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

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GM.ZombieEscapeWeaponsPrimary = {
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"weapon_zs_zeakbar",
"weapon_zs_zesweeper",
"weapon_zs_zesmg",
"weapon_zs_zeinferno",
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"weapon_zs_zestubber",
"weapon_zs_zebulletstorm",
"weapon_zs_zesilencer",
"weapon_zs_zequicksilver",
"weapon_zs_zeamigo",
"weapon_zs_zem4"
}
GM.ZombieEscapeWeaponsSecondary = {
"weapon_zs_zedeagle",
"weapon_zs_zebattleaxe",
"weapon_zs_zeeraser",
"weapon_zs_zeglock",
"weapon_zs_zetempest"
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}
-- Change this if you plan to alter the cost of items or you severely change how Worth works.
-- Having separate cart files allows people to have separate loadouts for different servers.
GM.CartFile = "zscarts.txt"
GM.SkillLoadoutsFile = "zsskloadouts.txt"
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ITEMCAT_GUNS = 1
ITEMCAT_AMMO = 2
ITEMCAT_MELEE = 3
ITEMCAT_TOOLS = 4
ITEMCAT_DEPLOYABLES = 5
ITEMCAT_TRINKETS = 6
ITEMCAT_OTHER = 7
ITEMSUBCAT_TRINKETS_DEFENSIVE = 1
ITEMSUBCAT_TRINKETS_OFFENSIVE = 2
ITEMSUBCAT_TRINKETS_MELEE = 3
ITEMSUBCAT_TRINKETS_PERFORMANCE = 4
ITEMSUBCAT_TRINKETS_SUPPORT = 5
ITEMSUBCAT_TRINKETS_SPECIAL = 6
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GM.ItemCategories = {
[ITEMCAT_GUNS] = "Guns",
[ITEMCAT_AMMO] = "Ammunition",
[ITEMCAT_MELEE] = "Melee",
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[ITEMCAT_TOOLS] = "Tools",
[ITEMCAT_DEPLOYABLES] = "Deployables",
[ITEMCAT_TRINKETS] = "Trinkets",
[ITEMCAT_OTHER] = "Other"
}
GM.ItemSubCategories = {
[ITEMSUBCAT_TRINKETS_DEFENSIVE] = "Defensive",
[ITEMSUBCAT_TRINKETS_OFFENSIVE] = "Offensive",
[ITEMSUBCAT_TRINKETS_MELEE] = "Melee",
[ITEMSUBCAT_TRINKETS_PERFORMANCE] = "Performance",
[ITEMSUBCAT_TRINKETS_SUPPORT] = "Support",
[ITEMSUBCAT_TRINKETS_SPECIAL] = "Special"
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}
--[[
Humans select what weapons (or other things) they want to start with and can even save favorites. Each object has a number of 'Worth' points.
Signature is a unique signature to give in case the item is renamed or reordered. Don't use a number or a string number!
A human can only use 100 points (default) when they join. Redeeming or joining late starts you out with a random loadout from above.
SWEP is a swep given when the player spawns with that perk chosen.
Callback is a function called. Model is a display model. If model isn't defined then the SWEP model will try to be used.
swep, callback, and model can all be nil or empty
]]
GM.Items = {}
function GM:AddItem(signature, category, price, swep, name, desc, model, callback)
local tab = {Signature = signature, Name = name or "?", Description = desc, Category = category, Price = price or 0, SWEP = swep, Callback = callback, Model = model}
tab.Worth = tab.Price -- compat
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self.Items[#self.Items + 1] = tab
self.Items[signature] = tab
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return tab
end
function GM:AddStartingItem(signature, category, price, swep, name, desc, model, callback)
local item = self:AddItem(signature, category, price, swep, name, desc, model, callback)
item.WorthShop = true
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return item
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end
function GM:AddPointShopItem(signature, category, price, swep, name, desc, model, callback)
local item = self:AddItem("ps_"..signature, category, price, swep, name, desc, model, callback)
item.PointShop = true
return item
end
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-- How much ammo is considered one 'clip' of ammo? For use with setting up weapon defaults. Works directly with zs_survivalclips
GM.AmmoCache = {}
GM.AmmoCache["ar2"] = 32 -- Assault rifles.
GM.AmmoCache["alyxgun"] = 24 -- Not used.
GM.AmmoCache["pistol"] = 14 -- Pistols.
GM.AmmoCache["smg1"] = 36 -- SMG's and some rifles.
GM.AmmoCache["357"] = 8 -- Rifles, especially of the sniper variety.
GM.AmmoCache["xbowbolt"] = 8 -- Crossbows
GM.AmmoCache["buckshot"] = 12 -- Shotguns
GM.AmmoCache["ar2altfire"] = 1 -- Not used.
GM.AmmoCache["slam"] = 1 -- Force Field Emitters.
GM.AmmoCache["rpg_round"] = 1 -- Not used. Rockets?
GM.AmmoCache["smg1_grenade"] = 1 -- Not used.
GM.AmmoCache["sniperround"] = 1 -- Barricade Kit
GM.AmmoCache["sniperpenetratedround"] = 1 -- Remote Det pack.
GM.AmmoCache["grenade"] = 1 -- Grenades.
GM.AmmoCache["thumper"] = 1 -- Gun turret.
GM.AmmoCache["gravity"] = 1 -- Unused.
GM.AmmoCache["battery"] = 23 -- Used with the Medical Kit.
GM.AmmoCache["gaussenergy"] = 2 -- Nails used with the Carpenter's Hammer.
GM.AmmoCache["combinecannon"] = 1 -- Not used.
GM.AmmoCache["airboatgun"] = 1 -- Arsenal crates.
GM.AmmoCache["striderminigun"] = 1 -- Message beacons.
GM.AmmoCache["helicoptergun"] = 1 -- Resupply boxes.
