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	<id>https://sunrust.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MrDragonorg</id>
	<title>Sunrust Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://sunrust.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MrDragonorg"/>
	<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Special:Contributions/MrDragonorg"/>
	<updated>2026-04-19T12:06:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4107</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4107"/>
		<updated>2023-01-18T09:29:48Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 18px;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin:2em;&amp;quot;| [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Zombie_Survival_Remantled|&amp;lt;center&amp;gt;Zombie Survival: Remantled&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Zombie Survival with a focus on weapon customization and mayhem&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4106</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4106"/>
		<updated>2023-01-18T09:27:37Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 18px;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin:2em;&amp;quot;| [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Zombie_Survival_Remantled|&amp;lt;center&amp;gt;Zombie Survival: Remantled&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| This is a project for a new ZS server with primary focus on guns and ammunition&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4105</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4105"/>
		<updated>2023-01-18T09:26:12Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 18px;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin:2em;&amp;quot;| [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Zombie_Survival_Remantled|&amp;lt;center&amp;gt;Zombie Survival: Remantled&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| This is a project for a new ZS server with primary focus on guns and ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4104</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=4104"/>
		<updated>2023-01-18T09:25:00Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 18px;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin:2em;&amp;quot;| [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Zombie_Survival_Remantled|&amp;lt;center&amp;gt;Zombie Survival: Remantled&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| This is a project for a new ZS server with primary focus on guns and ammunition. It will use Customizable Weaponry 2.0 tuned specifically for ZS. It aims to capture the feel of community ZS servers from the 2014-2016 era, with a 'MW2 (2009)' sense of balance.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Surviving_Zombie_Survial&amp;diff=3306</id>
		<title>Surviving Zombie Survial</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Surviving_Zombie_Survial&amp;diff=3306"/>
		<updated>2021-07-05T08:15:52Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: MrDragonorg moved page Surviving Zombie Survial to Surviving Zombie Survival: lost &amp;quot;v&amp;quot; letter in the &amp;quot;Survival&amp;quot; word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Surviving Zombie Survival]]&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Surviving_Zombie_Survival&amp;diff=3305</id>
		<title>Surviving Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Surviving_Zombie_Survival&amp;diff=3305"/>
		<updated>2021-07-05T08:15:52Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: MrDragonorg moved page Surviving Zombie Survial to Surviving Zombie Survival: lost &amp;quot;v&amp;quot; letter in the &amp;quot;Survival&amp;quot; word&lt;/p&gt;
&lt;hr /&gt;
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== [[Introduction|Overview]] ==&lt;br /&gt;
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Zombie Survival, ZS, is an Team Deathmatch, survival horror gamemode for Garry’s Mod that features two teams, [[The Undead|Zombies]] and [[Survivors]]. Before the game begins Survivors have three minutes to prepare for the zombie invasion, once the timer runs out 14% of survivors closest to the zombie spawn will be forced to volunteer as a zombie. A full game will last approximately 40 minutes.&lt;br /&gt;
[[File:Szs humanhud.png|800px|thumb|center|The general hud for humans]]&lt;br /&gt;
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 &amp;lt;span style=&amp;quot;font-family: 'Lucida Console';&amp;quot;&amp;gt; As the game begins Survivors must endure six waves of increasingly difficult zombie attacks and escape through [[Sigils]] in order to win; while zombies have unlimited lives, the survivors only have one life to spare. This tutorial will focus on the basis of surviving as a human. &amp;lt;/span&amp;gt;&lt;br /&gt;
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== [[File:Szs worthmenu.png|400px|thumb|left|Part 1: Proving your worth with [[Points|The Worth Menu]] ]]==&lt;br /&gt;
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Once you spawn in as a human during preparation you will be first provided with a menu called The Worth Menu. In this menu, you will be given 100 worth points to buy out your beginning loadout.  &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''Choose wisely however, for once you have checkout of The Worth Menu, or if the round is starting, you will no longer be able to buy again from the menu'''&amp;lt;/span&amp;gt;.&lt;br /&gt;
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Note, some skills like [[Worthiness]] can help increase the amount of worth given in exchange to starting with negative [[Points|point]] profit. Also, if you had accidentally closed out the menu simply press (F2) to bring it back up.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;lt;!--col1--&amp;gt;[[File:Szs worthy1.png|frameless|150px|center]]&lt;br /&gt;
|&amp;lt;!--col2--&amp;gt;[[File:Szs worthy2 (2).png|frameless|120px|center]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--col1--&amp;gt;Example of [[Worthiness 1]] providing +5 extra Worth for -3 starting Points.&lt;br /&gt;
|&amp;lt;!--col2--&amp;gt;Example of a [[Worthiness 2]] providing +10 extra Worth for -6 starting Points.&lt;br /&gt;
|}&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:cyan&amp;gt; &amp;lt;p style=&amp;quot;font-size:25px&amp;quot;&amp;gt; ''''' &amp;lt;u&amp;gt; Part 2: Setting shop supporting [[Sigils|Sigil]] Square&amp;lt;/u&amp;gt; ''''' &amp;lt;/p&amp;gt; &amp;lt;/span&amp;gt; [[File:Sigil.png|50px]] ===&lt;br /&gt;
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Although [[Sigils]] are win conditions humans must defend to win, it will be nigh impossible to save them all in the end. When attempting to find the perfect sigil one must determine the many &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; '''&amp;lt;em&amp;gt; negative factors: '''&amp;lt;/em&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
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[[File:Szs altbadsigil.png|300px|thumb|right|Example of being required to run to defend entryways due to troubling line of sight.]] &lt;br /&gt;
* ''''' ”Are you required to run back and forth to every entryway?” '''''&lt;br /&gt;
 If so, the sigil will be extremely difficult to defend and may soon be destroyed later should the zombies decide to [[Starving in Human Survival|nest switch]], for the moment nests are made zombies will instantaneously spawn on top of it allowing them to attack an unguarded entryway for a few seconds; enough time for a mass horde to demolish the barricade.&lt;br /&gt;
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*&amp;lt;u&amp;gt;'''Exclusionary:'''&amp;lt;/u&amp;gt; Having line of sight to all the entryways whilst staying in the middle of conflict is vital towards defending a sigil room that helps prevent the 'Nest switching' strategy becoming soundproof for zombies, for survivors can instantly know where which location the zombies would be attacking just by the sudden drop in zombie activity in one entryway to the sudden increase to another, while being able to only point and shoot and not unnecessarily run towards said entryway.&lt;br /&gt;
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* ''''' “Is the sigil room spacious?” '''''&lt;br /&gt;
 If not, then expect the sigil to fall in the last couple of waves. As though the common belief is to barricade sigil rooms with one entryway because of chokepoints, one must take consideration to what props the Barricader is forced to use in that scenario. This will create a situation of the sigil room falling due to the barricader being forced to use small props, and lack of space to make [[Barricading#What_are_.E2.80.9CLayers.E2.80.9D_of_the_barricade.3F|layers]] for the barricade. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; Good sigil room example &amp;lt;/span&amp;gt;&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Bad sigil room example &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Szs goodsigil.png|frameless|450x400px|center]]&lt;br /&gt;
| [[File:Szs tinybathroom.png|frameless|400x300px|center]]&lt;br /&gt;
|-&lt;br /&gt;
| Notice the table props in the corner not touching the ceiling, indicating how the Barricader has enough height to establish as many layers needed to make a successful barricade.&lt;br /&gt;
| Notice the Supply Crate sigil taking a quarter width of the closet room, demonstrating how most common foundation props like the blue shelving cabinets won't fit into the closet sigil, yet alone [[Deployables|deployables]] like the Remantler taking more barricading space in the already cramped room. &lt;br /&gt;
|}&lt;br /&gt;
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If you’ve never encountered any of these negative factors then you may have found the perfect sigil to defend and may be able to win the game, but remember perfect sigils can fall as well if there’s no one willing to defend it.&lt;br /&gt;
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==== &amp;lt;p style=&amp;quot;font-size:25px&amp;quot;&amp;gt; ''''' &amp;lt;u&amp;gt; Part 3: Picking fights on your own size &amp;lt;/u&amp;gt; ''''' &amp;lt;/p&amp;gt; ====&lt;br /&gt;
[[File:Szs darwinaward.png|400px|center]]&lt;br /&gt;
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As stated before, humans only have one life to spare, meaning you must precisely decide when and where to attack the zombies, or die a quick horrific death. Follow these simple guidelines on whenever not you should attack those zombies:&lt;br /&gt;
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* ''''' Pay attention to your surroundings. ''''' &lt;br /&gt;
 Most zombies will hide in dark corners and attack when close to humans, always stick to lighted areas and if you’re expected to be ambushed move to the otherside of the zombie and attack from there whilst moving backwards for extra breathing room. Stick together in groups and occasionally focus on your [[Fear-o-Meter]], for it will help in determining if there are zombies in the nearby area. &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt; '''Note: [[Wraith|Wraiths]] will not be picked up on your Fear-o-Meter due to their role as an invisible ambush class.''' &amp;lt;/span&amp;gt;&lt;br /&gt;
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* ''''' Watch out for loose props. '''''&lt;br /&gt;
 Zombies can attack through a mechanic called [[Propkilling]]. Propkilling is a uncommon attack in which zombies can hurl objects at deadly force, either [[Status Effects#Debuff|immobilizing humans for a few seconds]], or outright instantly killing humans.&lt;br /&gt;
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[[File:Szs scoreboard (2).png|300px|thumb|right| Notice the active zombie only being the [[Wraith]] whilst the rest of the zombie team are crows.]]&lt;br /&gt;
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* ''''' Always look at the wave counter and scoreboard. '''''&lt;br /&gt;
 After wave 1 every time a new wave begins, zombies are granted a player controlled zombie boss, do not attempt to take down the boss unless you’re in a group or can outrun it. Holding down the (Tab) key shows the scoreboard, the scoreboard not only provides info on how many points the survivor team have but also what type of zombies are out there in the field. This is extremely useful during intermission time, for you can determine if there are still active zombies or harmless spectator crows; in the latter, you will be free from harm and be able to scavenge loot off of dead survivors.&lt;br /&gt;
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* ''''' Be aware of your current [[Status Effects]]. '''''&lt;br /&gt;
 It is vital to always check your well being every so often as most zombies have the ability to give you debilitating weaknesses that can drastically lower your chances of survival. Examples such as; [[File:H debuff sickness.jpg|frameless|20px]][[Sickness]] lowering health gains by 20% and prevents you from eating any food item causing you to bleed out or die from poison, and [[File: H debuff enfeeble.jpg|frameless|20px]][[Enfeeble]] increases all damage taken sources by 40%. While if a survivor has lethal amounts of [[File:H debuff poison.jpg|frameless|20px]][[Poison]] and [[File:H debuff bleed.jpg|frameless|20px]][[Bleed]] and there’s no medics around one can either buy [[Other|Antidotes]] on removing poison, or [[Other|Bandages]] to remove the bleeding and [[File:H debuff wound.jpg|frameless|20px]][[Wounds]].&lt;br /&gt;
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[[File:Szs buff.png|500px|thumb|left| Active buffs shown on top of the health gauge.]]&lt;br /&gt;
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''' &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; However, survivors such as medic mains have the potential to give you buffs that can heavily increase your chance of survival. Examples like [[Cleanse]] that absorbs all forms of Sickness, [[File:H buff def.jpg|frameless|20px]][[Defense]] lowering all damage taken by 30%, and [[File:H buff strength.jpg|frameless|20px]][[Strength]] increasing all damage given by 25% &amp;lt;/span&amp;gt; '''&lt;br /&gt;
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* '''&amp;lt;u&amp;gt;Addendum:&amp;lt;/u&amp;gt;''' Skills like [[Haemostatis]] located in the [[Health Tree]] can help survivors resist all forms of debuffs in exchange to spending current [[Health|Blood Armor]] on them, useful if one is using a melee weapon to start the 'Leeching' buff into absorbing more Blood armor from recently hit zombies.&lt;br /&gt;
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==[[File:Note icon.png|frameless|50px]] Conclusion ==&lt;br /&gt;
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&lt;br /&gt;
The entire concept of ‘Surviving in Zombie Survival’ is essentially determining if one is able to fully understand and overcome unforeseen situations folded in place after every round. While keeping in mind that the only way to win is work together as a team, or else this tutorial will be all for naught.&lt;br /&gt;
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==[[File:User icon.png|frameless|50px]] Credits == &lt;br /&gt;
&lt;br /&gt;
zmains/humains, why can't we be allmains :l 08:57, 3 July 2021 (UTC)Kingazteca A.K.A [[BraisedNuggets]] -Creator of the wiki article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=3241</id>
		<title>Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=3241"/>
		<updated>2021-06-29T20:37:36Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{col-begin|width=80%}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
*[[Introduction]]&lt;br /&gt;
*[[Point Shop]]&lt;br /&gt;
*[[Barricading]] &amp;lt;!-- This is not a guide and has nothing with a guide! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&lt;br /&gt;
*[[Survivors]]&lt;br /&gt;
*[[The Undead]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*[[Guns]]&lt;br /&gt;
*[[Ammo]]&lt;br /&gt;
*[[Melee]]&lt;br /&gt;
*[[Tools]]&lt;br /&gt;
*[[Deployables]]&lt;br /&gt;
*[[Trinkets]]&lt;br /&gt;
*[[Other]]&lt;br /&gt;
*[[Traits]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
== Guides == &lt;br /&gt;
*[[Developer Console]]&lt;br /&gt;
*[[Performance/Settings]]&lt;br /&gt;
*[[Parry Skill]] &amp;lt;!-- Need be improved or removed! --&amp;gt;&lt;br /&gt;
*[[Self Knockback]]&lt;br /&gt;
*[[Worth Cart]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay == &amp;lt;!-- or &amp;quot;Glossary &amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Damage Resistance]]&lt;br /&gt;
*[[Sigils]]&lt;br /&gt;
*[[Banished Sigil]]&lt;br /&gt;
*[[Supply Crate]]&lt;br /&gt;
*[[Insanity]]&lt;br /&gt;
*[[Bonus Crates]]&lt;br /&gt;
*[[World Drops]]&lt;br /&gt;
*[[Control Points]]&lt;br /&gt;
*[[Objective (Gamemode)]]&lt;br /&gt;
*[[Zombie Escape (Gamemode)]]&lt;br /&gt;
*[[Events]]&lt;br /&gt;
*[[Maps]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[Health]] / [[Blood Armor]]&lt;br /&gt;
*[[Damage]] / [[Heal]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Stamina]]&lt;br /&gt;
*[[Points]]&lt;br /&gt;
*[[Round|Round Timer]]&lt;br /&gt;
*[[Z-Director]]&lt;br /&gt;
*[[Metagame]]&lt;br /&gt;
*[[Movement]]&lt;br /&gt;
*[[Phasing]]&lt;br /&gt;
&lt;br /&gt;
== Function Keys ==&lt;br /&gt;
*F1 - [[Zombie Survival Menu]]&lt;br /&gt;
*F2 - [[Worth Menu]] / [[Point Shop]] / [[Dark Market]]&lt;br /&gt;
*F3 - [[Skills]]&lt;br /&gt;
*F4 - [[Options]]&lt;br /&gt;
*F5/F12 - Screenshot&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
&lt;br /&gt;
* [[Main Server]]&lt;br /&gt;
* [[Point Save Server]]&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Zombie Survival]]&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=3129</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=3129"/>
		<updated>2021-06-17T19:14:57Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
Archived: http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Big update from MrDragonorg and Speirs. The original file can be found at this link (read-only): https://1drv.ms/w/s!AllQYsYUnBMhzXm4hg9ON-dpEPRb?e=UE014N&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[File:Barricading article.jpg|thumb|right|upright=1.01|]]&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is one of the essential aspects of the survival of a [[Survivors|human team]]. A well-constructed barricade allows [[Survivors|humans]] to completely (or partially) avoid hits from various types of [[The Undead|zombie]] attacks. As [[The Undead|zombies]] become stronger with each wave, the chances of survival without a barricade are close to zero.&lt;br /&gt;
Before proceeding to the basic principles and description of the mechanics of barricading, it is necessary to understand the scale of the diversity and variability of this process.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;u&amp;gt;Here are some facts:&amp;lt;/u&amp;gt;''&lt;br /&gt;
*There are about/over 700 different maps in the Zombie Survival gamemode.&lt;br /&gt;
*In the maps themselves, there are at least several spots for barricading.&lt;br /&gt;
*There are a number of props on the maps that you can use for barricading - from a few dozen to a few hundred.&lt;br /&gt;
*The total number of props is about 3,000 (not including the custom ones).&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” of the barricade that can be built on any map at any spot with the same props. On some maps with a large amount of props, you can build a thousand different barricades, changing combinations and quantity of props, as if shuffling a deck of cards.&lt;br /&gt;
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But this is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages because it gives you a huge choice and space for imagination. You have no limitations in terms of complexity and design. But there are basic principles and rules that distinguish a bad, useless barricade from a good, useful one. The description of these “basic rules” is the goal of this topic because without them you cannot build a good barricade (even the simplest one).&lt;br /&gt;
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''But it is also worth noting that for a beginner, it is extremely hard to cope with all the variety. In most cases, people make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay which leads to catastrophic consequences. The best solution is to observe the barricades that are built from veteran players, try to repeat them in single-player, and only then try to build them on the server.''&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Barricade&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Any number of props (even 1) nailed by hammer ( [[Carpenter's Hammer]] ), which blocks passage for most types of zombies. In the future, for simplicity, the barricade will be called &amp;quot;cade&amp;quot;.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Shitcade&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |A kind of cade that has no practical use for a [[Survivors|human team]] and which, accordingly, facilitates the task for the [[The Undead|zombie team]]. In other words, a &amp;quot;wrong constructed cade&amp;quot;.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Prop&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Any physical object/subject that can (or cannot, f.e. – glass) be nailed with a hammer.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Hammer&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |The main tool needed to nail the prop and for their further repair.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Nail&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Is the only consumable material (ammo) that the hammer uses to nail the prop and/or to increase the health of the prop. Number of nails = maximum number of props you can nail.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Phasing&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Status when you go through the barricade with the press Z (Zoom) key.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;HP&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity, be it a human, zombie, nest, brush, deployable, prop, etc.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Deployable&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Deployables are items that can be placed in the world. Deployables can be rotated with Secondary Fire/Reload before they are placed. Deployables have HP, and they will be destroyed if they take enough damage from zombies. They can also be repaired using a mechanic's wrench. Humans will not collide with deployables, but zombies will. Props may also be nailed to deployables.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Prop Health (prop HP)&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |There are two types of prop HP - &amp;lt;span style=&amp;quot;color:#00FF33&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Main HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#00CCFF&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Repair HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF33&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Main HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; is displayed at the bottom of the green bar and with numbers on top.&lt;br /&gt;
&lt;br /&gt;
[[File:Prop full mainhp.jpg|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Prop with a full amount of main hp.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The digit on the left displays the current (remaining) prop hp, the digit on the right is the maximum prop hp. When a prop takes damage from a [[The Undead|zombie]], the digit on the left and the green bar begin to decrease and, depending on the damage received, the bar changes color to yellow or red:&lt;br /&gt;
&lt;br /&gt;
[[File:Small mainhp.jpeg|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Prop with a small amount of main hp.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CCFF&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Repair HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; displays the number of additional hp that you can use when repairing a prop. When repairing, the blue bar will start to decrease:&lt;br /&gt;
&lt;br /&gt;
[[File:Prop repairing mechanic gif.gif|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF how the mechanics of repairing prop work.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
When you run out the repair hp:&lt;br /&gt;
&lt;br /&gt;
[[File:Prop no repair hp.jpg|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Prop that can no longer be repaired.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
This means that the prop cannot be repaired anymore and the only remaining HP is the Main HP. When it is at zero – the prop will break. The number (4) means the number of nails in the prop.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Big props&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |[[File:Example big props.jpg|thumb|right|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of big props.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Mostly large-sized props that are heavy and have a lot more main hp and repair hp than small props:&lt;br /&gt;
&lt;br /&gt;
You cannot carry heavy props at high speed. In rare exceptions, small-looking props come across that can be mistakenly attributed to small and light props. For example, &amp;lt;u&amp;gt;Harpoon&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
[[File:Harpoon big prop.jpg|frameless|none|upright=2]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Small props&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |[[File:Example small props.jpg|thumb|right|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of small props.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Basically, props of small size and weight, having a lesser main and repair hp. You can carry lightweight props with high speed:&lt;br /&gt;
|}&lt;br /&gt;
== What is needed for barricading ==&lt;br /&gt;
=== &amp;lt;u&amp;gt;Barricading Skills&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu. Skills underlined in blue are required, underlined in yellow — situational:&lt;br /&gt;
&lt;br /&gt;
[[File:Barricading skill tree.jpg|frameless|center|1100px]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Handy I-V”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Give you an additional 20% to the repair rate.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Hammer Discipline”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Increase the swing speed with a hammer by 6%.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Builder”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Gives you a 6 extra nails at start&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Scheduling”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Gives you an ability to repair faster if a prop was nailed on the previous wave, but props nailed on the current wave will repair more slowly.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Mending”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: The props you repaired can be automatically repaired with 3x repair rate over time with fast ticks, but your overall repair rate is reduced.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Pressure”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Increases the repair speed with a hammer if the prop has low HP, but reduces the repair speed in general.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Precision Repairs”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Is a special skill that creates special points on the prop, hit on which will increase the repair rate, but will reduce the repair rate and speed if miss this point.&lt;br /&gt;
