onlywhenclass(choices) : "Player Must Be This Class" : "disabled" : "Set this to a specific class to change only these zombie types, separate multiple classes with commas." =
@PointClass base(PlayerClass, Angles, ZSSpawn) studio("models/editor/playerstart.mdl") = info_player_redeemed : "ZS: Redeemed players can spawn here. Use of this is optional."
output OnConditionPassed(void) : "Thrown by ourselves when a condition is passed. The activator is always the player in question. The arguments are the amount that was checked against."
output OnConditionFailed(void) : "Thrown by ourselves when a condition is failed. The activator is always the player in question. The arguments are the amount that was checked against."
input callifcallerhave(integer) : "If the caller has this amount then OnConditionPassed is thrown, otherwise OnConditionFailed."
input callifcallernothave(integer) : "If the call does not have this amount then OnConditionPassed is thrown, otherwise OnConditionFailed."
input redeemactivator(void) : "Instantly redeems the activator."
input redeemcaller(void) : "Instantly redeems the caller."
input setredeembrains(integer) : "Sets the amount of brains required for a zombie to automatically redeem. Setting it to 0 means no automatic redemptions."
output OnConditionPassed(void) : "Thrown by ourselves when a condition is passed. The activator is always the player in question. The arguments are the amount that was checked against."
output OnConditionFailed(void) : "Thrown by ourselves when a condition is failed. The activator is always the player in question. The arguments are the amount that was checked against."
startingloadout(string) : "Starting Loadout" : "worth" : "Sets the starting load out for all new humans. This is a comma-separated list of entity classes which is then separated by colons. For example: weapon_zs_peashooter:1,weapon_zs_axe:1,item_ammo_pistol:2 would give everyone a peashooter, an axe, and spawn two boxes of pistol ammo on them. It also accepts none for absolutely no starting items and worth for using the worth menu (default)."
input disablethese(string) : "Takes the arguments in the form of a comma-separated array and disables any entities with that name. For example, disablethese objective1,somethingimportant,somethingelse. This would disable nailing of those entities."
input enablethese(string) : "Takes the arguments in the form of a comma-separated array and enables any entities with that name. For example, enablethese objective1,somethingimportant,somethingelse. This would enable nailing of those entities."
@PointClass base(Targetname) = logic_pickups : "ZS: Allows you to control how much stuff people can pickup in the map. Only things placed by the mapper work with this system. Stuff from dead humans doesn't count."
maxweaponpickups(integer) : "Max Weapon Pickups" : 5 : "How many weapons a player can pickup from the map."
maxammopickups(integer) : "Max Ammo Pickups" : 5 : "How many ammo boxes a player can pickup from the map."
maxflashlightpickups(integer) : "Max Flashlight Pickups" : 5 : "How many flashlight batteries a player can pickup from the map."
weaponrequiredforammo(choices) : "Correct Weapon Required" : 0 : "If 1 then players must have a weapon that takes the ammo before being able to pick up an ammo box." =
output OnClassUnlocked(void) : "Called when the class we're watching's class is unlocked by the game. This output isn't called if the class is unlocked by any logic_classunlock entities, only by the game."
input sethealth(integer) : "Sets the nail's remaining health."
input attachto(target_destination) : "Parent to this entity."
input nailto(target_destination) : "Nail to this entity. Use attachto first and then this to weld the two. Use 'worldspawn' here to weld to the world."
input setname(string) : "Display this text as the owner name."
input setunremovable(integer) : "Set if this nail is unremovable."
input AdvanceWave(void) : "Advances to the next wave and sets the wave to active."
input EndWave(void) : "Sets the time that the wave ends to this very moment."
input StartWave(void) : "Sets the time that the wave begins to this very moment."
input SetWave(integer) : "Sets the wave to the number specified. This does not change the wave state between active and inactive."
input SetWaves(integer) : "Sets the total amount of waves to the number specified. Don't worry about class unlocks, the gamemode does not use the max waves value directly."
