//ZOMBIES GAMETYPE SETTINGS



////Last Man Standing Only Options////

//Whether to use the new gametype mode (see readme)
//(default 1)
set scr_zom_lastManStanding "1"

//If set to 1, the new zombie (once all Allies have been killed)
//will be randomly chosen.
//If set to 0, then the last Allied player will become the new zombie
//(default 0)
set scr_zom_randomZombie "0"

//The health multiplier for the first zombie of a new round
//(default 2)
set scr_zom_healthMultiplier "2"

////End of Last Man Standing Only Options////



//The number of kills required when you are axis to return to allied
//(default 2)
set scr_zom_returnkills "2"

//Whether or not custom fog will be used
//(default 1)
set scr_zom_fog "1"

//The red part of the fog (0-1)
//(default 0)
set scr_zom_fog_r "0"

//The green part of the fog (0-1)
//(default 0)
set scr_zom_fog_g "0"

//The blue part of the fog (0-1)
//(default 0.1)
set scr_zom_fog_b" "0"

//The fog distance
//(default 0.005)
set scr_zom_fog_d "0.005"

//The health for axis players
//(default 200)
set scr_zom_axisHealth "200"

//The health for allied players
//(default 100)
set scr_zom_alliesHealth "100"

//The speed of axis players *CURRENTLY NOT WORKING
//(default 220)
set scr_zom_axisSpeed "220"

//The speed of allies players *CURRENTLY NOT WORKING
//(default 170)
set scr_zom_alliesSpeed "170"

//Whether the number of starting grenades will be overriden for allies (see below)
//(default 1)
set scr_zom_alliesOverrideNades "1"

//Whether the number of starting grenades will be overriden for axis (see below)
//(default 1)
set scr_zom_axisOverrideNades "1"

//The number of frags for axis players if grenade overrides are enabled
//(default 1)
set scr_zom_axisNades "1"

//The number of frags for allied players if grenade overrides are enabled
//(default 0)
set scr_zom_alliesNades "0"

//The number of smoke grenades for axis players if grenade overrides are enabled
//(default 1)
set scr_zom_axisSmoke "1"

//The number of smoke grenades for allied players if grenade overrides are enabled
//(default 0)
set scr_zom_alliesSmoke "0"

//Pistol settings for allied players (0 - no pistol, 1 - pistol, 2 - pistol only)
//(default 2)
set scr_zom_alliesPistol "2"

//Pistol settings for axis players (0 - no pistol, 1 - pistol, 2 - pistol only)
//(default 0)
set scr_zom_axisPistol "0"

//Whether allied players will use the Zombie Pistol (colt
//with more bullets), instead of the default pistol
//(default 1)
set scr_zom_alliesUseZomPistol "1"

//Whether axis players will use the Zombie Pistol (colt
//with more bullets), instead of the default pistol
//(default 1)
set scr_zom_axisUseZomPistol "1"

//Whether allied players will have no bullets for all guns 
//(0 - default ammo settings, 1 - no bullets for any guns)
//(default 0)
set scr_zom_alliesMeleeOnly "0"

//Whether axis players will have no bullets for all guns 
//(0 - default ammo settings, 1 - no bullets for any guns)
//(default 1)
set scr_zom_axisMeleeOnly "1"

//Whether axis players will play in thirdperson mode
//(default 1)
set scr_zom_axisThirdPerson "1"

//Whether allied players will play in thirdperson mode
//(default 0)
set scr_zom_alliesThirdPerson "0"

//The number of seconds delay between respawning if you have teamkilled or
//killed yourself. Set to a value such as 1 if you already
//have a compatible teamkilling protection system on your
//server.
//Can technically be as high as you want, although 20 is the
//recommened maximum
//(default 10)
set scr_zom_tktimeout "10"

//The number of points allies will gain by moving
//(default 0)
set scr_zom_alliesPointsForMoving "0"

//The number of points axis will gain by moving
//(default 0)
set scr_zom_axisPointsForMoving "0"


//The number of points allies will gain for killing
//(default 2)
set scr_zom_alliesPointsForKilling "2"

//The number of points axis will gain for killing
//(default 1)
set scr_zom_axisPointsForKilling "1"

//The distance an allied player must move to get a point if
//"scr_zom_pointsByMoving" is set to "1"
//(By the way, players cannot just run in small circles, they
//must move out of an imaginary "sphere" whose radius is defined
//by this cvar)
//(default 900)
set scr_zom_alivepointdistance "900"

//The delay between the update of the position of allied players
//on axis players' compasses or screen(as an objective point)
//(default 0)
set scr_zom_positiontime "0"

//The respawn delay
//(default 0)
set scr_zom_respawndelay "0"

//Whether allied players will show up on axis compasses
//(default 1)
set scr_zom_showoncompass "1"

//Whether allied players will show up as Objective Points on
//axis screens
//(default 1)
set scr_zom_showasobjpoint "1"

//Whether team changing is enabled.
//Set to 0 if you already have a teamchanging mod in place
//(default 1)
set scr_zom_NoTeamChange "1"

//Whether the ordinary team menu will be replaced with only
//Auto-Assign
//(default 1)
set scr_zom_forceAutoAssign "1"

//Whether a loose teambalance system will be in place
//This replaces the normal teambalance because the teams
//are of a ratio of about 1:4.
//When set to 1, the ratio can still be broken but not by 
//too much.
//(default 1)
set scr_zom_teambalance "1"

//Whether the normal background music will be replaced
//with the slightly scary-sounding russian music
//If anyone has some music that they think would suit
//this mod, feel free to email me.
//(default 1)
set scr_zom_music "1"


//Sets whether allies will drop their weapons when they
//die. Important when playing original zombies because
//otherwise zombies would beable to pick up weapons.
//(default 0)
set scr_zom_alliesDropWeapons "0"

//Sets whether axis will drop their weapons when they
//die.Important when playing original zombies because
//otherwise zombies would beable to pick up weapons.
//(default 0)
set scr_zom_axisDropWeapons "0"