: [[File:Precision repairs skill.gif|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF showing how the “Precision Repairs” skill works.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barricade expert skill location.jpg|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Location of “Barricade Expert” skill.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''''“Barricade Expert”'''''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activating this skill, the prop you have nailed will have a special &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;''padlock icon''&amp;lt;/span&amp;gt; and the lock itself will have a color that matches the '''''color of your [[Remorting|remort]] tier'''''. [[Remorting|Remort]] tiers are ''divided'' into groups according to colors, i.e. you can unnail props which are in your [[Remorting|remort]] level group (the same color of the [[Remorting|remort]]), but with a penalty:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Updated''&amp;lt;/u&amp;gt;: now there are only 2 groups: &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''0-9 remort'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''10 - ∞ remort'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Barricading padlock icon.jpg|thumb|none|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''What does the padlock icon look like.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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[[File:Nailhearting location.png|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Location of this hearts.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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But the big difference in the [[Remorting|remorts]] can be bypassed if the person with a higher [[Remorting|remort]] level presses a &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“heart”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; in the scoreboard near your name. That’s called “nailhearting” and you’ll be able to unnail this person's prop without losing [[Points|points]]. Also, you receive your nails back when the nailhearted person removes your nails. When someone gives you a heart, it will become green. You need to earn the trust of the players as a cader and then they may nailheart you after you ask them.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;Necessary tools&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marked in blue are necessarily required to purchase, yellow are situational&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
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| [[File:Barricading necessary tools 1.jpg|frameless|450px]]&lt;br /&gt;
| [[File:Barricading necessary tools 2.jpg|frameless|450px]]&lt;br /&gt;
| [[File:Barricading necessary tools 3.jpg|frameless|150px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!---Necessary Template:Gallery Template&lt;br /&gt;
{{gallery&lt;br /&gt;
|width=160 | height=170&lt;br /&gt;
|align=center&lt;br /&gt;
|File:Tick_male_size_comparison_(aka).jpg&lt;br /&gt;
|A [[tick]] (with a [[match]]stick for scale)&lt;br /&gt;
|File:7.62x51_5.56x45.JPG&lt;br /&gt;
|Ammunition (with an [[AA battery]])&lt;br /&gt;
|File:Emu_size.png&lt;br /&gt;
|[[Emu]]s (with a human silhouette and scale in meters)&lt;br /&gt;
}}&lt;br /&gt;
{{-}}---&amp;gt;&lt;br /&gt;
[[File:Barricading door break.gif|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF shows how to break a door with a hammers.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
In addition to being able to repair, nail/unnail props with hammer, you can also rapidly break doors. Pressing R deals 200 damage to any door, which gives you the opportunity to break them much faster.&lt;br /&gt;
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Since everything is clear with a [[File:Weapon zs hammer2.png|link=Carpenter's Hammer|frameless|45px]] [[Carpenter's Hammer|''&amp;lt;u&amp;gt;hammer&amp;lt;/u&amp;gt;'']], let’s go briefly through the rest of the tools:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:720px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs boardpack.png|link=Deployables|frameless|none|64px]] [[Deployables|Junk pack]]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A useful set of 4 wooden props, which includes all 5 types of boards and 6 more types of other wooden props in the form of chairs, backs of chairs, small shelves, etc.&lt;br /&gt;
I.e., this pack will give you 4 random props of 11.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs barricadekit.png|link=Deployables|frameless|none|64px]] [[Deployables|”Palisade” Barricade Kit (formerly “Aegis”)]]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | Is a useful simple tool that allows you to quickly close an entrance with one shield board without using a hammer. It allows you to pass through without phasing and shoot through it, which makes this tool very useful in the early waves, due to it allows you to make a safe escape for people if zombies push them. You cannot repair the board. You can buy it only in the worth. Each board has ~400hp. Press &amp;lt;u&amp;gt;Shift&amp;lt;/u&amp;gt; to pack boards.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 3% 0.5% 3% 0.5%;&amp;quot; | '''&amp;lt;u&amp;gt;Further items for quick and effective repair of the barricades&amp;lt;/u&amp;gt;'''&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Supportive icon.png|link=Blueprints|frameless|none|64px]] [[Blueprints|'''“Blueprints”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A [[Trinkets|trinket]] that gives +repair rate&lt;br /&gt;
[[Upgrades|Upgrade]] it (by selecting this trinket in the [[Deployables|remantler]] menu or selecting it in the inventory (Alt key)) and get even more +repair rate, as well as chance to get [[Ammo|pulse ammo]] for repair with hammer.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs smithinghammer.png|link=Smithing Hammer|frameless|none|64px]] [[Smithing Hammer|'''“Smithing Hammer”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A hammer that has great repair rate and that does a lot of damage to zombies, that is, it can be used as a melee weapon if no one defends your cade.&lt;br /&gt;
Also, this hammer has a [[Upgrades|remantle variant]] — [[“Reinforcer”]]. It allows you to reinforce the prop so it will take less damage. Reinforcer has a very low repair rate, but it can be increased with a &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Precision Repairs skill&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
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Reinforce your cade only when it has enough repairs. If you’re reinforcing a prop for its entire repair and hp bar, you almost doubling its effective health. Reinforced props have a shield icon.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs arsenalcrate.png|link=Deployables|frameless|none|64px]] [[Deployables|'''“Prop Transponder”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | One of the most important tools for survival. It allows you to buy extra props, which can be used for your cade. There’s a wide choice of props, but they have a stock limit. It’ll have a 1-minute cooldown after creating several props, but you still can buy props in that period. Transponder will queue all purchased props and print them later. Try not to lose the [[Deployables|prop transponder]] and buy the most viable props at first!&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs repairfield.png|link=Deployables|frameless|none|64px]] [[Deployables|'''“Sentinel” Repair Field''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | If your cade consists of a large number of props, then &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;buy Sentinel&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Sentinel&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; repairs absolutely all damaged props in a radius simultaneously, it can be upgraded in the remantler with scrap and is affected by the &amp;lt;u&amp;gt;[[Blueprints|Blueprints trinket]]&amp;lt;/u&amp;gt;.&lt;br /&gt;
It also works with &amp;lt;u&amp;gt;[[Field Charger|&amp;quot;Field Charger&amp;quot; trinket]]&amp;lt;/u&amp;gt;, which increases the radius and reduces the delay.&lt;br /&gt;
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An indispensable tool, especially on the wave 6, when [[The Undead|chem breachers]] and [[The Undead|juggernauts]] can damage dozens of props with a single hit, which you will never be able to repair by yourself. Uses [[Ammo|pulse ammo]].&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs toolicon.png|link=Barbed Wire|frameless|none|64px]] [[Barbed Wire|'''Barbed Wire''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | If your barricades are badly guarded (or abandoned), then you can use the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Barbed Wire tool&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Barbed Wire&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; deals damage to [[The Undead|zombies]] that hit the prop on which it is applied. Its amount of hp on the prop depends on the number of nails the prop has.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; |[[File:Weapon zs welder.png|link='Shaper' Repair Welder|frameless|none|64px]] [['Shaper' Repair Welder|'''“Shaper” Repair Welding''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | If you need to quickly repair the single highly damaged prop, you can use &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Shaper” repair welding&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. Welder is also affected by the &amp;lt;u&amp;gt;[[Blueprints|&amp;quot;Blueprints&amp;quot; trinket]]&amp;lt;/u&amp;gt;.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; |[[File:Weapon zs electrohammer.png|link=Electrohammer|frameless|none|64px]] [[Electrohammer|'''“Electrohammer”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A hammer that allows you to repair several props in the [[Area of Effect|AOE]](radius) by using [[Ammo|pulse ammo]]. Sometimes it can be useful if there are not enough [[Deployables|Sentinels]] or [[Deployables|no Sentinels]] at all.&lt;br /&gt;
|}&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&amp;lt;!--''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced, try to copy them in single-player, and then build them on the server. For examples of what you should do, consult the below section's imgur link.''&lt;br /&gt;
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Moved to Overview&lt;br /&gt;
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=== &amp;lt;u&amp;gt;The main characteristics of the barricades&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''People can get inside while phasing''&amp;lt;/span&amp;gt;&lt;br /&gt;
:This means that all props that are a part of the barricade must be nailed. Humans cannot get inside if there are loose props on their way&lt;br /&gt;
:[[File:Barricading many unnailing props.gif|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''The GIF shows what happens if many props are not nailed.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''Zombies can't get inside''&amp;lt;/span&amp;gt;&lt;br /&gt;
:All gaps of the barricade must be small enough so that zombies cannot get/crawl/jump in. Holes through which headcrabs can get inside, should also be considered.&lt;br /&gt;
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;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''People can shoot''&amp;lt;/span&amp;gt;&lt;br /&gt;
:Gaps should be small enough so that zombies could not get in, but large enough so that people can shoot zombies from different angles. It is desirable that people could do headshots to zombies, which stand tall. If you completely blocked all gaps and humans cannot shoot - you built a coffin, not a barricade.&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
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| [[File:Bad barricade difficult shoot.gif|thumb|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''An example of a not very good barricade through which it is difficult to shoot.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| [[File:Good barricade convenient shooting.gif|thumb|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''But an example of the same barricade with the same props, but built more competently. Shooting from it is much more convenient.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''You can reach all props with a hammer and repair them''&amp;lt;/span&amp;gt;&lt;br /&gt;
:I think everything is clear here.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;The main characteristics of a &amp;lt;/u&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;quot;shitcade&amp;quot;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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 All of the characteristics of the barricade listed above, but vice versa.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;The main characteristics of &amp;lt;/u&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;quot;Progressive shitcade/Grief cade&amp;quot;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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 Cading with &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;turrets, crates, explosive barrels, etc.&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; instead of props.&lt;br /&gt;
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You cannot start building cades if you are overtaken by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;''“Progressive shitcade/Grief cade”''&amp;lt;/span&amp;gt;. The props that you hold in your hands don’t have a collision with all the crates and devices, and you can carry and nail the props directly into them. But it still delivers a number of aesthetic inconveniences and grieves caders very much, because deployables interfere with nailing props to the “ground”:&lt;br /&gt;
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{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
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| [[File:Progressive shitcade example.gif|thumb|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''An example of such a cade.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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=== &amp;lt;u&amp;gt;Preparation for building&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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After you have bought all the tools you need for making a cade - immediately start searching for the cading spot.&lt;br /&gt;
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[[File:Low prop health % option.png|frameless|left|upright=1.5]]&lt;br /&gt;
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''Also don’t forget to make sure that the slider is full in the option &amp;quot;Low prop health %&amp;quot; (F4 -&amp;gt; Gameplay / F1 -&amp;gt; Options -&amp;gt; Gameplay). This will allow you to always see the prop health, and not just when they have a low % of health.''&lt;br /&gt;
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'''Making a cade makes sense in the following places:'''&lt;br /&gt;
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[[File:Front cade and final cade example.gif|thumb|right|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of the &amp;lt;u&amp;gt;front cade&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;final cade&amp;lt;/u&amp;gt; in a room with sigil.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* In the room/hallway where the sigil is spawned (&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;''required''&amp;lt;/span&amp;gt;). This barricade is called the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''“Final Cade”'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
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* In rooms/hallways which lead to a room with a sigil (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;''optional''&amp;lt;/span&amp;gt;). Such barricades are called &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''&amp;quot;Front Cades&amp;quot;'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. They are always simpler in their design, in most cases consist of 1-2 props and do not require a long time for construction. They serve as an additional barrier for zombies and an additional “front line” for people. The more front cades, the better for a human team. Also, do not forget that it takes time to get to your front cade from another sigil. Do not waste too many props for a front cade which is 2 miles away from the sigil.&lt;br /&gt;
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As soon as you picked a cading spot – claim your cading spot by nailing all (if there’re not many of them) or couple of props. This indicates that this cading spot is already taken and other caders will take this into account. Then start searching and bringing all necessary props that you are going to use at the cading spot. It is advisable to find and bring all the props before the beginning of wave 1. Once you have done this, start making a cade.&lt;br /&gt;
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[[File:Box cade example 1.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
[[File:Box cade example 2.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
[[File:Passage cade 1.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
[[File:Passage cade 2.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
[[File:Passage cade 3.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''Disclaimer: Don't build such barricades if you don't have experience in their construction, you can very easily make mistakes and make them from a good cade to shitcade!'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
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You should also understand that it &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;isn't necessary to always build barricades at the entrance&amp;lt;/span&amp;gt;, you can build a barricade absolutely anywhere and in any way, in a large room, in the middle of the hallway, etc. This usually refers to the front barricades, since such cades are &amp;lt;u&amp;gt;difficult to build and require a lot of prop&amp;lt;/u&amp;gt;, while zombies need to break 1-2 prop to get into the cade, &amp;lt;u&amp;gt;but such cades can give almost 180 degrees of view for players&amp;lt;/u&amp;gt;, which can help shoot zombies at an unlimited distance, as when you are in open space on the first wave.&lt;br /&gt;
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That is, '''your task is to build a barricade that &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;will be guarded&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; by people &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;who have good angles of fire&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;who can get the hit zombies from melees&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;where you can repair and replace props&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
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This is especially important to understand for the front cade barricade, since if you &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;build the front cade far, no one will check it and protect it&amp;lt;/span&amp;gt;, which means it is a tidy target for zombies, especially for an [[Ancient Nightmare]] who will break this front cade in a matter of seconds.&lt;br /&gt;
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One of the most common mistakes occurs on the map ''zs_pub_v5'', where people cade the 2nd floor when all the sigils are on the 1st. Nobody guards the second floor, so the fast zombies very quickly break the cade and fall into a bunch of unsuspecting people to the sigils. It will be much better to barricade the entrances below:&lt;br /&gt;
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[[File:Hallway cade place example 1.jpg|frameless|right|upright=1.1]]&lt;br /&gt;
Also let's look at this ''hallway''. It is best to build a cade at the beginning of the hallway, closer to the sigil, than to build it there at the end of the hallway at the entrance (not even considering that at the end of the whole 2 entrances). Cade will be closer to people and people nearby will always be able to spot an attacking zombie.&lt;br /&gt;
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All of the above also applies to final cades. Let's look at this on the map ''zs_lighthouse_v2b2'' in the lighthouse itself. The entrance is a little further than the start. You don’t need to cade it, because if you build the cade there, you will have an extremely low viewing angle, people will not be able to attack from a melee, and zombies will be able to easily hit the cade several times (free hit prop). If you build a cade at the end of a small hallway, then you will not have these problems and you can protect your cade much more effectively.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;How to nail a prop?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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 Take a hammer, place a prop in the right position and nail it to the surface you need by pressing &amp;lt;u&amp;gt;RMB&amp;lt;/u&amp;gt;. Remember, a hammer has a limited range. You cannot nail a prop 5 meters away from you. Therefore, in most cases you will have to crawl to nail a prop to the floor, and, sometimes, even to jump to nail a prop, f.e., to the ceiling. Freeze a prop in fixed position without nailing it by holding &amp;lt;u&amp;gt;“Shift”&amp;lt;/u&amp;gt;.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;How to unnail a prop / remove a nail?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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 Get close to the prop/nail you need, aim the crosshair at it (red point) and &amp;lt;u&amp;gt;press R&amp;lt;/u&amp;gt;.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;How to understand that a nailed prop is placed correctly?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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After you have nailed a prop, make sure that:&lt;br /&gt;
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[[File:Free-hit prop.jpg|thumb|left|upright=1.15|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Here is an example of a Free-Hit prop.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''Prop does not stick out from the entrance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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::If it does, such a prop is called &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Free-Hit Prop”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;, and a barricade made of free-hit props is called a &amp;lt;u&amp;gt;free-hit cade&amp;lt;/u&amp;gt;. A prop is considered free-hit if zombies are able to hit it without getting damage from humans.&lt;br /&gt;
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::&amp;lt;u&amp;gt;Free-Hit&amp;lt;/u&amp;gt; props are one of the basic components of the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Shitcade&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. Zombies love free-hit props, especially ''[[Tickle Monster|“Tickle Monsters”]]'', ''[[The Grave Digger|“Grave Diggers”]]'' and ''[[Viper|“Vipers”]]''.&lt;br /&gt;
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[[File:Prop not too far entrance.gif|thumb|left|upright=1.15|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''That’s how you check it. If you cannot get in, that means that zombies can’t as well.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''The prop is not placed too far from the entrance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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::Otherwise - zombies can get inside. After you nailed the prop - be sure to check if you left too much space.&lt;br /&gt;
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[[File:Prop isn't slanted.gif|thumb|right||&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;&amp;lt;u&amp;gt;''Visual example''&amp;lt;/u&amp;gt;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
[[File:Barricade layers not slanted.jpg|frameless|right]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''Prop is not slanted'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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::If it does, it will complicate the further process of building up your barricade and adding new &amp;lt;u&amp;gt;“Layers”&amp;lt;/u&amp;gt; to it. And it looks awfully ugly. If you notice that your prop is slanted - make 5 simple steps:&lt;br /&gt;
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::#&amp;lt;u&amp;gt;Unnail&amp;lt;/u&amp;gt; your prop.&lt;br /&gt;
::#&amp;lt;u&amp;gt;Lean&amp;lt;/u&amp;gt; it against a wall or a corner of the room and nail it (in extreme cases, align it to any flat surface even props).&lt;br /&gt;
::#&amp;lt;u&amp;gt;Re-unnail and grab it&amp;lt;/u&amp;gt; (in the case of the door - it is better to grab it instantly, otherwise the door will fall to the ground in a second).&lt;br /&gt;
::#Now when you have a perfectly aligned prop in your hand, visually position it in the desired area and freeze it by &amp;lt;u&amp;gt;holding Shift&amp;lt;/u&amp;gt;! This is very important because it gives you an ability to move around and inspect surroundings without moving a prop.&lt;br /&gt;
::#&amp;lt;u&amp;gt;Nail&amp;lt;/u&amp;gt; the prop to the desired surface.&lt;br /&gt;
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::Align the rest of props in the same way and add &amp;lt;u&amp;gt;“Layers”&amp;lt;/u&amp;gt;:&lt;br /&gt;
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::[[File:Bulb icon.png|frameless|30px]]&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''Tip:'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ''Don’t put the doors as shown here, this is just one of the old examples. Now this design is not very viable, because some zombies have AOE damage, that is, they will very easily destroy the barricade. They need to be placed under a certain angle to the right or left and one after another, that is, to get &amp;quot;steps&amp;quot;. When this cade receives AOE damage, only one or two props will take damage every time, because others will be out of AOE range.''&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
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{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |&amp;lt;u&amp;gt;A few simple examples of the correct and incorrect prop placement:&amp;lt;/u&amp;gt;&lt;br /&gt;
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[[File:Correct prop placement tip.jpg|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Much more functional prop position.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
::[[File:Bulb icon.png|frameless|30px]]&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''Tip:'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ''Considering the above it is highly recommended to place props at some angle. If you put props that way, then you will close the entrance with only with the edge of the prop but not with the whole surface of the prop. You will increase shooting angle, as well as decrease the surface which the zombies can hit. Thus, you can add more props and zombies can also simply miss and not hit the prop. That is, the main criterion is the “reduction of the contact surface&amp;quot; and this is applicable for any type of entrance and type of cade.''&lt;br /&gt;
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=== &amp;lt;u&amp;gt;What are “Layers” of the barricade?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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Any barricade consists of layers. &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;The number of layers = the number of props that zombies must break to get inside&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. If a barricade consists of 1 prop - this cade has 1 layer.&lt;br /&gt;
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&amp;lt;u&amp;gt;'''''It is important to understand that the number of props does not equal the number of layers'''''&amp;lt;/u&amp;gt;. Here is an example of a cade which has 3 props, but 2 layers, since zombies have to break the blue shelf and one of the 2 tables in order to get inside:&lt;br /&gt;
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[[File:Barricade layers 1.jpg|frameless|center|1100px]]&lt;br /&gt;
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[[File:Layers should have equal hp.jpg|thumb|right|upright=1.15|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Make sure that all of the layers have approximately equal prop hp.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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A good cade is like an onion, in the way it has many layers (especially in the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''final cade''&amp;lt;/span&amp;gt;).&lt;br /&gt;
This cade has 1 layer consisting of a prop (chair) with 420 hp, because it takes breaking a top chair so zombies could get inside. &lt;br /&gt;
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&amp;lt;u&amp;gt;The cade is only as strong as the weakest part of the cade.&amp;lt;/u&amp;gt;&lt;br /&gt;
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=== &amp;lt;u&amp;gt;Where to nail props?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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Nail them to any &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;'''static surface'''&amp;lt;/span&amp;gt;: to the &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;floor / ceiling / walls&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. Sometimes you can nail &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''prop-to-prop''&amp;lt;/span&amp;gt;. But we'll talk about this below.&lt;br /&gt;
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 We don’t recommend nailing &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''prop-to-prop'''&amp;lt;/span&amp;gt; for newbies. This is fraught with sad consequences.&lt;br /&gt;
