I TESTED RUNNING THIS PLUGIN WITH CS2FIXES. AS LONG AS YOU DON'T ENABLE ZOMBIE:REBORN, YOU CAN USE CS2FIXES ALONG WITH ZOMBIESHARP PLUGIN.
Zombie-Sharp is a Zombie Mode plugin for CS2 referencing the features and functions from the previous SourcePawn Zombie:Reloaded plugin. You can say this is the Zombie:Reloaded remake but in C#. Here is the list of features.
- Basic Zombie Infection Initial with Timer
- Mother Zombie Cycle
- Infect and Human Command
- Respawn Toggle option
- Player Class Module
- Weapon Module with purchase command.
- Hitgroups Module (Will add later)
- Knockback Module
- ZTeleport Module
- Configuration for Infection Settings (ConVar)
- Cash on damage zombie
- API for external plugin
- Grenade Napalm Effect
- Metamode:Source Dev build (2.x).
- CounterStrikeSharp
- CSSharpFixes or MovementUnlocker or CS2-Sigpatcher plugin for knockback.
- Newtonsoft.Json (This is already included in Release)
- MultiAddonManager for Custom Content for zombie mod.
- NoBlock for Zombie Escape mode.
- Install .NET 8.0 SDK and Git.
- Open up Windows Powershell and follow these command
git clone https://github.com/oylsister/ZombieSharp
cd ZombieSharp
dotnet build
- Install a Metamod and CounterStrikeSharp with Runtime build.
- Drag All files in zip to
game/csgo
. - Doing command setting and file configuration.
- Start server and enjoy.
It's recommend to set these Convar before using the plugin to prevent crashed and issues that may occur.
// set in server.cfg
mp_limitteams 0
mp_autoteambalance 0
// set in gamemode_casual_server.cfg if file is not existed copy gamemode_casual.cfg and rename it.
mp_disconnect_kills_players 1
mp_roundtime 3 // set it to round time that you want.
mp_roundtime_hostage 0 // this will override mp_roundtime in the map "cs_" if value is more than 0.
mp_roundtime_defuse 0 // this will override mp_roundtime in the map "de_" if value is more than 0.
Check out ZombieTest for other API usages example.
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Capabilities;
using ZombieSharpAPI;
namespace ZombieTest
{
public class ZombieTest : BasePlugin
{
public override string ModuleName => "Zombie Test";
public override string ModuleVersion => "1.0";
// Declare Capability First.
public static PluginCapability<IZombieSharpAPI> ZombieCapability { get; } = new("zombiesharp:core");
// Declare API class
IZombieSharpAPI? API;
public override void OnAllPluginsLoaded(bool hotReload)
{
// Get Capability.
API = ZombieCapability.Get()!;
// Excute Hook function
API.OnClientInfect += ZS_OnInfectClient;
}
// Hook function is here.
public HookResult ZS_OnInfectClient(CCSPlayerController client, CCSPlayerController attacker, bool motherzombie, bool force)
{
// check which client is infect.
Server.PrintToChatAll($"{client.PlayerName} is infected");
// if client name is Oylsister
if (client.PlayerName == "Oylsister")
{
Server.PrintToChatAll("Oylsister is immunity");
// Blocking infected
return HookResult.Handled;
}
if (force)
Server.PrintToChatAll($"by forcing.");
// Always use HookResult.Continue to allowing other player get infect as usual.
return HookResult.Continue;
}
}
}
Here is a list of all the config files available and what they do.
gamesettings.jsonc - Basic Infection timer and more settings you can set. This file existed as to apply game settings in case of ConVar failed to do.
{
"FirstInfectionTimer": 15.0, // First infection delaying in seconds
"MotherZombieRatio": 7.0, // First mother zombie ratio (21 players / 7 ratio = 3 motherzombie will spawned.)
"MotherZombieTeleport": false, // Teleport mother zombie back to spawn after infection (Zombie Escape stuff)
"CashOnDamage": false, // Turn damage into cash for human.
"TimeoutWinner": 1, // When round time end specific team will win (0 = zombie | 1 = human.)
"DefaultHumanBuffer": "human_default", // human class unique name for default class
"DefaultZombieBuffer": "zombie_default", // zombie class unique name for default class
"MotherZombieBuffer": "motherzombie", // mother zombie class unique name for default class
"RandomClassesOnConnect": false, // random class on join or not.
"RandomClassesOnSpawn": true, // random class on every player respawn.
"WeaponPurchaseEnable": true, // Enable purchase via command or not. This also will toggle weapon purchase limit too.
"WeaponRestrictEnable": true, // Restrict specific weapon or not.
"WeaponBuyZoneOnly": false, // Only allow player to purchase weapon in buyzone.
"TeleportAllow": true, // allow using !ztele to teleport back to spawn point.
"RespawnEnable": true, // allow respawn after death or not
"RespawnDelay": 5.0, // respawn delay obviously
"AllowRespawnJoinLate": false, // allow player to join during the round and respawn into the game or not.
"RespawnTeam": 0 // 1 for human team | 0 for zombie team | 2 for player's they were before death.
}
weapons.jsonc - Configure specific weapon settings. And purchase settings
{
"glock": { // The weaponname get from event when get fired.
"WeaponName": "Glock", // weapon name you wish
"WeaponEntity": "weapon_glock", // weapon entity
"Knockback": 1.1, // knockback
"WeaponSlot": 1, // weaponslot (0 = Primary, 1 = Secondary, 2 = knife, 3 = grenade)
"Price": 200, // price you want
"MaxPurchase": 0, // Allowing how many time client to purchase in one live.
"Restrict": false, // Allow client to use or not.
"PurchaseCommand": [ "css_glock", "css_gs" ] // Purchase command. Set whatever you want.
}
}
playerclasses.jsonc - Player Classes configuration.
Placing Custom model at game/csgo
for both server and client (player)
Example: game/csgo/characters/models/nozb1/2b_nier_automata_player_model/2b_nier_player_model.vmdl_c
{
"human_default": { // Class unique name
"Name": "Human Default", // class name
"Enable": true, // enable it or not
"Team": 1, // Team 0 = zombie, Team 1 = human
"Model": "characters\\models\\nozb1\\2b_nier_automata_player_model\\2b_nier_player_model.vmdl", // Model path for this class change .vmdl_c to .vmdl in this config
"MotherZombie": false, // Specify if this class is for mother zombie.
"Health": 150, // class health
"Regen_Interval": 1.0, // Regen_Interval is the time in seconds between each regen tick
"Regen_Amount": 3, // Regen_Amount is the amount of health to regen each tick
"Napalm_Time": 0, // Duration of Napalm grenade, set to 0 meaning no burn.
"Speed": 250.0, // class speed (not work yet)
"Knockback": 0.0, // class knockback
}
}
hitgroups.jsonc - Hitgroup configuration for knockback.
{
"Generic": { // name doesn't effect anything
"Index": 0, // do not edit this part.
"Knockback": 1.0 // you can change knockback to whatever you want.
},
"Head": {
"Index": 1,
"Knockback": 1.2
},
"Chest": {
"Index": 2,
"Knockback": 1.0
},
"Stomach": {
"Index": 3,
"Knockback": 1.0
}
}