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    Skin de Zm

    wanderson_1312
    wanderson_1312
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    Skin de Zm Empty Skin de Zm

    Mensagem por wanderson_1312 23/4/2012, 2:32 pm

    Quando Coloco em ZombiePlague.ini Vou v_knife Assasino coloco v_executioner_axe ele não muda olhe as imagens

    Bati fotos com Fraps

    https://2img.net/r/ihimg/photo/my-images/705/dwm2012042311210702.jpg/ deem zoom
    https://2img.net/r/ihimg/photo/my-images/269/dwm2012042311215468.jpg/ ta ai mudei olhem agora
    https://2img.net/r/ihimg/photo/my-images/441/hl2012042311225468.jpg/ Não mudou
    https://2img.net/r/ihimg/photo/my-images/841/dwm2012042311232289.jpg/ buaaa

    tá ai vlw Galera bad
    Luankc
    Luankc
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por Luankc 23/4/2012, 2:38 pm

    Posta seu zombieplague.ini aqui e sua zombieplague.cfg também
    wanderson_1312
    wanderson_1312
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    Skin de Zm Empty Zombie Plague.ini

    Mensagem por wanderson_1312 23/4/2012, 3:12 pm

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

    ; Note: No error parsing is done for this.
    ; Make sure you don't mistype anything.

    [Access Flags]
    MAKE ZOMBIE = a
    MAKE HUMAN = a
    MAKE NEMESIS = a
    MAKE SURVIVOR = a
    MAKE SNIPER = a
    MAKE ASSASSIN = a

    RESPAWN PLAYERS = a
    ADMIN MODELS = a
    START GAME MODE = a

    [Player Models] (randomly chosen if more than one)
    NEMESIS = alien
    SURVIVOR = Survivo_evo
    ADMIN ZOMBIE = admin_zombie
    ADMIN HUMAN = humano19
    ADMIN VIP = humano19

    SNIPER = Snipe_Evo
    ASSASINO = Executioner

    [Weapon Models]
    V_KNIFE HUMAN = models/zombie_plague/v_knife_zombie02.mdl
    V_KNIFE SNIPER = models/zombie_plague/v_sniper_laser_gun.mdl
    V_KNIFE NEMESIS = models/zombie_plague/alienclaws2.mdl
    V_WEAPON SURVIVOR = models/zombie_plague/xm249.mdl
    V_KNIFE ASSASINO = models/zombie_plague/v_knife_zombie.mdl
    V_WEAPON SNIPER = models/zombie_plague/v_sniper_laser_gun.mdl

    GRENADE INFECT = models/zombie_plague/v_tvirusgreen.mdl
    GRENADE PINFECT = models/zombie_plague/p_tvirusgreen.mdl


    GRENADE FIRE = models/zombie_plague/v_molotov_csohands.mdl
    GRENADE FROST = models/zombie_plague/v_grom.mdl
    GRENADE FLARE = models/zombie_plague/v_grom.mdl
    V_KNIFE ADMIN HUMAN = models/zombie_plague/v_knife.mdl
    V_KNIFE ADMIN ZOMBIE = models/zombie_plague/v_knife_zombie.mdl



    [Grenade Sprites]
    TRAIL = sprites/laserbeam.spr
    RING = sprites/shockwave.spr
    FIRE = sprites/flame.spr
    SMOKE = sprites/black_smoke3.spr
    GLASS = models/glassgibs.mdl

    [Sounds] (randomly chosen if more than one)
    WIN ZOMBIES = zombie_plague/zombi_death_2.wav

    WIN HUMANS = zombie_plague/callit1.mp3,zombie_plague/dont1.mp3,zombie_plague/readytogo.mp3, zombie_plague/walk1.mp3, zombie_plague/willgreate.mp3