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I will give an example of a good, at first glance, barricade:&lt;br /&gt;
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[[File:Wrong prop to prop barricade.jpg|frameless|none|1100px]]&lt;br /&gt;
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But there is one small nuance - the blue shelf is nailed to the floor, and all the other props are nailed to the blue shelf. “So what?” Some of you will ask. Here's what:&lt;br /&gt;
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[[File:Wrong prop to prop barricade gif.gif|frameless|none|1100px]]&lt;br /&gt;
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*&amp;lt;u&amp;gt;''note: you cannot break props with a stun baton in a real gameplay.''&amp;lt;/u&amp;gt;&lt;br /&gt;
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When the zombies break the blue shelf - all the rest of the props will become loose and fall to the ground. This barricade had 1 layer.&lt;br /&gt;
And here is an example of the same barricade in which all the props are nailed to the floor and walls:&lt;br /&gt;
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[[File:Correct prop to prop barricade.jpg|frameless|none|1100px]]&lt;br /&gt;
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This barricade has 4 layers (blue shelf; 2 tables at the top and bottom; 1 of steel bed frames):&lt;br /&gt;
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[[File:Correct prop to prop barricade layers.jpg|frameless|center|1200px]]&lt;br /&gt;
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If zombies break one layer of this barricade, the other layers will remain in place:&lt;br /&gt;
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[[File:Correct prop to prop barricade gif.gif|frameless|none|1100px]]&lt;br /&gt;
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=== &amp;lt;u&amp;gt;How to build a prop-to-prop cade?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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The &amp;lt;u&amp;gt;prop-to-prop technique&amp;lt;/u&amp;gt; is used more often in cases when the ceilings in the room are too high.&lt;br /&gt;
In this case there are 3 options:&lt;br /&gt;
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:#Nail the upper part of the barricade &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;directly to the entrance&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; (but in this case it greatly simplifies the task for the zombies, because props that are nailed close to the entrance are much easier to hit).&lt;br /&gt;
:#Build a cade with &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;lined up props only&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
:#Build &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;«prop-to-prop» cade&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
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''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Cons&amp;lt;/span&amp;gt; of the third option:''&lt;br /&gt;
* long&lt;br /&gt;
* complicated&lt;br /&gt;
* you cannot quadnail your prop-to-prop part of the cade if it consists of many props&lt;br /&gt;
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''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Pros:&amp;lt;/span&amp;gt;''&lt;br /&gt;
* you can build anything&lt;br /&gt;
* you can leave more space from the entrance&lt;br /&gt;
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A prop-to-prop cade consists of 2 parts: the &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;'''''“bracket”'''''&amp;lt;/span&amp;gt; and the &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;rest of props&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;, which are nailed to it:&lt;br /&gt;
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[[File:Prop-to-prop barricade bracket.jpg|frameless|center|1200px]]&lt;br /&gt;
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For the bracket, select the prop according to the situation. If you need to nail only 1-2 props, then you can take a board or another small prop. But it should be big enough so you could quadnail a prop attached to it. That means - do not take a soda can as a bracket.&lt;br /&gt;
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 '''You nail a Bracket-prop to the &amp;quot;world&amp;quot; of course.'''&lt;br /&gt;
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If you want to build the top with 4+ props, you will need a wider prop.&lt;br /&gt;
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&amp;lt;u&amp;gt;For example, let’s look at this cade:&amp;lt;/u&amp;gt;&lt;br /&gt;
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[[File:Prop-to-prop barricade wider example.jpg|frameless|none|1100px]]&lt;br /&gt;
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The lower part consists of iron tables connected in a shape of a spiral and all of them are nailed to the ground, and the upper part is completely prop-to-prop.&lt;br /&gt;
If you remove the tables from the bottom, you can make sure that absolutely all 5 wooden tables are nailed to one door:&lt;br /&gt;
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[[File:Prop-to-prop barricade wider example without lower part.jpg|frameless|none|1100px]]&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:#00CCFF&amp;quot;&amp;gt;&amp;lt;u&amp;gt;''[ front view ]:''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
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[[File:Prop-to-prop barricade wider example front view.jpg|frameless|none|600px]]&lt;br /&gt;
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 In addition, we still have a small distance near the entrance, where you can nail any small props on the map (boards, jars, tires, other debris) to complicate the task for the zombies even more.&lt;br /&gt;
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But you should always keep the main flaws of this type of cades – &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;it’s very hard to replace&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;you can add 8 nails max to the bracket prop&amp;lt;/span&amp;gt; (1 for nailing it to the world and other 7 by nailing other props to it). So, basically, &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;you can nail 7 props max to your bracket&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; cade &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;or quadnail only 1 prop nailed to it&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. &lt;br /&gt;
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Make the whole top of the cade prop-to-prop only when you have high ceilings and there’re no thin and long props available which can be stacked together like doors.  &lt;br /&gt;
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== Final tips ==&lt;br /&gt;
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* [[File:Bulb icon.png|frameless|30px]] Watch more experienced caders and learn. Do what they do. Take screenshots of their barricades.&lt;br /&gt;
: There is nothing shameful in the fact that you built the exact same barricade as the other player.&lt;br /&gt;
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* [[File:Bulb icon.png|frameless|30px]] Whenever you cade - put yourself in the place of zombies, shooters and melee mains.&lt;br /&gt;
: Always ask yourself how would you break this cade if you were a zombie.&lt;br /&gt;
: Evaluate at what angles the shooters can fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Nail the vast majority of props (or all of them) to the floor/walls at the cading spot, so that other players accidentally/intentionally won’t break or steal them. Also, it’s much easier to move around if there’re no loose props at all. &lt;br /&gt;
&lt;br /&gt;
[[File:Prop quad nail.gif|thumb|left|upright=1.25|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF shows an increase prop HP with an increase nails number.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Try to quad nail each prop.&lt;br /&gt;
: This greatly increases the health and repair hp of the prop&lt;br /&gt;
: Quadnail the most important props (last layer) first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Do not interfere&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; with other caders, especially if they have high remort level. Turn around and go to another sigil (or build a front cade). No experienced cader needs help from unexperienced player. Everyone has their own style and “scheme” in the head you don’t know about. Also, do not quadnail their props without asking, esp at their sigil cades.  &lt;br /&gt;
: The only way you can help is to break the doors and bring them to the cader (you can also bring some useful large and small props, but you shouldn’t abuse it, thereby interfere the cader). Doors always come in handy. Basically, any door can be broken by hitting for a long time with any weapon, even with fists (it is also possible with a gun if the situation is absolutely critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Couple words about the blue shelves. This is a quite popular and good prop, which can be found on a huge amount of maps. But not everyone knows how to place it right.&lt;br /&gt;
&lt;br /&gt;
: An example of how you &amp;lt;u&amp;gt;should not &amp;lt;/u&amp;gt;place it:&lt;br /&gt;
: [[File:Blue shelf wrong example.jpg|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Why? Because zombies can crawl through the middle like this:&lt;br /&gt;
: [[File:Blue shelf wrong example gif.gif|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: You need to &amp;lt;u&amp;gt;'''tilt'''&amp;lt;/u&amp;gt; it a little “away from yourself”:&lt;br /&gt;
: [[File:Blue shelf correct example.jpg|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: And now zombies will not be able to jump inside:&lt;br /&gt;
: [[File:Blue shelf correct example gif.gif|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Props replacement.gif|frameless|right|600px]]&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Constantly replace props in barricades. The initial props can be destroyed very quickly, so the constant addition of props and repairing them will increase the time your barricade lasts. Sometimes even a few seconds are enough for you to win the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] You can try all of the above in &amp;lt;u&amp;gt;single-player mode&amp;lt;/u&amp;gt;. To do this, subscribe to the &amp;lt;u&amp;gt;Zombie Survival gamemode addon&amp;lt;/u&amp;gt;:&lt;br /&gt;
: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463 &lt;br /&gt;
&lt;br /&gt;
: Switch Gmod to this gamemode&lt;br /&gt;
&lt;br /&gt;
: [[File:Barricading single player.jpg|frameless|none|220px]]&lt;br /&gt;
&lt;br /&gt;
: Click &amp;lt;u&amp;gt;“Start new game”&amp;lt;/u&amp;gt; and choose any zs maps for your practice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] If you are not sure about your actions and feel that barricading is not for you, then it is better to leave this matter and entrust cading to more experienced players.&lt;br /&gt;
: Some players have been playing this gamemode for years without building a single barricade, and no one blames them for it. This is a team-based game and everyone does what they want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Imgur icon.png|frameless|45px]] Imgur Album ==&lt;br /&gt;
Link to the directory with screenshots of high-quality barricades collected from different zs servers. Check them out so that you understand what you need to strive for.&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/a/h57NZGV&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Youtube icon.png|frameless|45px]] YouTube videos ==&lt;br /&gt;
To further understand the process of barricading, I suggest you watch some video of barricading in a real game, which will tell you in detail what and why was done. This will help you in further practice when building barricades.&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/3onoTP2T9Hs - The Cader's Perspective&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/5GHG8j07FgA - The Universal Barricade&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/F5ueKifJnDc - Shooting Angles&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/q9k1wsTeIYY - Front barricades&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/qGonXdN9vl4 - Barricading in the real game #1&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/noviZcnqHck - Barricading in the real game #2&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/CV4KBrOkQ50 - Barricading in the real game #3&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/AfIaDRTpZWc - Weapon Showcase: &amp;quot;Shaper&amp;quot; Repair Welder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; [[File:Gallery icon.png|frameless|60px]] Media &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed-overlay widths=700 heights=700&amp;gt;&lt;br /&gt;
File:Cade-guide.png|A Cade Guide by peruvianchurros#3726.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:User icon.png|frameless|45px]] Credits ==&lt;br /&gt;
[https://steamcommunity.com/profiles/76561198255867910/ MrDragonorg] - creator and editor of this article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Special thanks to &lt;br /&gt;
: [https://steamcommunity.com/profiles/76561197987432873/ Speirs] for the creation of the original guide and help editing this one.&lt;br /&gt;
: [https://steamcommunity.com/profiles/76561198052394865/ Abe] for helping fix, edit, create a video with creating barricades and screenshots of many barricades for the Imgur's album.&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Cade-guide.png&amp;diff=3128</id>
		<title>File:Cade-guide.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Cade-guide.png&amp;diff=3128"/>
		<updated>2021-06-17T19:12:19Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=World_Drops&amp;diff=3114</id>
		<title>World Drops</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=World_Drops&amp;diff=3114"/>
		<updated>2021-06-12T11:24:30Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply_Drop.png|thumb|right|upright=1.05|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A [[#Supply Drop|Supply Drop]]&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Not is exactly a item, is a entity.--&amp;gt;&lt;br /&gt;
World Drops are items that may appear on the map during a round, which can be collected by the team, depending on the type of drop, and when collected, may give a reward to the user.&lt;br /&gt;
&lt;br /&gt;
There are three types of World Drops: [[#Supply Drop|Supply Drop]], [[#Lock Box|Lock Box]] and [[#Dark Gift|Dark Gift]].&lt;br /&gt;
&lt;br /&gt;
== Supply Drop ==&lt;br /&gt;
&lt;br /&gt;
Supply Drop are human-sided drops that can appear during the game or be manually spawned, which can give [[Ammo|ammo]], scraps, [[Health#Heal|healing]], [[Blood Armor|blood armor]], and [[Weapons|weapons]], based on chance.&lt;br /&gt;
&lt;br /&gt;
After the supply drop has been acquired, is destroyed from world.&lt;br /&gt;
&lt;br /&gt;
=== Supply Drop Spawn ===&lt;br /&gt;
&lt;br /&gt;
There are three ways to spawn a supply drop:&lt;br /&gt;
* It may appear during the wave, the chances are higher with the amounts of [[Sigils|uncorrupted sigils]] and on the difficulty.&lt;br /&gt;
* Shooting at [[Banished_Sigil|banished sigil]] with the [[Flare Gun|flare gun]].&lt;br /&gt;
* Shooting at skybox with the [[Flare Gun|flare gun]]. (Some maps may have a long distance to the skybox, and may not work.)&lt;br /&gt;
* Normally spawned on wave end.&lt;br /&gt;
* A zombie buying &amp;quot;Supply Drop Bait&amp;quot; in the [[Dark Market|dark market]]. (but applies debuffs such [[Slow]] and [[Anchor]])&lt;br /&gt;
&lt;br /&gt;
=== Supply Drop Pools ===&lt;br /&gt;
&lt;br /&gt;
When a supply drop is collected, it runs a random number that can guarantee certain items with a specific reward chance, the chance of the items cannot be improved with skills, only one item of the same type can be acquired. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 7em;&amp;quot; | Drop Chance&lt;br /&gt;
! style=&amp;quot;width: 80em;&amp;quot;| Item&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |18%&lt;br /&gt;
| A random [[Food|food]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| A random [[Weapon|weapon]], weapon tier depending of wave.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |18%&lt;br /&gt;
| [[Bandage Pack]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |9%&lt;br /&gt;
| [[Grenade]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |9%&lt;br /&gt;
| [[Molotov Cocktail]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&lt;br /&gt;
| [[Bloodshot Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&lt;br /&gt;
| [[Surgeshot Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&lt;br /&gt;
| [[Strength Shot]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |6%&lt;br /&gt;
| [[Proximity Mine]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |3%&lt;br /&gt;
| [['Hand Cannons' Dual Desert Eagles]]&lt;br /&gt;
&amp;lt;!-- Removed ray guns from supply drops: 4cc7a33 update&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |2%&lt;br /&gt;
| [['Kill-a-Watt' Ray Gun Mark II-V]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |2%&lt;br /&gt;
| [['Cryofreeze' Ray Gun Mark II-X]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| [['Fire Bomb' Ray Gun Mark II-Y]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| [['Brain Rot' Ray Gun Mark II-Z]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1%&amp;lt;abbr title=&amp;quot;scaled by wave&amp;quot;&amp;gt;?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| [[Bonus Crate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lock Box ==&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Box_AN.gif|upright=0.50|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A '''Lock Box'''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Lock Box are human-sided special supply drops that can appear in the world, with a chance of spawning in the world, this chance is increased with the difficulty of the map and the level of the Z-Director, humans can that can guarantee more rewards when acquiring and more chances for rewards, however, unlike Supply Drops that the human can collect instantly when colliding, Lock Boxes require the human to be standing while colliding for a few seconds to acquire the rewards.&lt;br /&gt;
&amp;lt;!--When the lock box is unlocked, It will gives &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 uncompleted...&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Gift ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Gift_AN.gif|thumb|upright=0.75|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A '''Dark Gift'''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Dark Gifts are zombie-sided drops that may appear during the wave with a spawn chance, and may appear depending on difficulty, z-director level, and other hidden factors, when collected, reward the zombie with Dark Essence and can grant special zombie classes.&lt;br /&gt;
&lt;br /&gt;
Dark Gifts can also be collected by humans, but unlike Supply Drops, the human has to wait a few seconds to be destroyed, when the procedure is completed, the Dark Gift explodes and gives Nightmare and Tremor debuffs for 5 seconds to the humans nearby, and turns into a Supply Drop.&lt;br /&gt;
&lt;br /&gt;
=== Dark Gift Pools ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 6em;&amp;quot; | Chance&lt;br /&gt;
! style=&amp;quot;width: 81em;&amp;quot;| Reward&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |15%&lt;br /&gt;
| Grants 1000 Dark Essence and a random [[Lesser Evil]] class or [[Rune Watcher]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |25%&lt;br /&gt;
| Grants 1000 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |50%&lt;br /&gt;
| Grants 875 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |75%&lt;br /&gt;
| Grants 750 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |100%&lt;br /&gt;
| Grants 625 Dark Essence.&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Note: Can only receive one reward from collecting Dark Gifts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Note icon.png|frameless|60px]] Notes ==&lt;br /&gt;
&lt;br /&gt;
* During seasonal events, the appearance and names of supply drops change, and bosses can spawn Supply Drops instead of Flare Guns when they die.&lt;br /&gt;
* Although humans can destroy the Dark Gift, zombies cannot destroy supply drops.&lt;br /&gt;
&amp;lt;!-- * Supply Drops are limited to 5 per wave and 10 per round. | maybe? --&amp;gt;&lt;br /&gt;
== [[File:Bulb icon.png|frameless|60px]] Tips ==&lt;br /&gt;
&lt;br /&gt;
* If the human collects many Supply Drops, he can be listed in the honorable mentions and receive an experience at the end of the round.&lt;br /&gt;
* If a human is capturing a Lock Box with a low-stability melee, he can try to perform a parry when capturing, preventing the zombie's attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; [[File:Gallery icon.png|frameless|60px]] Media &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Human Destroying Dark Gift (gif) will be improved soon&lt;br /&gt;
A Lock Box being collected (gif) will be added soon.--&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=packed-overlay widths=350 heights=250&amp;gt;&lt;br /&gt;
File:DarkGift_destroying.gif|A Human destroying a Dark Gift.&lt;br /&gt;
File:DarkGift_collect.gif|A Zombie collecting a Dark Gift.&lt;br /&gt;
File:LockBox_collect.gif|A Human collecting a Lock Box.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Signature for wiki contest; Will be removed on contest ending.--&amp;gt;&lt;br /&gt;
== [[File:User icon.png|frameless|60px]] Credits ==&lt;br /&gt;
[[User:Wither|Wither]] - creator and editor of this article.&lt;br /&gt;
&lt;br /&gt;
[[User:MrDragonorg|MrDragonorg]] - for supply drops, lock box and dark gifts images.&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Note_icon.png&amp;diff=3113</id>
		<title>File:Note icon.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Note_icon.png&amp;diff=3113"/>
		<updated>2021-06-12T11:22:49Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=World_Drops&amp;diff=3091</id>
		<title>World Drops</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=World_Drops&amp;diff=3091"/>
		<updated>2021-06-08T13:55:24Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply_Drop.png|thumb|right|upright=1.05|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A [[#Supply Drop|Supply Drop]]&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
World Drops are items that can appear on the map during the wave or at the end, that can be collected by the team depending on the type of drop, and that, after collected, can give an reward to the player who collects the drop.&lt;br /&gt;
&lt;br /&gt;
There are three types of World Drops: [[#Supply Drop|Supply Drop]], [[#Lock Box|Lock Box]] and [[#Dark Gift|Dark Gift]].&lt;br /&gt;
&lt;br /&gt;
== Supply Drop ==&lt;br /&gt;
&lt;br /&gt;
Supply Drop are loot boxes that can appear during wave 1 through wave 6 or be manually spawned, which can give ammo, scraps, blood armor, and weapons, based on chance.&lt;br /&gt;
During Seasonal Events, the appearance of supply drops can change, can also heal a amount of health.&lt;br /&gt;
&lt;br /&gt;
After the supply drop has been acquired, is destroyed from world.&lt;br /&gt;
&lt;br /&gt;
=== Supply Drop Spawn ===&lt;br /&gt;
&lt;br /&gt;
There are three ways to spawn a supply drop:&lt;br /&gt;
* Shooting at [[Banished_Sigil|banished sigil]] with the [[Flare Gun|flare gun]].&lt;br /&gt;
* Shooting at skybox with the [[Flare Gun|flare gun]]. (Some maps may have a long distance to the skybox, and may not work.)&lt;br /&gt;
* Normally spawned on wave end.&lt;br /&gt;
* A zombie buying &amp;quot;Supply Drop Bait&amp;quot; in the dark market. (but applies debuffs such [[Slow]] and [[Anchor]])&lt;br /&gt;
&lt;br /&gt;
=== Supply Drop Pools ===&lt;br /&gt;
&lt;br /&gt;
When a supply drop is collected, it runs a random number that can guarantee certain items with a specific reward chance, the chance of the items cannot be improved with skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 7em;&amp;quot; | Drop Chance&lt;br /&gt;
! style=&amp;quot;width: 80em;&amp;quot;| Item&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |18%&lt;br /&gt;
| A random [[Food|food]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| A random weapon, weapon tier depending of wave.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |18%&lt;br /&gt;
| [[Bandage Pack]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |9%&lt;br /&gt;
| [[Grenade]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |9%&lt;br /&gt;
| [[Molotov Cocktail]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&amp;lt;abbr title=&amp;quot;this value may not be correct&amp;quot;&amp;gt;?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| [[Bloodshot Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&amp;lt;abbr title=&amp;quot;this value may not be correct&amp;quot;&amp;gt;?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| [[Surgeshot Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&lt;br /&gt;
| [[Strength Shot]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |6%&lt;br /&gt;
| [[Proximity Mine]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |3%&lt;br /&gt;
| [['Hand Cannons' Dual Desert Eagles]]&lt;br /&gt;
&amp;lt;!-- Removed ray guns from supply drops: 4cc7a33 update&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |2%&lt;br /&gt;
| [['Kill-a-Watt' Ray Gun Mark II-V]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |2%&lt;br /&gt;
| [['Cryofreeze' Ray Gun Mark II-X]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| [['Fire Bomb' Ray Gun Mark II-Y]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| [['Brain Rot' Ray Gun Mark II-Z]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |6%&amp;lt;abbr title=&amp;quot;This value may not be correct&amp;quot;&amp;gt;?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| [[Bonus Crate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lock Box ==&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Box_AN.gif|upright=0.50|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A '''Lock Box'''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Lock Box are special supply drops that can appear in the world, with a chance of spawning in the world, this chance is increased with the difficulty of the map and the level of the Z-Director, humans can that can guarantee more rewards when acquiring and more chances for rewards, however, unlike Supply Drops that the human can collect instantly when touching, Lock Boxes require the human to be standing while colliding for a few seconds to acquire the rewards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--When the lock box is unlocked, It will gives &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 uncompleted...&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Gift ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Gift_AN.gif|thumb|upright=0.75|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A '''Dark Gift'''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Dark Gifts are drops that may appear during the wave with a spawn chance, and may appear depending on difficulty, z-director level, and other hidden factors, when collected, reward the zombie with Dark Essence and can grant special zombie classes.&lt;br /&gt;
&lt;br /&gt;
Dark Gifts can also be collected by humans, but unlike Supply Drops, the human has to wait a few seconds to be destroyed, when the procedure is completed, the Dark Gift explodes and gives Nightmare and Tremor debuffs for 5 seconds to the humans nearby, and turns into a Supply Drop.&lt;br /&gt;
&lt;br /&gt;
=== Dark Gift Pools ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 6em;&amp;quot; | Chance&lt;br /&gt;
! style=&amp;quot;width: 81em;&amp;quot;| Reward&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |15%&lt;br /&gt;
| Grants 1000 Dark Essence and a random [[Lesser Evil]] class or [[Rune Watcher]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |25%&lt;br /&gt;
| Grants 1000 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |50%&lt;br /&gt;
| Grants 875 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |75%&lt;br /&gt;
| Grants 750 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |100%&lt;br /&gt;
| Grants 625 Dark Essence.&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Note: Can only receive one reward from collecting Dark Gifts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Tips: If the player is capturing a Lock Box with a low-stability melee, he can try to perform a parry when capturing, preventing the zombie's attack. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DarkGift_destroying.gif|A Human destroying a Dark Gift&lt;br /&gt;
