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Когато някое зомби бъде убито, става човек??

Въпроси и проблеми свързани с AMXModX.
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Когато някое зомби бъде убито, става човек??

Мнение от Awake » 30 Апр 2019, 13:21

Проблема е следния, след като има повече от 1 зомби, това зомби което го убият, следващият спаун става човек, защо и как да го оправя? Мода е Zombie Plague 5.0.8

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Когато някое зомби бъде убито, става човек??

Мнение от BaKuGan. » 30 Апр 2019, 14:27

Я пробвай това

Код за потвърждение: Избери целия код

// ----------------------------------
// Zombie Plague 4.3 Fix5 Config File
// ----------------------------------
// Any changes you make here will be
// automatically loaded at map start

// General
// -------
zp_delay 8 // Time before any game mode starts in seconds
zp_lighting "c" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunderclap 90 // Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches)
zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_blockuse_pushables 1 // Block +use on pushables to prevent the speed bug
zp_block_suicide 1 // Prevent players from killing themselves
zp_random_spawn 1 // Enable random spawning (will use CSDM spawns if present)
zp_respawn_on_worldspawn_kill 1 // Respawn players after a worldspawn kill
zp_remove_dropped 0 // Time before removing dropped weapons in seconds [0-disabled]
zp_remove_money 1 // Remove player's money
zp_buy_custom 1 // Enable custom buy menus
zp_buyzone_time 0.0 // Time in seconds humans are allowed to use CS buyzones after spawning
zp_random_weapons 0 // Whether players should get weapons randomly instead of buying them
zp_admin_models_human 1 // Enable admin player models for humans
zp_admin_knife_models_human 0 // Enable admin knife models for humans
zp_admin_models_zombie 1 // Enable admin player models for zombies
zp_admin_knife_models_zombie 0 // Enable admin knife models for zombies
zp_zombie_classes 1 // Enable zombie classes
zp_stats_save 1 // Temporarily save player's ammo packs and zombie class when they disconnect
zp_starting_ammo_packs 25 // Starting amount of ammo packs for new players
zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row
zp_keep_health_on_disconnect 1 // Whether the health of the Nemesis/Survivor chosen to keep the round going should be set to that of the leaving player's
zp_hud_display 1 // Enable ZP custom HUD display at the bottom

// Deathmatch
// ----------
zp_deathmatch 2 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_spawn_delay 1 // Delay before respawning on deathmatch mode in seconds
zp_spawn_protection 5 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_respawn_on_suicide 0 // Respawn players if they commited suicide
zp_respawn_after_last_human 1 // Respawn players if only the last human is left
zp_infection_allow_respawn 1 // Allow respawning on infection rounds
zp_nem_allow_respawn 0 // Allow respawning on nemesis rounds
zp_surv_allow_respawn 0 // Allow respawning on survivor rounds
zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds
zp_plague_allow_respawn 0 // Allow respawning on plague rounds
zp_respawn_zombies 1 // Whether to respawn killed zombies
zp_respawn_humans 1 // Whether to respawn killed humans
zp_respawn_nemesis 1 // Whether to respawn killed nemesis
zp_respawn_survivors 1 // Whether to respawn killed survivors

// Extra Items
// -----------
zp_extra_items 1 // Enable extra items
zp_extra_weapons 1 // Include weapons
zp_extra_nvision 1 // Include night vision
zp_extra_antidote 1 // Include antidote
zp_extra_antidote_limit 999 // Antidote purchase limit per round
zp_extra_madness 1 // Include zombie madness
zp_extra_madness_limit 999 // Zombie madness purchase limit per round
zp_extra_madness_duration 5.0 // Zombie madness duration
zp_extra_infbomb 1 // Include infection bomb
zp_extra_infbomb_limit 999 // Infection bomb purchase limit per round

