Players are no longer implicitly zombies if they're not humans. Players
are no longer implicitly humans if they're not zombies. This is
preparation for a third, optional spectator team.
A few small optimizations and fixes.
New keyvalues: textcolor and position
New inputs: settextcolour and setdisplaytime
Color is any "R G B" string
Position is either "Center" or "Top Right" ("top" if not using
smartedit)"
+Added givetoactivator input so mappers can give weapons to a specific
person.
+Also added neverremove and ignorepickupcounters so that the weapons can
be picked up (or forced) on multiple people.
Gun turrets no longer store their ammo in a separate table. Instead, the
user gets 250 SMG ammo when they buy it. The turret then removed 250 (or
less) from the player when it is placed.
Specific entity to remove a weapon that targets a player activator
holds:
--keys--
keepfists: If yes, the stripallweapons input strips all weapons but
fists
--Inputs--
stripweapon: Strips a single weapon as mentioned in arguments
stripallweapons: Strips all weapons the activator has
setkeepfists: If 1 the stripallweapons inputs strip all weapons but
fists
Allows map editors to concatenate a sequence of strings and then
displays it using one of the pre-existing messaging entities, useful for
A = B/C messages.
Keys:
displayentity(targetname) : The entity used to display the message, can
be a targetname of a class game_text, point_worldhint or point_zsmessage
zsmessagemode(choices) : If using a point_zsmessage, select the method
of display with this key
"0" : "Centred HUD Message"
"1" : "Corner Human HUD Message"
"2" : "Corner Zombie HUD Message"
string01(string) : Part 01 of the full string
string##(string) : Part ## of the full string, there can be up to 99 of
these.
Inputs:
displaystrings(string): Concatenates and displays the full string using
the attached entity
setstring##(string) : Sets part ## of the full string, there can be up
to 99 of these.
Outputs:
OnDisplayed : Called when the message has successfully displayed.
Fixed GAMEMODE.NoRedeeming being ignored by the gamemode.
For maps which are not objective maps, but only have one wave, redeeming
is now enabled if there are 5 or more minutes remaining in the wave.
Previously it was disabled completely.
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.
Fixed logic_pickups not restarting on round change.
Fixed rare heal dart Lua error.
Fixed zombie class unlock messages being wrong on some maps (moved
messages to server side).
A new brush entity which turns the zombie who enters the volume into
their chosen preferred boss:
Keyvalues:
enabled - Enable the brush entity.
silent - If yes then then the server does not announce that a player has
become the new boss.
instantchange - If yes then anyone who gets swapped will instantly be
changed right on the spot.
Inputs:
enable(void) : Enable the entity.
disable(void) : Disable the entity.
seton(integer) : Set Enabled keyvalue.
setsilent(integer) : Set Silent keyvalue.
setinstantchange(integer) : Set Change Instantly keyvalue.
Outputs:
OnBossTouched : Set when a boss starts touching the brush. Is not fired
when a zombie becomes a boss in this volume.