// Variables // used to a check in last stand for players to become zombies level.is_zombie_level = true; level.default_laststandpistol = GetWeapon( "pistol_standard" ); level.default_solo_laststandpistol = GetWeapon( "pistol_standard_upgraded" ); level.laststandpistol = level.default_laststandpistol; // so we dont get the uber colt when we're knocked out level.start_weapon = level.default_laststandpistol; level.first_round = true; level.start_round = GetGametypeSetting( "startRound" ); level.round_number = level.start_round; level.enable_magic = GetGametypeSetting( "magic" ); level.headshots_only = GetGametypeSetting( "headshotsonly" ); level.player_starting_points = level.round_number * 500; level.round_start_time = 0; level.pro_tips_start_time = 0; level.intermission = false; level.dog_intermission = false; level.zombie_total = 0; // Total number of zombies left to spawn level.zombie_respawns = 0; // Total number of zombies that need to be respawned due to cleanup level.total_zombies_killed = 0; level.hudelem_count = 0; level.zm_loc_types = []; level.zm_loc_types[ "zombie_location" ] = []; // List of normal zombie spawners (other types will be added in the zone manager) level.zm_variant_type_max = []; level.zm_variant_type_max[ "walk" ] = []; level.zm_variant_type_max[ "run" ] = []; level.zm_variant_type_max[ "sprint" ] = []; level.zm_variant_type_max[ "super_sprint" ] = []; level.zm_variant_type_max[ "walk" ][ "down" ] = 14; level.zm_variant_type_max[ "walk" ][ "up" ] = 16; level.zm_variant_type_max[ "run" ][ "down" ] = 13; level.zm_variant_type_max[ "run" ][ "up" ] = 12; level.zm_variant_type_max[ "sprint" ][ "down" ] = 9; level.zm_variant_type_max[ "sprint" ][ "up" ] = 8; level.zm_variant_type_max[ "super_sprint" ][ "down" ] = 1; level.zm_variant_type_max[ "super_sprint" ][ "up" ] = 1; level.current_zombie_array = []; level.current_zombie_count = 0; level.zombie_total_subtract = 0; level.destructible_callbacks = []; difficulty = 1; column = int(difficulty) + 1; //####################################################################### // zombie_utility::set_zombie_var( identifier, value, float, column ); // AI zombie_utility::set_zombie_var( "zombie_health_increase", 100, false, column ); // cumulatively add this to the zombies' starting health each round (up to round 10) zombie_utility::set_zombie_var( "zombie_health_increase_multiplier",0.1, true, column ); // after round 10 multiply the zombies' starting health by this amount zombie_utility::set_zombie_var( "zombie_health_start", 150, false, column ); // starting health of a zombie at round 1 zombie_utility::set_zombie_var( "zombie_spawn_delay", 2.0, true, column ); // Time to wait between spawning zombies. This is modified based on the round number. zombie_utility::set_zombie_var( "zombie_new_runner_interval", 10, false, column ); // Interval between changing walkers who are too far away into runners zombie_utility::set_zombie_var( "zombie_move_speed_multiplier", 4, false, column ); // Multiply by the round number to give the base speed value. 0-40 = walk, 41-70 = run, 71+ = sprint zombie_utility::set_zombie_var( "zombie_move_speed_multiplier_easy", 2, false, column ); // Multiply by the round number to give the base speed value. 0-40 = walk, 41-70 = run, 71+ = sprint zombie_utility::set_zombie_var( "zombie_max_ai", 24, false, column ); // Base number of zombies per player (modified by round #) zombie_utility::set_zombie_var( "zombie_ai_per_player", 6, false, column ); // additional zombie modifier for each player in the game zombie_utility::set_zombie_var( "below_world_check", -1000 ); // Check height to see if a zombie has fallen through the world. // Round zombie_utility::set_zombie_var( "spectators_respawn", true ); // Respawn in the spectators in between rounds zombie_utility::set_zombie_var( "zombie_use_failsafe", true ); // Will slowly kill zombies who are stuck zombie_utility::set_zombie_var( "zombie_between_round_time", 10 ); // How long to pause after the round ends zombie_utility::set_zombie_var( "zombie_intermission_time", 15 ); // Length of time to show the end of game stats zombie_utility::set_zombie_var( "game_start_delay", 0, false, column ); // How much time to give people a break before starting spawning // Life and death zombie_utility::set_zombie_var( "player_base_health", 100 ); // Base health of a player zombie_utility::set_zombie_var( "penalty_no_revive", 0.10, true, column ); // Percentage of money you lose if you let a teammate die zombie_utility::set_zombie_var( "penalty_died", 0.0, true, column ); // Percentage of money lost if you die zombie_utility::set_zombie_var( "penalty_downed", 0.05, true, column ); // Percentage of money lost if you go down // ww: told to remove downed point loss zombie_utility::set_zombie_var( "zombie_score_kill_4player", 50 ); // Individual Points for a zombie kill in a 4 player game zombie_utility::set_zombie_var( "zombie_score_kill_3player", 50 ); // Individual Points for a zombie kill in a 3 player game zombie_utility::set_zombie_var( "zombie_score_kill_2player", 50 ); // Individual Points for a zombie kill in a 2 player game zombie_utility::set_zombie_var( "zombie_score_kill_1player", 50 ); // Individual Points for a zombie kill in a 1 player game zombie_utility::set_zombie_var( "zombie_score_damage_normal", 10 ); // points gained for a hit with a non-automatic weapon zombie_utility::set_zombie_var( "zombie_score_damage_light", 10 ); // points gained for a hit with an automatic weapon zombie_utility::set_zombie_var( "zombie_score_bonus_melee", 80 ); // Bonus points for a melee kill zombie_utility::set_zombie_var( "zombie_score_bonus_head", 50 ); // Bonus points for a head shot kill zombie_utility::set_zombie_var( "zombie_score_bonus_neck", 20 ); // Bonus points for a neck shot kill zombie_utility::set_zombie_var( "zombie_score_bonus_torso", 10 ); // Bonus points for a torso shot kill zombie_utility::set_zombie_var( "zombie_score_bonus_burn", 10 ); // Bonus points for a burn kill zombie_utility::set_zombie_var( "zombie_flame_dmg_point_delay", 500 ); zombie_utility::set_zombie_var( "zombify_player", false ); // Default to not zombify the player till further support