GM.AmmoCache["spotlamp"] = 1
GM.AmmoCache["manhack"] = 1
GM.AmmoCache["repairfield"] = 1
GM.AmmoCache["zapper"] = 1
GM.AmmoCache["pulse"] = 30
GM.AmmoCache["impactmine"] = 3
GM.AmmoCache["chemical"] = 20
GM.AmmoCache["flashbomb"] = 1
GM.AmmoCache["turret_buckshot"] = 1
GM.AmmoCache["turret_assault"] = 1
GM.AmmoCache["scrap"] = 3
GM.AmmoResupply = table.ToAssoc({"ar2", "pistol", "smg1", "357", "xbowbolt", "buckshot", "battery", "pulse", "impactmine", "chemical", "gaussenergy", "scrap"})
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-----------
-- Worth --
-----------
GM:AddStartingItem("pshtr", ITEMCAT_GUNS, 45, "weapon_zs_peashooter")
GM:AddStartingItem("btlax", ITEMCAT_GUNS, 45, "weapon_zs_battleaxe")
GM:AddStartingItem("owens", ITEMCAT_GUNS, 45, "weapon_zs_owens")
GM:AddStartingItem("blstr", ITEMCAT_GUNS, 45, "weapon_zs_blaster")
GM:AddStartingItem("tossr", ITEMCAT_GUNS, 45, "weapon_zs_tosser")
GM:AddStartingItem("stbbr", ITEMCAT_GUNS, 45, "weapon_zs_stubber")
GM:AddStartingItem("crklr", ITEMCAT_GUNS, 45, "weapon_zs_crackler")
GM:AddStartingItem("sling", ITEMCAT_GUNS, 45, "weapon_zs_slinger")
GM:AddStartingItem("z9000", ITEMCAT_GUNS, 45, "weapon_zs_z9000")
GM:AddStartingItem("minelayer", ITEMCAT_GUNS, 60, "weapon_zs_minelayer")
GM:AddStartingItem("2pcp", ITEMCAT_AMMO, 15, nil, "28 pistol ammo", nil, "ammo_pistol", function(pl) pl:GiveAmmo(28, "pistol", true) end)
GM:AddStartingItem("3pcp", ITEMCAT_AMMO, 20, nil, "42 pistol ammo", nil, "ammo_pistol", function(pl) pl:GiveAmmo(42, "pistol", true) end)
GM:AddStartingItem("2sgcp", ITEMCAT_AMMO, 15, nil, "24 shotgun ammo", nil, "ammo_shotgun", function(pl) pl:GiveAmmo(24, "buckshot", true) end)
GM:AddStartingItem("3sgcp", ITEMCAT_AMMO, 20, nil, "36 shotgun ammo", nil, "ammo_shotgun", function(pl) pl:GiveAmmo(36, "buckshot", true) end)
GM:AddStartingItem("2smgcp", ITEMCAT_AMMO, 15, nil, "72 SMG ammo", nil, "ammo_smg", function(pl) pl:GiveAmmo(72, "smg1", true) end)
GM:AddStartingItem("3smgcp", ITEMCAT_AMMO, 20, nil, "108 SMG ammo", nil, "ammo_smg", function(pl) pl:GiveAmmo(108, "smg1", true) end)
GM:AddStartingItem("2arcp", ITEMCAT_AMMO, 15, nil, "64 assault rifle ammo", nil, "ammo_assault", function(pl) pl:GiveAmmo(64, "ar2", true) end)
GM:AddStartingItem("3arcp", ITEMCAT_AMMO, 20, nil, "96 assault rifle ammo", nil, "ammo_assault", function(pl) pl:GiveAmmo(96, "ar2", true) end)
GM:AddStartingItem("2rcp", ITEMCAT_AMMO, 15, nil, "16 rifle ammo", nil, "ammo_rifle", function(pl) pl:GiveAmmo(16, "357", true) end)
GM:AddStartingItem("3rcp", ITEMCAT_AMMO, 20, nil, "24 rifle ammo", nil, "ammo_rifle", function(pl) pl:GiveAmmo(24, "357", true) end)
GM:AddStartingItem("2pls", ITEMCAT_AMMO, 15, nil, "60 pulse ammo", nil, "ammo_pulse", function(pl) pl:GiveAmmo(60, "pulse", true) end)
GM:AddStartingItem("3pls", ITEMCAT_AMMO, 20, nil, "90 pulse ammo", nil, "ammo_pulse", function(pl) pl:GiveAmmo(90, "pulse", true) end)
GM:AddStartingItem("xbow1", ITEMCAT_AMMO, 15, nil, "16 crossbow bolts", nil, "ammo_bolts", function(pl) pl:GiveAmmo(16, "XBowBolt", true) end)
GM:AddStartingItem("xbow2", ITEMCAT_AMMO, 20, nil, "24 crossbow bolts", nil, "ammo_bolts", function(pl) pl:GiveAmmo(24, "XBowBolt", true) end)
GM:AddStartingItem("4mines", ITEMCAT_AMMO, 15, nil, "6 explosives", nil, "ammo_explosive", function(pl) pl:GiveAmmo(6, "impactmine", true) end)
GM:AddStartingItem("6mines", ITEMCAT_AMMO, 20, nil, "9 explosives", nil, "ammo_explosive", function(pl) pl:GiveAmmo(9, "impactmine", true) end)
GM:AddStartingItem("8nails", ITEMCAT_AMMO, 15, nil, "8 nails", nil, "ammo_nail", function(pl) pl:GiveAmmo(8, "GaussEnergy", true) end)
GM:AddStartingItem("12nails", ITEMCAT_AMMO, 20, nil, "12 nails", nil, "ammo_nail", function(pl) pl:GiveAmmo(12, "GaussEnergy", true) end)
GM:AddStartingItem("60mkit", ITEMCAT_AMMO, 15, nil, "60 medical power", nil, "ammo_medpower", function(pl) pl:GiveAmmo(60, "Battery", true) end)
GM:AddStartingItem("90mkit", ITEMCAT_AMMO, 25, nil, "90 medical power", nil, "ammo_medpower", function(pl) pl:GiveAmmo(90, "Battery", true) end)
GM:AddStartingItem("brassknuckles", ITEMCAT_MELEE, 20, "weapon_zs_brassknuckles").Model = "models/props_c17/utilityconnecter005.mdl"
GM:AddStartingItem("zpaxe", ITEMCAT_MELEE, 40, "weapon_zs_axe")
GM:AddStartingItem("crwbar", ITEMCAT_MELEE, 40, "weapon_zs_crowbar")
GM:AddStartingItem("stnbtn", ITEMCAT_MELEE, 40, "weapon_zs_stunbaton")
GM:AddStartingItem("csknf", ITEMCAT_MELEE, 20, "weapon_zs_swissarmyknife")
GM:AddStartingItem("zpplnk", ITEMCAT_MELEE, 20, "weapon_zs_plank")
GM:AddStartingItem("zpfryp", ITEMCAT_MELEE, 30, "weapon_zs_fryingpan")
GM:AddStartingItem("zpcpot", ITEMCAT_MELEE, 30, "weapon_zs_pot")
GM:AddStartingItem("ladel", ITEMCAT_MELEE, 30, "weapon_zs_ladel")
GM:AddStartingItem("pipe", ITEMCAT_MELEE, 40, "weapon_zs_pipe")
GM:AddStartingItem("hook", ITEMCAT_MELEE, 40, "weapon_zs_hook")
local item
GM:AddStartingItem("medkit", ITEMCAT_TOOLS, 60, "weapon_zs_medicalkit")
GM:AddStartingItem("medgun", ITEMCAT_TOOLS, 55, "weapon_zs_medicgun")
item =
GM:AddStartingItem("strengthshot", ITEMCAT_TOOLS, 40, "weapon_zs_strengthshot")
item.SkillRequirement = SKILL_U_STRENGTHSHOT
item =
GM:AddStartingItem("antidoteshot", ITEMCAT_TOOLS, 40, "weapon_zs_antidoteshot")
item.SkillRequirement = SKILL_U_ANTITODESHOT
GM:AddStartingItem("arscrate", ITEMCAT_DEPLOYABLES, 50, "weapon_zs_arsenalcrate")
.Countables = "prop_arsenalcrate"
GM:AddStartingItem("resupplybox", ITEMCAT_DEPLOYABLES, 50, "weapon_zs_resupplybox")
.Countables = "prop_resupplybox"
GM:AddStartingItem("remantler", ITEMCAT_DEPLOYABLES, 50, "weapon_zs_remantler")
.Countables = "prop_remantler"
item =
GM:AddStartingItem("infturret", ITEMCAT_DEPLOYABLES, 75, "weapon_zs_gunturret", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_gunturret") pl:GiveAmmo(1, "thumper") pl:GiveAmmo(125, "smg1") end)
item.Countables = "prop_gunturret"
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item.NoClassicMode = true
item =
GM:AddStartingItem("blastturret", ITEMCAT_DEPLOYABLES, 75, "weapon_zs_gunturret_buckshot", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_gunturret_buckshot") pl:GiveAmmo(1, "turret_buckshot") pl:GiveAmmo(30, "buckshot") end)
item.Countables = "prop_gunturret_buckshot"
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item.NoClassicMode = true
item.SkillRequirement = SKILL_U_BLASTTURRET
item =
GM:AddStartingItem("repairfield", ITEMCAT_DEPLOYABLES, 60, "weapon_zs_repairfield", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_repairfield") pl:GiveAmmo(1, "repairfield") pl:GiveAmmo(50, "pulse") end)
item.Countables = "prop_repairfield"
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item.NoClassicMode = true
item =
GM:AddStartingItem("zapper", ITEMCAT_DEPLOYABLES, 75, "weapon_zs_zapper", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_zapper") pl:GiveAmmo(1, "zapper") pl:GiveAmmo(50, "pulse") end)
