Na base que o devil postou, eu vi na cfg estar normal, só que quando renasce, renasce somente de humano. tem como conserta isso ?
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zp_deathmatch 2 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_spawn_delay 3 // Delay before respawning on deathmatch mode in seconds
zp_spawn_protection 1 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_respawn_on_suicide 1 // Respawn players if they commited suicide
zp_respawn_after_last_human 1 // Respawn players if only the last human is left
zp_infection_allow_respawn 1 // Allow respawning on infection rounds
posta a cfg ai que eu arrumo[D]etonado[R] escreveu:kkkk, como eu disse eu olhei a cfg estava desse jeito
Posta Cfg fica mais facil :)[D]etonado[R] escreveu:kkkk, como eu disse eu olhei a cfg estava desse jeito
// ==========================================
// * || Zombie Plague v4.3 Config File || *
// ==========================================
// General
// -------
zp_delay 15 // Time before any game mode starts in seconds
zp_lighting "e" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunderclap 120 // Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches)
zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_blockuse_pushables 1 // Block +use on pushables to prevent the speed bug
zp_block_suicide 1 // Prevent players from killing themselves
zp_random_spawn 1 // Enable random spawning (will use CSDM spawns if present)
zp_respawn_on_worldspawn_kill 1 // Respawn players after a worldspawn kill
zp_remove_dropped 0 // Time before removing dropped weapons in seconds [0-disabled]
zp_remove_money 1 // Remove player's money
zp_buy_custom 1 // Enable custom buy menus
zp_random_weapons 0 // Whether players should get weapons randomly instead of buying them
zp_admin_models_human 1 // Enable admin player models for humans
zp_admin_knife_models_human 1 // Enable admin knife models for humans
zp_vip_models_human 1 // Enable vip player models for humans
zp_vip_knife_models_human 1 // Enable vip knife models for humans
zp_admin_models_zombie 1 // Enable admin player models for zombies
zp_admin_knife_models_zombie 1 // Enable admin knife models for zombies
zp_zombie_classes 1 // Enable zombie classes
zp_stats_save 1 // Temporarily save player's ammo packs and zombie class when they disconnect
zp_starting_ammo_packs 0 // Starting amount of ammo packs for new players
zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row
zp_keep_health_on_disconnect 1 // Whether the health of the Nemesis/Survivor/Sniper chosen to keep the round going should be set to that of the leaving player's
zp_human_survive 0 // If no one has won, should humans be given the score for survival [0-disabled]
zp_aim_info 1 // Whether to show health, armor, ammo packs etc. when a player aims at some one
// Deathmatch
// ----------
zp_deathmatch 2 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_spawn_delay 2 // Delay before respawning on deathmatch mode in seconds
zp_spawn_protection 2 // Spawn protection time for deathmatch in seconds [0-disabled]
zp_respawn_on_suicide 1 // Respawn players if they commited suicide
zp_respawn_after_last_human 0 // Respawn players if only the last human is left
zp_infection_allow_respawn 1 // Allow respawning on infection rounds
zp_nem_allow_respawn 0 // Allow respawning on nemesis rounds
zp_surv_allow_respawn 0 // Allow respawning on survivor rounds
zp_sniper_allow_respawn 0 // Allow respawning on sniper rounds
zp_assassin_allow_respawn 0 // Allow respawning on assassin rounds
