z_mute_infected -> 0 -> If nonzero common infected will not growl yell etc
z_nav_debug -> 0 ->
z_nextmission -> Sets the next mission at the end of the current mission
z_nightvision_b -> 128 ->
z_nightvision_g -> 192 ->
z_nightvision_r -> 255 ->
z_no_cull -> 0 -> If nonzero the Director will not cull common infected
z_noise_level_display -> 0 -> Show noise levels on players?
z_noise_level_fade_rate -> 40 -> How much noise we lose each tick after hold_time expires.
z_noise_level_footstep -> 50 -> How much noise we make with a footstep.
z_noise_level_footstep_in_water -> 75 -> How much noise we make with a footstep while in water.
z_noise_level_hold_time -> 0 -> How long we hold a given noise level before it starts to fade.
z_noise_level_max -> 135 -> The highest the noise level can go.
z_noise_level_vocalize -> 75 -> How much noise we make when we say things.
z_non_head_damage_factor_easy -> 2 -> Damage to zombie from non-headshots is multiplied by this factor
z_non_head_damage_factor_expert -> 0 -> Damage to zombie from non-headshots is multiplied by this factor
z_non_head_damage_factor_hard -> 0 -> Damage to zombie from non-headshots is multiplied by this factor
z_non_head_damage_factor_normal -> 1 -> Damage to zombie from non-headshots is multiplied by this factor
z_notice_it_range -> 1500 ->
z_notice_near_range -> 100 ->
z_player_lunge_up -> 150 ->
z_player_zombie_debug -> 0 ->
z_player_zombie_land_delay -> 0 ->
z_player_zombie_min_dead_time -> 2 -> The minimum time a PC zombie must be dead before being eligible to respawn
z_pounce_allow_partial_hidden -> 1 ->
z_pounce_crouch_delay -> 1 ->
z_pounce_damage -> 5 ->
z_pounce_damage_delay -> 1 ->
z_pounce_damage_interrupt -> 50 -> Taking this much damage interrupts a pounce attempt
z_pounce_damage_interval -> 0 ->
z_pounce_delay -> 0 ->
z_pounce_door_damage -> 500 ->
z_pounce_silence_range -> 500 ->
z_pounce_stumble_force -> 5 -> Force of the stumble effect when a hunter pounces on someone
z_prevent_burrowing -> 1 -> Use extra tracelines to prevent burrowing zombies
z_puking_eye_height -> 44 ->
z_push_force -> 2000 ->
z_push_mass_max -> 200 ->
z_pushaway_force -> 100 -> How hard the infected shove non-IT Survivors out of their way to reach the IT victim
z_randombodygroups -> 1 -> Set to zero to disable random body groups on infected
z_randomskins -> 1 -> Set to zero to disable random skins on infected
z_reload_chatter_debug -> 0 -> Should we give devtext explanations of why we didn't say 'Reloading'?
z_reload_chatter_intensity -> 0 -> Intensity level at which players start saying 'Reloading'
z_reload_chatter_nearby_friend_range -> 600 -> A friend needs to be this close to say'Reloading'
z_reload_chatter_recent_enemy -> 1 -> An enemy needs to have been seen this recently to say 'Reloading'
z_reload_chatter_shotgun_ammo_threshold -> 6 -> Players don't say 'Reloading' when reloading a shotgun that has this many shells already
z_reload_chatter_shotgun_interval -> 10 ->
z_removeitems -> Removes all items from survivors
z_reset_population_counter -> For debugging
z_respawn_distance -> 100 -> Infected can try a respawn within this far of their original spawn
z_respawn_interval -> 10 -> Infected can try a respawn within this many seconds of spawning
z_restrict_team_change -> 0 ->
z_round_start_replacement_time -> 30 ->
z_run_exertion_interval -> 1 ->
z_safe_spawn_range -> 250 -> Minimum range for spawning special zombies
z_scout_mob_spawn_range -> 3000 ->
z_shotgun_bonus_damage_multiplier -> 5 -> The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
z_shotgun_bonus_damage_range -> 100 -> A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.
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