// Flashlight & Nightvision
// ------------------------
zp_nvg_give 1 // Give nightvision [0-disabled // 1-enabled // 2-enabled, but no auto turning on]
zp_nvg_custom 1 // Enable custom nightvision
zp_nvg_size 80 // Nightvision size (radius)
zp_nvg_color_R 0 // Zombie custom nightvision color (red)
zp_nvg_color_G 150 // Zombie custom nightvision color (green)
zp_nvg_color_B 0 // Zombie custom nightvision color (blue)
zp_nvg_hum_color_R 0 // Human/Spectator custom nightvision color (red)
zp_nvg_hum_color_G 150 // Human/Spectator custom nightvision color (green)
zp_nvg_hum_color_B 0 // Human/Spectator custom nightvision color (blue)
zp_nvg_nem_color_R 150 // Nemesis custom nightvision color (red)
zp_nvg_nem_color_G 0 // Nemesis custom nightvision color (green)
zp_nvg_nem_color_B 0 // Nemesis custom nightvision color (blue)
zp_flash_custom 0 // Enable custom flashlight
zp_flash_size 10 // Custom flashlight size (radius)
zp_flash_drain 1 // Custom flashlight drain rate [0-unlimited batteries]
zp_flash_charge 5 // Custom flashlight charge rate [0-non chargeable batteries]
zp_flash_distance 1000 // Custom flashlight max distance
zp_flash_color_R 100 // Custom flashlight color (red)
zp_flash_color_G 100 // Custom flashlight color (green)
zp_flash_color_B 100 // Custom flashlight color (blue)
zp_flash_show_all 1 // Let players see each other's flashlights

// Knockback
// ---------
zp_knockback 1 // Enable weapon knockback (note: pain shock free increases knockback effect)
zp_knockback_damage 1 // Use damage on knockback calculation
zp_knockback_power 1 // Use weapon power 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]

// Longjump
// --------
zp_leap_zombies 2 // Give leap to Zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombies_force 500 // Force multiplier
zp_leap_zombies_height 300 // Upwards force
zp_leap_zombies_cooldown 5.0 // Time between leap uses
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 between leap uses
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 between leap uses

// Humans
// ------
zp_human_health 100 // Health
zp_human_last_extrahp 50 // Last human's extra health reward
zp_human_speed 240 // Speed [0 - use CS default weapon speeds]
zp_human_gravity 1.0 // Gravity (0.5 = half)
zp_human_armor_protect 1 // Armor needs to be reduced completely in order to get infected
zp_human_unlimited_ammo 1 // Unlimited ammo [0-disabled // 1-BP ammo // 2-clip ammo]
zp_human_damage_reward 100 // Damage humans must deal on zombies to get an ammo pack [100 - disabled]
zp_human_frags_for_kill 2 // How many frags humans get for killing a zombie

// Custom Grenades
// ---------------
zp_fire_grenades 1 // Enable napalm grenades (overrides HE)
zp_fire_duration 10 // Burning duration in seconds
zp_fire_damage 5 // Burning damage (every 0.2 secs)
zp_fire_slowdown 0.5 // Burning slowdown multiplier (0.5 = reduces velocity by a half) [0-disabled]
zp_frost_grenades 1 // Enable frost grenades (overrides FB)
zp_frost_duration 3 // Freeze duration in seconds
zp_flare_grenades 1 // Enable flare grenades (overrides SG)
zp_flare_duration 60 // Flare lightning duration in seconds
zp_flare_size 25 // Flare lightning size (radius)
zp_flare_color 4 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b]

// Zombies
// -------
zp_zombie_first_hp 3.0 // First zombie HP multiplier (2.0 = double health)
zp_zombie_armor 0.75 // Armor multiplier (0.75 = zombies take 75% damage only)
zp_zombie_hitzones 0 // Allowed hitzones bitsum (look into fun.inc for body part bits) [0-disabled]
zp_zombie_infect_health 100 // How much health a zombie regains with every infection
zp_zombie_fov 110 // Field of view [0-dont change]
zp_zombie_silent 1 // Enable silent footsteps
zp_zombie_painfree 2 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only last zombie // 3-only first zombie]
zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor
zp_zombie_infect_reward 4 // Ammo packs given to zombies for infecting/killing a human
zp_zombie_damage_reward 0 // Damage zombies must deal on humans/survivor to get an ammo pack [0 - disabled]
zp_zombie_frags_for_infect 1 // How many frags zombies get for infecting a human