zp_jason_allow_respawn 0 // Allow respawning on jason rounds
zp_firebug_allow_respawn 0 // Allow respawning on firebug rounds
zp_arqueiro_allow_respawn 0 // Allow respawning on arqueiro rounds
zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds
zp_plague_allow_respawn 0 // Allow respawning on plague rounds
zp_respawn_zombies 1 // Whether to respawn killed zombies
zp_respawn_humans 0 // Whether to respawn killed humans
zp_respawn_nemesis 0 // Whether to respawn killed nemesis
zp_respawn_survivors 0 // Whether to respawn killed survivors
zp_respawn_snipers 0 // Whether to respawn killed snipers
zp_respawn_assassins 0 // Whether to respawn killed assassins
zp_respawn_jasons 0 // Whether to respawn killed jasons
zp_respawn_firebugs 0 // Whether to respawn killed firebugs
zp_respawn_arqueiros 0 // Whether to respawn killed arqueiros
zp_lnj_allow_respawn 0 // Allow respawning on armageddon rounds
zp_lnj_respawn_surv 0 // Whether to turn a spawned human into a survivor during Armageddon mode
zp_lnj_respawn_nem 0 // Whether to turn a spawned zombie into a nemesis during Armageddon mode
zp_crl_allow_respawn 0 // Allow respawning on crepusculo rounds
zp_crl_respawn_firebug 0 // Whether to turn a spawned human into a firebug during Crepusculo mode
zp_crl_respawn_assassin 0 // Whether to turn a spawned zombie into a assassin during Crepusculo mode
zp_ecl_allow_respawn 0 // Allow respawning on eclipse rounds
zp_ecl_respawn_arqueiro 0 // Whether to turn a spawned human into a arqueiro during Eclipse mode
zp_ecl_respawn_nemesis 0 // Whether to turn a spawned zombie into a nemesis during Eclipse mode
zp_apo_allow_respawn 0 // Allow respawning on apocalypse rounds
zp_apo_respawn_sniper 0 // Whether to turn a spawned human into a sniper during Apocalypse mode
zp_apo_respawn_assassin 0 // Whether to turn a spawned zombie into a assassin during Apocalypse mode
// Extra Items
// -----------
zp_extra_items 1 // Enable extra items
zp_extra_weapons 1 // Include weapons
zp_extra_nvision 1 // Include night vision
zp_extra_antidote 1 // Include antidote
zp_extra_antidote_limit 4 // Antidote purchase limit per round
zp_extra_madness 1 // Include zombie madness
zp_extra_madness_limit 8 // Zombie madness purchase limit per round
zp_extra_madness_duration 5.0 // Zombie madness duration
zp_extra_infbomb 1 // Include infection bomb
zp_extra_infbomb_limit 2 // Infection bomb purchase limit per round
// Flashlight & Nightvision
// ------------------------
zp_nvg_give 1 // Give nightvision [0-disabled // 1-enabled // 2-enabled, but no auto turning on]
zp_nvg_custom 1 // Enable custom nightvision
zp_nvg_size 80 // Nightvision size (radius)
zp_nvg_color_R 255 // Zombie custom nightvision color (red)
zp_nvg_color_G 255 // Zombie custom nightvision color (green)
zp_nvg_color_B 255 // Zombie custom nightvision color (blue)
zp_nvg_hum_color_R 10 // Human/Spectator custom nightvision color (red)
zp_nvg_hum_color_G 40 // Human/Spectator custom nightvision color (green)
zp_nvg_hum_color_B 90 // Human/Spectator custom nightvision color (blue)
zp_nvg_nem_color_R 150 // Nemesis custom nightvision color (red)
zp_nvg_nem_color_G 0 // Nemesis custom nightvision color (green)
zp_nvg_nem_color_B 0 // Nemesis custom nightvision color (blue)
zp_nvg_assassin_color_R 150 // Assassin custom nightvision color (red)
zp_nvg_assassin_color_G 150 // Assassin custom nightvision color (green)
zp_nvg_assassin_color_B 0 // Assassin custom nightvision color (blue)
zp_flash_custom 1 // Enable custom flashlight
zp_flash_size 10 // Custom flashlight size (radius)
