Description
Gives players health and armor based on damage, weapon, and hitbox; sets spawn health and money; awards monetary bonuses for high-damage hits. Requires only ES 2.0+
Options:[syntax="es"]// RegenMod release 5 options
// ./addons/eventscripts/regenmod/regenmod.cfg
// http://addons.eventscripts.com/addons/view/regenmod
// Load this addon with: es_load regenmod
// To configure language settings for RegenMod please see regenmod_languages.ini
// ***** Health regeneration options *****
regenmod_regeneration_maxhealth 150
// Maximum health players can attain with regneration [default 150]
regenmod_regeneration_maxarmor 75
// Maximum armor players can attain with regneration [default 75]
regenmod_regeneration_cankill 1
// 0 = players have a lower limit of one when gaining negative health, 1 = players gaining negative health can die [default 1]
// Hit area health regeneration:
regenmod_regeneration_killpercent 150
// Percent of damage to regenerate when an opponent is killed [default 150]
regenmod_regeneration_headpercent 180
// Percent of damage to regenerate when an opponent is hurt in the head [default 180]
regenmod_regeneration_chestpercent 100
// Percent of damage to regenerate when an opponent is hurt in the chest [default 100]
regenmod_regeneration_stomachpercent 90
// Percent of damage to regenerate when an opponent is hurt in the stomach [default 90]
regenmod_regeneration_armpercent 75
// Percent of damage to regenerate when an opponent is hurt in the arm [default 75]
regenmod_regeneration_legpercent 60
// Percent of damage to regenerate when an opponent is hurt in the leg [default 60]
regenmod_regeneration_teampercent -200
// Percent of damage to regenerate when the victim is a teammate [default -200]
// Weapon type health regeneration:
regenmod_regeneration_primarypercent 10
// Percent of damage to regenerate when the victim is hurt with a primary weapon [default 10]
regenmod_regeneration_secondarypercent 25
// Percent of damage to regenerate when the victim is hurt with a secondary weapon [default 25]
regenmod_regeneration_knifepercent 85
// Percent of damage to regenerate when the victim is hurt with a knife [default 85]
regenmod_regeneration_grenadepercent 65
// Percent of damage to regenerate when the victim is hurt with a grenade [default 65]
// Weapon-specific health regeneration:
// You can specifiy the regeneration on a specific weapon using the following:
// regenmod_regeneration_add -weapon- -regeneration percent-
// See the bottom of these options for a list of acceptable weapon names.
// Here are some example additions:
// regenmod_regeneration_add m3 45
// Uncomment the above line to give the m3 a 45% regeneration
// regenmod_regeneration_add scout 120
// Uncomment the above line to give the scout an 120% regeneration
// regenmod_regeneration_add elite 80
// Uncomment the above line to give the elite an 80% regeneration
// You can also removing the specific regeneration percents previously designated using:
// regenmod_regeneration_remove -weapon-
// Due to the fact weapon-specific regeneration is set and can be removed above, this command will not be used by most users.
// ***** Ammunition options *****
// When you have infinite primary or secondary ammunition, players will recieve full ammo every time they (1) cause damage to an opponent or
// (2) fire an empty weapon. If you have eventscripts_noisy set to 1, players will also receive full ammo when they reload.
