Kaizo Network Documentation

Map Settings

  • sv_portal_mode “Portal spawning behavior (0 = on every tile, 1 = only on allow portal tile, 2 = pprace compatibility)”
  • sv_portal_projectile “Use Kaizo-Insta Portal Projectile instead of Laser”
  • sv_portal_laser_reach “Portal gun laser reach”
  • sv_max_health “Max amount of life”
  • sv_damage_laser_cooldown “Cooldown for damage laser”
  • sv_damage_laser_dmg “Damage laser damage”
  • sv_damage_turret_dmg “Plasma turret damage”
  • sv_damage_turret_explosive_dmg “Explosive plasma turret damage”
  • sv_damage_mine_dmg “Mines damage”

Tiles

Both +KZGame and +KZFront:

ID 1: Switchable Solid Tile

tile

Collision with this tile can be manipulated with a switch, players can not skip it.

You must set Value1, otherwise collision wont work.

Alternative to ID 19: Switchable Solid Tile (Tee Only)

  • Number: Switch Number
  • Value1: 1 = Hookable, 3 = Unhookable, Any other value is ignored

ID 2: Solid Stopper (Version 1)

tile

One way tile, only Tees get affected, players can not skip it.

Tile is OUTDATED, use ID 20: Solid Stopper (Version 2) instead, which has better collision handling and switch support

Tile has NOT switch support

ID 3: Portal Gun

tile

Portal gun pickup

  • Number: Switch Number

ID 4: Allow Portal

tile

Works for sv_portal_mode 1, must be placed on top of a solid tile

Allows placing a portal if player shoot with a portal gun to that tile

Tile has NOT switch support

ID 5: Disallow Portal

tile

Disallow portal works for sv_portal_mode 0, must be placed on top of a solid tile

Wont allow placing portals on that tile

Tile has NOT switch support

ID 6: Reset Portals

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Destroy all portals made by player

Tile has NOT switch support

ID 7: Plasma Turret/Damage Turret

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A turret that deals damage

Number: Switch Number

ID 8: Explosive Plasma Turret/Explosive Damage Turret

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A turret that deals damage and makes explosions

Number: Switch Number

ID 9: Damage Laser

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Damage Laser Entity, hurts when touched

  • Number: Switch number
  • Value1: Rotation speed

ID 10: Play map sound (in tile position)

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When touched, will play a sound in the tile position for all players

  • Number: Switch number
  • Value1: Map sound ID

ID 11: Health Zone

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Gives Health

  • Number: Switch number
  • Value1: How much health to give (Will give Value1 + 1 Health)

ID 12: Damage Zone/Slow Death

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Deals Damage

  • Number: Switch number
  • Value1: How much damage to deal (Will deal Value1 + 1 Damage)

ID 13: Mine

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Mine Entity, explodes and deals damage when touched, projectiles also can explode it, will respawn after some time.

Number: Switch Number

ID 14: Play map sound (only for player)

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When touched, will play a sound only for that player, no matter what position he is in.

  • Number: Switch number
  • Value1: Map sound ID

ID 17: Play map sound (in tile position, only for player)

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When touched, will play a sound in the tile position only for that player

  • Number: Switch number
  • Value1: Map sound ID

+KZGame Only:

ID 15: No damage

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Player cant get damage after touching this tile

NOTE: There is still not a tile that can revert this effect

  • Number: Switch Number

ID 16: Hittable Switch/Button

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  • Number: Switch number to handle
  • Value1: Switch Type (0 = Deactivate, 1 = Timed deactivate, 2 = Timed activate, 3 = Activate, 4 = Toggle)
  • Value2: Delay
  • Value3: Binary options (How to use)

Possible Options for Value3:

  • 1 = Can NOT be hit with Hammer
  • 2 = Can be hit with Gun
  • 4 = Can be hit with Grenade
  • 8 = Can be hit with Shotgun
  • 16 = Can be hit with Laser
  • 32 = Can be hit with Ninja

ID 18: Set Camera Position (Spec Position)

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Force player camera to see a specific TILE position (NOTE: player will lose client-side prediction and produce laggy gameplay, so it is only useful for things like cutscenes)

  • Number: Switch number
  • Value1: X position
  • Value2: Y position

ID 19: Switchable Solid Tile (Tee Only)

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Collision with this tile can be manipulated with a switch.

Only tees can collide with this, weapons and hook wont.

You dont need to set Value1 for this one, unlike ID 1: Switchable Solid Tile

  • Number: Switch Number

ID 20: Solid Stopper (Version 2)

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One way tile, only Tees get affected, players can not skip it.

Collision with this tile can be manipulated with a switch.

  • Number: Switch Number

+KZFront Only:

ID 15: +Pos

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Advanced tile that moves player position no matter what, can also limit player velocity with Value3

Alternative and more precise tile: ID 20: Position Shifter

This is NOT a Speedup tile

  • Number: Switch number
  • Value1: Angle
  • Value2: How much Player is pushed each Tick
  • Value3: Max Player velocity in that direction (negative values will cancel the limitation)

ID 16: +KZ Teleport (Switchable Teleport)

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Teleport that can be manipulated with switches

  • Number: Switch number
  • Value1: Red Teleport = 0, Blue Teleport = 1
  • Value2: Teleport number

ID 18: Switchable Tune Zone

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Tune zone but you can handle it with switches

  • Number: Switch number
  • Value1: Tune Zone

ID 19: Tune Lock

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Lock tunes from a tune zone into a player

You can lock a player to tune zone 0 (Global tunes)

To remove lock, lock a player to tune zone -1

  • Number: Switch Number
  • Value1: Tune Zone

ID 20: Position Shifter

tile

Advanced tile that moves the player position in a more precise way than ID 15: +Pos, supports moving projectiles and hook (if tee is hooked to a solid tile)

Tile can NOT be skiped!

  • Number: Switch Number
  • Value1: How much to add to Tee X position
  • Value2: How much to add to Tee Y position
  • Value3: Binary options (How to use)

Possible Options for Value3:

  • 1 = Shift Hook position (if tee is hooked to a solid tile)
  • 2 = Shift Projectiles position
  • 4 = Invert X Velocity of Tee when shifted
  • 8 = Invert Y Velocity of Tee when shifted

About Binary Options

Some tiles like ID 16: Hittable Switch/Button or ID 20: Position Shifter has Values used as binary code.

I made them this way to allow multiple options at the same time, which would be even more complicated with normal numbers, making very long lists of possible values.

The reason explained

Instead of

  • Type 1 For Grenade
  • Type 2 For Laser
  • Type 3 For Shotgun
  • Type 4 For Grenade and Laser
  • Type 5 For Grenade and Shotgun
  • bla bla bla

We have

  • 001 For Grenade
  • 010 For Laser
  • 100 For Shotgun
  • Combine them as you want :D

How to use

Imagine that you want to use ID 16: Hittable Switch/Button but you want it to work for Grenade and Laser:

Checking the tile documentation we can see that:

  • Option to allow Grenade is 4
  • Option to allow Laser is 16

To apply both options, you must combine both values:

  • 4 + 16 = 20

So to allow both Grenade and Laser in the tile you must put value 20 in Value3 of the tile