    WIN NO ONE = ambience/the_horror2.wav

    ZOMBIE INFECT = scientist/scream01.wav
    ZOMBIE PAIN = zombie_plague/charger_pain_01.wav , zombie_plague/charger_pain_02.wav,zombie_plague/charger_pain_03.wav
    NEMESIS PAIN = zombie_plague/tank_pain_03.wav , zombie_plague/tank_pain_01.wav
    ZOMBIE DIE = zombie_plague/charger_die_02.wav
    ZOMBIE FALL = zombie_plague/zombie_fall1.wav
    ZOMBIE MISS SLASH = zombie_plague/lunge_1.wav , zombie_plague/lunge_2.wav ,zombie_plague/lunge_3.wav
    ZOMBIE MISS WALL = zombie_plague/zombi_wall_1.wav
    ZOMBIE HIT NORMAL = zombie_plague/charger_punch1.wav, zombie_plague/charger_punch2.wav
    ZOMBIE HIT STAB = zombie_plague/tongue_hit_1.wav

    ZOMBIE IDLE = zombie_plague/detras_de_ti.wav, zombie_plague/morris_is_viver.wav, zombie_plague/muere_muere.wav, zombie_plague/muere_muere2.wav, zombie_plague/muerte.wav, zombie_plague/voifazerpedacos.wav, zombie_plague/querusucabeca.wav, zombie_plague/voyfazerpicadinhos.wav, zombie_plague/tvoyamatar.wav
    ZOMBIE IDLE LAST = zombie/zo_alert10.wav
    ZOMBIE MADNESS = zombie_plague/charger_charge_01.wav, zombie_plague/charger_charge_02.wav

    ROUND ASSASSIN = zombie_plague/nemesis1.wav , zombie_plague/nemesis2.wav
    ROUND NEMESIS = zombie_plague/nemesis1.wav , zombie_plague/nemesis2.wav
    ROUND SURVIVOR = zombie_plague/survivor1.wav , zombie_plague/survivor2.wav
    ROUND SWARM = zombie_plague/survivor2.mp3
    ROUND MULTI = ambience/the_horror2.wav
    ROUND PLAGUE = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav
    ROUND ARMAGEDDON = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav
    ROUND SNIPER = ambience/the_horror2.wav


    GRENADE INFECT EXPLODE = zombie_plague/grenade_infect.wav
    GRENADE INFECT PLAYER = scientist/scream20.wav , scientist/scream22.wav , scientist/scream05.wav
    GRENADE FIRE EXPLODE = zombie_plague/interior_fireclose01_mono.wav
    GRENADE FIRE PLAYER = zombie_plague/fire_big_loop1.wav
    GRENADE FROST EXPLODE = warcraft3/frostnova.wav
    GRENADE FROST PLAYER = warcraft3/gelaada.wav
    GRENADE FROST BREAK = warcraft3/impalelaunch1.wav
    GRENADE FLARE = items/flashlight1.wav
    ANTIDOTE = fvox/antidote_shot.wav
    THUNDER = zombie_plague/crow_1.wav


    [Ambience Sounds] (only .wav and .mp3 formats supported, duration is in seconds)
    SOUNDS (Infection Mode) = zombie_plague/ambience.mp3
    DURATIONS (Infection Mode) = 17
    SOUNDS (Multiple Infection Mode) = zombie_plague/ambience.mp3
    DURATIONS (Multiple Infection Mode) = 17
    SOUNDS (Swarm Mode) = zombie_plague/musicas/Maximum.mp3
    DURATIONS (Swarm Mode) = 114
    SOUNDS (Nemesis Mode) = zombie_plague/musicas/chop_sueyy.mp3
    DURATIONS (Nemesis Mode) = 57
    SOUNDS (Survivor Mode) = zombie_plague/musicas/survivorambience.mp3
    DURATIONS (Survivor Mode) = 194
    SOUNDS (Plague Mode) = zombie_plague/musicas/myworld.mp3
    DURATIONS (Plague Mode) = 320
    SOUNDS (Armageddon Mode) = zombie_plague/musicas/Psychosocial.mp3
    DURATIONS (Armageddon Mode) = 69