// Special Effects
// ---------------
zp_infection_screenfade 1 // Screen fade for infected player
zp_infection_screenshake 1 // Screen shake for infected player
zp_infection_sparkle 1 // Light sparkle on infection
zp_infection_tracers 1 // Tracers on infection
zp_infection_particles 1 // Particles on infection
zp_hud_icons 1 // Display small HUD icons on infection, burning, and freeze events

// Nemesis
// -------
zp_nem_enabled 1 // Enable nemesis mode
zp_nem_chance 20 // Chance (1 in X)
zp_nem_min_players 0 // Minimum players required
zp_nem_health 35000 // Health [0 - human count*base health]
zp_nem_base_health 0 // Base health [0 - use first zombie's health]
zp_nem_speed 265 // Speed
zp_nem_gravity 0.5 // Gravity (0.5 = half)
zp_nem_damage 750 // Damage per hit
zp_nem_glow 1 // Glow effect
zp_nem_aura 1 // Halo effect
zp_nem_painfree 0 // Pain shock free
zp_nem_ignore_frags 0 // Whether to earn frags
zp_nem_ignore_rewards  // Whether to earn ammo packs

// Survivor
// -------
zp_surv_enabled 1 // Enable survivor mode
zp_surv_chance 20 // Chance (1 in X)
zp_surv_min_players 0 // Minimum players required
zp_surv_health 1500 // Health  [0 - zombie count*base health]
zp_surv_base_health 0 // Base health [0 - use human's health]
zp_surv_speed 230 // Speed
zp_surv_gravity 1.25 // Gravity (0.5 = half)
zp_surv_glow 1 // Glow effect
zp_surv_aura 1 // Halo effect
zp_surv_painfree 1 // Pain shock free
zp_surv_ignore_frags 1 // Whether to earn frags
zp_surv_ignore_rewards  // Whether to earn ammo packs
zp_surv_weapon "weapon_m249" // Survivor's weapon (given by default)
zp_surv_unlimited_ammo 2 // Unlimited ammo for Survivor [0-disabled // 1-BP ammo // 2-clip ammo]

// Swarm Mode
// ----------
zp_swarm_enabled 1 // Enable swarm mode
zp_swarm_chance 20 // Chance (1 in X)
zp_swarm_min_players 0 // Minimum players required

// Multiple Infection
// ------------------
zp_multi_enabled 1 // Enable multiple infection mode
zp_multi_chance 20 // Chance (1 in X)
zp_multi_min_players 0 // Minimum players required
zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio*humans count)

// Plague Mode
// -----------
zp_plague_enabled 1 // Enable plague mode
zp_plague_chance 30 // Chance (1 in X)
zp_plague_min_players 0 // Minimum players required
zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
zp_plague_nem_number 1 // Nemesis count
zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplier (0.5 = 50% health)
zp_plague_surv_number 1 // Survivor count
zp_plague_surv_hp_multi 0.5 // Survivor HP multiplier (0.5 = 50% health)

// Logging
// -------
zp_logcommands 1 // Log admin commands to "zombieplague.log"

// Additional settings
// -------------------
mp_flashlight 1 // Enables flashlight
mp_footsteps 1 // Enables footsteps
mp_playerid 1 // Prevents seeing enemies in the dark exploit
sv_maxspeed 9999 // Prevents CS from limiting your human/zombie speeds at 320
mp_buytime 99 // Prevents CS buytime messing up ZP buytime cvar
Последно промяна от stambeto2006 на 30 Апр 2019, 19:39, променено общо 1 път.
Причина: Правиш ли разлика между двете версии, за която се пита от човека и която ти предлагаш?
nFL-Cs.InFo Ела и се забавлявай
Изображение

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Когато някое зомби бъде убито, става човек??

