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Diffstat (limited to 'gamemode/moddable.lua')
| -rw-r--r-- | gamemode/moddable.lua | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/gamemode/moddable.lua b/gamemode/moddable.lua new file mode 100644 index 0000000..a5cdfeb --- /dev/null +++ b/gamemode/moddable.lua @@ -0,0 +1,238 @@ + + +// Currency name + +GM.CurrencyName = "Bone" + +// BLOOD BLOOD BLOOD BLOOD + +GM.BloodName = "BLOOD" + +// Shop name and description - obsolete? + +GM.ShopName = "UNCLE VIKTOR'S RUSSKI WEAPON SHOPPE" +GM.ShopDesc = "A HAPPY CUSTOMER IS A DEAD ONE!" + +// Team names + +GM.ArmyTeamName = "Unit 9" +GM.ZombieTeamName = "The Undead" + +// Death Screen text shit + +GM.DeathScreenText = {} + +GM.DeathScreenText[ TEAM_ARMY ] = { "RUN FASTER NEXT TIME", +"DEATH IS THE FINAL UNKNOWN", +"LIFE'S A BITCH AND THEN YOU DIE", +"EVERYTHING HAS AN EXPIRATION DATE", +"THE UNDEAD ARMY GROWS STRONGER", +"YOU'VE GOT RED ON YOU", +"YOU'RE ZOMBIE BAIT" } + +GM.DeathScreenText[ TEAM_ZOMBIES ] = { "DEATH IS ONLY THE BEGINNING", +"GET UP AND TRY AGAIN", +"YOU'RE RAVEN FOOD", +"REST IN PEACE", +"DEATH IS A BITCH, AIN'T IT", +"LIFE IS OVERRATED", +"REST IS FOR THE LIVING" } + +GM.RedemptionCash = 250 // Amount of cash earned for redeeming yourself +GM.RedemptionDamage = 350 // Amount of damage that the zombie lord needs to deal before he is redeemed +GM.RadiationAmount = 0.6 // How much of the radiation on the map should be disabled on map startup? ( 0.6 means 60% will be disabled ) - OBSOLETE? +GM.MaxLoot = 0.35 // Maximum amount of loot to be generated ( 0.05 means 5% of the info_lootspawns will have loot at them. ) +GM.WoodPercentage = 0.15 // What percentage of props on the map should be wooden? + +// Player class models + weapons + item loadouts + +GM.ClassModels = {} +GM.ClassModels[CLASS_SCOUT] = "models/player/riot.mdl" +GM.ClassModels[CLASS_COMMANDO] = "models/player/swat.mdl" +GM.ClassModels[CLASS_SPECIALIST] = "models/player/gasmask.mdl" +GM.ClassModels[CLASS_ENGINEER] = "models/player/urban.mdl" + +GM.ClassWeapons = {} +GM.ClassWeapons[CLASS_SCOUT] = "models/weapons/w_pist_glock18.mdl" // use world model names since we have to use the old fucky inventory system +GM.ClassWeapons[CLASS_COMMANDO] = "models/weapons/w_pistol.mdl" +GM.ClassWeapons[CLASS_SPECIALIST] = "models/weapons/w_pist_p228.mdl" +GM.ClassWeapons[CLASS_ENGINEER] = "models/weapons/w_pist_fiveseven.mdl" + +GM.ClassLoadouts = {} +GM.ClassLoadouts[CLASS_SCOUT] = { ITEM_MISC, ITEM_MISC, ITEM_SUPPLY, ITEM_SUPPLY } +GM.ClassLoadouts[CLASS_COMMANDO] = { ITEM_MISC, ITEM_MISC, ITEM_SUPPLY, ITEM_SUPPLY } +GM.ClassLoadouts[CLASS_SPECIALIST] = { ITEM_MISC, ITEM_SPECIAL, ITEM_SUPPLY, ITEM_SUPPLY } +GM.ClassLoadouts[CLASS_ENGINEER] = { ITEM_MISC } + +GM.ZombieModels = {} +GM.ZombieModels[CLASS_RUNNER] = "models/player/corpse1.mdl" +GM.ZombieModels[CLASS_BANSHEE] = "models/player/charple.mdl" +GM.ZombieModels[CLASS_CONTAGION] = "models/player/zombie_classic.mdl" +GM.ZombieModels[CLASS_LEAPER] = "models/player/zombie_fast.mdl" + +GM.ZombieWeapons = {} +GM.ZombieWeapons[CLASS_RUNNER] = "rad_z_runner" +GM.ZombieWeapons[CLASS_BANSHEE] = "rad_z_banshee" +GM.ZombieWeapons[CLASS_CONTAGION] = "rad_z_contagion" +GM.ZombieWeapons[CLASS_LEAPER] = "rad_z_leaper" + +GM.ZombieHealth = {} +GM.ZombieHealth[CLASS_RUNNER] = 100 +GM.ZombieHealth[CLASS_BANSHEE] = 75 +GM.ZombieHealth[CLASS_CONTAGION] = 175 +GM.ZombieHealth[CLASS_LEAPER] = 50 + +GM.ZombieSpeed = {} +GM.ZombieSpeed[CLASS_RUNNER] = 250 +GM.ZombieSpeed[CLASS_BANSHEE] = 225 +GM.ZombieSpeed[CLASS_CONTAGION] = 200 +GM.ZombieSpeed[CLASS_LEAPER] = 275 + +// Class names, descriptions, logos + +GM.ClassDescriptions = {} +GM.ClassDescriptions[CLASS_SCOUT] = "The Scout: Wears lightweight kevlar armor, allowing for improved mobility. Starts off with extra " .. GM.CurrencyName .. "s." +GM.ClassDescriptions[CLASS_COMMANDO] = "The Commando: Wears prototype kevlar armor, allowing for improved damage resistance." +GM.ClassDescriptions[CLASS_SPECIALIST] = "The Specialist: Has access to restricted utilities and weaponry." +GM.ClassDescriptions[CLASS_ENGINEER] = "The Technician: Starts off with the tools needed for barricade construction." + +GM.ClassLogos = {} +GM.ClassLogos[CLASS_SCOUT] = "nuke/redead/scout" +GM.ClassLogos[CLASS_COMMANDO] = "nuke/redead/commando" +GM.ClassLogos[CLASS_SPECIALIST] = "nuke/redead/specialist" +GM.ClassLogos[CLASS_ENGINEER] = "nuke/redead/engineer" + +GM.ZombieNames = {} +GM.ZombieNames[CLASS_RUNNER] = "Runner" +GM.ZombieNames[CLASS_BANSHEE] = "Banshee" +GM.ZombieNames[CLASS_CONTAGION] = "Contagion" +GM.ZombieNames[CLASS_LEAPER] = "Leaper" + +GM.ZombieDescriptions = {} +GM.ZombieDescriptions[CLASS_RUNNER] = "The Runner: A resilient and agile zombie. Capable of infecting humans with its claws." +GM.ZombieDescriptions[CLASS_BANSHEE] = "The Banshee: A highly radioactive zombie. Capable of disorienting humans with its scream." +GM.ZombieDescriptions[CLASS_CONTAGION] = "The Contagion: A bloated, festering zombie. When killed it will burst into a shower of acid." +GM.ZombieDescriptions[CLASS_LEAPER] = "The Leaper: A bony, mutated zombie. Capable of jumping great distances and making humans bleed with its claws." + +GM.ZombieLogos = {} +GM.ZombieLogos[CLASS_RUNNER] = "nuke/redead/zomb_corpse" +GM.ZombieLogos[CLASS_BANSHEE] = "nuke/redead/zomb_banshee" +GM.ZombieLogos[CLASS_CONTAGION] = "nuke/redead/zomb_zombie" +GM.ZombieLogos[CLASS_LEAPER] = "nuke/redead/zomb_leaper" + +// Colors used by notices + +GM.Colors = {} +GM.Colors.Green = Color(70,250,170,255) +GM.Colors.Red = Color(250,120,100,255) +GM.Colors.Blue = Color(70,170,250,255) +GM.Colors.Yellow = Color(250,220,70,255) +GM.Colors.White = Color(250,250,250,255) + +// Music to play when a player spawns ( randomly picked in table ) + +GM.OpeningMusic = { "music/HL1_song5.mp3", +"music/HL1_song6.mp3", +"music/HL1_song9.mp3", +"music/HL1_song19.mp3", +"music/HL1_song20.mp3", +"music/HL1_song21.mp3", +"music/HL1_song24.mp3", +"music/HL1_song26.mp3", +"music/HL2_intro.mp3", +"music/HL2_song0.mp3", +"music/HL2_song1.mp3", +"music/HL2_song2.mp3", +"music/HL2_song3.mp3", +"music/HL2_song4.mp3", +"music/HL2_song8.mp3", +"music/HL2_song12_long.mp3", +"music/HL2_song13.mp3", +"music/HL2_song14.mp3", +"music/HL2_song15.mp3", +"music/HL2_song16.mp3", +"music/HL2_song17.mp3", +"music/HL2_song19.mp3", +"music/HL2_song26.mp3", +"music/HL2_song20_submix0.mp3", +"music/HL2_song20_submix4.mp3", +"music/HL2_song26_trainstation1.mp3", +"music/HL2_song27_trainstation2.mp3", +"music/HL2_song30.mp3", +"music/stingers/industrial_suspense1.wav" } + +// Music to play on death + +GM.DeathMusic = { "music/ravenholm_1.mp3", +"music/HL2_song28.mp3", +"music/stingers/HL1_stinger_song16.mp3", +"music/stingers/HL1_stinger_song7.mp3", +"music/stingers/HL1_stinger_song8.mp3", +"music/stingers/HL1_stinger_song27.mp3", +"music/stingers/HL1_stinger_song28.mp3", +"music/stingers/industrial_suspense2.wav" } + +// Win and lose tunes + +GM.WinMusic = { "music/HL2_song6.mp3", +"music/HL1_song17.mp3", +"music/HL2_song29.mp3", +"music/HL2_song31.mp3" } + +GM.LoseMusic = { "music/HL1_song14.mp3", +"music/HL2_song7.mp3", +"music/HL2_song32.mp3", +"music/HL2_song33.mp3" } + +// Last minute + +GM.LastMinute = Sound( "nuke/redead/lastminute.mp3" ) + +if CLIENT then return end // Serverside configuration stuff past this point. + +// Headshot combo values + +GM.HeadshotCombos = {} +GM.HeadshotCombos[5] = 2 // Get 2 points for 5 consecutive headshots +GM.HeadshotCombos[10] = 5 // Get 5 points for 10 consecutive headshots +GM.HeadshotCombos[15] = 10 +GM.HeadshotCombos[20] = 15 +GM.HeadshotCombos[50] = 20 + +// Point values + +GM.KillValues = {} +GM.KillValues[ "npc_nb_common" ] = 2 +GM.KillValues[ "npc_nb_leaper" ] = 2 +GM.KillValues[ "npc_nb_contagion" ] = 3 +GM.KillValues[ "npc_nb_poison" ] = 4 + +GM.AssistValues = {} +GM.AssistValues[ "npc_nb_common" ] = 1 +GM.AssistValues[ "npc_nb_leaper" ] = 1 +GM.AssistValues[ "npc_nb_contagion" ] = 1 +GM.AssistValues[ "npc_nb_poison" ] = 2 + +GM.PlayerZombieKillValue = 3 + +// Human movespeeds + +GM.WalkSpeed = 175 +GM.RunSpeed = 250 + +// Chances to spawn each zombie type ( from 100 to 0 %) + +GM.SpawnChance = {} +GM.SpawnChance[ "npc_nb_common" ] = 1.0 // 100% chance +GM.SpawnChance[ "npc_nb_contagion" ] = 0.1 // 10% chance +GM.SpawnChance[ "npc_nb_leaper" ] = 0.3 +GM.SpawnChance[ "npc_nb_poison" ] = 0.2 + +// The individual waves and the list of zombies that will spawn. ( more waves means a longer match ) + +GM.Waves = {} +GM.Waves[1] = { "npc_nb_common" } +GM.Waves[2] = { "npc_nb_common", "npc_nb_leaper" } +GM.Waves[3] = { "npc_nb_common", "npc_nb_contagion", "npc_nb_leaper" } +GM.Waves[4] = { "npc_nb_common", "npc_nb_contagion", "npc_nb_leaper", "npc_nb_poison" } + |
