Description
BE SURE TO DOWNLOAD AND USE THE NEW v1.4 ASSETS FILE FOR ALL FEATURES TO WORK
Latest Update Highlights (1.4):
-updated to Update 5 compatability
-adjusted ADS animations to be closer to camera
-added held-gun HUD window
-removed old blocks and ammo items
Check the change log for all details!
Features include:
-FPS-style health regen
-custom guns and scaling progression
-a full perk system (Juggernog, Speed Cola, Quick Revive, Stamin-Up, Double Tap)
-session-wide power-ups (Nuke, Insta-Kill, Double Points, Max Ammo, etc)
-hound rounds
-a downed/revive system with bleed-out timers and solo self-revive
-configurable per-map rules (Spawn/Despawn range, Wolf spawn, Mob Health Multipliers, etc)
-end of match scoreboard with sever-side logging of match history
Built with extensibility in mind — external mods can register custom perks and power-ups through the plugin API.
To get a game running from scratch:
1. /zombies map create MyMap (Create a new map)
2. Stand at player spawn location
3. /zombies addspawn players (Set where players spawn)
4. Stand at a zombie spawn location
5. /zombies addspawn zombie (Add a zombie spawn point)
6. (Repeat step 4-5 for more zombie spawns)
7. /rbz (loads up UI)
8. Join your map, ready and start!
Done! Survive as many rounds as you can.
On load, a detailed command guide is generated within the server directory under: mods\AllKnighterGames_RoundBasedZombies
Known issues:
-Disabling the server while a map session is running will leave zombies lingering in the world on reboot, use /zombies cull to despawn all modded entities
-Players who are downed/dead only have their movespeed reduced(100%->20%->0%), and are still effectively alive during gameplay.
-This mod rewrites your HP stat for gamerule logic and likely clashes with other mods that overwrite this stat
(Most of the issues and more are planned to be tackled in a future mod pack that would bring custom entities and blocks)