Мнение от ur mama » 30 Апр 2019, 15:33

BaKuGan. написа: 30 Апр 2019, 14:27 Я пробвай това

Код за потвърждение: Избери целия код

// ----------------------------------
// Zombie Plague 4.3 Fix5 Config File
// ----------------------------------
// Any changes you make here will be
// automatically loaded at map start

// General
// -------
zp_delay 8 // Time before any game mode starts in seconds
zp_lighting "c" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunderclap 90 // Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches)
zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_blockuse_pushables 1 // Block +use on pushables to prevent the speed bug
zp_block_suicide 1 // Prevent players from killing themselves
zp_random_spawn 1 // Enable random spawning (will use CSDM spawns if present)
zp_respawn_on_worldspawn_kill 1 // Respawn players after a worldspawn kill
zp_remove_dropped 0 // Time before removing dropped weapons in seconds [0-disabled]
zp_remove_money 1 // Remove player's money
zp_buy_custom 1 // Enable custom buy menus
zp_buyzone_time 0.0 // Time in seconds humans are allowed to use CS buyzones after spawning
zp_random_weapons 0 // Whether players should get weapons randomly instead of buying them
zp_admin_models_human 1 // Enable admin player models for humans
zp_admin_knife_models_human 0 // Enable admin knife models for humans
zp_admin_models_zombie 1 // Enable admin player models for zombies
zp_admin_knife_models_zombie 0 // Enable admin knife models for zombies
zp_zombie_classes 1 // Enable zombie classes
zp_stats_save 1 // Temporarily save player's ammo packs and zombie class when they disconnect
zp_starting_ammo_packs 25 // Starting amount of ammo packs for new players
zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row
zp_keep_health_on_disconnect 1 // Whether the health of the Nemesis/Survivor chosen to keep the round going should be set to that of the leaving player's
zp_hud_display 1 // Enable ZP custom HUD display at the bottom

// Deathmatch
// ----------
zp_deathmatch 2 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_spawn_delay 1 // Delay before respawning on deathmatch mode in seconds
zp_spawn_protection 5 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_respawn_on_suicide 0 // Respawn players if they commited suicide
zp_respawn_after_last_human 1 // Respawn players if only the last human is left
zp_infection_allow_respawn 1 // Allow respawning on infection rounds
zp_nem_allow_respawn 0 // Allow respawning on nemesis rounds
zp_surv_allow_respawn 0 // Allow respawning on survivor rounds
zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds
zp_plague_allow_respawn 0 // Allow respawning on plague rounds
zp_respawn_zombies 1 // Whether to respawn killed zombies
zp_respawn_humans 1 // Whether to respawn killed humans
zp_respawn_nemesis 1 // Whether to respawn killed nemesis
zp_respawn_survivors 1 // Whether to respawn killed survivors

// Extra Items
// -----------
zp_extra_items 1 // Enable extra items
zp_extra_weapons 1 // Include weapons
zp_extra_nvision 1 // Include night vision
zp_extra_antidote 1 // Include antidote
zp_extra_antidote_limit 999 // Antidote purchase limit per round
zp_extra_madness 1 // Include zombie madness
zp_extra_madness_limit 999 // Zombie madness purchase limit per round
zp_extra_madness_duration 5.0 // Zombie madness duration
zp_extra_infbomb 1 // Include infection bomb
zp_extra_infbomb_limit 999 // Infection bomb purchase limit per round

// Flashlight & Nightvision
// ------------------------
zp_nvg_give 1 // Give nightvision [0-disabled // 1-enabled // 2-enabled, but no auto turning on]
zp_nvg_custom 1 // Enable custom nightvision
zp_nvg_size 80 // Nightvision size (radius)
zp_nvg_color_R 0 // Zombie custom nightvision color (red)
zp_nvg_color_G 150 // Zombie custom nightvision color (green)
zp_nvg_color_B 0 // Zombie custom nightvision color (blue)
zp_nvg_hum_color_R 0 // Human/Spectator custom nightvision color (red)
zp_nvg_hum_color_G 150 // Human/Spectator custom nightvision color (green)
zp_nvg_hum_color_B 0 // Human/Spectator custom nightvision color (blue)
zp_nvg_nem_color_R 150 // Nemesis custom nightvision color (red)
zp_nvg_nem_color_G 0 // Nemesis custom nightvision color (green)
zp_nvg_nem_color_B 0 // Nemesis custom nightvision color (blue)
zp_flash_custom 0 // Enable custom flashlight
zp_flash_size 10 // Custom flashlight size (radius)
zp_flash_drain 1 // Custom flashlight drain rate [0-unlimited batteries]
zp_flash_charge 5 // Custom flashlight charge rate [0-non chargeable batteries]
zp_flash_distance 1000 // Custom flashlight max distance
zp_flash_color_R 100 // Custom flashlight color (red)
zp_flash_color_G 100 // Custom flashlight color (green)
zp_flash_color_B 100 // Custom flashlight color (blue)
zp_flash_show_all 1 // Let players see each other's flashlights

