zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/sh_globals.lua

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TEAM_ZOMBIE = 3
TEAM_ZOMBIES = TEAM_ZOMBIE
TEAM_UNDEAD = TEAM_ZOMBIE
TEAM_SURVIVOR = 4
TEAM_SURVIVORS = TEAM_SURVIVOR
TEAM_HUMAN = TEAM_SURVIVOR
TEAM_HUMANS = TEAM_SURVIVOR
DISMEMBER_HEAD = 1
DISMEMBER_LEFTARM = 2
DISMEMBER_RIGHTARM = 4
DISMEMBER_LEFTLEG = 8
DISMEMBER_RIGHTLEG = 16
HM_MOSTZOMBIESKILLED = 1
HM_MOSTDAMAGETOUNDEAD = 2
HM_MOSTHEADSHOTS = 3
HM_DEFENCEDMG = 4
HM_MOSTHELPFUL = 5
HM_LASTHUMAN = 6
HM_OUTLANDER = 7
HM_GOODDOCTOR = 8
HM_HANDYMAN = 9
HM_STRENGTHDMG = 10
HM_MOSTBRAINSEATEN = 11
HM_MOSTDAMAGETOHUMANS = 12
HM_LASTBITE = 13
HM_USEFULTOOPPOSITE = 14
HM_STUPID = 15
HM_SALESMAN = 16
HM_WAREHOUSE = 17
HM_BARRICADEDESTROYER = 18
HM_PACIFIST = 19
HM_SCARECROW = 20
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HM_NESTDESTROYER = 21
HM_NESTMASTER = 22
DT_PLAYER_INT_REMORTLEVEL = 5
DT_PLAYER_INT_XP = 6
DT_PLAYER_INT_BLOODARMOR = 7
DT_PLAYER_INT_VOICESET = 8
DT_PLAYER_BOOL_BARRICADEEXPERT = 6
DT_PLAYER_BOOL_NECRO = 7
DT_PLAYER_BOOL_FRAIL = 8
DT_PLAYER_FLOAT_WIDELOAD = 5
DT_PLAYER_FLOAT_PHANTOMHEALTH = 6
VOICESET_MALE = 0
VOICESET_FEMALE = 1
VOICESET_COMBINE = 2
VOICESET_BARNEY = 3
VOICESET_ALYX = 4
VOICESET_MONK = 5
VOICELINE_PAIN_LIGHT = 0
VOICELINE_PAIN_MED = 1
VOICELINE_PAIN_HEAVY = 2
VOICELINE_DEATH = 3
VOICELINE_EYEPAIN = 4
VOICELINE_GIVEAMMO = 5
DT_WEAPON_BASE_FLOAT_NEXTRELOAD = 0
DT_WEAPON_BASE_FLOAT_RELOADSTART = 1
DT_WEAPON_BASE_FLOAT_RELOADEND = 2
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FM_NONE = 0
FM_LOCALKILLOTHERASSIST = 1
FM_LOCALASSISTOTHERKILL = 2
DIR_FORWARD = 0
DIR_RIGHT = 1
DIR_BACK = 2
DIR_LEFT = 3
SLOWTYPE_PULSE = 1
SLOWTYPE_COLD = 2
SLOWTYPE_FLAME = 3
-- Made because these are constantly swapped in different gmod updates for some bizzare reason.
TEXT_ALIGN_TOP_REAL = 3
TEXT_ALIGN_BOTTOM_REAL = 4
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DEFAULT_VIEW_OFFSET = Vector(0, 0, 64)
DEFAULT_VIEW_OFFSET_DUCKED = Vector(0, 0, 32) -- 28 is the default but 32 lines up to where the gun is on the model
-- default land speed = 269.5 274
DEFAULT_JUMP_POWER = 185 --284
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DEFAULT_STEP_SIZE = 18
DEFAULT_MASS = 80
DEFAULT_MODELSCALE = 1
-- Humans can not carry OR drag anything heavier than this (in kg.)
CARRY_MAXIMUM_MASS = 300
-- Humans can not carry anything with a volume more than this (OBBMins():Length() + OBBMaxs():Length()).
CARRY_MAXIMUM_VOLUME = 150
-- Objects with more mass than this will be dragged instead of carried.
CARRY_DRAG_MASS = 145
-- Anything bigger than this is dragged regardless of mass.
CARRY_DRAG_VOLUME = 120
-- Humans are slowed by this amount per kg carried...
CARRY_SPEEDLOSS_PERKG = 1.3
-- but can never be slower than this.