    SOUNDS (Sniper Mode) = zombie_plague/musicas/myworld.mp3
    DURATIONS (Sniper Mode) = 320

    SOUNDS (Assasin Mode) = zombie_plague/musicas/notreadtodie.mp3
    DURATIONS (Assasin Mode) = 122


    [Buy Menu Weapons]
    PRIMARY = weapon_m3, weapon_m4a1 , weapon_ak47 ,weapon_mp5navy,weapon_xm1014, weapon_galil, weapon_sg552 , weapon_scout, weapon_awp, weapon_tmp , weapon_mac10 , weapon_ump45 , weapon_p90, weapon_famas, weapon_aug, weapon_g3sg1 , weapon_sg550
    SECONDARY = weapon_glock18 , weapon_usp , weapon_p228 , weapon_deagle , weapon_fiveseven , weapon_elite
    GRENADES = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade

    [Extra Items: Weapons and their costs]
    NAMES = Napalm Nade , Frost Nade , Flare ,Colete, Rambo
    ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade , item_kevlar, weapon_m249
    COSTS = 1 , 1 , 1 , 10, 20

    [Weather Effects]
    RAIN = 1
    SNOW = 0
    FOG = 0
    FOG DENSITY = 0.0018
    FOG COLOR = 128 128 128

    [Custom Skies] (randomly chosen if more than one)
    ENABLE = 1
    SKY NAMES = space

    [Lightning Lights Cycle]
    LIGHTS = ijklmnonmlkjihgfedcb , klmlkjihgfedcbaabcdedcb , bcdefedcijklmlkjihgfedcb

    [Zombie Decals] (for bloodstains/footsteps)
    DECALS = 99 , 107 , 108 , 184 , 185 , 186 , 187 , 188 , 189

    [Knockback Power for Weapons] (use -1.0 to disable knockback power for the weapon)
    P228 = -1.0
    SCOUT = -1.0
    XM1014 = 2.0
    MAC10 = -1.0
    AUG = -1.0
    ELITE = -1.0
    FIVESEVEN = -1.0
    UMP45 = -1.0
    SG550 = -1.0
    GALIL = -1.0
    FAMAS = -1.0
    USP = -1.0
    GLOCK18 = -1.0
    AWP = 20.0
    MP5NAVY = -1.0
    M249 = 6.0
    M3 = 4.0
    M4A1 = -1.0
    TMP = -1.0
    G3SG1 = -1.0
    DEAGLE = -1.0
    SG552 = -1.0
    AK47 = -1.0
    P90 = -1.0

    [Objective Entities] (and anything that would affect gameplay that needs to be removed)
    OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
    GAMEPLAY = item_longjump

    [SVC_BAD Prevention] (if you experience *many* SVC_BAD kicks, try one of the following)

    ; A. Increase delay between model changes here (in 0.1 increments until the kicks are gone)
    MODELCHANGE DELAY = 0.2
    ; B. If kicks are happenning at round start, increase this instead
    ROUNDSTART DELAY = 2.0

    ; If you want your models to use custom hitboxes, try enabling this.
    ; Note: make sure your models have the right hitboxes for CS to use,
    ; otherwise this setting might cause your server insane cpu usage and lag!
    SET MODELINDEX OFFSET = 0
    [code]


    Última edição por wanderson_1312 em 23/4/2012, 3:14 pm, editado 1 vez(es)
    wanderson_1312
    wanderson_1312
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    Skin de Zm Empty zombie Plague.cfg

    Mensagem por wanderson_1312 23/4/2012, 3:13 pm

    // Classe: Nemesis
    // --------------

    zp_nemesis_health 0 // Vida [0 -Baseando na quantidade de jogadores]
    zp_nemesis_base_health 8000 // Base de Vida
    zp_nemesis_speed 1.25 // Velocidade
    zp_nemesis_gravity 0.6 // Gravidade
    zp_nemesis_glow 1 // Brilho efeito
    zp_nemesis_aura 1 // Aura efeito
    zp_nemesis_aura_color_R 150 // Aura cor (vermelho)
    zp_nemesis_aura_color_G 0 // Aura cor (verde)
    zp_nemesis_aura_color_B 0 // Aura cor (azul)
    zp_nemesis_damage 4.0 // Danos Multiplos
    zp_nemesis_kill_explode 1 // Corpo explosão efeito ao morrer