item.Countables = "prop_zapper"
item.NoClassicMode = true
GM:AddStartingItem("manhack", ITEMCAT_DEPLOYABLES, 50, "weapon_zs_manhack").Countables = "prop_manhack"
item =
GM:AddStartingItem("drone", ITEMCAT_DEPLOYABLES, 55, "weapon_zs_drone", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_drone") pl:GiveAmmo(1, "drone") pl:GiveAmmo(60, "smg1") end)
item.Countables = "prop_drone"
item =
GM:AddStartingItem("pulsedrone", ITEMCAT_DEPLOYABLES, 55, "weapon_zs_drone_pulse", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_drone_pulse") pl:GiveAmmo(1, "pulse_cutter") pl:GiveAmmo(60, "pulse") end)
item.Countables = "prop_drone_pulse"
item.SkillRequirement = SKILL_U_DRONE
item =
GM:AddStartingItem("hauldrone", ITEMCAT_DEPLOYABLES, 25, "weapon_zs_drone_hauler", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_drone_hauler") pl:GiveAmmo(1, "drone_hauler") end)
item.Countables = "prop_drone_hauler"
item.SkillRequirement = SKILL_HAULMODULE
item =
GM:AddStartingItem("rollermine", ITEMCAT_DEPLOYABLES, 65, "weapon_zs_rollermine", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_rollermine") pl:GiveAmmo(1, "rollermine") end)
item.Countables = "prop_rollermine"
item.SkillRequirement = SKILL_U_ROLLERMINE
GM:AddStartingItem("wrench", ITEMCAT_TOOLS, 20, "weapon_zs_wrench").NoClassicMode = true
GM:AddStartingItem("crphmr", ITEMCAT_TOOLS, 40, "weapon_zs_hammer").NoClassicMode = true
GM:AddStartingItem("junkpack", ITEMCAT_DEPLOYABLES, 30, "weapon_zs_boardpack")
GM:AddStartingItem("propanetank", ITEMCAT_TOOLS, 30, "comp_propanecan")
GM:AddStartingItem("busthead", ITEMCAT_TOOLS, 35, "comp_busthead")
GM:AddStartingItem("sawblade", ITEMCAT_TOOLS, 35, "comp_sawblade").SkillRequirement = SKILL_U_CRAFTINGPACK
GM:AddStartingItem("cpuparts", ITEMCAT_TOOLS, 35, "comp_cpuparts").SkillRequirement = SKILL_U_CRAFTINGPACK
GM:AddStartingItem("electrobattery", ITEMCAT_TOOLS, 45, "comp_electrobattery").SkillRequirement = SKILL_U_CRAFTINGPACK
GM:AddStartingItem("msgbeacon", ITEMCAT_DEPLOYABLES, 10, "weapon_zs_messagebeacon").Countables = "prop_messagebeacon"
item =
GM:AddStartingItem("ffemitter", ITEMCAT_DEPLOYABLES, 45, "weapon_zs_ffemitter", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_ffemitter") pl:GiveAmmo(1, "slam") pl:GiveAmmo(50, "pulse") end)
item.Countables = "prop_ffemitter"
GM:AddStartingItem("barricadekit", ITEMCAT_DEPLOYABLES, 80, "weapon_zs_barricadekit")
GM:AddStartingItem("camera", ITEMCAT_DEPLOYABLES, 15, "weapon_zs_camera").Countables = "prop_camera"
GM:AddStartingItem("tv", ITEMCAT_DEPLOYABLES, 35, "weapon_zs_tv").Countables = "prop_tv"
GM:AddStartingItem("oxtank", ITEMCAT_TRINKETS, 5, "trinket_oxygentank").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddStartingItem("boxingtraining", ITEMCAT_TRINKETS, 10, "trinket_boxingtraining").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddStartingItem("cutlery", ITEMCAT_TRINKETS, 10, "trinket_cutlery").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddStartingItem("portablehole", ITEMCAT_TRINKETS, 10, "trinket_portablehole").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddStartingItem("acrobatframe", ITEMCAT_TRINKETS, 15, "trinket_acrobatframe").SubCategory= ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddStartingItem("nightvision", ITEMCAT_TRINKETS, 15, "trinket_nightvision").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddStartingItem("targetingvisi", ITEMCAT_TRINKETS, 15, "trinket_targetingvisori").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddStartingItem("pulseampi", ITEMCAT_TRINKETS, 15, "trinket_pulseampi").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddStartingItem("blueprintsi", ITEMCAT_TRINKETS, 15, "trinket_blueprintsi").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddStartingItem("loadingframe", ITEMCAT_TRINKETS, 15, "trinket_loadingex").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddStartingItem("kevlar", ITEMCAT_TRINKETS, 15, "trinket_kevlar").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddStartingItem("momentumsupsysii", ITEMCAT_TRINKETS, 15, "trinket_momentumsupsysii").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddStartingItem("hemoadrenali", ITEMCAT_TRINKETS, 15, "trinket_hemoadrenali").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddStartingItem("vitpackagei", ITEMCAT_TRINKETS, 20, "trinket_vitpackagei").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddStartingItem("processor", ITEMCAT_TRINKETS, 20, "trinket_processor").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddStartingItem("cardpackagei", ITEMCAT_TRINKETS, 20, "trinket_cardpackagei").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddStartingItem("bloodpack", ITEMCAT_TRINKETS, 20, "trinket_bloodpack").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddStartingItem("biocleanser", ITEMCAT_TRINKETS, 20, "trinket_biocleanser").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddStartingItem("reactiveflasher", ITEMCAT_TRINKETS, 25, "trinket_reactiveflasher").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddStartingItem("magnet", ITEMCAT_TRINKETS, 25, "trinket_magnet").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddStartingItem("arsenalpack", ITEMCAT_TRINKETS, 55, "trinket_arsenalpack").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddStartingItem("resupplypack", ITEMCAT_TRINKETS, 55, "trinket_resupplypack").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddStartingItem("stone", ITEMCAT_OTHER, 10, "weapon_zs_stone")
GM:AddStartingItem("grenade", ITEMCAT_OTHER, 30, "weapon_zs_grenade")
GM:AddStartingItem("flashbomb", ITEMCAT_OTHER, 15, "weapon_zs_flashbomb")
GM:AddStartingItem("molotov", ITEMCAT_OTHER, 30, "weapon_zs_molotov")
GM:AddStartingItem("betty", ITEMCAT_OTHER, 30, "weapon_zs_proxymine")
GM:AddStartingItem("corgasgrenade", ITEMCAT_OTHER, 40, "weapon_zs_corgasgrenade")
GM:AddStartingItem("crygasgrenade", ITEMCAT_OTHER, 35, "weapon_zs_crygasgrenade").SkillRequirement = SKILL_U_CRYGASGREN
GM:AddStartingItem("detpck", ITEMCAT_OTHER, 35, "weapon_zs_detpack").Countables = "prop_detpack"
item =
GM:AddStartingItem("sigfragment", ITEMCAT_OTHER, 25, "weapon_zs_sigilfragment")
item.NoClassicMode = true
item =
GM:AddStartingItem("corfragment", ITEMCAT_OTHER, 35, "weapon_zs_corruptedfragment")
item.NoClassicMode = true
item.SkillRequirement = SKILL_U_CORRUPTEDFRAGMENT
item =
GM:AddStartingItem("medcloud", ITEMCAT_OTHER, 25, "weapon_zs_mediccloudbomb")
item.SkillRequirement = SKILL_U_MEDICCLOUD
item =
GM:AddStartingItem("nanitecloud", ITEMCAT_OTHER, 25, "weapon_zs_nanitecloudbomb")
item.SkillRequirement = SKILL_U_NANITECLOUD
GM:AddStartingItem("bloodshot", ITEMCAT_OTHER, 35, "weapon_zs_bloodshotbomb")
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------------