CARRY_SPEEDLOSS_MINSPEED = 88
GM.MaxLegDamage = 3
GM.MaxArmDamage = 3
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GM.UtilityKey = IN_SPEED
GM.MenuKey = IN_WALK -- I would use the spawn menu but it has no IN_ key assignment.
GM.ArsenalCrateCommission = 0.04
GM.BaseDeploySpeed = 1 -- Put this back to 1 to increase the value of it
GM.ExtraHealthPerExtraNail = 75
GM.MaxNails = 4
-- Moved from options to globals because the game is now balanced around it being static. The gamemode will BREAK if this is not 6!!
GM.NumberOfWaves = 6
GM.PulsePointsMultiplier = 1.25
-- The amount of damage you need to inflict to a zombie type to get a point
GM.HumanoidZombiePointRatio = 45
GM.PoisonZombiePointRatio = 60 -- Has an enormous head hitbox
GM.HeadcrabZombiePointRatio = 30
GM.NoHeadboxZombiePointRatio = 38
GM.TorsoZombiePointRatio = 42
GM.LegsZombiePointRatio = 37.5
GM.SkeletonPointRatio = GM.HumanoidZombiePointRatio/3
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SPEED_NORMAL = 225
SPEED_SLOWEST = SPEED_NORMAL - 20
SPEED_SLOWER = SPEED_NORMAL - 14
SPEED_SLOW = SPEED_NORMAL - 7
SPEED_FAST = SPEED_NORMAL + 7
SPEED_FASTER = SPEED_NORMAL + 14
SPEED_FASTEST = SPEED_NORMAL + 20
SPEED_ZOMBIEESCAPE_SLOWEST = 220
SPEED_ZOMBIEESCAPE_SLOWER = 230
SPEED_ZOMBIEESCAPE_SLOW = 240
SPEED_ZOMBIEESCAPE_NORMAL = 250
SPEED_ZOMBIEESCAPE_ZOMBIE = 280
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ZE_KNOCKBACKSCALE = 0.1
MASK_HOVER = bit.bor(CONTENTS_SOLID, CONTENTS_WATER, CONTENTS_SLIME, CONTENTS_GRATE, CONTENTS_WINDOW, CONTENTS_HITBOX)
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GM.BarricadeHealthMin = 50
GM.BarricadeHealthMax = 1100 * 0.85
GM.BarricadeHealthMassFactor = 3 * 0.85
GM.BarricadeHealthVolumeFactor = 4 * 0.85
GM.BarricadeRepairCapacity = 1.25
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GM.BossZombiePlayersRequired = 8
Merge with current nox changes. Random starting loadouts now include things that aren't weapons (ammo, traits, etc.). Added an option to disable the automatic suicide when changing zombie classes. Zombies will no longer receive damage resistance when only one human remains. Players can no longer claim the arsenal crate that gets spawned in the human spawn when nobody has one. Any player can pack it up though. The Ghoul's ghoul touch special ability has been changed. It will no longer slow targets but will debuff them for the next 10 seconds. They will take 40% more damage (the extra damage is attributed to the person who ghoul touched them last) for the next 10 seconds as well as slightly disorienting them. The Ghoul movement speed has been reduced from 185 to 170. Added crafting recipe: 'Waraxe' Handgun. Combine two 'Battleaxe' Handguns to craft this. Slightly better version of the Owens. The Flesh Creeper model has been changed to one that doesn't have severely awkward hitboxes. The Flesh Creeper can no longer jump and attack at the same time. The Lead Pipe special trait has been changed from a disorientation to a severe view punch/snap on a global cooldown of 1.5 seconds. The Regenerative trait is now 1 health every 6 seconds under 50% health instead of 1 health every 5 seconds under 50% health. Fast Zombie Legs have been changed to be a slightly faster but slightly weaker version of Zombie Legs. Zombies that have just spawned or enter zombie gas will now have a temporary buff which gives 25% extra speed and 40% damage resistance. This buff lasts for 3 seconds and is refreshed by entering the gas. Gas will no longer heal. Zombies with this buff on will strobe dark green. Added crafting recipe: Bladehack. Combine a saw blade with a manhack to get this. Slower but has more health, does more damage, and has less of a knockback when hitting something. Resupply Boxes now award the owner a point for every 2 people who use their box instead of every single person (so half as many points). Fixed Fast Zombie Legs spawning much more abundantly than intended. Fixed Flesh Creepers not being able to jump over obstacles due to their insanely low jump height. Fixed zombies taking themselves in to account when calculating horde damage resistance (bosses always had full resistance because of this). Fixed allowing people to use worth menu after redeeming.