    // Classe: Assasin
    // --------------
    zp_assassin_health 7000
    zp_assassin_chance 10

    // Classe: Survivor
    // ---------------

    zp_survivor_health 0 // Vida [0 - Baseando na quantidade de jogadores]
    zp_survivor_base_health 800 // Base de Vida
    zp_survivor_speed 1.25 // Velocidade
    zp_survivor_gravity 1.25 // Gravidade
    zp_survivor_glow 1 // Brilho efeito
    zp_survivor_aura 1 // Aura efeito
    zp_survivor_aura_color_R 0 // Aura cor (vermelho)
    zp_survivor_aura_color_G 0 // Aura cor (verde)
    zp_survivor_aura_color_B 150 // Aura cor (azul)
    zp_survivor_weapon "weapon_m249" // arma ganhada por padrão
    zp_survivor_weapon_block 1 // bloquear armas por padrão

    // Game Modes Manager
    // ------------------

    zp_gamemode_delay 10 // tempo para comecar a infeccao ( antigo zp_delay )
    zp_round_start_show_hud 1 // Ver mensagem "Virus a solta..." no hud

    // Game Mode: Infection
    // --------------------

    zp_infection_chance 1 // Chance (1 em x)
    zp_infection_min_players 0 // Quantidade minima necessaria de jogadores
    zp_infection_show_hud 1 // Ver noticia primeira infeccao
    zp_infection_allow_respawn 1 // Permitir renascer em modos infeccao
    zp_respawn_after_last_human 1 // Renascer quando sobrar um humano
    zp_zombie_first_hp_multiplo 4.0 // First zombie HP multiplo

    // Game Mode: Nemesis
    // ------------------

    zp_nemesis_chance 20 // Chance (1 em x)
    zp_nemesis_min_players 0 // Quantidade minima necessaria de jogadores
    zp_nemesis_show_hud 1 // Ver nemesis HUD noticia
    zp_nemesis_sounds 1 // tocar nemesis música
    zp_nemesis_allow_respawn 0 // Permitir renascer em nemesis rounds

    // Game Mode: Survivor
    // -------------------

    zp_survivor_chance 20 // Chance (1 em x)
    zp_survivor_min_players 0 // Quantidade minima necessaria de jogadores
    zp_survivor_show_hud 1 // Ver survivor HUD noticia
    zp_survivor_sounds 1 // tocar survivor música
    zp_survivor_allow_respawn 0 // Permitir renascer em survivor rounds

    // Game Mode: Multiple Infection
    // -----------------------------

    zp_multi_chance 10 // Chance (1 em x)
    zp_multi_min_players 0 // Quantidade minima necessaria de jogadores
    zp_multi_min_zombies 2 // Minino de zombies para ter
    zp_multi_ratio 0.15 // Infect ratio (zombie count = ratio * player count)
    zp_multi_show_hud 1 // Ver multiple infection HUD noticia
    zp_multi_sounds 1 // tocar multiple infection música
    zp_multi_allow_respawn 1 // Permitir renascer em multiple infection rounds

    // Game Mode: Swarm
    // ----------------

    zp_swarm_chance 10 // Chance (1 em x)
    zp_swarm_min_players 0 // Quantidade minima necessaria de jogadores
    zp_swarm_show_hud 1 // Ver swarm HUD noticia
    zp_swarm_sounds 1 // tocar swarm música
    zp_swarm_allow_respawn 0 // Permitir renascer em swarm rounds

