która funnkcja odpowiadam za to by ostatni zombie nie mial odrzutu
`// -----------------------------
// 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 3000 // Base health
zp_nemesis_speed 1.10 // Speed
zp_nemesis_gravity 0.4 // Gravity
zp_nemesis_glow 1 // Glow effect
zp_nemesis_aura 1 // Aura effect
zp_nemesis_aura_color_R 190 // Aura color (red)
zp_nemesis_aura_color_G 0 // Aura color (green)
zp_nemesis_aura_color_B 0 // Aura color (blue)
zp_nemesis_damage 12.5 // 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
zp_zkill_bomb_nem 0
// Class: Survivor
// ---------------
zp_survivor_health 0 // Health [0 - base health * player count]
zp_survivor_base_health 200 // Base health
zp_survivor_speed 1.13 // Speed
zp_survivor_gravity 1.00 // 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 100 // Aura color (green)
zp_survivor_aura_color_B 200 // Aura color (blue)
zp_survivor_weapon "weapon_m4a1" // Weapon given by default
zp_survivor_weapon_block 1 // Block weapons other than default
// Game Modes Manager
// ------------------
zp_gamemode_delay 12 // Time before a game mode starts in seconds
zp_round_start_show_hud 1 // Show "Virus released..." HUD notice
// 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 1.0 // 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 1 // Allow respawning on nemesis rounds
// Game Mode: Survivor
// -------------------
zp_survivor_chance 25 // 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 1 // Allow respawning on survivor rounds
// Game Mode: Multiple Infection
// -----------------------------
zp_multi_chance 14 // 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 25 // 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 0.4 // Nemesis HP multiplier
zp_plague_survivor_count 1 // Amount of survivors to have
zp_plague_surv_hp_multi 0.4 // 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 35 // 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 2 // Antidote purchase limit per round
// Item: Infection Bomb
// --------------------
zp_infection_bomb_round_limit 1 // Infection bomb purchase limit per round
// Item: Buy HP!
// --------------
zp_dada_round_limit 0 // Antidote purchase limit per round
// Item: Zombie Madness
// --------------------
zp_zombie_madness_time 5.0 // Zombie madness duration
zp_madness_aura_color_R 190 // 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 0 // Enable admin player models for humans
zp_admin_models_human_knife 0 // Enable admin knife models for humans
zp_admin_models_zombie_player 0 // Enable admin player models for zombies
zp_admin_models_zombie_knife 0 // 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 0 // 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 250 // Health regained by zombies after an infection
zp_human_last_health_bonus // 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 1 // Ammo packs rewarded to team that wins a round
zp_ammop_loser 0 // 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 1000 // Reward ammo packs after this much damage is done to zombies
zp_ammop_human_damaged_hp 500000 // 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 1 // 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 1 // Unlimited ammo for humans [0-disabled // 1-BP ammo // 2-clip ammo]
zp_survivor_unlimited_ammo 2 // 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 0 // Armor protects against nemesis attacks
zp_survivor_armor_protect 0 // Armor protects survivor too
// Flashlight
// ----------
zp_flashlight_starting_charge 100 // Default flashlight charge for humans
zp_flashlight_custom 1 // Enable custom flashlight
zp_flashlight_radius 17 // Custom flashlight radius
zp_flashlight_distance 1500 // Custom flashlight max distance
zp_flashlight_show_all 1 // Custom flashlight can be seen by other players
zp_flashlight_drain_rate 0 // Custom flashlight drain rate [0-unlimited batteries]
zp_flashlight_charge_rate 0 // Custom flashlight charge rate [0-non chargeable batteries]
zp_flashlight_color_R 0 // Custom flashlight color (red)
zp_flashlight_color_G 180 // Custom flashlight color (green)
zp_flashlight_color_B 220 // Custom flashlight color (blue)
// Nightvision
// ------------
zp_nvision_custom 1 // Enable custom nightvision
zp_nvision_radius 90 // 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 250 // Zombies custom nightvision color (green)
zp_nvision_zombie_color_B 250 // 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 250 // Humans custom nightvision color (green)
zp_nvision_human_color_B 250 // 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 250 // Spectators custom nightvision color (green)
