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NiDE ZE Configs

This repository was created with the intention of sharing configs with other ze server administrators.

This is a collection of EntWatch, Stripper, Savelevel, AdminRoom and BossHP configs for CS:Source ZE based on open source plugins from srcdslab. Please be aware that the stripper configs are not an extensive list of everything used on our server.

Tip

Clean templates are under explanations for you to copy and paste.

Important

Linux users: capitalization matters (maps name, cfg, ..)

How to Contribute

For making any of these configs, you'll want a tool like VIDE's entity lump editor, bspsrc, or entSpy to navigate the entities in a map. You can also compare maps with current configs in this repository and see how it has already been done if you're looking for functional examples.

Important

Make sure the filename and the capitalization of the config matches the map name on the server.

Stripper

Stripper is quite a complicated beast and unfortunately a single template is not really going to help you too much. If you're looking for a good starting point to learn Stripper, you can check out this tutorial. If you have any questions regarding stripper creation you can always join our #mapping channel on Discord for assistance.

Config Formatting

EntWatch

Find entity classnames that start with "weapon_*" as a starting point for creating these. For each item you're going to want a new block, make sure the blocks are numbered correctly if you're copy/pasting them. The format is available below.

Note

Entwatch configs are made to work with DarkerZ's Entwatch-DZ Plugin. We cannot guarantee compatability with other forks of entwatch plugin.

"entities"
{
    "0"
    {
        "name"              ""      // Item Name (Chat)
        "shortname"         ""      // Item Name (Hud)
        "color"             ""      // Item Color (Read below for list of available colors)
        "buttonclass"       ""      // game_ui or func_button (Leave blank if only cosmetic item)
        "filtername"        ""      // filter_activator_name given to player on pickup (Leave blank if vscript assigns filtername OR AddContext output)
        "blockpickup"       "false" // Block weapon pickup
        "allowtransfer"     "true"  // Allow weapon to be etransfered
        "forcedrop"         "true"  // Force weapon to drop if player dies/disconnects
        "chat"              "true"  // Does item show up in the chat
        "chatuses"          "true"  // Does item usage show up in the chat
        "hud"               "true"  // Does item show up in the hud
        "hammerid"          ""      // Hammer ID of the weapon_* entity
        "mode"              ""      // Item mode (Read Below)
        "maxuses"           ""      // Max uses item has (0 for infinite)
        "cooldown"          ""      // Item cooldown
        "trigger"           ""      // Hammer ID of entity that strips weapons (trigger_once, if applicable)
        "buttonid"          ""      // Hammer ID of button/game_ui to be tracked for items with multiple buttons (if applicable)
        "energyid"          ""      // Hammer ID of math_counter that handles the ammo count of items (if applicable)
        "buttonclass2"      ""      // game_ui or func_button of second button/game_ui (if applicable)
        "mode2"             ""      // Mode of button 2 (if applicable)
        "maxuses2"          ""      // Maxuses of button 2 (if applicable)
        "cooldown2"         ""      // Cooldown of button 2 (if applicable)
        "buttonid2"         ""      // Hammer ID of button 2 (if applicable)
        "energyid2"         ""      // Hammer ID of math_counter for ammo count of button 2 (if applicable)
        "pt_spawner"        ""      // point_template for spawning the item (if applicable)
    }
}
Template
  "entities"
  {
      "0"
      {
          "name"              ""
          "shortname"         ""
          "color"             ""
          "buttonclass"       ""
          "filtername"        ""
          "blockpickup"       "false"
          "allowtransfer"     "true"
          "forcedrop"         "true"
          "chat"              "true"
          "chatuses"          "true"
          "hud"               "true"
          "hammerid"          ""
          "mode"              ""
          "maxuses"           ""
          "cooldown"          ""
          "trigger"           ""
          "buttonid"          ""
          "energyid"          ""
          "buttonclass2"      ""
          "mode2"             ""
          "maxuses2"          ""
          "cooldown2"         ""
          "buttonid2"         ""
          "energyid2"         ""
          "pt_spawner"        ""
      }
  }

Entwatch Modes

Mode Description
0 No Button
1 Spammable items with little to no CD
2 Items with unlimited uses and normal CD
3 Items with limited uses and no CD
4 Items with limited uses and normal CD
5 Items with several uses before CD (lightning on cosmo)
6 Items using math_counter (OnHitMin outputs)
7 Items using math_counter (OnHitMax outputs)

Entwatch Colors

Below is a quick list of colors, but here is a Full List of color codes that can be used.

  • {red}
  • {darkred}
  • {lightblue}
  • {blue}
  • {yellow}
  • {olive}
  • {green}
  • {lightgreen}
  • {lime}
  • {orange}
  • {darkorange}
  • {default}
  • {purple}
  • {pink}

Entwatch stripper commands

Dynamic Entwatch Item Names Guide

  • sm_setcooldown [hammerid] [cooldown]
  • sm_setmaxuses [hammerid] [uses]
  • sm_addmaxuses [hammerid] [uses]
  • sm_ewsetmode [hammerid] [mode] [cooldown] [maxuses] [used?]
  • sm_ewsetname [hammerid] [name]
  • sm_ewsetshortname [hammerid] [shortname]
  • entwatch_blockepick [0/1]
  • sm_setcooldown2 [hammerid] [cooldown2]
  • sm_setmaxuses2 [hammerid] [uses2]
  • sm_addmaxuses2 [hammerid] [uses2]
  • sm_ewsetmode2 [hammerid] [mode2] [cooldown2] [maxuses2] [used?]
  • sm_ewblock [0/1]
  • sm_ewlockbutton [hammerid] [0/1]
  • sm_ewlockbutton2 [hammerid] [0/1]

BossHP

BossHP plugin supports both targetname and hammerID for both triggers and breakable/counter. Use # to tell the plugin to search by hammerID. Outputs are written down in <targetname>:<output> format (e.g. BossName1:OnHealthChanged). The "trigger" keyvalue is required for a boss to display, and "breakable" and "counter" are required based on the "method" of the boss.