-- Points --
------------
-- Tier 1
GM:AddPointShopItem("pshtr", ITEMCAT_GUNS, 15, "weapon_zs_peashooter", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_peashooter") end)
GM:AddPointShopItem("btlax", ITEMCAT_GUNS, 15, "weapon_zs_battleaxe", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_battleaxe") end)
GM:AddPointShopItem("owens", ITEMCAT_GUNS, 15, "weapon_zs_owens", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_owens") end)
GM:AddPointShopItem("blstr", ITEMCAT_GUNS, 15, "weapon_zs_blaster", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_blaster") end)
GM:AddPointShopItem("tossr", ITEMCAT_GUNS, 15, "weapon_zs_tosser", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_tosser") end)
GM:AddPointShopItem("stbbr", ITEMCAT_GUNS, 15, "weapon_zs_stubber", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_stubber") end)
GM:AddPointShopItem("crklr", ITEMCAT_GUNS, 15, "weapon_zs_crackler", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_crackler") end)
GM:AddPointShopItem("sling", ITEMCAT_GUNS, 15, "weapon_zs_slinger", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_slinger") end)
GM:AddPointShopItem("z9000", ITEMCAT_GUNS, 15, "weapon_zs_z9000", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_z9000") end)
GM:AddPointShopItem("minelayer", ITEMCAT_GUNS, 20, "weapon_zs_minelayer", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_minelayer") end)
-- Tier 2
GM:AddPointShopItem("glock3", ITEMCAT_GUNS, 35, "weapon_zs_glock3")
GM:AddPointShopItem("magnum", ITEMCAT_GUNS, 35, "weapon_zs_magnum")
GM:AddPointShopItem("eraser", ITEMCAT_GUNS, 35, "weapon_zs_eraser")
GM:AddPointShopItem("sawedoff", ITEMCAT_GUNS, 35, "weapon_zs_sawedoff")
GM:AddPointShopItem("uzi", ITEMCAT_GUNS, 35, "weapon_zs_uzi")
GM:AddPointShopItem("annabelle", ITEMCAT_GUNS, 35, "weapon_zs_annabelle")
GM:AddPointShopItem("inquisitor", ITEMCAT_GUNS, 35, "weapon_zs_inquisitor")
GM:AddPointShopItem("amigo", ITEMCAT_GUNS, 35, "weapon_zs_amigo")
GM:AddPointShopItem("hurricane", ITEMCAT_GUNS, 35, "weapon_zs_hurricane")
-- Tier 3
GM:AddPointShopItem("deagle", ITEMCAT_GUNS, 70, "weapon_zs_deagle")
GM:AddPointShopItem("tempest", ITEMCAT_GUNS, 70, "weapon_zs_tempest")
GM:AddPointShopItem("ender", ITEMCAT_GUNS, 70, "weapon_zs_ender")
GM:AddPointShopItem("shredder", ITEMCAT_GUNS, 70, "weapon_zs_smg")
GM:AddPointShopItem("silencer", ITEMCAT_GUNS, 70, "weapon_zs_silencer")
GM:AddPointShopItem("hunter", ITEMCAT_GUNS, 70, "weapon_zs_hunter")
GM:AddPointShopItem("onyx", ITEMCAT_GUNS, 70, "weapon_zs_onyx")
GM:AddPointShopItem("charon", ITEMCAT_GUNS, 70, "weapon_zs_charon")
GM:AddPointShopItem("akbar", ITEMCAT_GUNS, 70, "weapon_zs_akbar")
GM:AddPointShopItem("oberon", ITEMCAT_GUNS, 70, "weapon_zs_oberon")
GM:AddPointShopItem("hyena", ITEMCAT_GUNS, 70, "weapon_zs_hyena")
GM:AddPointShopItem("pollutor", ITEMCAT_GUNS, 70, "weapon_zs_pollutor")
-- Tier 4
GM:AddPointShopItem("longarm", ITEMCAT_GUNS, 125, "weapon_zs_longarm")
GM:AddPointShopItem("sweeper", ITEMCAT_GUNS, 125, "weapon_zs_sweepershotgun")
GM:AddPointShopItem("jackhammer", ITEMCAT_GUNS, 125, "weapon_zs_jackhammer")
GM:AddPointShopItem("bulletstorm", ITEMCAT_GUNS, 125, "weapon_zs_bulletstorm")
GM:AddPointShopItem("reaper", ITEMCAT_GUNS, 125, "weapon_zs_reaper")
GM:AddPointShopItem("quicksilver", ITEMCAT_GUNS, 125, "weapon_zs_quicksilver")
GM:AddPointShopItem("slugrifle", ITEMCAT_GUNS, 125, "weapon_zs_slugrifle")
GM:AddPointShopItem("artemis", ITEMCAT_GUNS, 125, "weapon_zs_artemis")
GM:AddPointShopItem("zeus", ITEMCAT_GUNS, 125, "weapon_zs_zeus")
GM:AddPointShopItem("stalker", ITEMCAT_GUNS, 125, "weapon_zs_m4")
GM:AddPointShopItem("inferno", ITEMCAT_GUNS, 125, "weapon_zs_inferno")
GM:AddPointShopItem("quasar", ITEMCAT_GUNS, 125, "weapon_zs_quasar")
GM:AddPointShopItem("gluon", ITEMCAT_GUNS, 125, "weapon_zs_gluon")
GM:AddPointShopItem("barrage", ITEMCAT_GUNS, 125, "weapon_zs_barrage")
-- Tier 5
GM:AddPointShopItem("novacolt", ITEMCAT_GUNS, 200, "weapon_zs_novacolt")
GM:AddPointShopItem("bulwark", ITEMCAT_GUNS, 200, "weapon_zs_bulwark")
GM:AddPointShopItem("juggernaut", ITEMCAT_GUNS, 200, "weapon_zs_juggernaut")
GM:AddPointShopItem("scar", ITEMCAT_GUNS, 200, "weapon_zs_scar")
GM:AddPointShopItem("boomstick", ITEMCAT_GUNS, 200, "weapon_zs_boomstick")
GM:AddPointShopItem("deathdlrs", ITEMCAT_GUNS, 200, "weapon_zs_deathdealers")
GM:AddPointShopItem("colossus", ITEMCAT_GUNS, 200, "weapon_zs_colossus")
GM:AddPointShopItem("renegade", ITEMCAT_GUNS, 200, "weapon_zs_renegade")
GM:AddPointShopItem("crossbow", ITEMCAT_GUNS, 200, "weapon_zs_crossbow")
GM:AddPointShopItem("pulserifle", ITEMCAT_GUNS, 200, "weapon_zs_pulserifle")
GM:AddPointShopItem("spinfusor", ITEMCAT_GUNS, 200, "weapon_zs_spinfusor")
GM:AddPointShopItem("broadside", ITEMCAT_GUNS, 200, "weapon_zs_broadside")
GM:AddPointShopItem("smelter", ITEMCAT_GUNS, 200, "weapon_zs_smelter")
GM:AddPointShopItem("pistolammo", ITEMCAT_AMMO, 9, nil, "14 pistol ammo", nil, "ammo_pistol", function(pl) pl:GiveAmmo(14, "pistol", true) end)
GM:AddPointShopItem("shotgunammo", ITEMCAT_AMMO, 9, nil, "12 shotgun ammo", nil, "ammo_shotgun", function(pl) pl:GiveAmmo(12, "buckshot", true) end)
GM:AddPointShopItem("smgammo", ITEMCAT_AMMO, 9, nil, "36 SMG ammo", nil, "ammo_smg", function(pl) pl:GiveAmmo(36, "smg1", true) end)
GM:AddPointShopItem("rifleammo", ITEMCAT_AMMO, 9, nil, "8 rifle ammo", nil, "ammo_rifle", function(pl) pl:GiveAmmo(8, "357", true) end)
GM:AddPointShopItem("crossbowammo", ITEMCAT_AMMO, 9, nil, "8 crossbow bolts", nil, "ammo_bolts", function(pl) pl:GiveAmmo(8, "XBowBolt", true) end)
GM:AddPointShopItem("assaultrifleammo", ITEMCAT_AMMO, 9, nil, "32 assault rifle ammo", nil, "ammo_assault", function(pl) pl:GiveAmmo(32, "ar2", true) end)
GM:AddPointShopItem("pulseammo", ITEMCAT_AMMO, 9, nil, "30 pulse ammo", nil, "ammo_pulse", function(pl) pl:GiveAmmo(30, "pulse", true) end)
GM:AddPointShopItem("impactmine", ITEMCAT_AMMO, 9, nil, "3 explosives", nil, "ammo_explosive", function(pl) pl:GiveAmmo(3, "impactmine", true) end)
GM:AddPointShopItem("chemical", ITEMCAT_AMMO, 9, nil, "20 chemical vials", nil, "ammo_chemical", function(pl) pl:GiveAmmo(20, "chemical", true) end)
item =
GM:AddPointShopItem("25mkit", ITEMCAT_AMMO, 15, nil, "25 Medical Kit power", "25 extra power for the Medical Kit.", "ammo_medpower", function(pl) pl:GiveAmmo(25, "Battery", true) end)
item.CanMakeFromScrap = true
item =
GM:AddPointShopItem("nail", ITEMCAT_AMMO, 4, nil, "Nail", "It's just one nail.", "ammo_nail", function(pl) pl:GiveAmmo(1, "GaussEnergy", true) end)
item.NoClassicMode = true
item.CanMakeFromScrap = true
-- Tier 1
GM:AddPointShopItem("brassknuckles", ITEMCAT_MELEE, 10, "weapon_zs_brassknuckles").Model = "models/props_c17/utilityconnecter005.mdl"
GM:AddPointShopItem("knife", ITEMCAT_MELEE, 10, "weapon_zs_swissarmyknife")