@PointClass base(Targetname) = info_custommessage : "ZS: Allows several substrings to be concatenated together to form one message, attaches to messaging entities like game_text, point_worldhint and point_zsmessage"
displayentity(target_destination) : "Target Messaging Entity" : "" : "The entity used to display the message, can be a targetname of a class game_text, point_worldhint or point_zsmessage"
zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" =
"A late starting pistol to be added to the game, has the highest damage potential of a starting pistol. It shoots 2 shots which together deal 16 damage. Its primary downside is that it has a lower accuracy than the peashooter and that crouching and using iron sights doesn't improve its accuracy unlike the battleaxe. Since its addition into the game it has been the favorite starting pistol among players up until the ammo nerf and updates of autumn 2009." []
"Its bullet damage is 9 making it the weakest in firepower. To compensate for this, it has a high firing rate, a large clip of 18 bullets, and a crouching accuracy almost on par with the slug rifle. Since the ammo nerf of autumn 2009 it has become the favorite starter for players due to its large amount of starting ammo and the fact that other items in the loadout menu can be used to give the player a 25 points pistol without having to use the peashooters ammo with. " []
"The classic starting pistol with the highest damage per bullet. Despite shooting only one bullet, it is the least accurate starting weapon when crouching. Its iron sight accuracies are much higher however than that of the owens. " []
"The blaster is the most powerful starting weapon in terms of the total damage that it can deal for one shot. At point blank this shotgun can take out a normal zombie with just 2 shots to the head. It comes with 36 shotgun shells. " []
"The tosser is the SMG starter weapon of the game. It is basically a bulletstorm with a smaller clip size, a smaller firing rate, and much more accuracy. Choosing it is a gamble since you could get lots of points with few bullets spend, or you could end up using up all your starting ammo without making it to 25 points. " []
"The stubber is the most powerful starting weapon in terms of single bullet power. It is a fairly accurate sniper that deals 35 damage per bullet. As there are few other weapons in the game that can deal nearly as much damage per bullet it is an excellent weapon for claiming kills with. It's biggest downside is that it is highly inefficient at close range. " []
"The Crackler is the same as the Tosser except with a lower walking speed, a lower firing rate, and assault rifle ammunition instead of SMG ammunition. " []
"The hammer and its nails can be used for building barricades, making it a very important tool for surviving the zombie horde. The hammer can also be used as a melee weapon. " []
"The Medical Kit, though expensive, is a very useful tool. With it, players can heal teammates for 10hp every second and heal themselves themselves for 5hp every 16 seconds. A point is awarded for every 5 hp that is used to heal teammates. It is especially useful for getting a 25 point gun quickly on slow maps with exposed zombie spawn points. " []
"The board pack gives players three boards that they can use along with the hammer and nails to help in building barricade(s). Is very useful on maps with few props, especially the CSS based ones. It can also be used with an aegis. " []
"This is a stationary turret that is placed similarly to aegis boards. Once placed, they will seek zombies and fire when one crosses its laser sight, focusing on the head. However, turrets can be extremely vulnerable to zombies as its firing power isn't good enough to take down zombies on its own and doesn't have much health. " []
"The Arsenal Crate is a major part of the humans' survival. At wave break, this allows humans to purchase other weapons at 20% off. When a player purchases an item from this, the owner gets paid 10% commission price. Arsenal Crates can be destroyed by zombie attacks. " []
"These display messages that can be seen by fellow human players. They can be useful to help newer players get to where they need to go and communicate what needs to be done. " []
"A standard Half-Life 2 grenade that can be acquired at 100 points. In the right situations, this weapon can potentially produce huge amounts of kills. This weapon is especially good in maps that involve zombies struggling to get through a narrow entrance to reach the humans. It is also a good way of getting rid of Poison Headcrabs. However, if used wrong, these can do drastic damage to a barricade, so use with caution. Comes in a set of 3. " []
"The plank is the weakest melee weapon, but it has a high fire rate. Due to its cheap price, it is usually the melee weapon of choice for those wishing to focus on guns." []
"The most powerful melee weapon in the game. However, it has a very low firing rate and it greatly slows down the walking speed of the player. It is useful for defensive purposes, or for killing weakened zombies." []