// Knockback
// ---------
zp_knockback 1 // Enable weapon knockback (note: pain shock free increases knockback effect)
zp_knockback_damage 1 // Use damage on knockback calculation
zp_knockback_power 1 // Use weapon power 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]

// Longjump
// --------
zp_leap_zombies 2 // Give leap to Zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombies_force 500 // Force multiplier
zp_leap_zombies_height 300 // Upwards force
zp_leap_zombies_cooldown 5.0 // Time between leap uses
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 between leap uses
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 between leap uses

// Humans
// ------
zp_human_health 100 // Health
zp_human_last_extrahp 50 // Last human's extra health reward
zp_human_speed 240 // Speed [0 - use CS default weapon speeds]
zp_human_gravity 1.0 // Gravity (0.5 = half)
zp_human_armor_protect 1 // Armor needs to be reduced completely in order to get infected
zp_human_unlimited_ammo 1 // Unlimited ammo [0-disabled // 1-BP ammo // 2-clip ammo]
zp_human_damage_reward 100 // Damage humans must deal on zombies to get an ammo pack [100 - disabled]
zp_human_frags_for_kill 2 // How many frags humans get for killing a zombie

// Custom Grenades
// ---------------
zp_fire_grenades 1 // Enable napalm grenades (overrides HE)
zp_fire_duration 10 // Burning duration in seconds
zp_fire_damage 5 // Burning damage (every 0.2 secs)
zp_fire_slowdown 0.5 // Burning slowdown multiplier (0.5 = reduces velocity by a half) [0-disabled]
zp_frost_grenades 1 // Enable frost grenades (overrides FB)
zp_frost_duration 3 // Freeze duration in seconds
zp_flare_grenades 1 // Enable flare grenades (overrides SG)
zp_flare_duration 60 // Flare lightning duration in seconds
zp_flare_size 25 // Flare lightning size (radius)
zp_flare_color 4 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b]

// Zombies
// -------
zp_zombie_first_hp 3.0 // First zombie HP multiplier (2.0 = double health)
zp_zombie_armor 0.75 // Armor multiplier (0.75 = zombies take 75% damage only)
zp_zombie_hitzones 0 // Allowed hitzones bitsum (look into fun.inc for body part bits) [0-disabled]
zp_zombie_infect_health 100 // How much health a zombie regains with every infection
zp_zombie_fov 110 // Field of view [0-dont change]
zp_zombie_silent 1 // Enable silent footsteps
zp_zombie_painfree 2 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only last zombie // 3-only first zombie]
zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor
zp_zombie_infect_reward 4 // Ammo packs given to zombies for infecting/killing a human
zp_zombie_damage_reward 0 // Damage zombies must deal on humans/survivor to get an ammo pack [0 - disabled]
zp_zombie_frags_for_infect 1 // How many frags zombies get for infecting a human

// Special Effects
// ---------------
zp_infection_screenfade 1 // Screen fade for infected player
zp_infection_screenshake 1 // Screen shake for infected player
zp_infection_sparkle 1 // Light sparkle on infection
zp_infection_tracers 1 // Tracers on infection
zp_infection_particles 1 // Particles on infection
zp_hud_icons 1 // Display small HUD icons on infection, burning, and freeze events

// Nemesis
// -------
zp_nem_enabled 1 // Enable nemesis mode
zp_nem_chance 20 // Chance (1 in X)
zp_nem_min_players 0 // Minimum players required
zp_nem_health 35000 // Health [0 - human count*base health]
zp_nem_base_health 0 // Base health [0 - use first zombie's health]
zp_nem_speed 265 // Speed
zp_nem_gravity 0.5 // Gravity (0.5 = half)
zp_nem_damage 750 // Damage per hit
zp_nem_glow 1 // Glow effect
zp_nem_aura 1 // Halo effect
zp_nem_painfree 0 // Pain shock free
zp_nem_ignore_frags 0 // Whether to earn frags
zp_nem_ignore_rewards  // Whether to earn ammo packs

