// 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" }