File:DarkGift_collect.gif|A Zombie collecting a Dark Gift&lt;br /&gt;
File:LockBox_collect.gif|A Human collecting a Lock Box.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Signature for wiki contest; Will be removed on contest ending.--&amp;gt;&lt;br /&gt;
== [[File:User icon.png|frameless|45px]] Credits ==&lt;br /&gt;
[[User:Wither|Wither]] - creator and editor of this article.&lt;br /&gt;
&lt;br /&gt;
[[User:MrDragonorg|MrDragonorg]] - for supply drops, lock box and dark gifts images.&lt;br /&gt;
&lt;br /&gt;
[[Category:Need_Help_in_Expanding_the_Articles]]&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=World_Drops&amp;diff=3074</id>
		<title>World Drops</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=World_Drops&amp;diff=3074"/>
		<updated>2021-06-07T17:28:51Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply_Drop_AN.gif|thumb|right|upright=1.05|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A [[#Supply Drop|Supply Drop]]&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
World Drops are items that can appear on the map during the wave or at the end, that can be collected by the team depending on the type of drop, and that, after collected, can give an reward to the player who collects the drop.&lt;br /&gt;
&lt;br /&gt;
There are three types of World Drops: [[#Supply Drop|Supply Drop]], [[#Lock Box|Lock Box]] and [[#Dark Gift|Dark Gift]].&lt;br /&gt;
&lt;br /&gt;
== Supply Drop ==&lt;br /&gt;
&lt;br /&gt;
Supply Drop are loot boxes that can appear during wave 1 through wave 6 or be manually spawned, which can give ammo, scraps, blood armor, and weapons, based on chance.&lt;br /&gt;
During Seasonal Events, the appearance of supply drops can change, can also heal a amount of health.&lt;br /&gt;
&lt;br /&gt;
After the supply drop has been acquired, is destroyed from world.&lt;br /&gt;
&lt;br /&gt;
=== Supply Drop Spawn ===&lt;br /&gt;
&lt;br /&gt;
There are three ways to spawn a supply drop:&lt;br /&gt;
* Shooting at [[Banished_Sigil|banished sigil]] with the [[Flare Gun|flare gun]].&lt;br /&gt;
* Shooting at skybox with the [[Flare Gun|flare gun]]. (Some maps may have a long distance to the skybox, and may not work.)&lt;br /&gt;
* Normally spawned on wave end.&lt;br /&gt;
* A zombie buying &amp;quot;Supply Drop Bait&amp;quot; in the dark market. (but applies debuffs such [[Slow]] and [[Anchor]])&lt;br /&gt;
&lt;br /&gt;
=== Supply Drop Pools ===&lt;br /&gt;
&lt;br /&gt;
When a supply drop is collected, it runs a random number that can guarantee certain items with a specific reward chance, the chance of the items cannot be improved with skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 7em;&amp;quot; | Drop Chance&lt;br /&gt;
! style=&amp;quot;width: 80em;&amp;quot;| Item&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |18%&lt;br /&gt;
| A random [[Food|food]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| A random weapon, weapon tier depending of wave.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |18%&lt;br /&gt;
| [[Bandage Pack]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |9%&lt;br /&gt;
| [[Grenade]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |9%&lt;br /&gt;
| [[Molotov Cocktail]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&amp;lt;abbr title=&amp;quot;this value may not be correct&amp;quot;&amp;gt;?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| [[Bloodshot Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&amp;lt;abbr title=&amp;quot;this value may not be correct&amp;quot;&amp;gt;?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| [[Surgeshot Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7%&lt;br /&gt;
| [[Strength Shot]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |6%&lt;br /&gt;
| [[Proximity Mine]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |3%&lt;br /&gt;
| [['Hand Cannons' Dual Desert Eagles]]&lt;br /&gt;
&amp;lt;!-- Removed ray guns from supply drops: 4cc7a33 update&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |2%&lt;br /&gt;
| [['Kill-a-Watt' Ray Gun Mark II-V]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |2%&lt;br /&gt;
| [['Cryofreeze' Ray Gun Mark II-X]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| [['Fire Bomb' Ray Gun Mark II-Y]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |20%&lt;br /&gt;
| [['Brain Rot' Ray Gun Mark II-Z]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |6%&amp;lt;abbr title=&amp;quot;This value may not be correct&amp;quot;&amp;gt;?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| [[Bonus Crate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lock Box ==&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Box_AN.gif|upright=0.50|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A '''Lock Box'''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Lock Box are special supply drops that can appear in the world, with a chance of spawning in the world, this chance is increased with the difficulty of the map and the level of the Z-Director, humans can that can guarantee more rewards when acquiring and more chances for rewards, however, unlike Supply Drops that the human can collect instantly when touching, Lock Boxes require the human to be standing while colliding for a few seconds to acquire the rewards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--When the lock box is unlocked, It will gives &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 uncompleted...&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Gift ==&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Gift_AN.gif|thumb|upright=0.75|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;A '''Dark Gift'''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Dark Gifts are drops that may appear during the wave with a spawn chance, and may appear depending on difficulty, z-director level, and other hidden factors, when collected, reward the zombie with Dark Essence and can grant special zombie classes.&lt;br /&gt;
&lt;br /&gt;
Dark Gifts can also be collected by humans, but unlike Supply Drops, the human has to wait a few seconds to be destroyed, when the procedure is completed, the Dark Gift explodes and gives Nightmare and Tremor debuffs for 5 seconds to the humans nearby, and turns into a Supply Drop.&lt;br /&gt;
&lt;br /&gt;
=== Dark Gift Pools ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 6em;&amp;quot; | Chance&lt;br /&gt;
! style=&amp;quot;width: 81em;&amp;quot;| Reward&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |15%&lt;br /&gt;
| Grants 1000 Dark Essence and a random [[Lesser Evil]] class or [[Rune Watcher]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |25%&lt;br /&gt;
| Grants 1000 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |50%&lt;br /&gt;
| Grants 875 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |75%&lt;br /&gt;
| Grants 750 Dark Essence.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |100%&lt;br /&gt;
| Grants 625 Dark Essence.&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Note: Can only receive one reward from collecting Dark Gifts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Tips: If the player is capturing a Lock Box with a low-stability melee, he can try to perform a parry when capturing, preventing the zombie's attack. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DarkGift_destroying.gif|A Human destroying a Dark Gift&lt;br /&gt;
File:DarkGift_collect.gif|A Zombie collecting a Dark Gift&lt;br /&gt;
File:LockBox.gif|A Human collecting a Lock Box.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Signature for wiki contest; Will be removed on contest ending.--&amp;gt;&lt;br /&gt;
== [[File:User icon.png|frameless|45px]] Credits ==&lt;br /&gt;
[[User:Wither|Wither]] - creator and editor of this article.&lt;br /&gt;
&lt;br /&gt;
[[User:MrDragonorg|MrDragornorg]] - for supply drops, lock box and dark gifts images.&lt;br /&gt;
&lt;br /&gt;
[[Category:Need_Help_in_Expanding_the_Articles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Supply_Crate&amp;diff=2735</id>
		<title>Supply Crate</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Supply_Crate&amp;diff=2735"/>
		<updated>2021-05-04T16:44:23Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gmod HO7dmNrNCP.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''A uncorrupted supply crate.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 20px; font-family: Remington Noiseless, Palatino Linotype, sans-serif;&amp;quot;&amp;gt;&amp;lt;blockquote&amp;gt;The supply crate is a pointsave exclusive crate and is very significant to humans as it contains pointsave-exclusive weapons, equipment, ammo regeneration, damage resistance, and the ability to escape.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Sigils|sigils]] which can spawn in 2-3 different spots. The supply crate only spawns on pointsave and only one location, meaning humans are forced to cade the supply crate and camp there if the humans want to buy special weapons from it as well as escaping from the zombies. Not protecting it means that humans will need to find a way to both overcome the damage resistance that zombies will have and getting back to the crate.&amp;lt;/blockquote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Supply Crate Mechanics'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The supply crate acts as a sigil but unlike the sigils you see on main, the supply crate spawns only one, meaning you will need to cade there as a way to fend off the zombies. &lt;br /&gt;
&lt;br /&gt;
Because it is pointsave exclusive, it means that there are special weapons, equipment as well as buying bounty trinkets and trinkets in the crate you can purchase. These special weapons are considered above average as they are unique themselves, depending on the situation. You can also auto-generate ammo from it as long you are near the crate.&lt;br /&gt;
&lt;br /&gt;
Because it's the only crate. If you want to survive and escape, you must by all means cade within the crate and fend off the zombies in order to survive. Not doing so will make all zombies have damage resistance by 50% (by default, uncorrupted is 25%), and escaping will be impossible since it is the only way to escape via the crate. Also, note that you will not be able to teleport back to the crate with a sigil fragment and still follows the phase orb placement (cannot place it near the crate). &lt;br /&gt;
&lt;br /&gt;
It can also act as a defense in wave 1 and somewhat in wave 2 as it will slow zombies and reduce all damages when the zombie gets too close to the crate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;[[File:Bulb icon.png|frameless|45px]] '''Tips'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
'''MAKE ADVANTAGE OF THE POINTSAVE WEAPONS, EQUIPMENT, BOUNTIES, ETC.''' - As stated before, there are weapons and equipment that are pointsave exclusive (unless you find one from the supply drop on main). They are more unique as each weapon can find its purpose in the meta. Also, note that some equipment such as [[Blitz|Blitz]] is also very powerful if used right. Make sure you also buy some bounties if you know that you are going to profit (because those bounty trinkets are not cheap but they are powerful and can still make a profit if used right).&lt;br /&gt;
&lt;br /&gt;
[[File:Gmod 84O4Qa7tEj.png|thumb|center|500px|&amp;lt;div style=&amp;quot;font-size:14px; text-align:center;&amp;quot;&amp;gt;The supply crate UI&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DON'T LOSE CONTROL OF THE SUPPLY CRATE''' - Not only that this is the only way to escape from the zombies but also that if you lose control of the supply crate, zombies will receive 50% of damage resistance as well that anti-stall will kick in to kill all humans if almost all the humans are dead (note; wave 6 prevents anti-stall).&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; [[File:Gallery icon.png|frameless|45px]] '''Gallery''' &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; border: none; margin-right: auto; width:100%; margin-top: 1.5%&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align: bottom;&amp;quot; | [[File:Supplycrate.png|frameless|220px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 2% 0.5%;&amp;quot; | Supply crate icon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Credits''' &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Firestorm''' - creating the page and pictures&lt;br /&gt;
&lt;br /&gt;
__noeditsection__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=2734</id>
		<title>Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=2734"/>
		<updated>2021-05-04T16:36:52Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{col-begin|width=80%}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
*[[Introduction]]&lt;br /&gt;
*[[Point Shop]]&lt;br /&gt;
*[[Barricading]] &amp;lt;!-- This is not a guide and has nothing with a guide! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&lt;br /&gt;
*[[Survivors]]&lt;br /&gt;
*[[The Undead]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*[[Guns]]&lt;br /&gt;
*[[Ammo]]&lt;br /&gt;
*[[Melee]]&lt;br /&gt;
*[[Tools]]&lt;br /&gt;
*[[Deployables]]&lt;br /&gt;
*[[Trinkets]]&lt;br /&gt;
*[[Other]]&lt;br /&gt;
*[[Traits]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
== Guides == &lt;br /&gt;
&lt;br /&gt;
*[[Performance/Settings]]&lt;br /&gt;
*[[Parry Skill]] &amp;lt;!-- Need be improved or removed! --&amp;gt;&lt;br /&gt;
*[[Self Knockback]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay == &amp;lt;!-- or &amp;quot;Glossary &amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Area of Effect]]&lt;br /&gt;
&amp;lt;!-- *[[Barricade]] Barricade is a gameplay feature, but there has no content, using &amp;quot;Barricading&amp;quot; instead. --&amp;gt;&lt;br /&gt;
*[[Damage Resistance]]&lt;br /&gt;
*[[Sigils]]&lt;br /&gt;
*[[Banished Sigil]]&lt;br /&gt;
*[[Supply Crate]]&lt;br /&gt;
*[[Insanity]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Bonus Crates]]&lt;br /&gt;
*[[Control Points]]&lt;br /&gt;
*[[Objective (Gamemode)]]&lt;br /&gt;
*[[Zombie Escape (Gamemode)]]&lt;br /&gt;
*[[Events]]&lt;br /&gt;
*[[Maps]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[Health]] / [[Blood Armor]]&lt;br /&gt;
*[[Damage]] / [[Heal]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Stamina]]&lt;br /&gt;
*[[Points]]&lt;br /&gt;
*[[Round Timer]]&lt;br /&gt;
*[[Z-Director]]&lt;br /&gt;
*[[Metagame]]&lt;br /&gt;
&lt;br /&gt;
== Function Keys ==&lt;br /&gt;
*F1 - [[Zombie Survival Menu]]&lt;br /&gt;
*F2 - [[Worth Menu]] / [[Point Shop]] / [[Dark Market]]&lt;br /&gt;
*F3 - [[Skills]]&lt;br /&gt;
*F4 - [[Options]]&lt;br /&gt;
*F5/F12 - Screenshot&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
&lt;br /&gt;
* [[Main Server]]&lt;br /&gt;
* [[Point Save Server]]&lt;br /&gt;
{{col-end}}&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Supply_Crate&amp;diff=2726</id>
		<title>Supply Crate</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Supply_Crate&amp;diff=2726"/>
		<updated>2021-05-04T08:27:11Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gmod HO7dmNrNCP.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''A uncorrupted supply crate.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 20px; font-family: Remington Noiseless, Palatino Linotype, sans-serif;&amp;quot;&amp;gt;&amp;lt;blockquote&amp;gt;The supply crate is a pointsave exclusive crate and is very significant to humans as it contains pointsave-exclusive weapons, equipment, ammo regeneration, damage resistance, and the ability to escape.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Sigils|sigils]] which can spawn in 2-3 different spots. The supply crate only spawns on pointsave and only one location, meaning humans are forced to cade the supply crate and camp there if the humans want to buy special weapons from it as well as escaping from the zombies. Not protecting it means that humans will need to find a way to both overcome the damage resistance that zombies will have and getting back to the crate.&amp;lt;/blockquote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Supply Crate Mechanics'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The supply crate acts as a sigil but unlike the sigils you see on main, the supply crate spawns only one, meaning you will need to cade there as a way to fend off the zombies. &lt;br /&gt;
&lt;br /&gt;
Because it is pointsave exclusive, it means that there are special weapons and equipment as well of buying bounty trinkets in the crate you can purchase. These special weapons are considered above average as they are unique themselves, depending on the situation. You can also auto-generate ammo from it as long you are near the crate.&lt;br /&gt;
&lt;br /&gt;
Because it's the only crate. If you want to survive and escape, you must by all means cade within the crate and fend off the zombies in order to survive. Not doing so will make all zombies have damage resistance by 50% (by default, uncorrupted is 25%), and escaping will be impossible since it is the only way to escape via the crate. Also, note that you will not be able to teleport back to the crate with a sigil fragment and still follows the phase orb placement (cannot place it near the crate). &lt;br /&gt;
&lt;br /&gt;
It can also act as a defense in wave 1 and somewhat in wave 2 as it will slow zombies and reduce all damages when the zombie gets too close to the crate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;[[File:Bulb icon.png|frameless|45px]] '''Tips'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
'''MAKE ADVANTAGE OF THE POINTSAVE WEAPONS, EQUIPMENT, BOUNTIES, ETC.''' - As stated before, there are weapons and equipment that are pointsave exclusive (unless you find one from the supply drop on main). They are more unique as each weapon can find its purpose in the meta. Also, note that some equipment such as [[Blitz|Blitz]] is also very powerful if used right. Make sure you also buy some bounties if you know that you are going to profit (because those bounty trinkets are not cheap but they are powerful if used right).&lt;br /&gt;
&lt;br /&gt;
'''DON'T LOSE CONTROL OF THE SUPPLY CRATE''' - Not only that this is the only way to escape from the zombies but also that if you lose control of the supply crate, zombies will receive 50% of damage resistance as well that anti-stall will kick in to kill all humans if almost all the humans are dead (note; wave 6 prevents anti-stall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; [[File:Gallery icon.png|frameless|45px]] '''Gallery''' &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; border: none; margin-right: auto; width:100%; margin-top: 1.5%&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align: bottom;&amp;quot; | [[File:Supplycrate.png|frameless|220px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 2% 0.5%;&amp;quot; | Supply crate icon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Credits''' &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Firestorm''' - creating the page and pictures&lt;br /&gt;
&lt;br /&gt;
__noeditsection__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Supply_Crate&amp;diff=2725</id>
		<title>Supply Crate</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Supply_Crate&amp;diff=2725"/>
		<updated>2021-05-04T08:13:53Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gmod HO7dmNrNCP.png|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''A uncorrupted supply crate.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The supply crate is a pointsave exclusive crate and is very significant to humans as it contains pointsave-exclusive weapons, equipment, ammo regeneration, damage resistance, and the ability to escape.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Sigils|sigils]] which can spawn in 2-3 different spots. The supply crate only spawns on pointsave and only one location, meaning humans are forced to cade the supply crate and camp there if the humans want to buy special weapons from it as well as escaping from the zombies. Not protecting it means that humans will need to find a way to both overcome the damage resistance that zombies will have and getting back to the crate.&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Supply Crate Mechanics'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The supply crate acts as a sigil but unlike the sigils you see on main, the supply crate only spawns in one location, meaning you will need to cade there as a way to fend off the zombies. &lt;br /&gt;
&lt;br /&gt;
Because it is pointsave exclusive, it means that there are special weapons and equipment as well of buying bounty trinkets in the crate you can purchase. These special weapons are considered above average as they are unique themselves, depending on the situation. You can also auto-generate ammo from it as long you are near the crate.&lt;br /&gt;
&lt;br /&gt;
Because it's the only crate. If you want to survive and escape, you must by all means cade within the crate and fend off the zombies in order to survive. Not doing so will make all zombies have damage resistance by 50% (by default, uncorrupted is 25%), and escaping will be impossible since it is the only way to escape via the crate. Also, note that you will not be able to teleport back to the crate with a sigil fragment and still follows the phase orb placement (cannot place it near the crate). &lt;br /&gt;
&lt;br /&gt;
It can also act as a defense in wave 1 and somewhat in wave 2 as it will slow zombies and reduce all damages when the zombie gets too close to the crate.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;[[File:Bulb icon.png|frameless|45px]] '''Tips'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
'''MAKE ADVANTAGE OF THE POINTSAVE WEAPONS, EQUIPMENT, BOUNTIES, ETC.''' - As stated before, there are weapons and equipment that are pointsave exclusive (unless you find one from the supply drop on main). They are more unique as each weapon can find its purpose in the meta. Also, note that some equipment such as [[Blitz|Blitz]] is also very powerful if used right. Make sure you also buy some bounties if you know that you are going to profit (because those bounty trinkets are not cheap but they are powerful if used right).&lt;br /&gt;
&lt;br /&gt;
'''DON'T LOSE CONTROL OF THE SUPPLY CRATE''' - Not only that this is the only way to escape from the zombies but also that if you lose control of the supply crate, zombies will receive 50% of damage resistance as well that anti-stall will kick in to kill all humans if almost all the humans are dead (note; wave 6 prevents anti-stall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; [[File:Gallery icon.png|frameless|45px]] '''Gallery''' &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; border: none; margin-right: auto; width:100%; margin-top: 1.5%&amp;quot;&lt;br /&gt;
! style=&amp;quot;vertical-align: bottom;&amp;quot; | [[File:Supplycrate.png|frameless|220px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 2% 0.5%;&amp;quot; | Supply crate icon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Credits''' &amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
'''Firestorm''' - creating the page and pictures&lt;br /&gt;
&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Dark_Market&amp;diff=2704</id>
		<title>Dark Market</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Dark_Market&amp;diff=2704"/>
		<updated>2021-05-03T09:03:47Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:dark_market_title.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_market_all.jpg|right|650px]]&lt;br /&gt;
&lt;br /&gt;
The Dark Market was apart of the 04/18/21 update to replace 'Demiboss progress' with a point based shop. Now you will gain Dark essence instead of demiboss progress from doing damage to '''props''', [[survivors]], and [[sigils]] or from '''Dark Gifts'''[[File:Dark_gift.png|30px]]. Which can be used to buy demiboss, [[Dark Market#Upgrades|upgrades to regular classes]], [[Dark Market#Classes|dark market specific classes]], [[Dark Market#Upgrades|and hoard buffs.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
[[File:Dark_market_upgrades.jpg|thumb|right|frame|Upgrades page in the dark market]]&lt;br /&gt;
&lt;br /&gt;
===Demiboss===&lt;br /&gt;
&lt;br /&gt;
===3 Health Boosts===&lt;br /&gt;
&lt;br /&gt;
===Wretched Might===&lt;br /&gt;
&lt;br /&gt;
===Dark Power===&lt;br /&gt;
&lt;br /&gt;
===Acid Claws===&lt;br /&gt;
&lt;br /&gt;
==Horde Buffs==&lt;br /&gt;
[[File:Dark_market_horde_buffs.jpg|thumb|right|frame|Horde Buffs page in the dark market]]&lt;br /&gt;
===Nest Defense===&lt;br /&gt;
&lt;br /&gt;
===Battlecry===&lt;br /&gt;
&lt;br /&gt;
===Status Resist===&lt;br /&gt;
&lt;br /&gt;
===Unyielding===&lt;br /&gt;
&lt;br /&gt;
===Health Boost===&lt;br /&gt;
&lt;br /&gt;
===Spawn Dark Gifts===&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
[[File:Dark_market_classes.jpg|thumb|right|frame|Classes page in the dark market]]&lt;br /&gt;
===Hoppin Hulk===&lt;br /&gt;
&lt;br /&gt;
===Ice Demon===&lt;br /&gt;
&lt;br /&gt;
===Skeleton Executioner===&lt;br /&gt;
&lt;br /&gt;
===Tickle Nightmare===&lt;br /&gt;
&lt;br /&gt;
== [[File:Youtube icon.png|frameless|45px]] YouTube videos ==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/MdLIm5bSU4U - The Dark Market&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Tools&amp;diff=2703</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Tools&amp;diff=2703"/>
		<updated>2021-05-03T09:00:15Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools are multi-purpose items that assist Survivors in several areas.&lt;br /&gt;
&lt;br /&gt;
== Medical Tools ==&lt;br /&gt;
Used to improve the health of humans and alleviate [[Status Effects|debuffs]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Medical Kit]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Heals survivors.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [[Restoration Kit]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Always uses the same amount of ammo, slightly less efficient, increased cooldown.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [['Savior' Medic Gun]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Fires medical darts which can heal at a range, and grant a small speed boost.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [['Transfusion' Medic Gun]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Splits healing between health and blood armor.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |  &lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [['Purger' Antidote Handgun]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Fires [[Area of Effect|AoE]] antidote bombs that cure poison and remove and protect from status effects.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [['Convalescene' Medical Rifle]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Fires fast-moving medical darts which can heal at a range.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [['Invigorator' Strenght Rifle]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Strength boost instead of defence, softens zombies instead of sapping, making zombies take more damage. Splits healing between health and blood armor.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [['Accelerator' Agility Rifle]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Agility boost instead of defence, slows down zombie attack speed with hinder.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [['Cleric' Regenerator Rifle]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Provides additional regeneration to players, but slower firerate and reduced clip size. Has more damage.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [['Templar' Medical Shotgun]] &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | An advanced shotgun that shreds medical ammo to deal damage.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [['Paladin' Medical Shotgun]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Double burst fire version. Area of effect healing is replaced with a random buff effect.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [['Rejuvenator' Healing Ray]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Locks on to humans and heals them to full, discharging medical ammo along a ray.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width: 7%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width: 63%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repair Tools ==&lt;br /&gt;