GM:AddPointShopItem("zpplnk", ITEMCAT_MELEE, 10, "weapon_zs_plank")
GM:AddPointShopItem("axe", ITEMCAT_MELEE, 15, "weapon_zs_axe")
GM:AddPointShopItem("zpfryp", ITEMCAT_MELEE, 15, "weapon_zs_fryingpan")
GM:AddPointShopItem("zpcpot", ITEMCAT_MELEE, 15, "weapon_zs_pot")
GM:AddPointShopItem("ladel", ITEMCAT_MELEE, 15, "weapon_zs_ladel")
GM:AddPointShopItem("crowbar", ITEMCAT_MELEE, 15, "weapon_zs_crowbar")
GM:AddPointShopItem("pipe", ITEMCAT_MELEE, 15, "weapon_zs_pipe")
GM:AddPointShopItem("stunbaton", ITEMCAT_MELEE, 15, "weapon_zs_stunbaton")
GM:AddPointShopItem("hook", ITEMCAT_MELEE, 15, "weapon_zs_hook")
-- Tier 2
GM:AddPointShopItem("broom", ITEMCAT_MELEE, 30, "weapon_zs_pushbroom")
GM:AddPointShopItem("shovel", ITEMCAT_MELEE, 30, "weapon_zs_shovel")
GM:AddPointShopItem("sledgehammer", ITEMCAT_MELEE, 30, "weapon_zs_sledgehammer")
GM:AddPointShopItem("harpoon", ITEMCAT_MELEE, 30, "weapon_zs_harpoon")
GM:AddPointShopItem("butcherknf", ITEMCAT_MELEE, 30, "weapon_zs_butcherknife")
-- Tier 3
GM:AddPointShopItem("longsword", ITEMCAT_MELEE, 60, "weapon_zs_longsword")
GM:AddPointShopItem("executioner", ITEMCAT_MELEE, 60, "weapon_zs_executioner")
GM:AddPointShopItem("rebarmace", ITEMCAT_MELEE, 60, "weapon_zs_rebarmace")
GM:AddPointShopItem("meattenderizer", ITEMCAT_MELEE, 60, "weapon_zs_meattenderizer")
-- Tier 4
GM:AddPointShopItem("graveshvl", ITEMCAT_MELEE, 100, "weapon_zs_graveshovel")
GM:AddPointShopItem("kongol", ITEMCAT_MELEE, 100, "weapon_zs_kongolaxe")
GM:AddPointShopItem("scythe", ITEMCAT_MELEE, 100, "weapon_zs_scythe")
GM:AddPointShopItem("powerfists", ITEMCAT_MELEE, 100, "weapon_zs_powerfists")
-- Tier 5
GM:AddPointShopItem("frotchet", ITEMCAT_MELEE, 150, "weapon_zs_frotchet")
GM:AddPointShopItem("crphmr", ITEMCAT_TOOLS, 25, "weapon_zs_hammer", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_hammer") pl:GiveAmmo(5, "GaussEnergy") end)
GM:AddPointShopItem("wrench", ITEMCAT_TOOLS, 20, "weapon_zs_wrench").NoClassicMode = true
GM:AddPointShopItem("arsenalcrate", ITEMCAT_DEPLOYABLES, 40, "weapon_zs_arsenalcrate").Countables = "prop_arsenalcrate"
GM:AddPointShopItem("resupplybox", ITEMCAT_DEPLOYABLES, 40, "weapon_zs_resupplybox").Countables = "prop_resupplybox"
GM:AddPointShopItem("remantler", ITEMCAT_DEPLOYABLES, 40, "weapon_zs_remantler").Countables = "prop_remantler"
GM:AddPointShopItem("msgbeacon", ITEMCAT_DEPLOYABLES, 10, "weapon_zs_messagebeacon").Countables = "prop_messagebeacon"
GM:AddPointShopItem("camera", ITEMCAT_DEPLOYABLES, 15, "weapon_zs_camera").Countables = "prop_camera"
GM:AddPointShopItem("tv", ITEMCAT_DEPLOYABLES, 25, "weapon_zs_tv").Countables = "prop_tv"
item =
GM:AddPointShopItem("infturret", ITEMCAT_DEPLOYABLES, 50, "weapon_zs_gunturret", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_gunturret") pl:GiveAmmo(1, "thumper") end)
item.NoClassicMode = true
item.Countables = "prop_gunturret"
item =
GM:AddPointShopItem("blastturret", ITEMCAT_DEPLOYABLES, 50, "weapon_zs_gunturret_buckshot", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_gunturret_buckshot") pl:GiveAmmo(1, "turret_buckshot") end)
item.Countables = "prop_gunturret_buckshot"
item.NoClassicMode = true
item.SkillRequirement = SKILL_U_BLASTTURRET
item =
GM:AddPointShopItem("assaultturret", ITEMCAT_DEPLOYABLES, 125, "weapon_zs_gunturret_assault", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_gunturret_assault") pl:GiveAmmo(1, "turret_assault") end)
item.NoClassicMode = true
item.Countables = "prop_gunturret_assault"
item =
GM:AddPointShopItem("rocketturret", ITEMCAT_DEPLOYABLES, 125, "weapon_zs_gunturret_rocket", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_gunturret_rocket") pl:GiveAmmo(1, "turret_rocket") end)
item.Countables = "prop_gunturret_rocket"
item.NoClassicMode = true
item.SkillRequirement = SKILL_U_ROCKETTURRET
GM:AddPointShopItem("manhack", ITEMCAT_DEPLOYABLES, 30, "weapon_zs_manhack").Countables = "prop_manhack"
item =
GM:AddPointShopItem("drone", ITEMCAT_DEPLOYABLES, 40, "weapon_zs_drone")
item.Countables = "prop_drone"
item =
GM:AddPointShopItem("pulsedrone", ITEMCAT_DEPLOYABLES, 40, "weapon_zs_drone_pulse")
item.Countables = "prop_drone_pulse"
item.SkillRequirement = SKILL_U_DRONE
item =
GM:AddPointShopItem("hauldrone", ITEMCAT_DEPLOYABLES, 15, "weapon_zs_drone_hauler")
item.Countables = "prop_drone_hauler"
item.SkillRequirement = SKILL_HAULMODULE
item =
GM:AddPointShopItem("rollermine", ITEMCAT_DEPLOYABLES, 35, "weapon_zs_rollermine")
item.Countables = "prop_rollermine"
item.SkillRequirement = SKILL_U_ROLLERMINE
item =
GM:AddPointShopItem("repairfield", ITEMCAT_DEPLOYABLES, 55, "weapon_zs_repairfield", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_repairfield") pl:GiveAmmo(1, "repairfield") pl:GiveAmmo(30, "pulse") end)
item.Countables = "prop_repairfield"
item.NoClassicMode = true
item =
GM:AddPointShopItem("zapper", ITEMCAT_DEPLOYABLES, 50, "weapon_zs_zapper", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_zapper") pl:GiveAmmo(1, "zapper") pl:GiveAmmo(30, "pulse") end)
item.Countables = "prop_zapper"
item.NoClassicMode = true
item =
GM:AddPointShopItem("zapper_arc", ITEMCAT_DEPLOYABLES, 100, "weapon_zs_zapper_arc", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_zapper_arc") pl:GiveAmmo(1, "zapper_arc") pl:GiveAmmo(30, "pulse") end)
item.Countables = "prop_zapper_arc"
item.NoClassicMode = true
item.SkillRequirement = SKILL_U_ZAPPER_ARC
item =
GM:AddPointShopItem("ffemitter", ITEMCAT_DEPLOYABLES, 40, "weapon_zs_ffemitter", nil, nil, nil, function(pl) pl:GiveEmptyWeapon("weapon_zs_ffemitter") pl:GiveAmmo(1, "slam") pl:GiveAmmo(30, "pulse") end)
item.Countables = "prop_ffemitter"
GM:AddPointShopItem("propanetank", ITEMCAT_TOOLS, 15, "comp_propanecan")
GM:AddPointShopItem("busthead", ITEMCAT_TOOLS, 25, "comp_busthead")
GM:AddPointShopItem("sawblade", ITEMCAT_TOOLS, 30, "comp_sawblade").SkillRequirement = SKILL_U_CRAFTINGPACK
GM:AddPointShopItem("cpuparts", ITEMCAT_TOOLS, 30, "comp_cpuparts").SkillRequirement = SKILL_U_CRAFTINGPACK
GM:AddPointShopItem("electrobattery", ITEMCAT_TOOLS, 40, "comp_electrobattery").SkillRequirement = SKILL_U_CRAFTINGPACK
GM:AddPointShopItem("barricadekit", ITEMCAT_DEPLOYABLES, 85, "weapon_zs_barricadekit")
GM:AddPointShopItem("medkit", ITEMCAT_TOOLS, 30, "weapon_zs_medicalkit")
GM:AddPointShopItem("medgun", ITEMCAT_TOOLS, 30, "weapon_zs_medicgun")
item =
GM:AddPointShopItem("strengthshot", ITEMCAT_TOOLS, 30, "weapon_zs_strengthshot")
item.SkillRequirement = SKILL_U_STRENGTHSHOT
item =
GM:AddPointShopItem("antidote", ITEMCAT_TOOLS, 30, "weapon_zs_antidoteshot")
item.SkillRequirement = SKILL_U_ANTITODESHOT
GM:AddPointShopItem("medrifle", ITEMCAT_TOOLS, 55, "weapon_zs_medicrifle")
GM:AddPointShopItem("healray", ITEMCAT_TOOLS, 125, "weapon_zs_healingray")
-- Tier 1
