_hitzones 0 // Allowed hitzones bitsum (e.g.: head + chest = 2 + 4 = 6) [0-disabled] // Hit zones for zombies. Parts of body are as bits: // 1 - generic, 2 - head, 4 - chest, 8 - stomach, 16 - left arm, 32 - right arm, 64 - left leg, 128 - right leg // Human Unlimited Ammo // -------------------- zp_human_unlimited_ammo 0 // Unlimited ammo for humans [0-disabled // 1-BP ammo // 2-clip ammo] zp_survivor_unlimited_ammo 1 // Unlimited ammo for survivor [0-disabled // 1-BP ammo // 2-clip ammo] // Human Armor // ----------- zp_human_armor_protect 1 // Armor needs to be reduced before zombies can infect/damage zp_human_armor_default 0 // Amount of armor given to humans by default zp_armor_protect_nemesis 1 // Armor protects against nemesis attacks zp_survivor_armor_protect 1 // Armor protects survivor too // Flashlight // ---------- zp_flashlight_starting_charge 100 // Default flashlight charge for humans zp_flashlight_custom 0 // Enable custom flashlight zp_flashlight_radius 10 // Custom flashlight radius zp_flashlight_distance 1000 // Custom flashlight max distance zp_flashlight_show_all 1 // Custom flashlight can be seen by other players zp_flashlight_drain_rate 1 // Custom flashlight drain rate [0-unlimited batteries] zp_flashlight_charge_rate 5 // Custom flashlight charge rate [0-non chargeable batteries] zp_flashlight_color_R 100 // Custom flashlight color (red) zp_flashlight_color_G 100 // Custom flashlight color (green) zp_flashlight_color_B 100 // Custom flashlight color (blue) // Nightvision // ------------ zp_nvision_custom 0 // Enable custom nightvision zp_nvision_radius 80 // Custom nightvision radius zp_nvision_zombie 2 // Give nightvision to zombies [0-disabled // 1-give only // 2-give and enable] zp_nvision_zombie_color_R 0 // Zombies custom nightvision color (red) zp_nvision_zombie_color_G 150 // Zombies custom nightvision color (green) zp_nvision_zombie_color_B 0 // Zombies custom nightvision color (blue) zp_nvision_human 0 // Give nightvision to humans [0-disabled // 1-give only // 2-give and enable] zp_nvision_human_color_R 0 // Humans custom nightvision color (red) zp_nvision_human_color_G 150 // Humans custom nightvision color (green) zp_nvision_human_color_B 0 // Humans custom nightvision color (blue) zp_nvision_spec 2 // Give nightvision to spectators [0-disabled // 1-give only // 2-give and enable] zp_nvision_spec_color_R 0 // Spectators custom nightvision color (red) zp_nvision_spec_color_G 150 // Spectators custom nightvision color (green) zp_nvision_spec_color_B 0 // Spectators custom nightvision color (blue) zp_nvision_nemesis 2 // Give nightvision to nemesis [0-disabled // 1-give only // 2-give and enable] zp_nvision_nemesis_color_R 150 // Nemesis custom nightvision color (red) zp_nvision_nemesis_color_G 0 // Nemesis custom nightvision color (green) zp_nvision_nemesis_color_B 0 // Nemesis custom nightvision color (blue) zp_nvision_survivor 0 // Give nightvision to survivor [0-disabled // 1-give only // 2-give and enable] zp_nvision_survivor_color_R 0 // Survivor custom nightvision color (red) zp_nvision_survivor_color_G 0 // Survivor custom nightvision color (green) zp_nvision_survivor_color_B 150 // Survivor custom nightvision color (blue) // Leap // ---- zp_leap_zombie 3 // Give leap to zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie] zp_leap_zombie_force 500 // Force multiplier zp_leap_zombie_height 300 // Upwards force zp_leap_zombie_cooldown 10.0 // Time before leap is available again 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 before leap is available again 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 before leap is available again // Pain Shock Free // --------------- zp_painshockfree_zombie 1 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie] zp_painshockfree_human 0 // Humans are pain shock free [0-disabled // 1-enabled // 2-only last human] zp_painshockfree_nemesis 0 // Nemesis is pain shock free zp_painshockfree_survivor 1 // Survivor is pain shock free // Knockback // --------- zp_knockback_damage 1 // Use damage on knockback calculation zp_knockback_power 1 // Use weapon power on knockback calculation zp_knockback_obey_class 1 // Use class multiplier 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] // Weapon Drop/Strip // ----------------- zp_zombie_drop_weapons 3 // Drop weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both] zp_zombie_strip_weapons 0 // Strip weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both] zp_zombie_strip_grenades 1 // Strip grenades after infection zp_zombie_strip_armor 1 // Strip armor after infection zp_zombie_block_pickup 1 // Block weapon pickup for zombies zp_remove_dropped_weapons 0 // Time before removing dropped weapons in seconds [0-disabled] // Effects: Infect // --------------- zp_infect_show_hud 1 // Show infection HUD notice zp_infect_show_notice 1 // Show infection death notice zp_infect_sounds 1 // Play infection sounds zp_infect_screen_fade 1 // Screen fade for infected player zp_infect_screen_fade_R 0 // Screen fade color (red) zp_infect_screen_fade_G 150 // Screen fade color (green) zp_infect_screen_fade_B 0 // Screen fade color (blue) zp_infect_screen_shake 1 // Screen shake for infected player zp_infect_hud_icon 1 // Display small HUD icon on infection zp_infect_tracers 1 // Tracers on infection zp_infect_particles 1 // Particles on infection zp_infect_sparkle 1 // Light sparkle on infection zp_infect_sparkle_R 0 // Light sparkle color (red) zp_infect_sparkle_G 150 // Light sparkle color (green) zp_infect_sparkle_B 0 // Light sparkle color (blue) // Effects: Cure // ------------- zp_cure_show_hud 1 // Show cure HUD notice zp_cure_sounds 1 // Play cure sounds // Effects: Lighting // ----------------- zp_lighting "a" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled] zp_thunder_time 20 // Thunderclap rate in seconds [0-disabled] zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches) // Gameplay Fixes // -------------- zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors] zp_block_pushables 1 // Block +use on pushables to prevent the speed bug zp_block_suicide 1 // Prevent players from killing themselves zp_worldspawn_kill_respawn 1 // Respawn players after a worldspawn kill zp_disable_minmodels 1 // Disable cl_minmodels setting on clients after joining zp_keep_hp_on_disconnect 1 // When nemesis/survivor leaves, player chosen to take his place will have same HP // Team Scoring // ------------ zp_winner_show_hud 1 // Show winner HUD notice zp_winner_sounds 1 // Play winner round sounds // Ammo Packs // ---------- zp_starting_ammo_packs 5 // Ammo packs given to players when joining server zp_disable_money 1 // Disable CS money when ammo packs are enabled // Grenade: Flashbangs // ------------------- zp_grenade_flashbang_color_R 0 // Custom screen fade color (red) zp_grenade_flashbang_color_G 150 // Custom screen fade color (green) zp_grenade_flashbang_color_B 0 // Custom screen fade color (blue) zp_grenade_flashbang_nemesis 0 // Flashbangs affect nemesis // Grenade: Fire // ------------- zp_grenade_fire_duration 10 // Burning duration in seconds zp_grenade_fire_damage 5 // Burning damage (every 0.2 secs) zp_grenade_fire_slowdown 0.5 // Burning slowdown multiplier [0-disabled] zp_grenade_fire_hudicon 1 // Display small HUD icon when burning zp_grenade_fire_explosion 0 // Use original HE grenade explosion // Grenade: Frost // -------------- zp_grenade_frost_duration 3 // Freeze duration in seconds zp_grenade_frost_hudicon 1 // Display small HUD icon when frozen // Grenade: Flare // -------------- zp_grenade_flare_duration 60 // Flare lightning duration in seconds zp_grenade_flare_radius 25 // Flare lightning radius zp_grenade_flare_color 0 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b] // ZP 4.3 Subplugin Compatibility // ------------------------------ zp_ammopack_to_money_enable 1 // Handle ammo packs as money when ammo packs are disabled zp_ammopack_to_money_ratio 160 // Ammo pack to money ratio (default: 1 Ammo Pack = $ 160)