    // Game Mode: Plague
    // -----------------

    zp_plague_chance 20 // Chance (1 em x)
    zp_plague_min_players 0 // Quantidade minima necessaria de jogadores
    zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio * player count)
    zp_plague_nemesis_count 1 // quantidade of nemesis to have
    zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplo
    zp_plague_survivor_count 1 // quantidade of survivors to have
    zp_plague_surv_hp_multi 0.5 // Survivor HP multiplo
    zp_plague_show_hud 1 // Ver plague HUD noticia
    zp_plague_sounds 1 // tocar plague música
    zp_plague_allow_respawn 0 // Permitir renascer em plague rounds

    // Game Mode: Armageddon
    // ---------------------

    zp_armageddon_chance 20 // Chance (1 em x)
    zp_armageddon_min_players 0 // Quantidade minima necessaria de jogadores
    zp_armageddon_ratio 0.5 // Nemesis to survivors ratio (nemesis count = ratio * player count)
    zp_armageddon_nem_hp_multi 0.25 // Nemesis HP multiplo
    zp_armageddon_surv_hp_multi 0.25 // Survivor HP multiplo
    zp_armageddon_show_hud 1 // Ver armageddon HUD noticia
    zp_armageddon_sounds 1 // tocar armageddon música
    zp_armageddon_allow_respawn 0 // Permitir renascer em armageddon rounds

    // Item: Antidote
    // --------------

    zp_antidote_round_limit 5 // Antidote limite de compra por Round

    // Item: Infection Bomb
    // --------------------

    zp_infection_bomb_round_limit 1 // Infection bomb limite de compra por Round

    // Item: Zombie Madness
    // --------------------

    zp_zombie_madness_time 5.0 // Zombie madness duração
    zp_madness_aura_color_R 150 // Madness aura cor (vermelho)
    zp_madness_aura_color_G 0 // Madness aura cor (verde)
    zp_madness_aura_color_B 255 // Madness aura cor (azul)

    // Admin Commands
    // --------------

    zp_log_admin_commands 0 // Mandar Log para "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 0 // Enable admin player models for zombies
    zp_admin_models_zombie_knife 0 // 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 1 // 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 0 // Time in seconds players are allowed to use CS buyzones after spawning
    zp_buyzone_humans 0 // 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 ganhos para humans por matar zombies
    zp_frags_human_killed 1 // Frags ganhos para zombies por matar humans
    zp_frags_human_infected 1 // Frags ganhos para 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 1000 // Health regained by zombies after an infection
    zp_human_last_health_bonus 100 // 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 por matar a zombie
    zp_money_human_killed 200 // Money rewarded por matar 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 0 // Ammo packs rewarded to team that wins a round
    zp_ammop_loser 0 // 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 1800 // Reward ammo packs after this much damage is done to zombies
    zp_ammop_human_damaged_hp 1250 // Reward ammo packs after this much damage is done to humans
    zp_ammop_zombie_killed 1 // Ammo packs rewarded por matar a zombie
    zp_ammop_human_killed 1 // Ammo packs rewarded por matar 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 15 // 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 1 // 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 1 // Enable for humans
    zp_spawn_protection_zombies 1 // Enable for zombies

    // Zombie Features
    // ---------------

    zp_zombie_fov 0 // 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 multiplo (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 1 // Unlimited ammo for humans [0-disabled // 1-BP ammo // 2-clip ammo]
    zp_survivor_unlimited_ammo 2 // 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_padrão 1 // quantidade of armor given to humans by padrão
    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 // padrão flashlight charge for humans
    zp_flashlight_custom 1 // Enable custom flashlight
    zp_flashlight_radius 15 // Custom flashlight radius
    zp_flashlight_distance 1000 // Custom flashlight max distance
    zp_flashlight_show_all 0 // 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 cor (vermelho)
    zp_flashlight_color_G 100 // Custom flashlight cor (verde)
    zp_flashlight_color_B 100 // Custom flashlight cor (azul)