GM:AddPointShopItem("cutlery", ITEMCAT_TRINKETS, 10, "trinket_cutlery").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("boxingtraining", ITEMCAT_TRINKETS, 10, "trinket_boxingtraining").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("hemoadrenali", ITEMCAT_TRINKETS, 10, "trinket_hemoadrenali").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("oxtank", ITEMCAT_TRINKETS, 10, "trinket_oxygentank").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("acrobatframe", ITEMCAT_TRINKETS, 10, "trinket_acrobatframe").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("portablehole", ITEMCAT_TRINKETS, 10, "trinket_portablehole").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("magnet", ITEMCAT_TRINKETS, 10, "trinket_magnet").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddPointShopItem("targetingvisi", ITEMCAT_TRINKETS, 10, "trinket_targetingvisori").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("pulseampi", ITEMCAT_TRINKETS, 10, "trinket_pulseampi").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
-- Tier 2
GM:AddPointShopItem("momentumsupsysii", ITEMCAT_TRINKETS, 15, "trinket_momentumsupsysii").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("sharpkit", ITEMCAT_TRINKETS, 15, "trinket_sharpkit").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("nightvision", ITEMCAT_TRINKETS, 15, "trinket_nightvision").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("loadingframe", ITEMCAT_TRINKETS, 15, "trinket_loadingex").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("pathfinder", ITEMCAT_TRINKETS, 15, "trinket_pathfinder").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("ammovestii", ITEMCAT_TRINKETS, 15, "trinket_ammovestii").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("olympianframe", ITEMCAT_TRINKETS, 15, "trinket_olympianframe").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("autoreload", ITEMCAT_TRINKETS, 15, "trinket_autoreload").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("curbstompers", ITEMCAT_TRINKETS, 15, "trinket_curbstompers").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("vitpackagei", ITEMCAT_TRINKETS, 15, "trinket_vitpackagei").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("cardpackagei", ITEMCAT_TRINKETS, 15, "trinket_cardpackagei").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("forcedamp", ITEMCAT_TRINKETS, 15, "trinket_forcedamp").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("kevlar", ITEMCAT_TRINKETS, 15, "trinket_kevlar").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("antitoxinpack", ITEMCAT_TRINKETS, 15, "trinket_antitoxinpack").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("hemostasis", ITEMCAT_TRINKETS, 15, "trinket_hemostasis").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("bloodpack", ITEMCAT_TRINKETS, 15, "trinket_bloodpack").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("reactiveflasher", ITEMCAT_TRINKETS, 15, "trinket_reactiveflasher").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddPointShopItem("iceburst", ITEMCAT_TRINKETS, 15, "trinket_iceburst").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddPointShopItem("biocleanser", ITEMCAT_TRINKETS, 15, "trinket_biocleanser").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddPointShopItem("necrosense", ITEMCAT_TRINKETS, 15, "trinket_necrosense").SubCategory = ITEMSUBCAT_TRINKETS_SPECIAL
GM:AddPointShopItem("blueprintsi", ITEMCAT_TRINKETS, 15, "trinket_blueprintsi").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("processor", ITEMCAT_TRINKETS, 15, "trinket_processor").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("acqmanifest", ITEMCAT_TRINKETS, 15, "trinket_acqmanifest").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("mainsuite", ITEMCAT_TRINKETS, 15, "trinket_mainsuite").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
-- Tier 3
--GM:AddPointShopItem("climbinggear", ITEMCAT_TRINKETS, 30, "trinket_climbinggear").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("reachem", ITEMCAT_TRINKETS, 30, "trinket_reachem").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("momentumsupsysiii",ITEMCAT_TRINKETS, 30, "trinket_momentumsupsysiii").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("powergauntlet", ITEMCAT_TRINKETS, 30, "trinket_powergauntlet").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("hemoadrenalii", ITEMCAT_TRINKETS, 30, "trinket_hemoadrenalii").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("sharpstone", ITEMCAT_TRINKETS, 30, "trinket_sharpstone").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("analgestic", ITEMCAT_TRINKETS, 30, "trinket_analgestic").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("feathfallframe", ITEMCAT_TRINKETS, 30, "trinket_featherfallframe").SubCategory = ITEMSUBCAT_TRINKETS_PERFORMANCE
GM:AddPointShopItem("aimcomp", ITEMCAT_TRINKETS, 30, "trinket_aimcomp").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("pulseampii", ITEMCAT_TRINKETS, 30, "trinket_pulseampii").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("extendedmag", ITEMCAT_TRINKETS, 30, "trinket_extendedmag").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("vitpackageii", ITEMCAT_TRINKETS, 30, "trinket_vitpackageii").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("cardpackageii", ITEMCAT_TRINKETS, 30, "trinket_cardpackageii").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("regenimplant", ITEMCAT_TRINKETS, 30, "trinket_regenimplant").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("barbedarmor", ITEMCAT_TRINKETS, 30, "trinket_barbedarmor").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("blueprintsii", ITEMCAT_TRINKETS, 30, "trinket_blueprintsii").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("curativeii", ITEMCAT_TRINKETS, 30, "trinket_curativeii").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("remedy", ITEMCAT_TRINKETS, 30, "trinket_remedy").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
-- Tier 4
GM:AddPointShopItem("hemoadrenaliii", ITEMCAT_TRINKETS, 50, "trinket_hemoadrenaliii").SubCategory = ITEMSUBCAT_TRINKETS_MELEE
GM:AddPointShopItem("ammoband", ITEMCAT_TRINKETS, 50, "trinket_ammovestiii").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("resonance", ITEMCAT_TRINKETS, 50, "trinket_resonance").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("cryoindu", ITEMCAT_TRINKETS, 50, "trinket_cryoindu").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("refinedsub", ITEMCAT_TRINKETS, 50, "trinket_refinedsub").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("targetingvisiii", ITEMCAT_TRINKETS, 50, "trinket_targetingvisoriii").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("eodvest", ITEMCAT_TRINKETS, 50, "trinket_eodvest").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("composite", ITEMCAT_TRINKETS, 50, "trinket_composite").SubCategory = ITEMSUBCAT_TRINKETS_DEFENSIVE
