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BO2 Modding Support & Discussion

Got modding questions regarding Plutonium T6? Scripts erroring? Request help from the community here. Discuss your modding projects etc.

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  • Is there a mod where there is only 24 zombies per round?

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    I wanna be able to play custom maps with only 24 zombies a round.

  • zombie counter doesn't work

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    tommyberti Have you read through all the you linked and left the gsc in the correct folder? If yes its hard to guess whats wrong.

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  • Meaning of the pap zombies camo files

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    resonator_12 PBR maps essentially. If you don't know what it is, just check on google

    List of almost every PBR map possible in T6 :

    _col or _c : Color map (Less brightness increases metalness)
    NOTE : ( Color map glows depending on the brightness in Parallax materials such as W115 )
    NOTE2 : ( Alpha Channel in a color map on alphatest materials define its opacity)
    NOTE3 : ( Alpha Channel in a weapon color map defines the reveal map for basic camos like DEVGRU, etc.)
    NOTE4 : ( A fully transparent pixel on a material that does not belong to the 2 previous categories will be turned into a white pixel )

    spc&rgb with random numbers and many "~" : Specular map (RGB) and Glossness (A)
    NOTE : (Neutral specular color hex code is #383838.)

    c&rgb with random numbers and many "~" : Color map (RGB) and Reveal/blend (transparency) map (A) or Glossness (A)

    _nml or _n : normal map (DX)
    NOTE : Invert Green channel if you need to turn your GL Normal map into a DX Normal map (not required if your texture comes from another cod game)
    NOTE 2 : ( Flat normal map color hex code is #8080FF but can also be #808000 depending your extraction method.)

    _ao : Ambient occlusion (mostly weapons)

    _ir : infrared emissive. R is static heat and G for fire heat

    _reveal : Emissive map / glow amount of your camo (White = 100 & Black = 0)

    _ember / _glow : Animated emissive map

    _heat : Animated reveal map (White = 100 & Black = 0)

    _e / _e1 / _e2 : emissive textures (mostly used in parallax materials such as W115 camo)

    skybox_mode_level_ft : Skybox texture (must be extracted and exported as a DDS file - using NVIDIA's photoshop tools)

    By the way, material types are called "TechniqueSet" in BO2.

  • Error Script

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    You need to separate map-specific custom scripts into map-specific folders inside the scripts\zm folder, otherwise they can cause errors when loading other maps. The script you’re showing is a script specific to zm_buried, as per the original download page: https://github.com/Rebelhero/bo2-super-ee-for-all/releases/latest

  • [QOOYAK] BO2 Thunder Gun Port

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    Dude I've got so much questions right f now

    Can I add you in discord maybe ?

  • Changing gun game guns in mp

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    AppData\Local\Plutonium\storage\t6\maps\mp\gametypes If those folders don't exist in T6, create them and place gun.gsc in gametypes folder to override the entire stock script. However, I recommend creating a custom script and using replacefunc() to replace any function from gun.gsc or any stock script with your own code, without needing to replace the entire script and for stability purposes. https://plutonium.pw/docs/modding/gsc/new-scripting-features/

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  • how to make camos and where to add the files in plutonium bo2?

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  • How to install ZOMBIES++?

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    Menathos in 2020, yes, but now its old and terrible

  • T5/T6 Start at round x

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    Is there a file or constant I need to import for this to work?

    level.zombie_move_speed = 71; // works level.zombie_move_speed = "super_sprint"; // doesn't self.zombie_move_speed = "super_sprint"; // doesn't

    gsc script. I copied constants from another post not sure how accurate they are for round 100

    #include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; init(){ level.round_number = 100; level.zombie_move_speed = 71; // sprinters - not sure how fast zombies on round 100 are. I assume super sprinters by then level.zombie_vars["zombie_spawn_delay"] = 0.08; }

    EDIT: Thanks for the help. After setting the round number manually I am able to adjust the move speed to the appropriate value with:

    level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier"];
  • Start with B23R + regular pistol??

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    @Larccc said in Start with B23R + regular pistol??:

    B23R

    save it with .gsc extension.

    init() { maps\mp\zombies\_zm_utility::onplayerconnect_callback( ::on_player_connect ); } on_player_connect() { self waittill("spawned_player"); if(maps\mp\zombies\_zm_weapons::is_weapon_included("beretta93r_zm")) self maps\mp\zombies\_zm_weapons::weapon_give("beretta93r_zm"); }
  • [Release] [ZM] Monochromatic Perk Icons

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    I love it, great job, friend.

  • GSC for custom games

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    hey did you ever figure it out?

  • Can you import custom camos with torrent version of the game?

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    No piracy + just read the doc
    https://plutonium.pw/docs/modding/loading-textures/

  • Black Ops 2

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  • Gsc script to start with points

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    Ultimate0 add some wait time before the points, like this

    #include common_scripts\utility; init() { level waittill( "connected", player ); player thread points(); } points() { wait 10; // revive yourself in this time self.score += 1000000; //max points in black ops 2 wait 4; iprintlnBold( "Your points have been set to: " + self.score ); //you can comment this out by putting a // at the start of the line }
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    pros only in Custom Games, not in Solo Play.