zp_flash_size_assassin 10 // Custom flashlight size (radius) in assassin round
zp_flash_drain 0 // Custom flashlight drain rate [0-unlimited batteries]
zp_flash_charge 5 // Custom flashlight charge rate [0-non chargeable batteries]
zp_flash_distance 5000 // Custom flashlight max distance
zp_flash_color_R 100 // Custom flashlight color (red)
zp_flash_color_G 100 // Custom flashlight color (green)
zp_flash_color_B 100 // Custom flashlight color (blue)
zp_flash_color_assassin_R 100 // Custom flashlight color (red) in assassin round
zp_flash_color_assassin_G 100 // Custom flashlight color (green) in assassin round
zp_flash_color_assassin_B 100 // Custom flashlight color (blue) in assassin round
zp_flash_show_all 1 // Let players see each other's flashlights
// Knockback
// ---------
zp_knockback 0 // Enable weapon knockback (note: pain shock free increases knockback effect)
zp_knockback_damage 1 // Use damage on knockback calculation
zp_knockback_power 1 // Use weapon power on knockback calculation
zp_knockback_zvel 0 // Should knockback affect vertical velocity
zp_knockback_ducking 0.25 // Knockback multiplier for crouched zombies [0-knockback disabled when ducking]
zp_knockback_distance 500 // Max distance for knockback to take effect
zp_knockback_nemesis 0.25 // Nemesis knockback multiplier [0-disable knockback for nemesis]
zp_knockback_assassin 0.25 // Assassin knockback multiplier [0-disable knockback for assassin]
// Longjump
// --------
zp_leap_zombies 1 // Give leap to Zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombies_force 500 // Force multiplier
zp_leap_zombies_height 300 // Upwards force
zp_leap_zombies_cooldown 5.0 // Time between leap uses
zp_leap_nemesis 1 // Give leap to Nemesis
zp_leap_nemesis_force 500 // Force multiplier
zp_leap_nemesis_height 300 // Upwards force
zp_leap_nemesis_cooldown 0 // Time between leap uses
zp_leap_survivor 1 // Give leap to Survivor
zp_leap_survivor_force 500 // Force multiplier
zp_leap_survivor_height 300 // Upwards force
zp_leap_survivor_cooldown 0 // Time between leap uses
zp_leap_sniper 1 // Give leap to Sniper
zp_leap_sniper_force 500 // Force multiplier
zp_leap_sniper_height 300 // Upwards force
zp_leap_sniper_cooldown 0 // Time between leap uses
zp_leap_assassin 1 // Give leap to Assassin
zp_leap_assassin_force 500 // Force multiplier
zp_leap_assassin_height 300 // Upwards force
zp_leap_assassin_cooldown 0 // Time between leap uses
zp_leap_jason 1 // Give leap to Jason
zp_leap_jason_force 500 // Force multiplier
zp_leap_jason_height 300 // Upwards force
zp_leap_jason_cooldown 0 // Time between leap uses
zp_leap_firebug 1 // Give leap to Firebug
zp_leap_firebug_force 500 // Force multiplier
zp_leap_firebug_height 300 // Upwards force
zp_leap_firebug_cooldown 0 // Time between leap uses
zp_leap_arqueiro 1 // Give leap to Arqueiro
zp_leap_arqueiro_force 500 // Force multiplier
zp_leap_arqueiro_height 300 // Upwards force
zp_leap_arqueiro_cooldown 0 // Time between leap uses
// Humans
// ------
zp_human_health 300 // Health
zp_human_last_extrahp 700 // Last human's extra health reward
zp_human_speed 240 // Speed
zp_human_gravity 1.0 // Gravity (0.5 = half)
zp_human_armor_protect 1 // Armor needs to be reduced completely in order to get infected
zp_human_unlimited_ammo 1 // Unlimited ammo [0-disabled // 1-BP ammo // 2-clip ammo]
zp_human_damage_reward 800 // How much damage humans must deal on zombies to get an ammo pack
zp_human_frags_for_kill 1 // How many frags humans get for killing a zombie
// Custom Grenades