GM:AddPointShopItem("arsenalpack", ITEMCAT_TRINKETS, 50, "trinket_arsenalpack").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("resupplypack", ITEMCAT_TRINKETS, 50, "trinket_resupplypack").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("promanifest", ITEMCAT_TRINKETS, 50, "trinket_promanifest").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
GM:AddPointShopItem("opsmatrix", ITEMCAT_TRINKETS, 50, "trinket_opsmatrix").SubCategory = ITEMSUBCAT_TRINKETS_SUPPORT
-- Tier 5
GM:AddPointShopItem("supasm", ITEMCAT_TRINKETS, 70, "trinket_supasm").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("pulseimpedance", ITEMCAT_TRINKETS, 70, "trinket_pulseimpedance").SubCategory = ITEMSUBCAT_TRINKETS_OFFENSIVE
GM:AddPointShopItem("flashbomb", ITEMCAT_OTHER, 25, "weapon_zs_flashbomb")
GM:AddPointShopItem("molotov", ITEMCAT_OTHER, 30, "weapon_zs_molotov")
GM:AddPointShopItem("grenade", ITEMCAT_OTHER, 35, "weapon_zs_grenade")
GM:AddPointShopItem("betty", ITEMCAT_OTHER, 35, "weapon_zs_proxymine")
GM:AddPointShopItem("detpck", ITEMCAT_OTHER, 40, "weapon_zs_detpack")
item =
GM:AddPointShopItem("crygasgrenade", ITEMCAT_OTHER, 40, "weapon_zs_crygasgrenade")
item.SkillRequirement = SKILL_U_CRYGASGREN
GM:AddPointShopItem("corgasgrenade", ITEMCAT_OTHER, 45, "weapon_zs_corgasgrenade")
GM:AddPointShopItem("sigfragment", ITEMCAT_OTHER, 30, "weapon_zs_sigilfragment")
GM:AddPointShopItem("bloodshot", ITEMCAT_OTHER, 45, "weapon_zs_bloodshotbomb")
item =
GM:AddPointShopItem("corruptedfragment",ITEMCAT_OTHER, 55, "weapon_zs_corruptedfragment")
item.NoClassicMode = true
item.SkillRequirement = SKILL_U_CORRUPTEDFRAGMENT
item =
GM:AddPointShopItem("medcloud", ITEMCAT_OTHER, 40, "weapon_zs_mediccloudbomb")
item.SkillRequirement = SKILL_U_MEDICCLOUD
item =
GM:AddPointShopItem("nanitecloud", ITEMCAT_OTHER, 40, "weapon_zs_nanitecloudbomb")
item.SkillRequirement = SKILL_U_NANITECLOUD
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-- These are the honorable mentions that come at the end of the round.
local function genericcallback(pl, magnitude) return pl:Name(), magnitude end
GM.HonorableMentions = {}
GM.HonorableMentions[HM_MOSTZOMBIESKILLED] = {Name = "Most zombies killed", String = "by %s, with %d killed zombies.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_MOSTDAMAGETOUNDEAD] = {Name = "Most damage to undead", String = "goes to %s, with a total of %d damage dealt to the undead.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_MOSTHEADSHOTS] = {Name = "Most headshot kills", String = "goes to %s, with a total of %s headshot kills.", Callback = genericcallback, Color = COLOR_CYAN}
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GM.HonorableMentions[HM_PACIFIST] = {Name = "Pacifist", String = "goes to %s for not killing a single zombie and still surviving!", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_MOSTHELPFUL] = {Name = "Most helpful", String = "goes to %s for assisting in the disposal of %d zombies.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_LASTHUMAN] = {Name = "Last Human", String = "goes to %s for being the last person alive.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_OUTLANDER] = {Name = "Outlander", String = "goes to %s for getting killed %d feet away from a zombie spawn.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_GOODDOCTOR] = {Name = "Good Doctor", String = "goes to %s for healing their team for %d points of health.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_HANDYMAN] = {Name = "Handy Man", String = "goes to %s for getting %d barricade assistance points.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_SCARECROW] = {Name = "Scarecrow", String = "goes to %s for killing %d poor crows.", Callback = genericcallback, Color = COLOR_WHITE}
GM.HonorableMentions[HM_MOSTBRAINSEATEN] = {Name = "Most brains eaten", String = "by %s, with %d brains eaten.", Callback = genericcallback, Color = COLOR_LIMEGREEN}
GM.HonorableMentions[HM_MOSTDAMAGETOHUMANS] = {Name = "Most damage to humans", String = "goes to %s, with a total of %d damage given to living players.", Callback = genericcallback, Color = COLOR_LIMEGREEN}
GM.HonorableMentions[HM_LASTBITE] = {Name = "Last Bite", String = "goes to %s for ending the round.", Callback = genericcallback, Color = COLOR_LIMEGREEN}
GM.HonorableMentions[HM_USEFULTOOPPOSITE] = {Name = "Most useful to opposite team", String = "goes to %s for giving up a whopping %d kills!", Callback = genericcallback, Color = COLOR_RED}
GM.HonorableMentions[HM_STUPID] = {Name = "Stupid", String = "is what %s is for getting killed %d feet away from a zombie spawn.", Callback = genericcallback, Color = COLOR_RED}
GM.HonorableMentions[HM_SALESMAN] = {Name = "Salesman", String = "is what %s is for having %d points worth of items taken from their arsenal crate.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_WAREHOUSE] = {Name = "Warehouse", String = "describes %s well since they had their resupply boxes used %d times.", Callback = genericcallback, Color = COLOR_CYAN}
GM.HonorableMentions[HM_DEFENCEDMG] = {Name = "Defender", String = "goes to %s for protecting humans from %d damage with defence boosts.", Callback = genericcallback, Color = COLOR_WHITE}
GM.HonorableMentions[HM_STRENGTHDMG] = {Name = "Alchemist", String = "is what %s is for boosting players with an additional %d damage.", Callback = genericcallback, Color = COLOR_CYAN}
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GM.HonorableMentions[HM_BARRICADEDESTROYER] = {Name = "Barricade Destroyer", String = "goes to %s for doing %d damage to barricades.", Callback = genericcallback, Color = COLOR_LIMEGREEN}
GM.HonorableMentions[HM_NESTDESTROYER] = {Name = "Nest Destroyer", String = "goes to %s for destroying %d nests.", Callback = genericcallback, Color = COLOR_LIMEGREEN}
GM.HonorableMentions[HM_NESTMASTER] = {Name = "Nest Master", String = "goes to %s for having %d zombies spawn through their nest.", Callback = genericcallback, Color = COLOR_LIMEGREEN}
-- Don't let humans use these models because they look like undead models. Must be lower case.
GM.RestrictedModels = {
"models/player/zombie_classic.mdl",
"models/player/zombie_classic_hbfix.mdl",
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"models/player/zombine.mdl",
"models/player/zombie_soldier.mdl",
"models/player/zombie_fast.mdl",
"models/player/corpse1.mdl",
"models/player/charple.mdl",
"models/player/skeleton.mdl",
"models/player/combine_soldier_prisonguard.mdl",
"models/player/soldier_stripped.mdl",
"models/player/zelpa/stalker.mdl",
"models/player/fatty/fatty.mdl",
"models/player/zombie_lacerator2.mdl"
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}
-- If a person has no player model then use one of these (auto-generated).