Used to replenish and maintain prop health.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Carpenter's Hammer]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Allows you to hammer in nails to make barricades.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Electrohammer]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | A hammer that allows you to repair several props in the [[Area of Effect|AOE]] by using [[Ammo|pulse ammo]].&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Mechanic's Wrench]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | This tool can be used to repair [[Deployables|deployables]] as long as they were not damaged recently. Less effective at repairing nails.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [['Shaper' Repair Welder]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Uses chemical ammo to repair very fast.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Smithing Hammer]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Once used for smithing, now used for bludgeoning and repairs.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 8%;&amp;quot; | [[Reinforcing Hammer]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Repairs significantly less but reinforces barricades.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width: 7%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width: 63%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Tools ==&lt;br /&gt;
Don't fit into other categories, but are generally used to help players better perform other tasks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Barbed Wire]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Used on barricades to damage zombies if touched.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Multi-Tool]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | An advanced tool used for managing deployables.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Strength Dart Gun]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Fires performance enhancing darts which can increase target damage.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [[Agility Dart Gun]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Provides players with an attack speed boost instead of a strength boost.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [['Temperance' Dart Rifle]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right:none;&amp;quot; | Fires high velocity darts which inflict damage to zombies as well as marking them, granting a buff to other humans who kill them, and refunding you medical ammo.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0 0 0 9%;&amp;quot; | [['Excession' Dart Rifle]]&lt;br /&gt;
| style=&amp;quot;border-right:none;&amp;quot; | Pierces through multiple targets, consumes 4 ammo, but deals less damage, longer fire delay and reload time, has less velocity and applies a shorter duration mark.&lt;br /&gt;
| style=&amp;quot;border-left: none;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width: 7%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width: 63%; padding: 0 0 0 0;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Youtube icon.png|frameless|45px]] YouTube videos ==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/SmKWSjHSEvo - Flasks &amp;amp; Tools&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Deployables&amp;diff=2702</id>
		<title>Deployables</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Deployables&amp;diff=2702"/>
		<updated>2021-05-03T08:58:28Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deployables are items that provide different services for survivors including item dispensal, perimeter defense, and other situational items.&lt;br /&gt;
&lt;br /&gt;
The owner of a deployable can pack it by holding the shift key, at which point it will reappear in the players inventory. A group of 4 players can also force-pack a deployable by simultaneously holding shift on it.&lt;br /&gt;
&lt;br /&gt;
If the owner of a deployable dies, another living player can press the use key on it to become the new owner. Owner-less deployables will sometimes deactivate until a player claims them as their own.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Pulse Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Hauler Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Item Deployers ==&lt;br /&gt;
&lt;br /&gt;
=== 'Aegis' Barricade Kit ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Arsenal Crate===&lt;br /&gt;
The Arsenal Crate is used to purchase items from the point shop when no sigil is nearby.&lt;br /&gt;
&lt;br /&gt;
=== Fridge ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Junk Pack === &lt;br /&gt;
The Junk Pack is available in both the worth menu and the point shop. Using the Junk Pack will spawn a random, small prop in front of the player. It has limited uses.&lt;br /&gt;
&lt;br /&gt;
=== Resupply Box ===&lt;br /&gt;
Allows humans to restock the ammo of their current weapon, or their currently selected ammunition type in the inventory menu.   &lt;br /&gt;
&lt;br /&gt;
There is a timer on the side of the crate which allows you to see when you may use it once more. The timer is set to 60 seconds by default, but it can be affected by [[Trinkets|trinkets]], [[Defence|defence]], and by people using your resupply, if you own one.&lt;br /&gt;
&lt;br /&gt;
====Resupply Quantities====&lt;br /&gt;
&lt;br /&gt;
*Pistol Ammo - 16&lt;br /&gt;
*Shotgun Shells - 12&lt;br /&gt;
*SMG Ammo - 32&lt;br /&gt;
*Assault Rifle Ammo - 32&lt;br /&gt;
*Rifle Ammo - 9&lt;br /&gt;
*Pulse Ammo - 30&lt;br /&gt;
*Crossbow Bolts - 8&lt;br /&gt;
*Explosives - 4&lt;br /&gt;
*Chemical Vials - 20&lt;br /&gt;
*Medical Kit Power - 20&lt;br /&gt;
*Nails - 2&lt;br /&gt;
*Scrap - 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turrets ==&lt;br /&gt;
&lt;br /&gt;
=== Gun Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Assault Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Rocket Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Zappers ==&lt;br /&gt;
&lt;br /&gt;
=== Arc Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Sentinel' Repair Field ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Stinger' Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Dynamo' Arc Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Other Deployables ==&lt;br /&gt;
&lt;br /&gt;
=== Force Field Emitter ===&lt;br /&gt;
The Force Field Emitter is a [[Ammunition#Pulse|pulse]] powered deployable that destroys all zombie projectiles that collide with it. A standard [[poison flesh]] projectile will give you 0.22 points when destroyed and uses 0.6 pulse ammo. [[The Undead|Bilemire]] and [[The Undead|Pukepus]] balls will disable the field for 5 seconds, preventing anything from colliding and being destroyed by it.&lt;br /&gt;
&lt;br /&gt;
=== Manhack ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Message Beacon ===&lt;br /&gt;
The Message Beacon is available in both the worth menu and the point shop. It can be placed on the map to broadcast a message to other living players. The message can be changed by right-clicking.&lt;br /&gt;
&lt;br /&gt;
=== 'Nullifier' Trophy System ===&lt;br /&gt;
The Nullifier is a pulse powered deployable that destroys up to 3 projectiles around it every 0.33 seconds (affected by modifiers to field delay). It consumes 2 pulse ammo per projectile destroyed. A standard poison flesh projectile will give you 0.3 points when destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rollermine ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Remantler ===&lt;br /&gt;
The Remantler is used for purchasing or upgrading items with scrap. Remantling is the process of upgrading a weapon or trinket with [[Ammunition#Scrap Metal|scrap]], by use of a Remantler. To upgrade a weapon, hold the item that you wish to remantle in your hands as you press your use key on the item. To upgrade a trinket, stand near the Remantler, open your inventory, and click the trinket you wish to upgrade. Remantling costs increase with subsequent upgrades. &lt;br /&gt;
&lt;br /&gt;
=== Prop Transponder ===&lt;br /&gt;
The Prop Transponder is a deployable that is mainly used by caders that need props when they run out. [[List of props created from Prop Transponder]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Youtube icon.png|frameless|45px]] YouTube videos ==&lt;br /&gt;
https://youtu.be/3VCKwxVAnZo - Deployables&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Introduction&amp;diff=2701</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Introduction&amp;diff=2701"/>
		<updated>2021-05-03T08:53:00Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zombie Survival is a Garry's Mod gamemode where humans are pit against the horde. Humans must survive and escape in order to win. Meanwhile, zombies must kill all the humans in order to wipe out the human team. However, Zombies start out in less numbers but as the game progresses longer, zombies will begin to outnumber the humans as more and more humans who has died will turn into a zombie, allowing the zombies to build up the horde and attack together in order to have a fighting chance. Humans also need to build up by gaining points in order to upgrade to better equipment and as well of building a barricade in order to delay zombies of breaking in. &lt;br /&gt;
&lt;br /&gt;
This gamemode was created in 2007 by &amp;quot;Jetboom&amp;quot;. Throughout to 2010s, Zombie Survival received several major updates, with the introduction of skills, weapons, and fixes to the gamemode. Up until 2018 when &amp;quot;Jetboom&amp;quot; ended development to Zombie Survival. However, After Jetboom left the development of Zombie Survival, Sunrust took over development of Zombie Survival with their own exclusive updates to the server and to this day, Zombie Survival has been in active development with different developers applying different changes, fixing stuff, and adding new features to make Zombie Survival a unique experience for both new users and seasoned players. &lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Conception (2007-2010) ===&lt;br /&gt;
Little is known about this era of Zombie Survival other than achived videos from that time showing a very primitive ZS compared to today's modern ZS&lt;br /&gt;
&lt;br /&gt;
-[https://www.youtube.com/watch?v=VCgS9MyES0E Zombie Survival - LAST HUMAN!] - Oct 29, 2007&lt;br /&gt;
&lt;br /&gt;
-[https://www.youtube.com/watch?v=06CvQhxHX_o NoxiousNet - Competition for Admin - First Contest] Apr 24, 2007&lt;br /&gt;
&lt;br /&gt;
-[https://www.youtube.com/watch?v=kkxDMg11j40&amp;amp;t Zombie Survival Epic Win as last human] May 29, 2009&lt;br /&gt;
&lt;br /&gt;
=== Era (year-year) ===&lt;br /&gt;
Text&lt;br /&gt;
&lt;br /&gt;
=== Era (year-year) ===&lt;br /&gt;
Text&lt;br /&gt;
&lt;br /&gt;
== [[File:Youtube icon.png|frameless|45px]] YouTube videos ==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/fQBZQMsJAys - Introduction&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=2673</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=2673"/>
		<updated>2021-05-02T13:47:07Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
Archived: http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Big update from MrDragonorg and Speirs. The original file can be found at this link (read-only): https://1drv.ms/w/s!AllQYsYUnBMhzXm4hg9ON-dpEPRb?e=UE014N&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[File:Barricading article.jpg|thumb|right|upright=1.01|]]&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is one of the essential aspects of the survival of a [[Survivors|human team]]. A well-constructed barricade allows [[Survivors|humans]] to completely (or partially) avoid hits from various types of [[The Undead|zombie]] attacks. As [[The Undead|zombies]] become stronger with each wave, the chances of survival without a barricade are close to zero.&lt;br /&gt;
Before proceeding to the basic principles and description of the mechanics of barricading, it is necessary to understand the scale of the diversity and variability of this process.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;u&amp;gt;Here are some facts:&amp;lt;/u&amp;gt;''&lt;br /&gt;
*There are about/over 700 different maps in the Zombie Survival gamemode.&lt;br /&gt;
*In the maps themselves, there are at least several spots for barricading.&lt;br /&gt;
*There are a number of props on the maps that you can use for barricading - from a few dozen to a few hundred.&lt;br /&gt;
*The total number of props is about 3,000 (not including the custom ones).&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” of the barricade that can be built on any map at any spot with the same props. On some maps with a large amount of props, you can build a thousand different barricades, changing combinations and quantity of props, as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
But this is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages because it gives you a huge choice and space for imagination. You have no limitations in terms of complexity and design. But there are basic principles and rules that distinguish a bad, useless barricade from a good, useful one. The description of these “basic rules” is the goal of this topic because without them you cannot build a good barricade (even the simplest one).&lt;br /&gt;
&lt;br /&gt;
''But it is also worth noting that for a beginner, it is extremely hard to cope with all the variety. In most cases, people make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay which leads to catastrophic consequences. The best solution is to observe the barricades that are built from veteran players, try to repeat them in single-player, and only then try to build them on the server.''&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Barricade&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Any number of props (even 1) nailed by hammer ( [[Carpenter's Hammer]] ), which blocks passage for most types of zombies. In the future, for simplicity, the barricade will be called &amp;quot;cade&amp;quot;.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Shitcade&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |A kind of cade that has no practical use for a [[Survivors|human team]] and which, accordingly, facilitates the task for the [[The Undead|zombie team]]. In other words, a &amp;quot;wrong constructed cade&amp;quot;.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Prop&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Any physical object/subject that can (or cannot, f.e. – glass) be nailed with a hammer.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Hammer&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |The main tool needed to nail the prop and for their further repair.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Nail&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Is the only consumable material (ammo) that the hammer uses to nail the prop and/or to increase the health of the prop. Number of nails = maximum number of props you can nail.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Phasing&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Status when you go through the barricade with the press Z (Zoom) key.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;HP&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity, be it a human, zombie, nest, brush, deployable, prop, etc.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Deployable&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |Deployables are items that can be placed in the world. Deployables can be rotated with Secondary Fire/Reload before they are placed. Deployables have HP, and they will be destroyed if they take enough damage from zombies. They can also be repaired using a mechanic's wrench. Humans will not collide with deployables, but zombies will. Props may also be nailed to deployables.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Prop Health (prop HP)&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |There are two types of prop HP - &amp;lt;span style=&amp;quot;color:#00FF33&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Main HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#00CCFF&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Repair HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF33&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Main HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; is displayed at the bottom of the green bar and with numbers on top.&lt;br /&gt;
&lt;br /&gt;
[[File:Prop full mainhp.jpg|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Prop with a full amount of main hp.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The digit on the left displays the current (remaining) prop hp, the digit on the right is the maximum prop hp. When a prop takes damage from a [[The Undead|zombie]], the digit on the left and the green bar begin to decrease and, depending on the damage received, the bar changes color to yellow or red:&lt;br /&gt;
&lt;br /&gt;
[[File:Small mainhp.jpeg|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Prop with a small amount of main hp.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CCFF&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Repair HP&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; displays the number of additional hp that you can use when repairing a prop. When repairing, the blue bar will start to decrease:&lt;br /&gt;
&lt;br /&gt;
[[File:Prop repairing mechanic gif.gif|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF how the mechanics of repairing prop work.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
When you run out the repair hp:&lt;br /&gt;
&lt;br /&gt;
[[File:Prop no repair hp.jpg|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Prop that can no longer be repaired.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
This means that the prop cannot be repaired anymore and the only remaining HP is the Main HP. When it is at zero – the prop will break. The number (4) means the number of nails in the prop.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Big props&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |[[File:Example big props.jpg|thumb|right|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of big props.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Mostly large-sized props that are heavy and have a lot more main hp and repair hp than small props:&lt;br /&gt;
&lt;br /&gt;
You cannot carry heavy props at high speed. In rare exceptions, small-looking props come across that can be mistakenly attributed to small and light props. For example, &amp;lt;u&amp;gt;Harpoon&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
[[File:Harpoon big prop.jpg|frameless|none|upright=2]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 10%;&amp;quot; | &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Small props&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; |[[File:Example small props.jpg|thumb|right|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of small props.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Basically, props of small size and weight, having a lesser main and repair hp. You can carry lightweight props with high speed:&lt;br /&gt;
|}&lt;br /&gt;
== What is needed for barricading ==&lt;br /&gt;
=== &amp;lt;u&amp;gt;Barricading Skills&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu. Skills underlined in blue are required, underlined in yellow — situational:&lt;br /&gt;
&lt;br /&gt;
[[File:Barricading skill tree.jpg|frameless|center|1100px]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Handy I-V”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Give you an additional 20% to the repair rate.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Hammer Discipline”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Increase the swing speed with a hammer by 6%.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Builder”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Gives you a 6 extra nails at start&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Scheduling”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Gives you an ability to repair faster if a prop was nailed on the previous wave, but props nailed on the current wave will repair more slowly.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Mending”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: The props you repaired can be automatically repaired with 3x repair rate over time with fast ticks, but your overall repair rate is reduced.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Pressure”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Increases the repair speed with a hammer if the prop has low HP, but reduces the repair speed in general.&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Precision Repairs”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
: Is a special skill that creates special points on the prop, hit on which will increase the repair rate, but will reduce the repair rate and speed if miss this point.&lt;br /&gt;
: [[File:Precision repairs skill.gif|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF showing how the “Precision Repairs” skill works.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barricade expert skill location.jpg|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Location of “Barricade Expert” skill.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''''“Barricade Expert”'''''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activating this skill, the prop you have nailed will have a special &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;''padlock icon''&amp;lt;/span&amp;gt; and the lock itself will have a color that matches the '''''color of your [[Remorting|remort]] tier'''''. [[Remorting|Remort]] tiers are ''divided'' into groups according to colors, i.e. you can unnail props which are in your [[Remorting|remort]] level group (the same color of the [[Remorting|remort]]), but with a penalty:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Updated''&amp;lt;/u&amp;gt;: now there are only 2 groups: &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''0-9 remort'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''10 - ∞ remort'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Barricading padlock icon.jpg|thumb|none|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''What does the padlock icon look like.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Nailhearting location.png|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Location of this hearts.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But the big difference in the [[Remorting|remorts]] can be bypassed if the person with a higher [[Remorting|remort]] level presses a &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“heart”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; in the scoreboard near your name. That’s called “nailhearting” and you’ll be able to unnail this person's prop without losing [[Points|points]]. Also, you receive your nails back when the nailhearted person removes your nails. When someone gives you a heart, it will become green. You need to earn the trust of the players as a cader and then they may nailheart you after you ask them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Necessary tools&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marked in blue are necessarily required to purchase, yellow are situational&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barricading necessary tools 1.jpg|frameless|450px]]&lt;br /&gt;
| [[File:Barricading necessary tools 2.jpg|frameless|450px]]&lt;br /&gt;
| [[File:Barricading necessary tools 3.jpg|frameless|150px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!---Necessary Template:Gallery Template&lt;br /&gt;
{{gallery&lt;br /&gt;
|width=160 | height=170&lt;br /&gt;
|align=center&lt;br /&gt;
|File:Tick_male_size_comparison_(aka).jpg&lt;br /&gt;
|A [[tick]] (with a [[match]]stick for scale)&lt;br /&gt;
|File:7.62x51_5.56x45.JPG&lt;br /&gt;
|Ammunition (with an [[AA battery]])&lt;br /&gt;
|File:Emu_size.png&lt;br /&gt;
|[[Emu]]s (with a human silhouette and scale in meters)&lt;br /&gt;
}}&lt;br /&gt;
{{-}}---&amp;gt;&lt;br /&gt;
[[File:Barricading door break.gif|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF shows how to break a door with a hammers.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
In addition to being able to repair, nail/unnail props with hammer, you can also rapidly break doors. Pressing R deals 200 damage to any door, which gives you the opportunity to break them much faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Since everything is clear with a [[File:Weapon zs hammer2.png|link=Carpenter's Hammer|frameless|45px]] [[Carpenter's Hammer|''&amp;lt;u&amp;gt;hammer&amp;lt;/u&amp;gt;'']], let’s go briefly through the rest of the tools:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:720px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs boardpack.png|link=Deployables|frameless|none|64px]] [[Deployables|Junk pack]]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A useful set of 4 wooden props, which includes all 5 types of boards and 6 more types of other wooden props in the form of chairs, backs of chairs, small shelves, etc.&lt;br /&gt;
I.e., this pack will give you 4 random props of 11.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs barricadekit.png|link=Deployables|frameless|none|64px]] [[Deployables|”Palisade” Barricade Kit (formerly “Aegis”)]]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | Is a useful simple tool that allows you to quickly close an entrance with one shield board without using a hammer. It allows you to pass through without phasing and shoot through it, which makes this tool very useful in the early waves, due to it allows you to make a safe escape for people if zombies push them. You cannot repair the board. You can buy it only in the worth. Each board has ~400hp. Press &amp;lt;u&amp;gt;Shift&amp;lt;/u&amp;gt; to pack boards.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 3% 0.5% 3% 0.5%;&amp;quot; | '''&amp;lt;u&amp;gt;Further items for quick and effective repair of the barricades&amp;lt;/u&amp;gt;'''&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Supportive icon.png|link=Blueprints|frameless|none|64px]] [[Blueprints|'''“Blueprints”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A [[Trinkets|trinket]] that gives +repair rate&lt;br /&gt;
[[Upgrades|Upgrade]] it (by selecting this trinket in the [[Deployables|remantler]] menu or selecting it in the inventory (Alt key)) and get even more +repair rate, as well as chance to get [[Ammo|pulse ammo]] for repair with hammer.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs smithinghammer.png|link=Smithing Hammer|frameless|none|64px]] [[Smithing Hammer|'''“Smithing Hammer”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A hammer that has great repair rate and that does a lot of damage to zombies, that is, it can be used as a melee weapon if no one defends your cade.&lt;br /&gt;
Also, this hammer has a [[Upgrades|remantle variant]] — [[“Reinforcer”]]. It allows you to reinforce the prop so it will take less damage. Reinforcer has a very low repair rate, but it can be increased with a &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Precision Repairs skill&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Reinforce your cade only when it has enough repairs. If you’re reinforcing a prop for its entire repair and hp bar, you almost doubling its effective health. Reinforced props have a shield icon.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs arsenalcrate.png|link=Deployables|frameless|none|64px]] [[Deployables|'''“Prop Transponder”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | One of the most important tools for survival. It allows you to buy extra props, which can be used for your cade. There’s a wide choice of props, but they have a stock limit. It’ll have a 1-minute cooldown after creating several props, but you still can buy props in that period. Transponder will queue all purchased props and print them later. Try not to lose the [[Deployables|prop transponder]] and buy the most viable props at first!&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs repairfield.png|link=Deployables|frameless|none|64px]] [[Deployables|'''“Sentinel” Repair Field''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | If your cade consists of a large number of props, then &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;buy Sentinel&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Sentinel&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; repairs absolutely all damaged props in a radius simultaneously, it can be upgraded in the remantler with scrap and is affected by the &amp;lt;u&amp;gt;[[Blueprints|Blueprints trinket]]&amp;lt;/u&amp;gt;.&lt;br /&gt;
It also works with &amp;lt;u&amp;gt;[[Field Charger|&amp;quot;Field Charger&amp;quot; trinket]]&amp;lt;/u&amp;gt;, which increases the radius and reduces the delay.&lt;br /&gt;
&lt;br /&gt;