2014-11-07 13:03:40 +08:00
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GM.HumanGibs = {
Model("models/gibs/HGIBS.mdl"),
Model("models/gibs/HGIBS_spine.mdl"),
Model("models/gibs/HGIBS_rib.mdl"),
Model("models/gibs/HGIBS_scapula.mdl"),
Model("models/gibs/antlion_gib_medium_2.mdl"),
Model("models/gibs/Antlion_gib_Large_1.mdl"),
Model("models/gibs/Strider_Gib4.mdl")
}
GM.BannedProps = {
}
GM.PropHealthMultipliers = {
}
GM.CleanupFilter = {
"zs_hands",
"zsbotnb"
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}
GM.AmmoNames = {}
GM.AmmoNames["ar2"] = "Assault Rifle"
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GM.AmmoNames["pistol"] = "Pistol"
GM.AmmoNames["smg1"] = "SMG"
GM.AmmoNames["357"] = "Rifle"
GM.AmmoNames["xbowbolt"] = "Bolts"
GM.AmmoNames["buckshot"] = "Buckshot"
GM.AmmoNames["sniperround"] = "Boards"
GM.AmmoNames["grenade"] = "Grenades"
GM.AmmoNames["thumper"] = "Turrets"
GM.AmmoNames["battery"] = "Medical Supplies"
GM.AmmoNames["gaussenergy"] = "Nails"
GM.AmmoNames["airboatgun"] = "Arsenal Crates"
GM.AmmoNames["striderminigun"] = "Beacons"
GM.AmmoNames["helicoptergun"] = "Resupply Boxes"
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GM.AmmoNames["slam"] = "Force Field Emitters"
GM.AmmoNames["spotlamp"] = "Spot Lamps"
GM.AmmoNames["stone"] = "Stones"
GM.AmmoNames["flashbomb"] = "Flash Bombs"
GM.AmmoNames["betty"] = "Proximity Mines"
GM.AmmoNames["molotov"] = "Molotovs"
GM.AmmoNames["manhack"] = "Manhacks"
GM.AmmoNames["manhack_saw"] = "Sawblade Manhacks"
GM.AmmoNames["drone"] = "Drones"
GM.AmmoNames["sigilfragment"] = "Sigil Fragments"
GM.AmmoNames["corruptedfragment"] = "Corrupted Fragments"
GM.AmmoNames["mediccloudbomb"] = "Medic Cloud Bombs"
GM.AmmoNames["nanitecloudbomb"] = "Nanite Cloud Bombs"
GM.AmmoNames["foodwatermelon"] = "Watermelons"
GM.AmmoNames["foodorange"] = "Oranges"
GM.AmmoNames["foodbanana"] = "Bananas"
GM.AmmoNames["foodsoda"] = "Soda Cans"
GM.AmmoNames["foodmilk"] = "Milk Cartons"
GM.AmmoNames["foodtakeout"] = "Chinese Takeouts"
GM.AmmoNames["foodwater"] = "Water Bottles"
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GM.AmmoNames["pulse"] = "Pulse Shots"
GM.AmmoNames["impactmine"] = "Explosives"
GM.AmmoNames["chemical"] = "Chemicals"
GM.AmmoNames["repairfield"] = "Repair Fields"
GM.AmmoNames["zapper"] = "Zappers"
GM.AmmoNames["zapper_arc"] = "Arc Zappers"
GM.AmmoNames["remantler"] = "Remantlers"
GM.AmmoNames["turret_buckshot"] = "Blast Turrets"
GM.AmmoNames["turret_assault"] = "Assault Turrets"
GM.AmmoNames["scrap"] = "Scrap"
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GM.AmmoTranslations = {}
GM.AmmoTranslations["weapon_physcannon"] = "pistol"
GM.AmmoTranslations["weapon_ar2"] = "ar2"
GM.AmmoTranslations["weapon_shotgun"] = "buckshot"
GM.AmmoTranslations["weapon_smg1"] = "smg1"
GM.AmmoTranslations["weapon_pistol"] = "pistol"
GM.AmmoTranslations["weapon_357"] = "357"
GM.AmmoTranslations["weapon_slam"] = "pistol"
GM.AmmoTranslations["weapon_crowbar"] = "pistol"
GM.AmmoTranslations["weapon_stunstick"] = "pistol"
GM.AmmoModels = {}
GM.AmmoModels["pistol"] = "models/Items/BoxSRounds.mdl" -- Pistols
GM.AmmoModels["smg1"] = "models/Items/BoxMRounds.mdl" -- SMGs
GM.AmmoModels["ar2"] = "models/Items/357ammobox.mdl" -- Assault rifles
GM.AmmoModels["battery"] = "models/healthvial.mdl" -- Medical Kit charge