GM.RandomPlayerModels = {}
for name, mdl in pairs(player_manager.AllValidModels()) do
if not table.HasValue(GM.RestrictedModels, string.lower(mdl)) then
table.insert(GM.RandomPlayerModels, name)
end
end
GM.DeployableInfo = {}
function GM:AddDeployableInfo(class, name, wepclass)
local tab = {Class = class, Name = name or "?", WepClass = wepclass}
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self.DeployableInfo[#self.DeployableInfo + 1] = tab
self.DeployableInfo[class] = tab
return tab
end
GM:AddDeployableInfo("prop_arsenalcrate", "Arsenal Crate", "weapon_zs_arsenalcrate")
GM:AddDeployableInfo("prop_resupplybox", "Resupply Box", "weapon_zs_resupplybox")
GM:AddDeployableInfo("prop_remantler", "Weapon Remantler", "weapon_zs_remantler")
GM:AddDeployableInfo("prop_messagebeacon", "Message Beacon", "weapon_zs_messagebeacon")
GM:AddDeployableInfo("prop_camera", "Camera", "weapon_zs_camera")
GM:AddDeployableInfo("prop_gunturret", "Gun Turret", "weapon_zs_gunturret")
GM:AddDeployableInfo("prop_gunturret_assault", "Assault Turret", "weapon_zs_gunturret_assault")
GM:AddDeployableInfo("prop_gunturret_buckshot", "Blast Turret", "weapon_zs_gunturret_buckshot")
GM:AddDeployableInfo("prop_gunturret_rocket", "Rocket Turret", "weapon_zs_gunturret_rocket")
GM:AddDeployableInfo("prop_repairfield", "Repair Field Emitter", "weapon_zs_repairfield")
GM:AddDeployableInfo("prop_zapper", "Zapper", "weapon_zs_zapper")
GM:AddDeployableInfo("prop_zapper_arc", "Arc Zapper", "weapon_zs_zapper_arc")
GM:AddDeployableInfo("prop_ffemitter", "Force Field Emitter", "weapon_zs_ffemitter")
GM:AddDeployableInfo("prop_manhack", "Manhack", "weapon_zs_manhack")
GM:AddDeployableInfo("prop_manhack_saw", "Sawblade Manhack", "weapon_zs_manhack_saw")
GM:AddDeployableInfo("prop_drone", "Drone", "weapon_zs_drone")
GM:AddDeployableInfo("prop_drone_pulse", "Pulse Drone", "weapon_zs_drone_pulse")
GM:AddDeployableInfo("prop_drone_hauler", "Hauler Drone", "weapon_zs_drone_hauler")
GM:AddDeployableInfo("prop_rollermine", "Rollermine", "weapon_zs_rollermine")
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GM:AddDeployableInfo("prop_tv", "TV", "weapon_zs_tv")
GM.MaxSigils = 3
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GM.DefaultRedeem = CreateConVar("zs_redeem", "4", FCVAR_REPLICATED + FCVAR_ARCHIVE + FCVAR_NOTIFY, "The amount of kills a zombie needs to do in order to redeem. Set to 0 to disable."):GetInt()
cvars.AddChangeCallback("zs_redeem", function(cvar, oldvalue, newvalue)
GAMEMODE.DefaultRedeem = math.max(0, tonumber(newvalue) or 0)
end)
GM.WaveOneZombies = 0.11--math.Round(CreateConVar("zs_waveonezombies", "0.1", FCVAR_REPLICATED + FCVAR_ARCHIVE + FCVAR_NOTIFY, "The percentage of players that will start as zombies when the game begins."):GetFloat(), 2)
-- cvars.AddChangeCallback("zs_waveonezombies", function(cvar, oldvalue, newvalue)
-- GAMEMODE.WaveOneZombies = math.ceil(100 * (tonumber(newvalue) or 1)) * 0.01
-- end)
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-- Game feeling too easy? Just change these values!
GM.ZombieSpeedMultiplier = math.Round(CreateConVar("zs_zombiespeedmultiplier", "1", FCVAR_REPLICATED + FCVAR_ARCHIVE + FCVAR_NOTIFY, "Zombie running speed will be scaled by this value."):GetFloat(), 2)
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cvars.AddChangeCallback("zs_zombiespeedmultiplier", function(cvar, oldvalue, newvalue)
GAMEMODE.ZombieSpeedMultiplier = math.ceil(100 * (tonumber(newvalue) or 1)) * 0.01
end)
-- This is a resistance, not for claw damage. 0.5 will make zombies take half damage, 0.25 makes them take 1/4, etc.
GM.ZombieDamageMultiplier = math.Round(CreateConVar("zs_zombiedamagemultiplier", "1", FCVAR_REPLICATED + FCVAR_ARCHIVE + FCVAR_NOTIFY, "Scales the amount of damage that zombies take. Use higher values for easy zombies, lower for harder."):GetFloat(), 2)
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cvars.AddChangeCallback("zs_zombiedamagemultiplier", function(cvar, oldvalue, newvalue)
GAMEMODE.ZombieDamageMultiplier = math.ceil(100 * (tonumber(newvalue) or 1)) * 0.01
end)
GM.TimeLimit = CreateConVar("zs_timelimit", "15", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Time in minutes before the game will change maps. It will not change maps if a round is currently in progress but after the current round ends. -1 means never switch maps. 0 means always switch maps."):GetInt() * 60
cvars.AddChangeCallback("zs_timelimit", function(cvar, oldvalue, newvalue)
GAMEMODE.TimeLimit = tonumber(newvalue) or 15
if GAMEMODE.TimeLimit ~= -1 then
GAMEMODE.TimeLimit = GAMEMODE.TimeLimit * 60
end
end)
GM.RoundLimit = CreateConVar("zs_roundlimit", "3", FCVAR_ARCHIVE + FCVAR_NOTIFY, "How many times the game can be played on the same map. -1 means infinite or only use time limit. 0 means once."):GetInt()
cvars.AddChangeCallback("zs_roundlimit", function(cvar, oldvalue, newvalue)
GAMEMODE.RoundLimit = tonumber(newvalue) or 3
end)
-- Static values that don't need convars...
-- Initial length for wave 1.
GM.WaveOneLength = 220
-- Add this many seconds for each additional wave.
GM.TimeAddedPerWave = 15
-- New players are put on the zombie team if the current wave is this or higher. Do not put it lower than 1 or you'll break the game.
GM.NoNewHumansWave = 2
-- Humans can not commit suicide if the current wave is this or lower.
GM.NoSuicideWave = 1
-- How long 'wave 0' should last in seconds. This is the time you should give for new players to join and get ready.
GM.WaveZeroLength = 150
-- Time humans have between waves to do stuff without NEW zombies spawning. Any dead zombies will be in spectator (crow) view and any living ones will still be living.
GM.WaveIntermissionLength = 60
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-- Time in seconds between end round and next map.
GM.EndGameTime = 45
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-- How many clips of ammo guns from the Worth menu start with. Some guns such as shotguns and sniper rifles have multipliers on this.
GM.SurvivalClips = 4 --2
-- How long do humans have to wait before being able to get more ammo from a resupply box?
GM.ResupplyBoxCooldown = 60
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-- Put your unoriginal, 5MB Rob Zombie and Metallica music here.
GM.LastHumanSound = Sound("zombiesurvival/lasthuman.ogg")
-- Sound played when humans all die.
GM.AllLoseSound = Sound("zombiesurvival/music_lose.ogg")
-- Sound played when humans survive.
GM.HumanWinSound = Sound("zombiesurvival/music_win.ogg")
-- Sound played to a person when they die as a human.
GM.DeathSound = Sound("zombiesurvival/human_death_stinger.ogg")
-- Fetch map profiles and node profiles from noxiousnet database?
GM.UseOnlineProfiles = true
-- This multiplier of points will save over to the next round. 1 is full saving. 0 is disabled.
-- Setting this to 0 will not delete saved points and saved points do not "decay" if this is less than 1.
GM.PointSaving = 0
-- Lock item purchases to waves. Tier 2 items can only be purchased on wave 2, tier 3 on wave 3, etc.
-- HIGHLY suggested that this is on if you enable point saving. Always false if objective map, zombie escape, classic mode, or wave number is changed by the map.
GM.LockItemTiers = false
-- Don't save more than this amount of points. 0 for infinite.
GM.PointSavingLimit = 0
-- For Classic Mode
GM.WaveIntermissionLengthClassic = 20
GM.WaveOneLengthClassic = 120
GM.TimeAddedPerWaveClassic = 10
-- Max amount of damage left to tick on these. Any more pending damage is ignored.
GM.MaxPoisonDamage = 50
GM.MaxBleedDamage = 50
-- Give humans this many points when the wave ends.
GM.EndWavePointsBonus = 5
-- Also give humans this many points when the wave ends, multiplied by (wave - 1)
GM.EndWavePointsBonusPerWave = 1