An indispensable tool, especially on the wave 6, when [[The Undead|chem breachers]] and [[The Undead|juggernauts]] can damage dozens of props with a single hit, which you will never be able to repair by yourself. Uses [[Ammo|pulse ammo]].&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; | [[File:Weapon zs toolicon.png|link=Barbed Wire|frameless|none|64px]] [[Barbed Wire|'''Barbed Wire''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | If your barricades are badly guarded (or abandoned), then you can use the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Barbed Wire tool&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Barbed Wire&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; deals damage to [[The Undead|zombies]] that hit the prop on which it is applied. Its amount of hp on the prop depends on the number of nails the prop has.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; |[[File:Weapon zs welder.png|link='Shaper' Repair Welder|frameless|none|64px]] [['Shaper' Repair Welder|'''“Shaper” Repair Welding''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | If you need to quickly repair the single highly damaged prop, you can use &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Shaper” repair welding&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. Welder is also affected by the &amp;lt;u&amp;gt;[[Blueprints|&amp;quot;Blueprints&amp;quot; trinket]]&amp;lt;/u&amp;gt;.&lt;br /&gt;
|- style=&amp;quot;vertical-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 25%; text-align: center;&amp;quot; |[[File:Weapon zs electrohammer.png|link=Electrohammer|frameless|none|64px]] [[Electrohammer|'''“Electrohammer”''']]&lt;br /&gt;
| style=&amp;quot;padding: 0.8% 0.5% 0.8% 0.5%;&amp;quot; | A hammer that allows you to repair several props in the [[Area of Effect|AOE]](radius) by using [[Ammo|pulse ammo]]. Sometimes it can be useful if there are not enough [[Deployables|Sentinels]] or [[Deployables|no Sentinels]] at all.&lt;br /&gt;
|}&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&amp;lt;!--''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced, try to copy them in single-player, and then build them on the server. For examples of what you should do, consult the below section's imgur link.''&lt;br /&gt;
---&lt;br /&gt;
Moved to Overview&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== &amp;lt;u&amp;gt;The main characteristics of the barricades&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''People can get inside while phasing''&amp;lt;/span&amp;gt;&lt;br /&gt;
:This means that all props that are a part of the barricade must be nailed. Humans cannot get inside if there are loose props on their way&lt;br /&gt;
:[[File:Barricading many unnailing props.gif|thumb|none|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''The GIF shows what happens if many props are not nailed.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''Zombies can't get inside''&amp;lt;/span&amp;gt;&lt;br /&gt;
:All gaps of the barricade must be small enough so that zombies cannot get/crawl/jump in. Holes through which headcrabs can get inside, should also be considered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''People can shoot''&amp;lt;/span&amp;gt;&lt;br /&gt;
:Gaps should be small enough so that zombies could not get in, but large enough so that people can shoot zombies from different angles. It is desirable that people could do headshots to zombies, which stand tall. If you completely blocked all gaps and humans cannot shoot - you built a coffin, not a barricade.&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bad barricade difficult shoot.gif|thumb|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''An example of a not very good barricade through which it is difficult to shoot.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| [[File:Good barricade convenient shooting.gif|thumb|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''But an example of the same barricade with the same props, but built more competently. Shooting from it is much more convenient.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''You can reach all props with a hammer and repair them''&amp;lt;/span&amp;gt;&lt;br /&gt;
:I think everything is clear here.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;The main characteristics of a &amp;lt;/u&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;quot;shitcade&amp;quot;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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 All of the characteristics of the barricade listed above, but vice versa.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;The main characteristics of &amp;lt;/u&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;quot;Progressive shitcade/Grief cade&amp;quot;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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 Cading with &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;turrets, crates, explosive barrels, etc.&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; instead of props.&lt;br /&gt;
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You cannot start building cades if you are overtaken by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;''“Progressive shitcade/Grief cade”''&amp;lt;/span&amp;gt;. The props that you hold in your hands don’t have a collision with all the crates and devices, and you can carry and nail the props directly into them. But it still delivers a number of aesthetic inconveniences and grieves caders very much, because deployables interfere with nailing props to the “ground”:&lt;br /&gt;
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| [[File:Progressive shitcade example.gif|thumb|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''An example of such a cade.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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=== &amp;lt;u&amp;gt;Preparation for building&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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After you have bought all the tools you need for making a cade - immediately start searching for the cading spot.&lt;br /&gt;
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[[File:Low prop health % option.png|frameless|left|upright=1.5]]&lt;br /&gt;
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''Also don’t forget to make sure that the slider is full in the option &amp;quot;Low prop health %&amp;quot; (F4 -&amp;gt; Gameplay / F1 -&amp;gt; Options -&amp;gt; Gameplay). This will allow you to always see the prop health, and not just when they have a low % of health.''&lt;br /&gt;
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'''Making a cade makes sense in the following places:'''&lt;br /&gt;
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[[File:Front cade and final cade example.gif|thumb|right|upright=1.5|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of the &amp;lt;u&amp;gt;front cade&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;final cade&amp;lt;/u&amp;gt; in a room with sigil.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* In the room/hallway where the sigil is spawned (&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;''required''&amp;lt;/span&amp;gt;). This barricade is called the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''“Final Cade”'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
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* In rooms/hallways which lead to a room with a sigil (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;''optional''&amp;lt;/span&amp;gt;). Such barricades are called &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''&amp;quot;Front Cades&amp;quot;'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. They are always simpler in their design, in most cases consist of 1-2 props and do not require a long time for construction. They serve as an additional barrier for zombies and an additional “front line” for people. The more front cades, the better for a human team. Also, do not forget that it takes time to get to your front cade from another sigil. Do not waste too many props for a front cade which is 2 miles away from the sigil.&lt;br /&gt;
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As soon as you picked a cading spot – claim your cading spot by nailing all (if there’re not many of them) or couple of props. This indicates that this cading spot is already taken and other caders will take this into account. Then start searching and bringing all necessary props that you are going to use at the cading spot. It is advisable to find and bring all the props before the beginning of wave 1. Once you have done this, start making a cade.&lt;br /&gt;
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[[File:Box cade example 1.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
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[[File:Passage cade 1.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
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[[File:Passage cade 3.jpg|frameless|left|upright=1.1]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''Disclaimer: Don't build such barricades if you don't have experience in their construction, you can very easily make mistakes and make them from a good cade to shitcade!'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
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You should also understand that it &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;isn't necessary to always build barricades at the entrance&amp;lt;/span&amp;gt;, you can build a barricade absolutely anywhere and in any way, in a large room, in the middle of the hallway, etc. This usually refers to the front barricades, since such cades are &amp;lt;u&amp;gt;difficult to build and require a lot of prop&amp;lt;/u&amp;gt;, while zombies need to break 1-2 prop to get into the cade, &amp;lt;u&amp;gt;but such cades can give almost 180 degrees of view for players&amp;lt;/u&amp;gt;, which can help shoot zombies at an unlimited distance, as when you are in open space on the first wave.&lt;br /&gt;
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That is, '''your task is to build a barricade that &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;will be guarded&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; by people &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;who have good angles of fire&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;who can get the hit zombies from melees&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;where you can repair and replace props&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
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This is especially important to understand for the front cade barricade, since if you &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;build the front cade far, no one will check it and protect it&amp;lt;/span&amp;gt;, which means it is a tidy target for zombies, especially for an [[Ancient Nightmare]] who will break this front cade in a matter of seconds.&lt;br /&gt;
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One of the most common mistakes occurs on the map ''zs_pub_v5'', where people cade the 2nd floor when all the sigils are on the 1st. Nobody guards the second floor, so the fast zombies very quickly break the cade and fall into a bunch of unsuspecting people to the sigils. It will be much better to barricade the entrances below:&lt;br /&gt;
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[[File:Hallway cade place example 1.jpg|frameless|right|upright=1.1]]&lt;br /&gt;
Also let's look at this ''hallway''. It is best to build a cade at the beginning of the hallway, closer to the sigil, than to build it there at the end of the hallway at the entrance (not even considering that at the end of the whole 2 entrances). Cade will be closer to people and people nearby will always be able to spot an attacking zombie.&lt;br /&gt;
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All of the above also applies to final cades. Let's look at this on the map ''zs_lighthouse_v2b2'' in the lighthouse itself. The entrance is a little further than the start. You don’t need to cade it, because if you build the cade there, you will have an extremely low viewing angle, people will not be able to attack from a melee, and zombies will be able to easily hit the cade several times (free hit prop). If you build a cade at the end of a small hallway, then you will not have these problems and you can protect your cade much more effectively.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;How to nail a prop?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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 Take a hammer, place a prop in the right position and nail it to the surface you need by pressing &amp;lt;u&amp;gt;RMB&amp;lt;/u&amp;gt;. Remember, a hammer has a limited range. You cannot nail a prop 5 meters away from you. Therefore, in most cases you will have to crawl to nail a prop to the floor, and, sometimes, even to jump to nail a prop, f.e., to the ceiling. Freeze a prop in fixed position without nailing it by holding &amp;lt;u&amp;gt;“Shift”&amp;lt;/u&amp;gt;.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;How to unnail a prop / remove a nail?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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 Get close to the prop/nail you need, aim the crosshair at it (red point) and &amp;lt;u&amp;gt;press R&amp;lt;/u&amp;gt;.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;How to understand that a nailed prop is placed correctly?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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After you have nailed a prop, make sure that:&lt;br /&gt;
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[[File:Free-hit prop.jpg|thumb|left|upright=1.15|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Here is an example of a Free-Hit prop.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''Prop does not stick out from the entrance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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::If it does, such a prop is called &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;“Free-Hit Prop”&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;, and a barricade made of free-hit props is called a &amp;lt;u&amp;gt;free-hit cade&amp;lt;/u&amp;gt;. A prop is considered free-hit if zombies are able to hit it without getting damage from humans.&lt;br /&gt;
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::&amp;lt;u&amp;gt;Free-Hit&amp;lt;/u&amp;gt; props are one of the basic components of the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Shitcade&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. Zombies love free-hit props, especially ''[[Tickle Monster|“Tickle Monsters”]]'', ''[[The Grave Digger|“Grave Diggers”]]'' and ''[[Viper|“Vipers”]]''.&lt;br /&gt;
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[[File:Prop not too far entrance.gif|thumb|left|upright=1.15|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''That’s how you check it. If you cannot get in, that means that zombies can’t as well.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''The prop is not placed too far from the entrance'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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::Otherwise - zombies can get inside. After you nailed the prop - be sure to check if you left too much space.&lt;br /&gt;
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[[File:Prop isn't slanted.gif|thumb|right||&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;&amp;lt;u&amp;gt;''Visual example''&amp;lt;/u&amp;gt;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
[[File:Barricade layers not slanted.jpg|frameless|right]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''Prop is not slanted'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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::If it does, it will complicate the further process of building up your barricade and adding new &amp;lt;u&amp;gt;“Layers”&amp;lt;/u&amp;gt; to it. And it looks awfully ugly. If you notice that your prop is slanted - make 5 simple steps:&lt;br /&gt;
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::#&amp;lt;u&amp;gt;Unnail&amp;lt;/u&amp;gt; your prop.&lt;br /&gt;
::#&amp;lt;u&amp;gt;Lean&amp;lt;/u&amp;gt; it against a wall or a corner of the room and nail it (in extreme cases, align it to any flat surface even props).&lt;br /&gt;
::#&amp;lt;u&amp;gt;Re-unnail and grab it&amp;lt;/u&amp;gt; (in the case of the door - it is better to grab it instantly, otherwise the door will fall to the ground in a second).&lt;br /&gt;
::#Now when you have a perfectly aligned prop in your hand, visually position it in the desired area and freeze it by &amp;lt;u&amp;gt;holding Shift&amp;lt;/u&amp;gt;! This is very important because it gives you an ability to move around and inspect surroundings without moving a prop.&lt;br /&gt;
::#&amp;lt;u&amp;gt;Nail&amp;lt;/u&amp;gt; the prop to the desired surface.&lt;br /&gt;
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::Align the rest of props in the same way and add &amp;lt;u&amp;gt;“Layers”&amp;lt;/u&amp;gt;:&lt;br /&gt;
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::[[File:Bulb icon.png|frameless|30px]]&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''Tip:'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ''Don’t put the doors as shown here, this is just one of the old examples. Now this design is not very viable, because some zombies have AOE damage, that is, they will very easily destroy the barricade. They need to be placed under a certain angle to the right or left and one after another, that is, to get &amp;quot;steps&amp;quot;. When this cade receives AOE damage, only one or two props will take damage every time, because others will be out of AOE range.''&lt;br /&gt;
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! colspan=&amp;quot;4&amp;quot; |&amp;lt;u&amp;gt;A few simple examples of the correct and incorrect prop placement:&amp;lt;/u&amp;gt;&lt;br /&gt;
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[[File:Correct prop placement tip.jpg|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Much more functional prop position.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
::[[File:Bulb icon.png|frameless|30px]]&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;'''Tip:'''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; ''Considering the above it is highly recommended to place props at some angle. If you put props that way, then you will close the entrance with only with the edge of the prop but not with the whole surface of the prop. You will increase shooting angle, as well as decrease the surface which the zombies can hit. Thus, you can add more props and zombies can also simply miss and not hit the prop. That is, the main criterion is the “reduction of the contact surface&amp;quot; and this is applicable for any type of entrance and type of cade.''&lt;br /&gt;
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=== &amp;lt;u&amp;gt;What are “Layers” of the barricade?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
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Any barricade consists of layers. &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;The number of layers = the number of props that zombies must break to get inside&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. If a barricade consists of 1 prop - this cade has 1 layer.&lt;br /&gt;
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&amp;lt;u&amp;gt;'''''It is important to understand that the number of props does not equal the number of layers'''''&amp;lt;/u&amp;gt;. Here is an example of a cade which has 3 props, but 2 layers, since zombies have to break the blue shelf and one of the 2 tables in order to get inside:&lt;br /&gt;
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[[File:Barricade layers 1.jpg|frameless|center|1100px]]&lt;br /&gt;
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[[File:Layers should have equal hp.jpg|thumb|right|upright=1.15|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Make sure that all of the layers have approximately equal prop hp.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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A good cade is like an onion, in the way it has many layers (especially in the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''final cade''&amp;lt;/span&amp;gt;).&lt;br /&gt;
This cade has 1 layer consisting of a prop (chair) with 420 hp, because it takes breaking a top chair so zombies could get inside. &lt;br /&gt;
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&amp;lt;u&amp;gt;The cade is only as strong as the weakest part of the cade.&amp;lt;/u&amp;gt;&lt;br /&gt;
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=== &amp;lt;u&amp;gt;Where to nail props?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Nail them to any &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;'''static surface'''&amp;lt;/span&amp;gt;: to the &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;floor / ceiling / walls&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. Sometimes you can nail &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;''prop-to-prop''&amp;lt;/span&amp;gt;. But we'll talk about this below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 We don’t recommend nailing &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;'''prop-to-prop'''&amp;lt;/span&amp;gt; for newbies. This is fraught with sad consequences.&lt;br /&gt;
&lt;br /&gt;
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I will give an example of a good, at first glance, barricade:&lt;br /&gt;
&lt;br /&gt;
[[File:Wrong prop to prop barricade.jpg|frameless|none|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But there is one small nuance - the blue shelf is nailed to the floor, and all the other props are nailed to the blue shelf. “So what?” Some of you will ask. Here's what:&lt;br /&gt;
&lt;br /&gt;
[[File:Wrong prop to prop barricade gif.gif|frameless|none|1100px]]&lt;br /&gt;
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*&amp;lt;u&amp;gt;''note: you cannot break props with a stun baton in a real gameplay.''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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When the zombies break the blue shelf - all the rest of the props will become loose and fall to the ground. This barricade had 1 layer.&lt;br /&gt;
And here is an example of the same barricade in which all the props are nailed to the floor and walls:&lt;br /&gt;
&lt;br /&gt;
[[File:Correct prop to prop barricade.jpg|frameless|none|1100px]]&lt;br /&gt;
&lt;br /&gt;
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This barricade has 4 layers (blue shelf; 2 tables at the top and bottom; 1 of steel bed frames):&lt;br /&gt;
&lt;br /&gt;
[[File:Correct prop to prop barricade layers.jpg|frameless|center|1200px]]&lt;br /&gt;
&lt;br /&gt;
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If zombies break one layer of this barricade, the other layers will remain in place:&lt;br /&gt;
&lt;br /&gt;
[[File:Correct prop to prop barricade gif.gif|frameless|none|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;How to build a prop-to-prop cade?&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;u&amp;gt;prop-to-prop technique&amp;lt;/u&amp;gt; is used more often in cases when the ceilings in the room are too high.&lt;br /&gt;
In this case there are 3 options:&lt;br /&gt;
&lt;br /&gt;
:#Nail the upper part of the barricade &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;directly to the entrance&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; (but in this case it greatly simplifies the task for the zombies, because props that are nailed close to the entrance are much easier to hit).&lt;br /&gt;
:#Build a cade with &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;lined up props only&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
:#Build &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;«prop-to-prop» cade&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
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''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Cons&amp;lt;/span&amp;gt; of the third option:''&lt;br /&gt;
* long&lt;br /&gt;
* complicated&lt;br /&gt;
* you cannot quadnail your prop-to-prop part of the cade if it consists of many props&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Pros:&amp;lt;/span&amp;gt;''&lt;br /&gt;
* you can build anything&lt;br /&gt;
* you can leave more space from the entrance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A prop-to-prop cade consists of 2 parts: the &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;'''''“bracket”'''''&amp;lt;/span&amp;gt; and the &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;rest of props&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;, which are nailed to it:&lt;br /&gt;
&lt;br /&gt;
[[File:Prop-to-prop barricade bracket.jpg|frameless|center|1200px]]&lt;br /&gt;
&lt;br /&gt;
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For the bracket, select the prop according to the situation. If you need to nail only 1-2 props, then you can take a board or another small prop. But it should be big enough so you could quadnail a prop attached to it. That means - do not take a soda can as a bracket.&lt;br /&gt;
&lt;br /&gt;
 '''You nail a Bracket-prop to the &amp;quot;world&amp;quot; of course.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to build the top with 4+ props, you will need a wider prop.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;u&amp;gt;For example, let’s look at this cade:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Prop-to-prop barricade wider example.jpg|frameless|none|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lower part consists of iron tables connected in a shape of a spiral and all of them are nailed to the ground, and the upper part is completely prop-to-prop.&lt;br /&gt;
If you remove the tables from the bottom, you can make sure that absolutely all 5 wooden tables are nailed to one door:&lt;br /&gt;
&lt;br /&gt;
[[File:Prop-to-prop barricade wider example without lower part.jpg|frameless|none|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CCFF&amp;quot;&amp;gt;&amp;lt;u&amp;gt;''[ front view ]:''&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Prop-to-prop barricade wider example front view.jpg|frameless|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 In addition, we still have a small distance near the entrance, where you can nail any small props on the map (boards, jars, tires, other debris) to complicate the task for the zombies even more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But you should always keep the main flaws of this type of cades – &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;it’s very hard to replace&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;you can add 8 nails max to the bracket prop&amp;lt;/span&amp;gt; (1 for nailing it to the world and other 7 by nailing other props to it). So, basically, &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;you can nail 7 props max to your bracket&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; cade &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;u&amp;gt;or quadnail only 1 prop nailed to it&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Make the whole top of the cade prop-to-prop only when you have high ceilings and there’re no thin and long props available which can be stacked together like doors.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Final tips ==&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Watch more experienced caders and learn. Do what they do. Take screenshots of their barricades.&lt;br /&gt;
: There is nothing shameful in the fact that you built the exact same barricade as the other player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Whenever you cade - put yourself in the place of zombies, shooters and melee mains.&lt;br /&gt;
: Always ask yourself how would you break this cade if you were a zombie.&lt;br /&gt;
: Evaluate at what angles the shooters can fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Nail the vast majority of props (or all of them) to the floor/walls at the cading spot, so that other players accidentally/intentionally won’t break or steal them. Also, it’s much easier to move around if there’re no loose props at all. &lt;br /&gt;
&lt;br /&gt;
[[File:Prop quad nail.gif|thumb|left|upright=1.25|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''GIF shows an increase prop HP with an increase nails number.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Try to quad nail each prop.&lt;br /&gt;
: This greatly increases the health and repair hp of the prop&lt;br /&gt;
: Quadnail the most important props (last layer) first.&lt;br /&gt;
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* [[File:Bulb icon.png|frameless|30px]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Do not interfere&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; with other caders, especially if they have high remort level. Turn around and go to another sigil (or build a front cade). No experienced cader needs help from unexperienced player. Everyone has their own style and “scheme” in the head you don’t know about. Also, do not quadnail their props without asking, esp at their sigil cades.  &lt;br /&gt;