    // Nightvision
    // ------------

    zp_nvision_custom 1 // Enable custom nightvision
    zp_nvision_radius 85 // 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 255 // Zombies custom nightvision cor (vermelho)
    zp_nvision_zombie_color_G 0 // Zombies custom nightvision cor (verde)
    zp_nvision_zombie_color_B 255 // Zombies custom nightvision cor (azul)
    zp_nvision_human 0 // Give nightvision to humans [0-disabled // 1-give only // 2-give and enable]
    zp_nvision_human_color_R 250 // Humans custom nightvision cor (vermelho)
    zp_nvision_human_color_G 255 // Humans custom nightvision cor (verde)
    zp_nvision_human_color_B 250 // Humans custom nightvision cor (azul)
    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 cor (vermelho)
    zp_nvision_spec_color_G 150 // Spectators custom nightvision cor (verde)
    zp_nvision_spec_color_B 0 // Spectators custom nightvision cor (azul)
    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 cor (vermelho)
    zp_nvision_nemesis_color_G 0 // Nemesis custom nightvision cor (verde)
    zp_nvision_nemesis_color_B 0 // Nemesis custom nightvision cor (azul)
    zp_nvision_survivor 2 // Give nightvision to survivor [0-disabled // 1-give only // 2-give and enable]
    zp_nvision_survivor_color_R 0 // Survivor custom nightvision cor (vermelho)
    zp_nvision_survivor_color_G 0 // Survivor custom nightvision cor (verde)
    zp_nvision_survivor_color_B 150 // Survivor custom nightvision cor (azul)

    // Leap
    // ----

    zp_leap_zombie 1 // Give leap to zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
    zp_leap_zombie_force 500 // Force multiplo
    zp_leap_zombie_height 300 // Upwards force
    zp_leap_zombie_cooldown 5.0 // Time before leap is available again
    zp_leap_nemesis 1 // Give leap to nemesis
    zp_leap_nemesis_force 400 // Force multiplo
    zp_leap_nemesis_height 400 // Upwards force
    zp_leap_nemesis_cooldown 2.2 // Time before leap is available again
    zp_leap_survivor 1 // Give leap to survivor
    zp_leap_survivor_force 500 // Force multiplo
    zp_leap_survivor_height 300 // Upwards force
    zp_leap_survivor_cooldown 1.8 // 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 1 // Humans are pain shock free [0-disabled // 1-enabled // 2-only last human]
    zp_painshockfree_nemesis 1 // 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 multiplo on knockback calculation
    zp_knockback_zvel 0 // Should knockback affect vertical velocity
    zp_knockback_ducking 0.25 // Knockback multiplo for crouched zombies [0-knockback disabled when ducking]
    zp_knockback_distance 500 // Max distance for knockback to take efeito
    zp_knockback_nemesis 0.25 // Nemesis knockback multiplo [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]

    // efeitos: Infect
    // ---------------

    zp_infect_show_hud 1 // Ver infection HUD noticia
    zp_infect_show_notice 1 // Ver infection death noticia
    zp_infect_sounds 1 // tocar infection sounds

    zp_infect_screen_fade 1 // Screen fade for infected player
    zp_infect_screen_fade_R 0 // Screen fade cor (vermelho)
    zp_infect_screen_fade_G 150 // Screen fade cor (verde)
    zp_infect_screen_fade_B 0 // Screen fade cor (azul)
    zp_infect_screen_shake 1 // Screen shake for infected player
    zp_infect_hud_icon 1 // Distocar small HUD icon on infection
    zp_infect_tracers 0 // Tracers on infection
    zp_infect_particles 0 // Particles on infection
    zp_infect_sparkle 0 // Light sparkle on infection
    zp_infect_sparkle_R 0 // Light sparkle cor (vermelho)
    zp_infect_sparkle_G 150 // Light sparkle cor (verde)
    zp_infect_sparkle_B 0 // Light sparkle cor (azul)

    // efeitos: Antidoto
    // -------------

    zp_cure_show_hud 1 // Ver Antidoto HUD noticia
    zp_cure_sounds 1 // tocar Antidoto sounds