// ---------------
zp_fire_grenades 1 // Enable napalm grenades (overrides HE)
zp_fire_duration 10 // Burning duration in seconds
zp_fire_damage 10 // Burning damage (every 0.2 secs)
zp_fire_slowdown 0.5 // Burning slowdown multiplier (0.5 = reduces velocity by a half) [0-disabled]
zp_frost_grenades 1 // Enable frost grenades (overrides FB)
zp_frost_duration 3 // Freeze duration in seconds
zp_frost_hit 1 // Whether a zombie is hurt by bullets while he is frozen
zp_flare_grenades 1 // Enable flare grenades (overrides SG)
zp_flare_duration 180 // Flare lightning duration in seconds
zp_flare_size 35 // Flare lightning size (radius)
zp_flare_color 0 // Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b,y,c,p]
zp_flare_size_assassin 35 // Flare lightning size (radius) on assassin round
// Zombies
// -------
zp_zombie_first_hp 4.0 // First zombie HP multiplier (2.0 = double health)
zp_zombie_armor 0.75 // Armor multiplier (0.75 = zombies take 75% damage only)
zp_zombie_hitzones 0 // Allowed hitzones bitsum (look into fun.inc for body part bits) [0-disabled]
zp_zombie_infect_health 100 // How much health a zombie regains with every infection
zp_zombie_fov 110 // Field of view [0-dont change]
zp_zombie_silent 1 // Enable silent footsteps
zp_zombie_painfree 2 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only last zombie]
zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor
zp_zombie_infect_reward 2 // Ammo packs given to zombies for infecting/killing a human
zp_zombie_frags_for_infect 1 // How many frags zombies get for infecting a human
// Special Effects
// ---------------
zp_infection_screenfade 1 // Screen fade for infected player
zp_infection_screenshake 1 // Screen shake for infected player
zp_infection_sparkle 1 // Light sparkle on infection
zp_infection_tracers 1 // Tracers on infection
zp_infection_particles 1 // Particles on infection
zp_hud_icons 1 // Display small HUD icons on infection, burning, and freeze events
zp_sniper_frag_gore 1 // When killed by a Sniper, Zombies explode
zp_assassin_frag_gore 1 // When killed by an Assassin, Humans are cut in pieces
zp_zombies_aura_size 20 // Aura size of Nemesis/Assassin or a zombie (in zombie madness)
// Nemesis
// -------
zp_nem_enabled 1 // Enable nemesis mode
zp_nem_chance 50 // Chance (1 in X)
zp_nem_min_players 0 // Minimum players required
zp_nem_health 40000 // Health [0 - human count*base health]
zp_nem_base_health 0 // Base health [0 - use first zombie's health]
zp_nem_speed 250 // Speed
zp_nem_gravity 0.5 // Gravity (0.5 = half)
zp_nem_damage 250 // Damage per hit
zp_nem_glow 1 // Glow effect
zp_nem_aura 1 // Halo effect
zp_nem_painfree 0 // Pain shock free
zp_nem_ignore_frags 0 // Whether to earn frags
zp_nem_ignore_rewards 0 // Whether to earn ammo packs
// Survivor
// -------
zp_surv_enabled 1 // Enable survivor mode
zp_surv_chance 50 // Chance (1 in X)
zp_surv_min_players 0 // Minimum players required
zp_surv_health 7500 // Health [0 - zombie count*base health]
zp_surv_base_health 0 // Base health [0 - use human's health]
zp_surv_speed 240 // Speed
zp_surv_gravity 1.0 // Gravity (0.5 = half)
zp_surv_glow 1 // Glow effect
zp_surv_aura 1 // Halo effect
zp_surv_aura_R 200 // Color of aura [Red]
zp_surv_aura_G 200 // Color of aura [Green]
zp_surv_aura_B 200 // Color of aura [Blue]
zp_surv_aura_size 70 // Size of aura
zp_surv_painfree 0 // Pain shock free
zp_surv_ignore_frags 0 // Whether to earn frags
zp_surv_ignore_rewards 0 // Whether to earn ammo packs
zp_surv_weapon "weapon_m249" // Survivor's weapon (given by default)