"Basically a lighter version of the sledgehammer. Unlike the sledgehammer this weapon doesn't slow down the player so it can be useful for attacking purposes as well as defensive ones. It has the largest range over any of the other melee weapons in the game. " []
"The latest weapon to be added to the 25 points level, this weapon shoots one bullet which deals a large amount of damage. This weapon is ammo efficient, allowing you to use your pistol ammo to its fullest potential. Another useful trait that this pistol possesses, is the ability for fired bullets to bounce off of walls, allowing you to hit from around corners and deal more damage. It is the most effective pistol against Poison Headcrabs, Poison Zombies, and normal Zombies. It has the lowest firing rate of any pistol in the game. " []
"This pistol is the perfect close range, on the move, combat weapon in the game, it shoots 3 bullets per shot each dealing a good amount of damage. This pistol offers excellent protection against targets which are fast and have low health. It is pretty much the exact opposite of the magnum and the most effective pistol against Fast Zombies, Wraiths, and Headcrabs. Its primary disadvantages include huge ammo expenditure and the fact that it can only be used effectively in medium close range combat. !" []
"The desert eagle is the first ever gun upgrade added to Zombie Survival. It was originally one of the most favored weapons in the game until ZS 2.0 came out. Its primary advantage is that it has the highest accuracies of all three pistols. It deals the least damage of any tier 2 pistol but its accuracy and decent firing rate makes up for it." []
"This Submachine Gun has a low fire-rate and a high bullet damage, thus killing zombies faster than the other Submachine Guns. Its single disadvantage is the clip size, which is only 28 bullets giving it the least amount of ammo out of all of the other SMGs. " []
"Its bullets deal the least amount of damage of any SMG. It also has the highest firing rate, the largest clip size (50), and the highest starting ammo amongst all the other submachine guns. " []
"The first Submachine Gun added to Zombie Survival and the second gun upgrade ever added. It is weaker than the Shredder and the Reaper, but it has a large enough clip size to pack quite a punch to groups of Fast Zombies. " []
"The Ender is a mid tier shotgun that is automatic. It is very useful against clearing a horde of zombies. Keep in mind that this weapon will go through ammo at a very fast rate. " []
"The Barricade Kit allows players to place a large plank of wood to block zombies from reaching an area. It adjusts itself to the surface it is placed on and comes with 5 boards. " []
"A replica of the same shotgun that Father Grigori used in Half-Life 2. It is a rifle based weapon and uses the same type of ammunition as the stubber and the slug rifle. it is more accurate than the stubber (except when crouching and using iron sights at the same time) and deals 2 times more damage than the stubber does. it is a perfect weapon for sniping wraiths, fasties, chems, and poison headcrabs. Compared to the crossbow it is less powerful and as such it has 36 bullets while the crossbow has only 24 bolts. " []
"A more realistic version of the Half-Life 2 crossbow, this weapon is extremely effective in hallways and clusterfucks. It is the only weapon in the game with a 100% accuracy at all times and it has the ability to penetrate through multiple zombies dealing serious collateral damage. A zoom view can be activated using the secondary mouse button. This weapon is very effective in a bottleneck situation. Its primary disadvantage is that it is exceedingly difficult to use, in fact it is the most difficult weapon to handle in Zombie Survival. Additionally, its bullet is physical and is affected strongly by gravity. " []
"The Slug Rifle shoots one bullet that deals a tremendous amount of damage and upon crouching and using ironsights, the accuracy becomes 99% accurate, thus making it a perfect sniper-like weapon in the game. The sound it creates is also of epic proportions. The weapon is ammo friendly. Its only limitation is that it is completely useless at close range and that you need to use the other weapons you have to dispose of a zombie that gets very close to you. It's also ineffective against packs of zombies. It comes with a low amount of ammo but remaining ammo from an annabelle or a stubber can be used in the slug rifle. " []
"The Boom Stick deals more damage than any other weapon in the game. It fires 12 shots that do 25 damage each. The maximum damage is 600 if you include the head shot damage bonus. It has a low firing rate since it has to reload after firing just once. This weapon has the unique ability of consuming two shots per attack." []
"Although this shotgun deals a much lower amount of damage per attack compared to the Boomstick, is is much more versatile since it has a 6 bullet clip and a fast reloading speed. The sweeper is also the first shotgun to be introduced into Zombie Survival. " []
"The Adonis is a 225 point assault rifle that combines high bullet power with the accuracy of the inferno. It comes with a low clip size and a very low firing rate however." []