"bosses"
{
    "0"
    {
        "name"              ""              // Name to display in HUD
        "method"            "hpbar"         // Type of boss: breakable, counter, hpbar
        "trigger"           ""              // Output that triggers the boss to be displayed
        "timeout"           ""              // OPT: Time in seconds before boss stops displaying in HUD
        "killtrigger"       ""              // OPT: Output that stops the boss from being displayed
        "hurttrigger"       ""              // OPT: Output to track that damages the boss
        "multitrigger"      ""              // OPT: 1/0 - Display boss more than once based on "trigger"
        "namefixup"         ""              // OPT: 1/0 - Account for name fixup on point_template bosses
        "showbeaten"        ""              // OPT: 1/0 - Display top boss damage after boss dies

        "breakable"         ""              // Targetname/hammerid of breakable/physbox
        "counter"           ""              // Targetname/hammerid of health counter
        "backup"            ""              // argetname/hammerid of backup counter
        "iterator"          ""              // Targetname/hammerid of iterator counter
    }
}
Template
  "bosses"
  {
      "0"
      {
          "name"              ""
          "method"            "counter"
          "trigger"           ""

          "counter"           ""
      }
      "0"
      {
          "name"              ""
          "method"            "hpbar"
          "trigger"           ""

          "counter"           ""
          "backup"            ""
          "iterator"          ""
      }
      "0"
      {
          "name"              ""
          "method"            "breakable"
          "trigger"           ""

          "breakable"         ""
      }
      "" // OPTIONAL KEYVALUES
      {
          "timeout"           ""
          "killtrigger"       ""
          "hurttrigger"       ""
          "multitrigger"      ""
          "namefixup"         ""
          "showbeaten"        ""
      }
  }

Save Level Config

The SaveLevel plugin stores player information and restores such information if a player reconnects. Find sample configs here.

"levels"
{
    "0" // Number of the level, starting at 0 and increasing by 1 per level. In general level 0 should be set to as if it were a newly joined player with no levels.
    {
        "name" ""     // The name of the level to be used with the sm_level command. Typically Level 0, Level 1, Level 2, etc.
        "match"       // Block used to detect which level a player is. If this is the default/unset level, this block is unneeded.
        {
            // Use only 1 of outputs, math, or props in a match block. The set one determines which method is used to check entities for the level.
            "math"       // Matches an output's number parameter on an add or subtract input.
            {
                "" ""    // Datamap to check. Typically used with m_OnUser# (ie. "m_OnUser1" "leveling_counter,Add,1" would check against a 1 there).
            }
            "props"      // Matches a networked property of an entity.
            {
                "" ""    // Datamap to check. Typically used with m_iName. (ie. "m_iName" "1" checks for a targetname of 1)
            }
            "outputs"    // Matches an output. Typically use math or props instead of outputs if possible.
            {
                "" ""    // Datamap to check. May use any output datamap.
            }
        }
    }
}
Template
  "levels"
  {
      "0"
      {
          "name"                  ""
          "match"
          {
              "math"
              {
                  ""              ""
              }
              "props"
              {
                  ""              ""
              }
              "outputs"
              {
                  ""              ""
              }
          }
          "restore"
          {
              "AddOutput"         ""
              "DeleteOutput"      ""
              "m_iFrags"          ""
              ""                  ""
          }
      }
  }

Moving NPC Configs

The Moving NPC plugin allows for maps to rely on an external plugin for moving boss/NPC support without using traditional entities. Find sample configs here.

"npc"
{
    "0"
    {
        "tickrate"          ""                     // Tickrate in seconds, e.g 0.1 = min(10, server tickrate) ticks per second. Default 0.1
        "distance"          ""                     // Max target search distance. Default 5000.0
        "retarget"          ""                     // Retarget time in seconds(depends on npc`s tickrate). Default 7.5
        "forward_factor"    ""                     // Forward factor. Default 1.0
        "turning_factor"    ""                     // Turning factor. Default 0.5
        "lifetime"          ""                     // Lifetime. If 0.0 npc will exists until you kill it on the map. Default 0.0

        "attachment"        ""
        "thruster_side"     ""
        "thruster_forward"  ""
        "template"          ""
    }
}
Template
  "npc"
  {
      "0"
      {
          "tickrate"          ""
          "distance"          ""
          "retarget"          ""
          "forward_factor"    ""
          "turning_factor"    ""
          "lifetime"          ""

          "attachment"        ""
          "thruster_side"     ""
          "thruster_forward"  ""
          "template"          ""
      }
  }

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