// You can find more information on eventscripts_noisy here: http://www.eventscripts.com/pages/Eventscripts_noisy
regenmod_ammunition_primary 1
// 0 = no change, 1 = regenerate, 2 = infinite [default 1]
regenmod_ammunition_secondary 2
// 0 = no change, 1 = regenerate, 2 = infinite [default 2]
regenmod_ammunition_hegrenades 1
// 0 = no change, 1 = regenerate, 2 = infinite [default 1]
regenmod_ammunition_flashbangs 1
// 0 = no change, 1 = regenerate, 2 = infinite [default 1]
regenmod_ammunition_smokegrenades 0
// 0 = no change, 1 = infinite [default 0]
regenmod_ammunition_regenovermax 0
// 0 = ammunition is restricted to the maximum amount, 1 = no restriction on the amount of ammunition [default 0]
// ***** Spawn options *****
regenmod_spawn_health 1
// 0 = no change, 1 = set player health at spawn [default 1]
regenmod_spawn_health_max 200
// Maximum amount of health players will receive at spawn when applicable [default 200]
regenmod_spawn_health_min 60
// Minimum amount of heath players will receive at spawn when applicable [default 60]
regenmod_spawn_money 1
// 0 = no change, 1 = set player money at spawn [default 1]
regenmod_spawn_money_max 8000
// Maximum amount of money players will receive at spawn when applicable [default 8000]
regenmod_spawn_money_min 2000
// Minimum amount of money players will receive at spawn when applicable [default 2000]
regenmod_spawn_damagegiven_weight 40
// Weight given to damage given when computing spawn health and money [default 40]
regenmod_spawn_healthconserved_weight 20
// Weight given to health conserved when computing spawn health and money [default 20]
regenmod_spawn_kills_weight 20
// Weight given to kills when computing spawn health and money [default 20]
regenmod_spawn_deaths_weight 10
// Weight given to deaths when computing spawn health and money [default 10]
regenmod_spawn_time_weight 10
// Weight given to time alive when computing spawn health and money [default 10]
// ***** Damage bonus options *****
// Damage Bonus = Base + Damage_Over_Threshold * ((Damage_Over_Threshold / Increment) + 1)
regenmod_damagebonus_threshold 75
// Damage a player must cause in one hit to receive a damage bonus--set to 0 for no damage bonus [default 75]
regenmod_damagebonus_base 50
// Amount of money players receive for a hit above the damage bonus threshold [default 50]
regenmod_damagebonus_increment 50
// Damage increments for the damage bonus multiplier [default 50]
// ***** Announcement options *****
regenmod_announce_mostdamage_center 1
// Most damage message: 0 = no center text, 1 = center text [default 1]
regenmod_announce_mostdamage_text 1
// Most damage message: 0 = no console or chat text, 1 = console text only, 2 = chat text and console text [default 1]
regenmod_announce_damagebonus_chat 1
// Damage bonus message: 0 = no chat text, 1 = only for player receiving bonus, 2 = for all players [default 1]
regenmod_announce_damagebonus_console 0
// Damage bonus message: 0 = no console text, 1 = only for player receiving bonus, 2 = for all players [default 0]
regenmod_announce_damagebonus_hud 1
// Damage bonus message: 0 = no HUD text, 1 = HUD text [default 1]
regenmod_announce_spawnstats_text 1
// Spawn statistics message: 0 = no console or chat text, 1 = console text only, 2 = chat text and console text [default 1]
regenmod_announce_spawnstats_hud 1
// Spawn statistics message: 0 = no HUD text, 1 = HUD text [default 1]
regenmod_announce_spawnstats_all_console 1
// Spawn statistics of all players message: 0 = no console text, 1 = console text [default 1]
// ***** Acceptable weapon names *****
// These are the weapon names acceptable in the weapon-specific health regeneration category above along with their more common in-game names.
// This is just a reference--these are not options.
// deagle - Night Hawk .50C
// ak47 - CV-47
// scout - Schmidt Scout
// aug - Bullpup
// g3sg1 - D3/AU1
// galil - IDF Defender
// famas - Clarion 5.56
// m4a1 - Maverick M4A1 Carbine
// sg552 - Krieg 552
// sg550 - Krieg 550 Commando
// m249 - M249
// awp - Magnum Sniper Rifle
// tmp - Schmidt Machine Pistol
// mp5navy - KM Sub-Machine Gun
// glock - 9x19mm Sidearm
// elite - .40 Dual Elites
// m3 - Leone 12 Gauge Super
// xm1014 - Leone YG1265 Auto Shotgun
// usp - KM .45 Tactical
// mac10 - Ingram MAC-10
// ump45 - KM UMP45
// p228 - 228 Compact
// fiveseven - ES Five-Seven
// p90 - ES C90
// hegrenade - HE Grenade
// knife - Knife[/syntax]
Please see the forum link below for more translations or if you have a translation to add. Please also post general questions or comments.