init, taken from ardestani since old gitea instance was purged without saving branch

This commit is contained in:
2022-12-02 18:51:17 +01:00
parent 8e41e21a73
commit 27dece6494
267 changed files with 67722 additions and 16 deletions

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// NOTE: IF YOU DISABLE AN EVENT, FOR EXAMPLE "HEADSHOT EVENT", THE HEAD SHOT SOUNDS WILL NOT BE PRECACHED.
// NOTE: REGARDING HUD MESSAGES [TE_TEXTMESSAGE], USE THE EMPTY VALUE TO SET NO HUD MESSAGES.
// NOTE: IF YOU DISABLE THE PLUGIN, NO SOUNDS WILL BE PRECACHED.
# ENABLES OR DISABLES THE PLUGIN.
ENABLE/DISABLE PLUGIN = 1
# HUD MESSAGES IN RGB [RED, GREEN, BLUE].
# NOTE: USE UNDERLINE FOR RANDOM VALUE. THE UNDERLINE IS '_'.
# NOTE: THE MAXIMUM VALUE IS 255 AND THE MINIMUM VALUE IS 0.
HUDMSG RED = _
HUDMSG GREEN = _
HUDMSG BLUE = _
# KILLS STREAK.
# NOTE: SOUNDS LIKE MONSTER KILL, GOD LIKE, MULTI KILL, MEGA KILL, TRIPLE KILL, ...
# NOTE: YOU CAN MODIFY THE "REQUIREDKILLS" VALUES.
# NOTE: YOU CAN ALSO MODIFY THE MESSAGES THAT WILL BE SENT TO THE PLAYERS.
# NOTE: YOU CAN ALSO ADD OR REMOVE SOUNDS FROM THIS LIST.
# NOTE: THERE'S NO SOUNDS LIMIT.
KILLSTREAK EVENT = 1
; Sounds structure:
; SOUND = {soundnumber} REQUIREDKILLS {kills} = {sound}
; SOUND = {soundnumber} MESSAGE @ %s {message}
SOUND = 1 REQUIREDKILLS 3 = QuakeSounds/triplekill.wav
SOUND = 1 MESSAGE @ %s is on TRIPLE KILL!
SOUND = 2 REQUIREDKILLS 5 = QuakeSounds/multikill.wav
SOUND = 2 MESSAGE @ %s is on MULTI KILL!
SOUND = 3 REQUIREDKILLS 6 = QuakeSounds/rampage.wav
SOUND = 3 MESSAGE @ %s is on RAMPAGE!
SOUND = 4 REQUIREDKILLS 7 = QuakeSounds/killingspree.wav
SOUND = 4 MESSAGE @ %s is on a KILLING SPREE!
SOUND = 5 REQUIREDKILLS 9 = QuakeSounds/dominating.wav
SOUND = 5 MESSAGE @ %s is DOMINATING!
SOUND = 6 REQUIREDKILLS 11 = QuakeSounds/unstoppable.wav
SOUND = 6 MESSAGE @ %s is UNSTOPPABLE!
SOUND = 7 REQUIREDKILLS 13 = QuakeSounds/megakill.wav
SOUND = 7 MESSAGE @ %s made a MEGA KILL!
SOUND = 8 REQUIREDKILLS 15 = QuakeSounds/ultrakill.wav
SOUND = 8 MESSAGE @ %s made an ULTRA KILL!
SOUND = 9 REQUIREDKILLS 16 = QuakeSounds/eagleeye.wav
SOUND = 9 MESSAGE @ %s has an EAGLE EYE!
SOUND = 10 REQUIREDKILLS 17 = QuakeSounds/ownage.wav
SOUND = 10 MESSAGE @ %s OWNS!
SOUND = 11 REQUIREDKILLS 18 = QuakeSounds/ludicrouskill.wav
SOUND = 11 MESSAGE @ %s made a LUDICROUS KILL!
SOUND = 12 REQUIREDKILLS 19 = QuakeSounds/headhunter.wav
SOUND = 12 MESSAGE @ %s is a HEAD HUNTER!
SOUND = 13 REQUIREDKILLS 20 = QuakeSounds/whickedsick.wav
SOUND = 13 MESSAGE @ %s is WICKED SICK!
SOUND = 14 REQUIREDKILLS 21 = QuakeSounds/monsterkill.wav
SOUND = 14 MESSAGE @ %s made a MONSTER KILL!
SOUND = 15 REQUIREDKILLS 23 = QuakeSounds/holyshit.wav
SOUND = 15 MESSAGE @ HOLY SHIT! %s GOT ANOTHER ONE!
SOUND = 16 REQUIREDKILLS 24 = QuakeSounds/godlike.wav
SOUND = 16 MESSAGE @ %s IS G O D L I K E !!!