    // efeitos: Lighting
    // -----------------

    zp_lighting "b" // Map lighting ["a"-darkest // "z"-brightest // ""-padrão // "0"-disabled]
    zp_thunder_time 540 // Thunderclap rate in seconds [0-disabled]
    zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches)

    // Gametocar 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 Ter same HP

    // Team Scoring
    // ------------

    zp_winner_show_hud 1 // Ver winner HUD noticia
    zp_winner_sounds 1 // tocar winner música

    // Ammo Packs
    // ----------

    zp_starting_ammo_packs 0 // 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 cor (vermelho)
    zp_grenade_flashbang_color_G 150 // Custom screen fade cor (verde)
    zp_grenade_flashbang_color_B 0 // Custom screen fade cor (azul)
    zp_grenade_flashbang_nemesis 1 // Flashbangs affect nemesis

    // Grenade: Fire
    // -------------

    zp_grenade_fire_duration 10 // Burning duração in seconds
    zp_grenade_fire_damage 5 // Burning damage (every 0.2 secs)
    zp_grenade_fire_slowdown 0.5 // Burning slowdown multiplo [0-disabled]
    zp_grenade_fire_hudicon 1 // Distocar small HUD icon when burning
    zp_grenade_fire_explosão 1 // Use original HE grenade explosão

    // Grenade: Frost
    // --------------

    zp_grenade_frost_duration 3 // Freeze duração in seconds
    zp_grenade_frost_hudicon 1 // Distocar small HUD icon when frozen
    zp_grenade_frost_nemesis 0 // Frost nades affect nemesis
    zp_grenade_frost_nao_atirar_congelado 0 // Atirar nos Zombies Congelados

    // Grenade: Flare
    // --------------

    zp_grenade_flare_duration 260 // Flare lightning duração in seconds
    zp_grenade_flare_radius 25 // Flare lightning radius
    zp_grenade_flare_color 0 // 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 (padrão: 1 Ammo Pack = $ 160)

    Meu addons é o anthrax 4.6
    Luankc
    Luankc
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por Luankc 23/4/2012, 4:23 pm

    Estranho parece estar tudo certo, bom pega o .sma desse modo aqui:
    https://zplague.forumeiro.com/t1482-zp-50-modo-assasino-e-sniper-by-junin
    E edita direto no .sma
    wanderson_1312
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por wanderson_1312 23/4/2012, 6:37 pm

    desculpa mais ainda não da certo veja

    https://2img.net/r/ihimg/photo/my-images/19/dwm2012042315231370.jpg/ Tai o .sma
    https://2img.net/r/ihimg/photo/my-images/534/dwm2012042315243807.jpg/ Mudei
    https://2img.net/r/ihimg/photo/my-images/407/hl2012042315285060.jpg/ o player fica mais a mão não fica
    https://2img.net/r/ihimg/photo/my-images/819/hl2012042315291642.jpg/ de novo
    https://2img.net/r/ihimg/photo/my-images/827/dwm2012042315351420.jpg/ affs
    Luankc
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por Luankc 23/4/2012, 6:54 pm

    Credo mano, o mais estranho é que o model "Player" muda, mais mano, será que seu model "v_execucioner_axe.mdl" não é o mesmo que "v_knife_zombie.mdl" só alterando o nome? Por que ta muito estranho isso aí '-'
    wanderson_1312
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por wanderson_1312 24/4/2012, 1:43 am

    não manos o v_execucioner_axe.mdl é um martelão doidera grandão mao de zombie
    wanderson_1312
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por wanderson_1312 24/4/2012, 1:44 am

    meu amigo o nome é v_executioner_axe.mdl
    wanderson_1312
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por wanderson_1312 24/4/2012, 1:48 am

    quer download vc encontra aqui o models/zombie_plague/v_executioner_axe.mdl http://goservers.com.br/cstrike/models/zombie_plague/
    Luankc
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    Skin de Zm Empty Re: Skin de Zm

    Mensagem por Luankc 24/4/2012, 11:03 am

    Ai já não sei cara,não tem motivo para estar dando errado '-'

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