// Survivor
// -------
zp_surv_enabled 1 // Enable survivor mode
zp_surv_chance 20 // Chance (1 in X)
zp_surv_min_players 0 // Minimum players required
zp_surv_health 1500 // Health  [0 - zombie count*base health]
zp_surv_base_health 0 // Base health [0 - use human's health]
zp_surv_speed 230 // Speed
zp_surv_gravity 1.25 // Gravity (0.5 = half)
zp_surv_glow 1 // Glow effect
zp_surv_aura 1 // Halo effect
zp_surv_painfree 1 // Pain shock free
zp_surv_ignore_frags 1 // Whether to earn frags
zp_surv_ignore_rewards  // Whether to earn ammo packs
zp_surv_weapon "weapon_m249" // Survivor's weapon (given by default)
zp_surv_unlimited_ammo 2 // Unlimited ammo for Survivor [0-disabled // 1-BP ammo // 2-clip ammo]

// Swarm Mode
// ----------
zp_swarm_enabled 1 // Enable swarm mode
zp_swarm_chance 20 // Chance (1 in X)
zp_swarm_min_players 0 // Minimum players required

// Multiple Infection
// ------------------
zp_multi_enabled 1 // Enable multiple infection mode
zp_multi_chance 20 // Chance (1 in X)
zp_multi_min_players 0 // Minimum players required
zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio*humans count)

// Plague Mode
// -----------
zp_plague_enabled 1 // Enable plague mode
zp_plague_chance 30 // Chance (1 in X)
zp_plague_min_players 0 // Minimum players required
zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
zp_plague_nem_number 1 // Nemesis count
zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplier (0.5 = 50% health)
zp_plague_surv_number 1 // Survivor count
zp_plague_surv_hp_multi 0.5 // Survivor HP multiplier (0.5 = 50% health)

// Logging
// -------
zp_logcommands 1 // Log admin commands to "zombieplague.log"

// Additional settings
// -------------------
mp_flashlight 1 // Enables flashlight
mp_footsteps 1 // Enables footsteps
mp_playerid 1 // Prevents seeing enemies in the dark exploit
sv_maxspeed 9999 // Prevents CS from limiting your human/zombie speeds at 320
mp_buytime 99 // Prevents CS buytime messing up ZP buytime cvar
Недей пробва!
Bakugan, като не разбираш защо се опитваш да помагаш... Седни и прочети какво се иска и какво даваш. Мода му е Zombie Plague 5.0.8, ти му даваш конфиг за 4.3...
U wana be the best, but you cant? Ohhh, just go outside and kys...

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BaKuGan.
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Когато някое зомби бъде убито, става човек??

Мнение от BaKuGan. » 01 Май 2019, 20:58

Добре, щом няма да стане пробвай тогава този код

Код за потвърждение: Избери целия код

// -----------------------------
// Zombie Plague 5.0 Config File
// -----------------------------
// Any changes you make here will be
// automatically loaded at map start


// Class: Nemesis
// --------------

zp_nemesis_health 45000					// 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 1500				// 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 2						// 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 0		// 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 1					// 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 "d"						// Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunder_time 0					// 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 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)
Ако не ти е станало пиши ще ти дам още други начини.
nFL-Cs.InFo Ела и се забавлявай
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OciXCrom
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Когато някое зомби бъде убито, става човек??

Мнение от OciXCrom » 01 Май 2019, 21:02

Каква е логиката да му даваш целия конфигурационен файл и да презаместиш всичките му настройки? Просто кажи му да погледне настройката zp_deathmatch - ако изобщо знаеш, че става дума за нея.

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BaKuGan.
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Когато някое зомби бъде убито, става човек??

Мнение от BaKuGan. » 01 Май 2019, 21:27

Като за изцяло го изгледах и го няма. Съществува само това zombieplague.cfg. От там също може да се възроди zombie а не human. Когато убият едно zombie и пак ще се възроди на zombie class
nFL-Cs.InFo Ела и се забавлявай
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