# IF YOU WANNA ADD ANOTHER KILLS STREAK SOUND, IT WILL BE THE SOUND WITH NUMBER '17'.
# HEADSHOT
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
# NOTE: EXAMPLE OF HUD MESSAGE FOR HEADSHOT: "%s REMOVED %s's HEAD!" (WITHOUT QUOTES).
# NOTE: THIS HUD MESSAGE WILL BE SENT TO ALL PLAYERS (NOT ONLY TO THE KILLER OR ONLY TO THE VICTIM).
# NOTE: I SUGGEST TO LEAVE THE MESSAGE EMPTY ON POPULATED GAME SERVERS.
# NOTE: BUT IT LOOKS FINE ON DAY OF DEFEAT.
HEADSHOT EVENT = 1
HEADSHOT ONLY KILLER = 1
HEADSHOT SOUNDS = QuakeSounds/headshot.wav , QuakeSounds/headshot2.wav , QuakeSounds/headshot3.wav
HEADSHOT HUDMSG =
# SUICIDE
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE VICTIM.
SUICIDE EVENT = 1
SUICIDE SOUNDS = QuakeSounds/suicide.wav , QuakeSounds/suicide2.wav , QuakeSounds/suicide3.wav , QuakeSounds/suicide4.wav
SUICIDE HUDMSG = %s KNOWS HOW THE KILL COMMAND WORKS!
# GRENADE KILL
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
NADE EVENT = 1
NADE SOUNDS = QuakeSounds/nade.wav
NADE HUDMSG = %s MADE A PRECISION THROW TO %s
# TEAM KILL
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
TEAMKILL EVENT = 1
TEAMKILL SOUNDS = QuakeSounds/teamkiller.wav
TEAMKILL HUDMSG = %s IS SICK!
# KNIFE KILL
# NOTE: THE HUDM ESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
KNIFE EVENT = 1
KNIFE SOUNDS = QuakeSounds/knife.wav , QuakeSounds/knife2.wav , QuakeSounds/knife3.wav
KNIFE HUDMSG = %s SLICED AND DICED %s!
# FIRST BLOOD
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
FIRSTBLOOD EVENT = 1
FIRSTBLOOD SOUNDS = QuakeSounds/firstblood.wav , QuakeSounds/firstblood2.wav , QuakeSounds/firstblood3.wav
FIRSTBLOOD HUDMSG = %s made the FIRST BLOOD!
# ROUND START
# NOTE: THE HUD MESSAGE STRUCTURE IS "{MESSAGE}", THE MESSAGE YOU WANT, DON'T USE '%s' HERE!
ROUNDSTART EVENT = 1
ROUNDSTART SOUNDS = QuakeSounds/prepare.wav , QuakeSounds/prepare2.wav , QuakeSounds/prepare3.wav , QuakeSounds/prepare4.wav
ROUNDSTART HUDMSG = PREPARE TO FIGHT!
# DOUBLE KILL
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
DOUBLEKILL EVENT = 1
DOUBLEKILL SOUNDS = QuakeSounds/doublekill.wav , QuakeSounds/doublekill2.wav
DOUBLEKILL HUDMSG = WOW, %s made a DOUBLE KILL!
# HATTRICK
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE LEADER NAME, THE PLAYER WITH MOST KILLS FOR THIS ROUND.
# NOTE: THE 'MIN FRAGS FOR HATTRICK' MEANS HOW MANY FRAGS YOU SHOULD DO THIS ROUND TO APPEAR AT THE ROUND END AS "<%> WAS UNREAL THIS ROUND!".
HATTRICK EVENT = 1
HATTRICK SOUNDS = QuakeSounds/hattrick.wav
HATTRICK HUDMSG = %s WAS UNREAL THIS ROUND!
MIN FRAGS FOR HATTRICK = 7
# FLAWLESS VICTORY
# NOTE: THE HUD MESSAGE STRUCTURE IS "{MESSAGE} %s {MESSAGE}", WHERE '%s' IS THE TEAM NAME.
# NOTE: YOU CAN SET THE TEAM NAMES TO BE SHOWN. YOU CAN USE FOR EXAMPLE 'TERRO' INSTEAD OF THE DEFAULT VALUE 'TERRORIST'.
FLAWLESS VICTORY = 1
FLAWLESS SOUNDS = QuakeSounds/flawless.wav
FLAWLESS VICTORY HUDMSG = FLAWLESS %s VICTORY!
TERRO TEAM NAME = TERRORIST
CT TEAM NAME = COUNTER-TERRORIST
# REVENGE
# NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER OR THE VICTIM NAME.
# NOTE: IF 'REVENGE ONLY FOR KILLER' IS SET TO 1, THE VICTIM WILL NOT HEAR THE SOUND.
REVENGE EVENT = 1
REVENGE ONLY FOR KILLER = 0
REVENGE SOUNDS = QuakeSounds/payback.wav
REVENGE KILLER MESSAGE = YOU'VE PAID %s BACK!
REVENGE VICTIM MESSAGE = %s HAS JUST PAID YOU BACK!