: The only way you can help is to break the doors and bring them to the cader (you can also bring some useful large and small props, but you shouldn’t abuse it, thereby interfere the cader). Doors always come in handy. Basically, any door can be broken by hitting for a long time with any weapon, even with fists (it is also possible with a gun if the situation is absolutely critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Couple words about the blue shelves. This is a quite popular and good prop, which can be found on a huge amount of maps. But not everyone knows how to place it right.&lt;br /&gt;
&lt;br /&gt;
: An example of how you &amp;lt;u&amp;gt;should not &amp;lt;/u&amp;gt;place it:&lt;br /&gt;
: [[File:Blue shelf wrong example.jpg|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Why? Because zombies can crawl through the middle like this:&lt;br /&gt;
: [[File:Blue shelf wrong example gif.gif|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: You need to &amp;lt;u&amp;gt;'''tilt'''&amp;lt;/u&amp;gt; it a little “away from yourself”:&lt;br /&gt;
: [[File:Blue shelf correct example.jpg|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: And now zombies will not be able to jump inside:&lt;br /&gt;
: [[File:Blue shelf correct example gif.gif|frameless|none|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Props replacement.gif|frameless|right|600px]]&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] Constantly replace props in barricades. The initial props can be destroyed very quickly, so the constant addition of props and repairing them will increase the time your barricade lasts. Sometimes even a few seconds are enough for you to win the round.&lt;br /&gt;
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* [[File:Bulb icon.png|frameless|30px]] You can try all of the above in &amp;lt;u&amp;gt;single-player mode&amp;lt;/u&amp;gt;. To do this, subscribe to the &amp;lt;u&amp;gt;Zombie Survival gamemode addon&amp;lt;/u&amp;gt;:&lt;br /&gt;
: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463 &lt;br /&gt;
&lt;br /&gt;
: Switch Gmod to this gamemode&lt;br /&gt;
&lt;br /&gt;
: [[File:Barricading single player.jpg|frameless|none|220px]]&lt;br /&gt;
&lt;br /&gt;
: Click &amp;lt;u&amp;gt;“Start new game”&amp;lt;/u&amp;gt; and choose any zs maps for your practice. &lt;br /&gt;
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&lt;br /&gt;
* [[File:Bulb icon.png|frameless|30px]] If you are not sure about your actions and feel that barricading is not for you, then it is better to leave this matter and entrust cading to more experienced players.&lt;br /&gt;
: Some players have been playing this gamemode for years without building a single barricade, and no one blames them for it. This is a team-based game and everyone does what they want.&lt;br /&gt;
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== [[File:Imgur icon.png|frameless|45px]] Imgur Album ==&lt;br /&gt;
Link to the directory with screenshots of high-quality barricades collected from different zs servers. Check them out so that you understand what you need to strive for.&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/a/h57NZGV&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Youtube icon.png|frameless|45px]] YouTube videos ==&lt;br /&gt;
To further understand the process of barricading, I suggest you watch some video of barricading in a real game, which will tell you in detail what and why was done. This will help you in further practice when building barricades.&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/3onoTP2T9Hs - The Cader's Perspective&lt;br /&gt;
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https://youtu.be/5GHG8j07FgA - The Universal Barricade&lt;br /&gt;
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https://youtu.be/F5ueKifJnDc - Shooting Angles&lt;br /&gt;
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https://youtu.be/q9k1wsTeIYY - Front barricades&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/qGonXdN9vl4 - Barricading in the real game #1&lt;br /&gt;
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https://youtu.be/noviZcnqHck - Barricading in the real game #2&lt;br /&gt;
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https://youtu.be/CV4KBrOkQ50 - Barricading in the real game #3&lt;br /&gt;
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https://youtu.be/AfIaDRTpZWc - Weapon Showcase: &amp;quot;Shaper&amp;quot; Repair Welder&lt;br /&gt;
&lt;br /&gt;
== [[File:User icon.png|frameless|45px]] Credits ==&lt;br /&gt;
[https://steamcommunity.com/profiles/76561198255867910/ MrDragonorg] - creator and editor of this article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Special thanks to &lt;br /&gt;
: [https://steamcommunity.com/profiles/76561197987432873/ Speirs] for the creation of the original guide and help editing this one.&lt;br /&gt;
: [https://steamcommunity.com/profiles/76561198052394865/ Abe] for helping fix, edit, create a video with creating barricades and screenshots of many barricades for the Imgur's album.&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Retro_TeamPlay&amp;diff=2670</id>
		<title>Retro TeamPlay</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Retro_TeamPlay&amp;diff=2670"/>
		<updated>2021-05-02T11:24:31Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RTP logo.png|right]]&lt;br /&gt;
&lt;br /&gt;
Retro TeamPlay (aka RTP) is fast-paced, strategic team-combat where players have an arsenal of spells at their disposal, along with several weapons with which to complete objectives across several different styles of maps. Depending on the map and end-game vote, players can choose between different objective gametypes like Assault, Capture The Flag, Hold The Flag, etc.&lt;br /&gt;
&lt;br /&gt;
The gamemode consists of a fairly bulky 'spell-casting' system. Which allows several classes to select and cast devastating spells for damaging objectives/vehicles/enemies, as well as a set of passive spells that do things such as buff/dispell/heal the caster &amp;amp; friendly targets. This, combined with the vast variety in gameplay styles and weapons, provides a diverse and complex plethora of combat situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Retro TeamPlay was [https://github.com/JetBoom Jetboom's][[File:jetboom.jpg|25px|link=https://github.com/JetBoom]] first gamemode, and one of the first gamemodes ever created for garry's mod.&lt;br /&gt;
&lt;br /&gt;
==Gamemode==&lt;br /&gt;
===How to play===&lt;br /&gt;
Whenever you join the RTP server or die it will show you a selection menu for all the classes which you can see on the below.&lt;br /&gt;
&lt;br /&gt;
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[[File:RTP_class_selection_downscale.jpg|center|frameless|upright=2.0]]&lt;br /&gt;
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===&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; Classes &amp;lt;/div&amp;gt;===&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding:0 0 3em 0;&amp;quot;|Text text text text text text text text text text text text text text text text text...&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding:0 2em 3em 2em;&amp;quot;|Text text text text text text text text text text text text text text text text text...&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding:0 0 3em 0;&amp;quot;|Text text text text text text text text text text text text text text text text text...&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_assassin.jpg|link=RTP_Assassin]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_chronomancer.jpg|link=RTP_Chronomancer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_conjurer_.jpg|link=RTP_Conjurer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Assassin|Assassin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Chronomancer|Chronomancer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Conjurer|Conjurer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding:0 0 3em 0;&amp;quot;|Text text text text text text text text text text text text text text text text text...&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding:0 2em 3em 2em;&amp;quot;|Text text text text text text text text text text text text text text text text text...&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding:0 0 3em 0;&amp;quot;|Text text text text text text text text text text text text text text text text text...&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_crafter.jpg|link=RTP_Crafter]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_dragon.jpg|link=RTP_Dragon]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_dreadnaut.jpg|link=RTP_Dreadnaut]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Crafter|Crafter]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Dragon|Dragon]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Dreadnaut|Dreadnaut]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_elementalist.jpg|link=RTP_Elementalist]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_initate.jpg|link=RTP_Initate]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_juggernaut.jpg|link=RTP_Juggernaut]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Elementalist|Elementalist]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Initate|Initate]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Juggernaut|Juggernaut]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_keeper.jpg|link=RTP_Keeper]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_lee_sin.jpg|link=RTP_Lee_Sin]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_mage.jpg|link=RTP_Mage]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Keeper|Keeper]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Lee_Sin|Lee Sin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Mage|Mage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_necromancer.jpg|link=RTP_Necromancer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_paladin.jpg|link=RTP_Paladin]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_sorcerer.jpg|link=RTP_Sorcerer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Necromancer|Necromancer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Paladin|Paladin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Sorcerer|Sorcerer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_spell_saber.jpg|link=RTP_Spell_Saber]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_templar.jpg|link=RTP_Templar]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_warrior.jpg|link=RTP_Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Spell_Saber|Spell Saber]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Templar|Templar]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Warrior|Warrior]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_wizzard.jpg|link=RTP_Wizard]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_zombie.jpg|link=RTP_Zombie|400px]]&lt;br /&gt;
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| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Wizard|Wizard]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Zombie|Zombie]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Retro_TeamPlay&amp;diff=2667</id>
		<title>Retro TeamPlay</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Retro_TeamPlay&amp;diff=2667"/>
		<updated>2021-05-02T11:17:42Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RTP logo.png|right]]&lt;br /&gt;
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Retro TeamPlay (aka RTP) is fast-paced, strategic team-combat where players have an arsenal of spells at their disposal, along with several weapons with which to complete objectives across several different styles of maps. Depending on the map and end-game vote, players can choose between different objective gametypes like Assault, Capture The Flag, Hold The Flag, etc.&lt;br /&gt;
&lt;br /&gt;
The gamemode consists of a fairly bulky 'spell-casting' system. Which allows several classes to select and cast devastating spells for damaging objectives/vehicles/enemies, as well as a set of passive spells that do things such as buff/dispell/heal the caster &amp;amp; friendly targets. This, combined with the vast variety in gameplay styles and weapons, provides a diverse and complex plethora of combat situations.&lt;br /&gt;
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==History==&lt;br /&gt;
Retro TeamPlay was [https://github.com/JetBoom Jetboom's][[File:jetboom.jpg|25px|link=https://github.com/JetBoom]] first gamemode, and one of the first gamemodes ever created for garry's mod.&lt;br /&gt;
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==Gamemode==&lt;br /&gt;
===How to play===&lt;br /&gt;
[[File:RTP_class_selection_downscale.jpg|right|frame|Class Selection Shown When First Joining The Game]]&lt;br /&gt;
Whenever you join the RTP server or die it will show you a selection menu for all the classes which you can see on the right and below.&lt;br /&gt;
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===&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; Classes &amp;lt;/div&amp;gt;===&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_assassin.jpg|link=RTP_Assassin]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_chronomancer.jpg|link=RTP_Chronomancer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_conjurer_.jpg|link=RTP_Conjurer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Assassin|Assassin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Chronomancer|Chronomancer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Conjurer|Conjurer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_crafter.jpg|link=RTP_Crafter]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_dragon.jpg|link=RTP_Dragon]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_dreadnaut.jpg|link=RTP_Dreadnaut]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Crafter|Crafter]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Dragon|Dragon]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Dreadnaut|Dreadnaut]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_elementalist.jpg|link=RTP_Elementalist]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_initate.jpg|link=RTP_Initate]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_juggernaut.jpg|link=RTP_Juggernaut]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Elementalist|Elementalist]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Initate|Initate]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Juggernaut|Juggernaut]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_keeper.jpg|link=RTP_Keeper]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_lee_sin.jpg|link=RTP_Lee_Sin]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_mage.jpg|link=RTP_Mage]]&lt;br /&gt;
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| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Keeper|Keeper]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Lee_Sin|Lee Sin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Mage|Mage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_necromancer.jpg|link=RTP_Necromancer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_paladin.jpg|link=RTP_Paladin]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_sorcerer.jpg|link=RTP_Sorcerer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Necromancer|Necromancer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Paladin|Paladin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Sorcerer|Sorcerer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_spell_saber.jpg|link=RTP_Spell_Saber]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_templar.jpg|link=RTP_Templar]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_warrior.jpg|link=RTP_Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Spell_Saber|Spell Saber]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Templar|Templar]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Warrior|Warrior]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_wizzard.jpg|link=RTP_Wizard]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_zombie.jpg|link=RTP_Zombie|400px]]&lt;br /&gt;
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| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Wizard|Wizard]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Zombie|Zombie]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Retro_TeamPlay&amp;diff=2666</id>
		<title>Retro TeamPlay</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Retro_TeamPlay&amp;diff=2666"/>
		<updated>2021-05-02T10:57:02Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RTP logo.png|right]]&lt;br /&gt;
&lt;br /&gt;
Retro TeamPlay (aka RTP) is fast-paced, strategic team-combat where players have an arsenal of spells at their disposal, along with several weapons with which to complete objectives across several different styles of maps. Depending on the map and end-game vote, players can choose between different objective gametypes like Assault, Capture The Flag, Hold The Flag, etc.&lt;br /&gt;
&lt;br /&gt;
The gamemode consists of a fairly bulky 'spell-casting' system. Which allows several classes to select and cast devastating spells for damaging objectives/vehicles/enemies, as well as a set of passive spells that do things such as buff/dispell/heal the caster &amp;amp; friendly targets. This, combined with the vast variety in gameplay styles and weapons, provides a diverse and complex plethora of combat situations.&lt;br /&gt;
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==History==&lt;br /&gt;
Retro TeamPlay was [https://github.com/JetBoom Jetboom's][[File:jetboom.jpg|25px|link=https://github.com/JetBoom]] first gamemode, and one of the first gamemodes ever created for garry's mod.&lt;br /&gt;
&lt;br /&gt;
==Gamemode==&lt;br /&gt;
===How to play===&lt;br /&gt;
[[File:RTP_class_selection_downscale.jpg|right|frame|Class Selection Shown When First Joining The Game]]&lt;br /&gt;
Whenever you join the RTP server or die it will show you a selection menu for all the classes which you can see on the right and below.&lt;br /&gt;
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===&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt; Classes &amp;lt;/div&amp;gt;===&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
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| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
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| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_artificer.jpg|link=RTP_Artificer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Artificer|Artificer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_archer.jpg|link=RTP_Archer]]&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom;&amp;quot;| [[File:RTP_armmaster.jpg|link=RTP_Armsmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Archer|Archer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| style=&amp;quot;font-size: 20px; padding:0.5em 0;&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;[[RTP_Armsmaster|Armsmaster]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
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{|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Assassin&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_assassin.jpg]]&lt;br /&gt;
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|colspan=&amp;quot;2&amp;quot;|Chronomancer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_chronomancer.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Conjurer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_conjurer_.jpg]]&lt;br /&gt;
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|colspan=&amp;quot;2&amp;quot;|Crafter&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_crafter.jpg]]&lt;br /&gt;
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|colspan=&amp;quot;2&amp;quot;|Dragon&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_dragon.jpg]]&lt;br /&gt;
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|colspan=&amp;quot;2&amp;quot;|Dreadnaut&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_dreadnaut.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Elementalist&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_elementalist.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Initate&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_initate.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_juggernaut.jpg]]&lt;br /&gt;
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|colspan=&amp;quot;2&amp;quot;|Keeper&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_keeper.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Lee Sin&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_lee_sin.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Mage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_mage.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Necromancer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_necromancer.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_paladin.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_sorcerer.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Spell Saber&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_spell_saber.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Templar&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_templar.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_warrior.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Wizard&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_wizzard.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Zombie&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|Text text text...&lt;br /&gt;
|[[File:RTP_zombie.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2664</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2664"/>
		<updated>2021-05-02T09:59:31Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 18px;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin:2em;&amp;quot;| [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2663</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2663"/>
		<updated>2021-05-02T09:57:52Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 20px;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin:0 0 2em 0;&amp;quot;| [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2662</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2662"/>
		<updated>2021-05-02T09:55:47Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 20px;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin:1.25em;&amp;quot;| [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2661</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2661"/>
		<updated>2021-05-02T09:50:44Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; font-size: 20px;&amp;quot;&lt;br /&gt;
|+ [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2660</id>
		<title>Sigils</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2660"/>
		<updated>2021-05-02T09:41:46Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UncorruptedSigil.png|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''A uncorrupted sigil.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size: 20px; font-family: Remington Noiseless, Palatino Linotype, sans-serif;&amp;quot;&amp;gt;&amp;lt;blockquote&amp;gt;[[Sigils]] are significant points of interest that [[Survivors|humans]] must defend throughout the course of a game of Zombie Survival to win. Upon reaching wave 6, sigil locations regardless if the sigil is corrupted or not become escape portal which upon opening and entering allow humans to escape, thus giving humans a win. Sigils allow teleportation and can be corrupted by [[The Undead|zombies]], preventing teleportation.&amp;lt;/blockquote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Sigil Mechanics'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Sigils can be teleported between humans. The amount of time taken to teleport between two locations is based on that particular humans teleportation speed, derived from several skills and trinkets. If a human is hit by a zombie while teleporting, they will lose teleportation progress and take longer to teleport to their destination. It is possible for a zombie to completely deny teleportation if they inflict enough damage.&lt;br /&gt;
&lt;br /&gt;
Sigils are corruptable - corrupted sigils cannot be teleported to. Corruption occurs when zombies deal enough damage or it is hit with corrupter projectiles. You will know if a sigil is corrupted by looking at the bottom middle of your screen. If a sigil is corrupted, humans may damage it if they're within a short range to uncorrupt it and let it become a destination to teleport to again.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sigil corruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being corrupted&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| [[File:Sigil decorruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being uncorrupted&amp;lt;/div&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sigils can have an effect on damage resistance. The more sigils the humans have, the less damage resistance the zombies will have. This is the opposite when zombies corrupt sigils.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2659</id>
		<title>Sigils</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2659"/>
		<updated>2021-05-02T09:30:50Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UncorruptedSigil.png|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''A uncorrupted sigil.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size: 20px; font-family: Remington Noiseless, sans-serif;&amp;quot;&amp;gt;&amp;lt;blockquote&amp;gt;[[Sigils]] are significant points of interest that [[Survivors|humans]] must defend throughout the course of a game of Zombie Survival to win. Upon reaching wave 6, sigil locations regardless if the sigil is corrupted or not become escape portal which upon opening and entering allow humans to escape, thus giving humans a win. Sigils allow teleportation and can be corrupted by [[The Undead|zombies]], preventing teleportation.&amp;lt;/blockquote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Sigil Mechanics'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Sigils can be teleported between humans. The amount of time taken to teleport between two locations is based on that particular humans teleportation speed, derived from several skills and trinkets. If a human is hit by a zombie while teleporting, they will lose teleportation progress and take longer to teleport to their destination. It is possible for a zombie to completely deny teleportation if they inflict enough damage.&lt;br /&gt;
&lt;br /&gt;
Sigils are corruptable - corrupted sigils cannot be teleported to. Corruption occurs when zombies deal enough damage or it is hit with corrupter projectiles. You will know if a sigil is corrupted by looking at the bottom middle of your screen. If a sigil is corrupted, humans may damage it if they're within a short range to uncorrupt it and let it become a destination to teleport to again.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sigil corruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being corrupted&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| [[File:Sigil decorruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being uncorrupted&amp;lt;/div&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sigils can have an effect on damage resistance. The more sigils the humans have, the less damage resistance the zombies will have. This is the opposite when zombies corrupt sigils.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2658</id>
		<title>Sigils</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2658"/>
		<updated>2021-05-02T09:30:10Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UncorruptedSigil.png|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''A uncorrupted sigil.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size: 20px; font-family: Remington Noiseless, sans-serif;&amp;quot;&amp;gt;&amp;lt;blockquote&amp;gt;[[Sigils]] are significant points of interest that [[Survivors|humans]] must defend throughout the course of a game of Zombie Survival to win. Upon reaching wave 6, sigil locations regardless if the sigil is corrupted or not become escape portal which upon opening and entering allow humans to escape, thus giving humans a win. Sigils allow teleportation and can be corrupted by [[The Undead|zombies]], preventing teleportation.&amp;lt;/blockquote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Sigil Mechanics'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Sigils can be teleported between humans. The amount of time taken to teleport between two locations is based on that particular humans teleportation speed, derived from several skills and trinkets. If a human is hit by a zombie while teleporting, they will lose teleportation progress and take longer to teleport to their destination. It is possible for a zombie to completely deny teleportation if they inflict enough damage.&lt;br /&gt;