zp_nvision_spec_color_B 250 // 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 190 // 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 190 // Survivor custom nightvision color (blue)
// Leap
// ----
zp_leap_zombie 2 // Give leap to zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombie_force 800 // Force multiplier
zp_leap_zombie_height 200 // Upwards force
zp_leap_zombie_cooldown 0.0 // 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 200 // Upwards force
zp_leap_nemesis_cooldown 0.0 // Time before leap is available again
zp_leap_survivor 0 // Give leap to survivor
zp_leap_survivor_force 800 // Force multiplier
zp_leap_survivor_height 400 // Upwards force
zp_leap_survivor_cooldown 5.0 // Time before leap is available again
// Pain Shock Free
// ---------------
zp_painshockfree_zombie 3 // 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 1 // 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 700 // 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 250 // Screen fade color (green)
zp_infect_screen_fade_B 250 // 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 250 // Light sparkle color (green)
zp_infect_sparkle_B 250 // 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 "c" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunder_time 60 // 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 250 // Custom screen fade color (green)
zp_grenade_flashbang_color_B 250 // Custom screen fade color (blue)
zp_grenade_flashbang_nemesis 0 // Flashbangs affect nemesis
// Grenade: Fire
// -------------
zp_grenade_fire_duration 8 // Burning duration in seconds
zp_grenade_fire_damage 3 // Burning damage (every 0.2 secs)
zp_grenade_fire_slowdown 0.6 // 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 4 // Freeze duration in seconds
zp_grenade_frost_hudicon 1 // Display small HUD icon when frozen
// Grenade: Flare
// --------------
zp_grenade_flare_duration 99999 // Flare lightning duration in seconds
zp_grenade_flare_radius 33 // Flare lightning radius
zp_grenade_flare_color 4 // 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)
#include <amxmodx>
#define PLUGIN "Grawitacja"
#define VERSION "1.0"
#define AUTHOR "Lelek"
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_logevent("round_start", 2, "1=Round_Start")
}
public round_start()
{
set_cvar_num("sv_gravity",200)
set_task(10.0,"norma")
}
public norma()
{
set_cvar_num("sv_gravity",800)
zp_crossbow_dmg 2.15 // mnoznik zadawanych obrazen z kuszy
zp_crossbow_recoil 0.75 // mnoznik wielkosci rozrzutu z kuszy
zp_crossbow_clip 50 // ilosc naboi w magazynku
zp_crossbow_spd 0.5 // mnoznik szybkosci strzelania z broni ( im mniejszy tym szybciej strzelamy )
zp_crossbow_ammo 205 // ilosc amunicji w broni
// Rewards: Ammo Packs
// -------------------
zp_ammop_winner 1 // Ammo packs dla graczy, którzy wygrają rundę
zp_ammop_loser 0 // Ammo packs rdla graczy, którzy przegrają
zp_ammop_damage 1 // Ammo packs za zadawanie dmg (0 - wyłącza, 1 - włącza)
zp_ammop_zombie_damaged_hp 1000 // Ile dmg trzeba zadać jako czlowiek, aby otrzymać 1 AP
zp_ammop_human_damaged_hp 500000 // Ile dmg trzeba zadać jako zombie, aby otrzymać 1 AP
zp_ammop_zombie_killed 1 // Ammo pack za zabicie zombie (1)
zp_ammop_human_killed 1 // Ammo pack za zabicie człowieka (1)
zp_ammop_human_infected 1 // Ammo pack za zarażenie człowieka (1)
zp_ammop_nemesis_ignore 0 // Czy nemesis ma dostawać ammo packi? (0 - tak, 1 - nie)
zp_ammop_survivor_ignore 0
zp_thunder on
zp_thunder_damage 10.0
zp_thunder_says enable
zp_thunder_sounds enable
zp_thunder_logs
zp_m16_costom_model 1 // Jeżeli ustawione na 0 model broni bd ustawiony na M4A1 jeżeli na 1 to M16 (domyslnie 1 )
zp_m16_one_round 1 // Jezeli 1 bron bd na jedna runde (domyslnie 0)
zp_m16_extra_dmg 5 // Obrazenia pomnozone , jezeli 2 dmg bedzie 2x
zp_md_enable 1
zp_md_takedmg 1
zp_md_max 1 - Ile mozna max stworzyc detectorow
}
zp_gauss_enable 1
zp_gauss_enable_ishield 1
zp_gauss_buy_before_modestart 0
zp_gauss_ap_for_kill 2
zp_gauss_oneround 1
zp_gauss_nemesis_immune 1
zp_gauss_explosive_bullets 1
zp_gauss_bloodstyle 3
zp_gauss_particles 1
zp_gauss_primattack_rate 2.0
const gauss_weapon_cost = 40 //
const gauss_ishield_cost = 15
zp_buyhp_amount 250
zp_buyhp_cost 15
zp_buyhp_once 0
zp_sawnoff_enable 1
zp_sawnoff_unlimited_clip 1
zp_sawnoff_damage_mult 3333.0
zp_sawnoff_oneround 1
zp_sawnoff_knockback 1
zp_sawnoff_kbackpower 10.0
zp_weap_fx 0
zp_weap_oneround 1
zp_weap_knock 0
zp_weap_iammo 0
zp_weap_givesurvivor 0
zp_weap_dmg 4
zp_goldendg_dmg_multiplier 3
zp_goldendg_gold_bullets 1
zp_goldendg_cost 35
zp_goldendg_custom_model 1
zp_goldendg_unlimited_clip 0
zp_antidote_bomb_reward 5
zp_antidote_bomb_extra_hp 20
zp_vip_damage_reward 1400