zp_surv_unlimited_ammo 2 // Unlimited ammo for Survivor [0-disabled // 1-BP ammo // 2-clip ammo]
// Swarm Mode
// ----------
zp_swarm_enabled 1 // Enable swarm mode
zp_swarm_chance 50 // Chance (1 in X)
zp_swarm_min_players 0 // Minimum players required
// Multiple Infection
// ------------------
zp_multi_enabled 1 // Enable multiple infection mode
zp_multi_chance 50 // Chance (1 in X)
zp_multi_min_players 0 // Minimum players required
zp_multi_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
// Plague Mode
// -----------
zp_plague_enabled 1 // Enable plague mode
zp_plague_chance 50 // Chance (1 in X)
zp_plague_min_players 0 // Minimum players required
zp_plague_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
zp_plague_nem_number 1 // Nemesis count
zp_plague_nem_hp_multi 0.5 // Nemesis HP multiplier (0.5 = 50% health)
zp_plague_surv_number 1 // Survivor count
zp_plague_surv_hp_multi 0.5 // Survivor HP multiplier (0.5 = 50% health)
// Sniper Mode
// -----------
zp_sniper_enabled 1 // Enable sniper mode
zp_sniper_chance 50 // Chance (1 in X)
zp_sniper_min_players 0 // Minimum players required
zp_sniper_health 5000 // Health [0 - zombie count*base health]
zp_sniper_base_health 0 // Base health [0 - use human's health]
zp_sniper_speed 240 // Speed
zp_sniper_gravity 1.0 // Gravity (0.5 = half)
zp_sniper_glow 1 // Glow effect
zp_sniper_aura 1 // Halo effect
zp_sniper_aura_color_R 200 // Sniper's aura color [Red]
zp_sniper_aura_color_G 200 // Sniper's aura color [Green]
zp_sniper_aura_color_B 200 // Sniper's aura color [Blue]
zp_sniper_aura_size 50 // Aura size of sniper
zp_sniper_painfree 1 // Pain shock free
zp_sniper_ignore_frags 0 // Whether to earn frags
zp_sniper_ignore_rewards 0 // Whether to earn ammo packs
zp_sniper_damage 5000.0 // Damage done by one bullet of the sniper's weapon [value must be float/decimal]
zp_sniper_unlimited_ammo 2 // Unlimited ammo for Sniper [0-disabled // 1-BP ammo // 2-clip ammo]
// Assassin Mode
// -------------
zp_assassin_enabled 1 // Enable nemesis mode
zp_assassin_chance 50 // Chance (1 in X)
zp_assassin_min_players 0 // Minimum players required
zp_assassin_health 15000 // Health [0 - human count*base health]
zp_assassin_base_health 0 // Base health [0 - use first zombie's health]
zp_assassin_speed 700 // Speed
zp_assassin_gravity 0.4 // Gravity (0.5 = half)
zp_assassin_damage 500 // Damage per hit
zp_assassin_glow 0 // Glow effect
zp_assassin_aura 0 // Halo effect
zp_assassin_painfree 1 // Pain shock free
zp_assassin_ignore_frags 0 // Whether to earn frags
zp_assassin_ignore_rewards 0 // Whether to earn ammo packs
// Jason Mode
// -----------
zp_jason_enabled 1 // Enable berserker mode
zp_jason_chance 50 // Chance (1 in X)
zp_jason_min_players 0 // Minimum players required
zp_jason_health 5500 // Health [0 - zombie count*base health]
zp_jason_base_health 0 // Base health [0 - use human's health]
zp_jason_speed 800 // Speed
zp_jason_gravity 0.9 // Gravity (0.5 = half)
zp_jason_glow 1 // Glow effect
zp_jason_aura 1 // Halo effect
zp_jason_aura_color_R 0 // Berserker's aura color [Red]
zp_jason_aura_color_G 200 // Berserker's aura color [Green]
zp_jason_aura_color_B 10 // Berserker's aura color [Blue]
zp_jason_aura_size 70 // Aura size of berserker
zp_jason_painfree 1 // Pain shock free
zp_jason_ignore_frags 0 // Whether to earn frags
zp_jason_ignore_rewards 0 // Whether to earn ammo packs
zp_jason_unlimited_ammo 2 // Unlimited ammo for Firebug [0-disabled // 1-BP ammo // 2-clip ammo]
// Firebug
// -------