&lt;br /&gt;
Sigils are corruptable - corrupted sigils cannot be teleported to. Corruption occurs when zombies deal enough damage or it is hit with corrupter projectiles. You will know if a sigil is corrupted by looking at the bottom middle of your screen. If a sigil is corrupted, humans may damage it if they're within a short range to uncorrupt it and let it become a destination to teleport to again.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sigil corruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being corrupted&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| [[File:Sigil decorruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being uncorrupted&amp;lt;/div&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sigils can have an effect on damage resistance. The more sigils the humans have, the less damage resistance the zombies will have. This is the opposite when zombies corrupt sigils.&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2655</id>
		<title>Sigils</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Sigils&amp;diff=2655"/>
		<updated>2021-05-02T09:21:40Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UncorruptedSigil.png|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''A uncorrupted sigil.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[Sigils]] are significant points of interest that [[Survivors|humans]] must defend throughout the course of a game of Zombie Survival to win. Upon reaching wave 6, sigil locations regardless if the sigil is corrupted or not become escape portal which upon opening and entering allow humans to escape, thus giving humans a win. Sigils allow teleportation and can be corrupted by [[The Undead|zombies]], preventing teleportation.&lt;br /&gt;
&lt;br /&gt;
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== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Sigil Mechanics'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Sigils can be teleported between humans. The amount of time taken to teleport between two locations is based on that particular humans teleportation speed, derived from several skills and trinkets. If a human is hit by a zombie while teleporting, they will lose teleportation progress and take longer to teleport to their destination. It is possible for a zombie to completely deny teleportation if they inflict enough damage.&lt;br /&gt;
&lt;br /&gt;
Sigils are corruptable - corrupted sigils cannot be teleported to. Corruption occurs when zombies deal enough damage or it is hit with corrupter projectiles. You will know if a sigil is corrupted by looking at the bottom middle of your screen. If a sigil is corrupted, humans may damage it if they're within a short range to uncorrupt it and let it become a destination to teleport to again.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sigil corruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being corrupted&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| [[File:Sigil decorruption.gif|thumb|frame|&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;Sigil being uncorrupted&amp;lt;/div]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sigils can have an effect on damage resistance. The more sigils the humans have, the less damage resistance the zombies will have. This is the opposite when zombies corrupt sigils.&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Sunrust_Lore&amp;diff=2602</id>
		<title>Sunrust Lore</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Sunrust_Lore&amp;diff=2602"/>
		<updated>2021-04-30T19:26:23Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will archiving the greatest events on Sunrust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
*Not the greatest and too predictable*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dvo x fray==&lt;br /&gt;
Text&lt;br /&gt;
&lt;br /&gt;
==blahsphemy==&lt;br /&gt;
Better known as 'dude' --WIP&lt;br /&gt;
&lt;br /&gt;
==Darksoulist==&lt;br /&gt;
The greatest player to have ever joined Sunrust --WIP&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&lt;br /&gt;
*Outdated*&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Sunrust_Lore&amp;diff=2599</id>
		<title>Sunrust Lore</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Sunrust_Lore&amp;diff=2599"/>
		<updated>2021-04-30T19:21:21Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will archiving the greatest events on Sunrust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Not the greatest and too predictable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dvo x fray==&lt;br /&gt;
Text&lt;br /&gt;
&lt;br /&gt;
==blahsphemy==&lt;br /&gt;
Better known as 'dude' --WIP&lt;br /&gt;
&lt;br /&gt;
==Darksoulist==&lt;br /&gt;
The greatest player to have ever joined Sunrust --WIP&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&lt;br /&gt;
*Outdated*&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=2128</id>
		<title>Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=2128"/>
		<updated>2021-04-08T12:24:20Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{col-begin|width=80%}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
*[[Introduction]]&lt;br /&gt;
*[[Barricading]]&lt;br /&gt;
*[[Shop]]&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
*[[Survivors]]&lt;br /&gt;
*[[The Undead]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
*[[Guns]]&lt;br /&gt;
*[[Ammo]]&lt;br /&gt;
*[[Melee]]&lt;br /&gt;
*[[Tools]]&lt;br /&gt;
*[[Deployables]]&lt;br /&gt;
*[[Trinkets]]&lt;br /&gt;
*[[Other]]&lt;br /&gt;
*[[Traits]]&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*[[Defence Tree|Defence]]&lt;br /&gt;
*[[Gunnery Tree|Gunnery]]&lt;br /&gt;
*[[Health Tree|Health]]&lt;br /&gt;
*[[Melee Tree|Melee]]&lt;br /&gt;
*[[Speed Tree|Speed]]&lt;br /&gt;
*[[Support Tree|Support]]&lt;br /&gt;
*[[Specialist Tree|Specialist]]&lt;br /&gt;
*[[Remorting]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
== Guides ==&lt;br /&gt;
*[[Performance/Settings]]&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
*[[Area of Effect]]&lt;br /&gt;
*[[Damage Resistance]]&lt;br /&gt;
*[[Damage Per Second]]&lt;br /&gt;
*[[Overkill]]&lt;br /&gt;
*[[Points]]&lt;br /&gt;
*[[Sigils]]&lt;br /&gt;
*[[Banished Sigil]]&lt;br /&gt;
*[[Insanity]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Z-Director]]&lt;br /&gt;
*[[Metagame]]&lt;br /&gt;
*[[Bonus Crates]]&lt;br /&gt;
*[[Control Points]]&lt;br /&gt;
*[[Objective (Gamemode)]]&lt;br /&gt;
*[[Zombie Escape (Gamemode)]]&lt;br /&gt;
*[[Events]]&lt;br /&gt;
*[[Maps]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
== Function Keys ==&lt;br /&gt;
*F1 - [[Zombie Survival Menu]]&lt;br /&gt;
*F2 - [[Worth Menu]] / [[Point Shop]]&lt;br /&gt;
*F3 - [[Skills]]&lt;br /&gt;
*F4 - [[Options]]&lt;br /&gt;
*F5/F12 - Screenshot&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Main Server]]&lt;br /&gt;
* [[Point Save Server]]&lt;br /&gt;
{{col-end}}&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=2127</id>
		<title>Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=2127"/>
		<updated>2021-04-08T12:10:40Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{col-begin|width=80%}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
*[[Introduction]]&lt;br /&gt;
*[[Barricading]]&lt;br /&gt;
*[[Shop]]&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
*[[Survivors]]&lt;br /&gt;
*[[The Undead]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
*[[Guns]]&lt;br /&gt;
*[[Ammo]]&lt;br /&gt;
*[[Melee]]&lt;br /&gt;
*[[Tools]]&lt;br /&gt;
*[[Deployables]]&lt;br /&gt;
*[[Trinkets]]&lt;br /&gt;
*[[Other]]&lt;br /&gt;
*[[Traits]]&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*[[Defence Tree|Defence]]&lt;br /&gt;
*[[Gunnery Tree|Gunnery]]&lt;br /&gt;
*[[Health Tree|Health]]&lt;br /&gt;
*[[Melee Tree|Melee]]&lt;br /&gt;
*[[Speed Tree|Speed]]&lt;br /&gt;
*[[Support Tree|Support]]&lt;br /&gt;
*[[Specialist Tree|Specialist]]&lt;br /&gt;
*[[Remorting]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
== Development ==&lt;br /&gt;
*[[Mapping]]&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
*[[Performance/Settings]]&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
*[[Area of Effect]]&lt;br /&gt;
*[[Damage Resistance]]&lt;br /&gt;
*[[Damage Per Second]]&lt;br /&gt;
*[[Overkill]]&lt;br /&gt;
*[[Points]]&lt;br /&gt;
*[[Sigils]]&lt;br /&gt;
*[[Banished Sigil]]&lt;br /&gt;
*[[Insanity]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Z-Director]]&lt;br /&gt;
*[[Metagame]]&lt;br /&gt;
*[[Bonus Crates]]&lt;br /&gt;
*[[Control Points]]&lt;br /&gt;
*[[Objective (Gamemode)]]&lt;br /&gt;
*[[Zombie Escape (Gamemode)]]&lt;br /&gt;
*[[Events]]&lt;br /&gt;
*[[Maps]]&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=35%|gap=4em}}&lt;br /&gt;
== Function Keys ==&lt;br /&gt;
*F1 - [[Zombie Survival Menu]]&lt;br /&gt;
*F2 - [[Worth Menu]] / [[Point Shop]]&lt;br /&gt;
*F3 - [[Skills]]&lt;br /&gt;
*F4 - [[Options]]&lt;br /&gt;
*F5/F12 - Screenshot&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Main Server]]&lt;br /&gt;
* [[Point Save Server]]&lt;br /&gt;
{{col-end}}&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Blood_Bank&amp;diff=2089</id>
		<title>Blood Bank</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Blood_Bank&amp;diff=2089"/>
		<updated>2021-04-07T18:52:32Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blood Bank helps to increase blood armor and absorb melee damage taken, leeched as blood armor.&lt;br /&gt;
The amount of blood armor and leeching could be increased in exchange for faster rate of leech and higher bleed damage taken.&lt;br /&gt;
&amp;lt;br /&amp;gt;It is available in the worth menu for 20 worth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blood Bank&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Levels !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 16 points || +12 max blood armor &amp;lt;br /&amp;gt;+4% melee damage leeched as blood armor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ebeb73&amp;quot;&amp;gt;Sturdy&amp;lt;/span&amp;gt; || 13 scraps || +20 max blood armor &amp;lt;br /&amp;gt;+5% melee damage leeched as blood armor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#325aaf&amp;quot;&amp;gt;Honed&amp;lt;/span&amp;gt; || 17 scraps || +26 max blood armor &amp;lt;br /&amp;gt;+6% melee damage leeched as blood armor &amp;lt;br /&amp;gt;-5% blood armor leech delay &amp;lt;br /&amp;gt;+15% bleed damage taken&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#a05feb&amp;quot;&amp;gt;Perfected&amp;lt;/span&amp;gt; || 22 scraps || +32 max blood armor &amp;lt;br /&amp;gt;+7% melee damage leeched as blood armor &amp;lt;br /&amp;gt;-10% blood armor leech delay &amp;lt;br /&amp;gt;+30% bleed damage taken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To go back to previous page: [[Defensive]]&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Armor&amp;diff=2088</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Armor&amp;diff=2088"/>
		<updated>2021-04-07T18:52:30Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor helps to reduce the amount of melee and projectile damages taken.&lt;br /&gt;
The amount of melee and projectile damages taken could be decreased in exchange for slower moving speed and lower rate of stamina regeneration delay.&lt;br /&gt;
&amp;lt;br /&amp;gt;It is available in the worth menu for 20 worth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Levels !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 16 points || -8% melee damage taken&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ebeb73&amp;quot;&amp;gt;Sturdy&amp;lt;/span&amp;gt; || 11 scraps || -15% melee damage taken&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#325aaf&amp;quot;&amp;gt;Honed&amp;lt;/span&amp;gt; || 15 scraps || -21% melee damage taken &amp;lt;br /&amp;gt;-10.5% projectile damage taken &amp;lt;br /&amp;gt;-18 move speed &amp;lt;br /&amp;gt;-2.5% stamina regeneration delay speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#a05feb&amp;quot;&amp;gt;Perfected&amp;lt;/span&amp;gt; || 19 scraps || -26% melee damage taken &amp;lt;br /&amp;gt;-13% projectile damage taken &amp;lt;br /&amp;gt;-30 move speed &amp;lt;br /&amp;gt;-5% stamina regeneration delay speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To go back to previous page: [[Defensive]]&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Antibleeder&amp;diff=2087</id>
		<title>Antibleeder</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Antibleeder&amp;diff=2087"/>
		<updated>2021-04-07T18:52:26Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Antibleeder helps to slow the rate of the bleed debuff. The amount of bleed damage taken could be decreased in exchange for higher melee damage taken.&lt;br /&gt;
&amp;lt;br /&amp;gt;It is not available in the worth menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Antibleeder&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Levels !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 11 points || -10% speed of bleed on you&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ebeb73&amp;quot;&amp;gt;Sturdy&amp;lt;/span&amp;gt; || 10 scraps || -20% speed of bleed on you&amp;lt;br /&amp;gt;-17% bleed damage taken&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#325aaf&amp;quot;&amp;gt;Honed&amp;lt;/span&amp;gt; || 15 scraps || -30% speed of bleed on you&amp;lt;br /&amp;gt;-34% bleed damage taken&amp;lt;br /&amp;gt;+3% melee damage taken&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#a05feb&amp;quot;&amp;gt;Perfected&amp;lt;/span&amp;gt; || 20 scraps || -40% speed of bleed on you&amp;lt;br /&amp;gt;-51% bleed damage taken&amp;lt;br /&amp;gt;+6% melee damage taken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To go back to previous page: [[Defensive]]&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Armor&amp;diff=2086</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Armor&amp;diff=2086"/>
		<updated>2021-04-07T18:44:54Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor helps to reduce the amount of melee and projectile damages taken.&lt;br /&gt;
The amount of melee and projectile damages taken could be decreased in exchange for slower moving speed and lower rate of stamina regeneration delay.&lt;br /&gt;
&amp;lt;br /&amp;gt;It is available in the worth menu for 20 worth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Levels !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 16 points || -8% melee damage taken&lt;br /&gt;
|-&lt;br /&gt;
| Sturdy || 11 scraps || -15% melee damage taken&lt;br /&gt;
|-&lt;br /&gt;
| Honed || 15 scraps || -21% melee damage taken &amp;lt;br /&amp;gt;-10.5% projectile damage taken &amp;lt;br /&amp;gt;-18 move speed &amp;lt;br /&amp;gt;-2.5% stamina regeneration delay speed&lt;br /&gt;
|-&lt;br /&gt;
| Perfected || 19 scraps || -26% melee damage taken &amp;lt;br /&amp;gt;-13% projectile damage taken &amp;lt;br /&amp;gt;-30 move speed &amp;lt;br /&amp;gt;-5% stamina regeneration delay speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To go back to previous page: [[Defensive]]&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Blood_Bank&amp;diff=2085</id>
		<title>Blood Bank</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Blood_Bank&amp;diff=2085"/>
		<updated>2021-04-07T18:42:16Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blood Bank helps to increase blood armor and absorb melee damage taken, leeched as blood armor.&lt;br /&gt;
The amount of blood armor and leeching could be increased in exchange for faster rate of leech and higher bleed damage taken.&lt;br /&gt;
&amp;lt;br /&amp;gt;It is available in the worth menu for 20 worth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blood Bank&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Levels !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 16 points || +12 max blood armor &amp;lt;br /&amp;gt;+4% melee damage leeched as blood armor&lt;br /&gt;
|-&lt;br /&gt;
| Sturdy || 13 scraps || +20 max blood armor &amp;lt;br /&amp;gt;+5% melee damage leeched as blood armor&lt;br /&gt;
|-&lt;br /&gt;
| Honed || 17 scraps || +26 max blood armor &amp;lt;br /&amp;gt;+6% melee damage leeched as blood armor &amp;lt;br /&amp;gt;-5% blood armor leech delay &amp;lt;br /&amp;gt;+15% bleed damage taken&lt;br /&gt;
|-&lt;br /&gt;
| Perfected || 22 scraps || +32 max blood armor &amp;lt;br /&amp;gt;+7% melee damage leeched as blood armor &amp;lt;br /&amp;gt;-10% blood armor leech delay &amp;lt;br /&amp;gt;+30% bleed damage taken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To go back to previous page: [[Defensive]]&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Antibleeder&amp;diff=2084</id>
		<title>Antibleeder</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Antibleeder&amp;diff=2084"/>
		<updated>2021-04-07T18:41:40Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Antibleeder helps to slow the rate of the bleed debuff. The amount of bleed damage taken could be decreased in exchange for higher melee damage taken.&lt;br /&gt;
&amp;lt;br /&amp;gt;It is not available in the worth menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Antibleeder&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Levels !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 11 points || -10% speed of bleed on you&lt;br /&gt;
|-&lt;br /&gt;
| Sturdy || 10 scraps || -20% speed of bleed on you&amp;lt;br /&amp;gt;-17% bleed damage taken&lt;br /&gt;
|-&lt;br /&gt;
| Honed || 15 scraps || -30% speed of bleed on you&amp;lt;br /&amp;gt;-34% bleed damage taken&amp;lt;br /&amp;gt;+3% melee damage taken&lt;br /&gt;
|-&lt;br /&gt;
| Perfected || 20 scraps || -40% speed of bleed on you&amp;lt;br /&amp;gt;-51% bleed damage taken&amp;lt;br /&amp;gt;+6% melee damage taken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To go back to previous page: [[Defensive]]&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Zombie_Survival_FGD&amp;diff=2072</id>
		<title>Zombie Survival FGD</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Zombie_Survival_FGD&amp;diff=2072"/>
		<updated>2021-04-07T15:14:40Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZS FGD is now being maintained at https://github.com/ritzbits/sunrust-zs-fgd&lt;br /&gt;
&lt;br /&gt;
== Brush Entities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[func_noair]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Anyone inside this brush requires air.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[func_nocade]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Prevents props from being nailed down.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[func_status]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Humans inside this brush will be afflicted with statuses.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[trigger_zombieclass]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |You can directly control the changing of classes with this.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[trigger_bossclass]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |A zombie that touches this brush will become a boss.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[trigger_escape]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Escape area for humans.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[func_arsenalzone]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Anyone within this brush is able to purchase items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Info Entities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_sigilnode]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |For the manual placement of sigils.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_sigilgroup]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |For setting special sigil grouping behavior when sigils are selected.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_player_human]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Humans can spawn here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_player_zombie]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Zombies can spawn here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_player_zombie|info_player_undead]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Alias of info_player_zombie.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_player_zombie_boss]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Boss Zombies will spawn here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_player_redeemed]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Redeemed players can spawn here.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_noskills]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Disables the use of ZS skills.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[info_custommessage]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows several substrings to be concatenated together to form one message.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Logic Entities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_beats]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to turn beats (the ambient music) on or off.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_nobuy]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to disable purchases from the points shop (arsenal crate/pack and sigil only).&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_dynamicspawning]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control dynamic spawning.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_gamerules]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control game rules.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_pickupdrop]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Controls events when players pickup or drop things.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_points]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control and call outputs based on points.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_brains]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control and call outputs based on brains.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_startingloadout]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control what people start with.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_worth]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control [[worth]].&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_barricade]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows or disallows specific entities from being nailed.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_difficulty]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Adjusts the difficulty of the game.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_experience]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Adjusts the amount of XP players receive for a map.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_pickups]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control how much stuff people can pickup in the map.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_classunlock]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to control class unlocks.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_winlose]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |When activated, this will end the round immediately, with the specified outcome.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_infliction]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Watches for the specified infliction level.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_waves]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Watches for the start of the specified wave.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_pantsmode]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |When activated, this will set the special Pants Mode on.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[logic_stripweapons]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows the map to strip all or specific weapons by classname.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point Entities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[zombiegasses]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Manually place a point for the zombies' noxious gases.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[filter_activator_team]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |A filter that filters by the team of the activator.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[point_worldhint]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to create 3D hints and information tags.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[point_zsmessage]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Custom message that is displayed with the specified message.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Props ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 512px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[prop_nail]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to manually place nails.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[prop_ammo]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Game Specific Ammo.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[prop_weapon]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Game Specific Weapon.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[prop_invitem]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Inventory Item.&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | [[prop_playergib]]&lt;br /&gt;
| style=&amp;quot;width: 70%;&amp;quot; |Allows you to manually place gibs.&lt;br /&gt;
|}&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Mapping&amp;diff=2071</id>
		<title>Mapping</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Mapping&amp;diff=2071"/>
		<updated>2021-04-07T15:13:08Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{col-begin|width=50%}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* [[Setting up Hammer for Garry's Mod]]&lt;br /&gt;
* [[Zombie Survival FGD]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Design Theory ==&lt;br /&gt;
* [[Title]]&lt;br /&gt;
* [[Title]]&lt;br /&gt;
&lt;br /&gt;
== Other References ==&lt;br /&gt;
* [[Title]]&lt;br /&gt;
* [[Title]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2069</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2069"/>
		<updated>2021-04-07T14:42:32Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2068</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2068"/>
		<updated>2021-04-07T14:34:15Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements originally created and programmed by William &amp;quot;JetBoom&amp;quot; Moodhe&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team based combat gamemode with magic and melee classes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Community&amp;diff=2067</id>
		<title>Community</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Community&amp;diff=2067"/>
		<updated>2021-04-07T14:27:22Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: Created page with &amp;quot;==Community works==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Community works==&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2066</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Main_Page&amp;diff=2066"/>
		<updated>2021-04-07T14:26:19Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ [[File:logo_combo_128.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:1em;&amp;quot;&amp;gt;'''''&amp;lt;/p&amp;gt;&lt;br /&gt;
| '''[[:Zombie_Survival|&amp;lt;center&amp;gt;Zombie Survival&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Team first/third-person shooter, survival horror gamemode with RPG elements originally created and programmed by William &amp;quot;JetBoom&amp;quot; Moodhe&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Retro_TeamPlay|&amp;lt;center&amp;gt;Retro TeamPlay&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Extreme_Football_Throwdown|&amp;lt;center&amp;gt;Extreme Football Throwdown&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Description&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Development|&amp;lt;center&amp;gt;Development&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| Useful developer tools and guides created by the community&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Community|&amp;lt;center&amp;gt;Community&amp;lt;/center&amp;gt;]]'''&lt;br /&gt;
| The best works of the community &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Development&amp;diff=2065</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Development&amp;diff=2065"/>
		<updated>2021-04-07T14:23:09Z</updated>

		<summary type="html">&lt;p&gt;MrDragonorg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{col-begin|width=30%}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
== Development ==&lt;br /&gt;
*[[Mapping]]&lt;br /&gt;
*[[Navmeshing]]&lt;br /&gt;
*[[Programming]]&lt;br /&gt;
*[[Modeling and SWEP]]&lt;br /&gt;
*[[Wiki Formatting]]&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>MrDragonorg</name></author>
	</entry>
</feed>