GM.AmmoModels["buckshot"] = "models/Items/BoxBuckshot.mdl" -- Buckshot
GM.AmmoModels["357"] = "models/props_lab/box01a.mdl" -- Slugs
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GM.AmmoModels["xbowbolt"] = "models/Items/CrossbowRounds.mdl" -- Bolts
GM.AmmoModels["gaussenergy"] = "models/props_junk/cardboard_box004a.mdl" -- Nails
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GM.AmmoModels["grenade"] = "models/weapons/w_grenade.mdl" -- Grenades
GM.AmmoModels["thumper"] = "models/Combine_turrets/Floor_turret.mdl" -- Gun turrets
GM.AmmoModels["airboatgun"] = "models/Items/item_item_crate.mdl" -- Arsenal crates
GM.AmmoModels["striderminigun"] = "models/props_combine/combine_mine01.mdl" -- Message beacons
GM.AmmoModels["helicoptergun"] = "models/Items/ammocrate_ar2.mdl" -- Resupply boxes
GM.AmmoModels["slam"] = "models/props_lab/lab_flourescentlight002b.mdl" -- Force Field Emitters
GM.AmmoModels["spotlamp"] = "models/props_combine/combine_light001a.mdl"
GM.AmmoModels["stone"] = "models/props_junk/rock001a.mdl"
GM.AmmoModels["pulse"] = "models/Items/combine_rifle_ammo01.mdl"
GM.AmmoModels["impactmine"] = "models/weapons/w_missile_closed.mdl"
GM.AmmoModels["chemical"] = "models/weapons/w_missile_closed.mdl"
GM.AmmoModels["repairfield"] = "models/props/de_nuke/smokestack01.mdl"
GM.AmmoModels["zapper"] = "models/props_c17/utilityconnecter006c.mdl"
GM.AmmoModels["zapper_arc"] = "models/props_c17/utilityconnecter006c.mdl"
GM.AmmoModels["turret_buckshot"] = "models/Combine_turrets/Floor_turret.mdl"
GM.AmmoModels["turret_assault"] = "models/Combine_turrets/Floor_turret.mdl"
GM.AmmoModels["remantler"] = "models/props_lab/powerbox01a.mdl"
GM.AmmoModels["scrap"] = "models/props_junk/vent001_chunk5.mdl"
GM.AmmoModels["sniperround"] = "models/props_debris/wood_board02a.mdl"
GM.AmmoModels["camera"] = "models/props_combine/combine_mine01.mdl"
GM.AmmoIcons = {}
GM.AmmoIcons["pistol"] = "ammo_pistol"
GM.AmmoIcons["smg1"] = "ammo_smg"
GM.AmmoIcons["ar2"] = "ammo_assault"
GM.AmmoIcons["battery"] = "ammo_medpower"
GM.AmmoIcons["buckshot"] = "ammo_shotgun"
GM.AmmoIcons["357"] = "ammo_rifle"
GM.AmmoIcons["xbowbolt"] = "ammo_bolts"
GM.AmmoIcons["gaussenergy"] = "ammo_nail"
GM.AmmoIcons["pulse"] = "ammo_pulse"
GM.AmmoIcons["impactmine"] = "ammo_explosive"
GM.AmmoIcons["chemical"] = "ammo_chemical"
GM.AmmoIcons["scrap"] = "ammo_scrap"
GM.ResistableStatuses = {
"sickness",
"dimvision",
"enfeeble",
"slow",
"frightened",
"frost"
}
GM.ScrapVals = {
--6, 16, 32, 58, 92, 138
6, 16, 30, 46, 70, 106
}
GM.ScrapValsTrinkets = {
5, 10, 16, 23, 32, 56
}
GM.DismantleMultipliers = {
1, 2, 4, 7
}
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-- Handled in languages file.
GM.ValidBeaconMessages = {
"message_beacon_1",
"message_beacon_2",
"message_beacon_3",
"message_beacon_4",
"message_beacon_5",
"message_beacon_6",
"message_beacon_7",
"message_beacon_8",
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"message_beacon_9",
"message_beacon_10",
"message_beacon_11",
"message_beacon_12",
"message_beacon_13",
"message_beacon_14",
"message_beacon_15",
"message_beacon_16",
"message_beacon_17",
"message_beacon_18",
"message_beacon_19",
"message_beacon_20",
"message_beacon_21",
"message_beacon_22",
"message_beacon_23",
"message_beacon_24",
"message_beacon_25"
}