zp_firebug_enabled 1 // Enable firebug mode
zp_firebug_chance 50 // Chance (1 in X)
zp_firebug_min_players 0 // Minimum players required
zp_firebug_health 8000 // Health [0 - zombie count*base health]
zp_firebug_base_health 0 // Base health [0 - use human's health]
zp_firebug_speed 240 // Speed
zp_firebug_gravity 1.0 // Gravity (0.5 = half)
zp_firebug_glow 1 // Glow effect
zp_firebug_aura 1 // Halo effect
zp_firebug_aura_R 0 // Color of aura [Red]
zp_firebug_aura_G 200 // Color of aura [Green]
zp_firebug_aura_B 0 // Color of aura [Blue]
zp_firebug_aura_size 80 // Size of aura
zp_firebug_painfree 1 // Pain shock free
zp_firebug_ignore_frags 0 // Whether to earn frags
zp_firebug_ignore_rewards 0 // Whether to earn ammo packs
zp_firebug_unlimited_ammo 2 // Unlimited ammo for Firebug [0-disabled // 1-BP ammo // 2-clip ammo]
// Arqueiro
// -------
zp_arqueiro_enabled 1 // Enable firebug mode
zp_arqueiro_chance 50 // Chance (1 in X)
zp_arqueiro_min_players 0 // Minimum players required
zp_arqueiro_health 6200 // Health [0 - zombie count*base health]
zp_arqueiro_base_health 0 // Base health [0 - use human's health]
zp_arqueiro_speed 240 // Speed
zp_arqueiro_gravity 1.0 // Gravity (0.5 = half)
zp_arqueiro_glow 1 // Glow effect
zp_arqueiro_aura 1 // Halo effect
zp_arqueiro_aura_R 5 // Color of aura [Red]
zp_arqueiro_aura_G 10 // Color of aura [Green]
zp_arqueiro_aura_B 200 // Color of aura [Blue]
zp_arqueiro_aura_size 70 // Size of aura
zp_arqueiro_painfree 1 // Pain shock free
zp_arqueiro_ignore_frags 0 // Whether to earn frags
zp_arqueiro_ignore_rewards 0 // Whether to earn ammo packs
zp_arqueiro_unlimited_ammo 2 // Unlimited ammo for Firebug [0-disabled // 1-BP ammo // 2-clip ammo]
// Armageddon Mode
// ---------------
zp_lnj_enabled 1 // Enable armageddon mode
zp_lnj_chance 50 // Chance (1 in X)
zp_lnj_min_players 0 // Minimum players required
zp_lnj_nem_hp_multi 0.1 // Nemesis HP multiplier (0.5 = 50% health)
zp_lnj_surv_hp_multi 0.5 // Survivor HP multiplier (0.5 = 50% health)
zp_lnj_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
// Crepusculo Mode
// ---------------
zp_crl_enabled 1 // Enable crepusculo mode
zp_crl_chance 50 // Chance (1 in X)
zp_crl_min_players 0 // Minimum players required
zp_crl_assassin_hp_multi 0.1 // Assassin HP multiplier (0.5 = 50% health)
zp_crl_firebug_hp_multi 0.5 // Firebug HP multiplier (0.5 = 50% health)
zp_crl_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
// Eclipse Mode
// ------------
zp_ecl_enabled 1 // Enable eclipse mode
zp_ecl_chance 50 // Chance (1 in X)
zp_ecl_min_players 0 // Minimum players required
zp_ecl_nemesis_hp_multi 0.1 // Nemesis HP multiplier (0.5 = 50% health)
zp_ecl_arqueiro_hp_multi 0.5 // Arqueiro HP multiplier (0.5 = 50% health)
zp_ecl_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
// Apocalypse Mode
// ---------------
zp_apo_enabled 1 // Enable apocalypse mode
zp_apo_chance 50 // Chance (1 in X)
zp_apo_min_players 0 // Minimum players required
zp_apo_assassin_hp_multi 0.1 // Assassin HP multiplier (0.5 = 50% health)
zp_apo_sniper_hp_multi 0.5 // Sniper HP multiplier (0.5 = 50% health)
zp_apo_ratio 0.5 // Infect ratio (zombie count = ratio*humans count)
// Logging
// -------
zp_logcommands 1 // Log admin commands to "zombieplague.log"
// Additional settings
// -------------------
mp_flashlight 1 // Enables flashlight
mp_footsteps 1 // Enables footsteps
mp_playerid 1 // Prevents seeing enemies in the dark exploit
sv_maxspeed 9999 // Prevents CS from limiting your human/zombie speeds at 320
sv_airaccelerate 9999
sv_accelerate 9999