Skip to content

BO2 Modding Support & Discussion

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

2.3k Topics 8.9k Posts
  • No Drop Cap???

    8
    0 Votes
    8 Posts
    684 Views
    @PlzReviveMe There are two ways in which the game decides to make a zombie drop a powerup. The first way is by rng, more specifically every zombie has a 2% chance on death to drop a powerup. The second way is by points earned by players, which is level.zombie_vars["zombie_powerup_drop_increment"] = 2000; with 2000 points total being the default value. The rng drops remain constant throughout the game, however the drop increment increases by 1.14 multiplicatively every time a powerup drops if the powerup dropped due to the drop increment points being met. This means the only way to maintain a consistent amount of drops per round is to change the rng drop rate directly. Additionally, if you wanted a truly infinite maximum amount of drops per round the only way to do that is remove the limit completely. The way you would do both is by modifying _zm_powerups.gsc from here: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/blob/master/patch_zm/maps/mp/zombies/_zm_powerups.gsc In order to change rng drops and remove the powerup drop cap we have to modify this function: powerup_drop( drop_point ) in _zm_powerups.gsc In this function look for the following if statement: ``` if ( level.powerup_drop_count >= level.zombie_vars[ "zombie_powerup_drop_max_per_round" ] ) { return; } and remove it. Next in order to change the powerup rng drop rate you'll need to look for this if/else statement if ( rand_drop > 2 ) { if ( !level.zombie_vars[ "zombie_drop_item" ] ) { return; } debug = "score"; } else { debug = "random"; } Now in order to change the random drop rate you'll need to change the 2 to another number. Higher numbers increase the likelihood a powerup will drop and lower, the opposite. If you remove the if/else statement entirely you can make every zombie that dies always drop a powerup. Finally you need to compile _zm_powerups.gsc as _zm_powerups.gsc and place it maps/mp/zombies If you have any more questions feel free to ask.
  • Disconnection Error - EXE_CLIENT_FIELD_MISMATCH

    3
    1 Votes
    3 Posts
    156 Views
    Im getting the same, i cant play with friends
  • Checking for Game End

    3
    0 Votes
    3 Posts
    94 Views
    @Cahz said in Checking for Game End: level waittill ( "end_game" ); Thank you! Your help on these posts help alot!
  • How to read a dump file

    1
    0 Votes
    1 Posts
    69 Views
    No one has replied
  • i need help with this code

    2
    0 Votes
    2 Posts
    78 Views
    @Duui-YT wait 17; self iprintlnbold("^2Crouch and Press [{+actionslot 2}] To Save"); wait 5; self iprintlnbold("^6Crouch and Press [{+actionslot 3}] To spawn slide");
  • Any way to save persistent data?

    1
    1 Votes
    1 Posts
    84 Views
    No one has replied
  • Colored name for owners

    2
    0 Votes
    2 Posts
    236 Views
    @LaCk You need a tool to change color name, i mean an external tool like .dll to inject
  • how to toggle a key GSC

    1
    0 Votes
    1 Posts
    136 Views
    No one has replied
  • Bad Syntax on line 7 error

    2
    0 Votes
    2 Posts
    280 Views
    Update: Its something to do with "#include maps\mp\gametypes_zm_zm_gametype;​" yet its required for a force respawn code I am implementing from this post
  • Add things to screen GSC

    4
    0 Votes
    4 Posts
    160 Views
    @LaCk if you want to bring it towards the center, you can change all of them to center. or all to left for left side of the screen. or if you want to just completely override the x coordinate, self.score_hud.x = 100; //change 100 for diff position
  • [Support] Move Slide Care Package to new Position?

    22
    0 Votes
    22 Posts
    1k Views
    @sass so this (50) changes how for you go add this how high you go 200 but it dose not do anything when i make it higher or lower is there a different way to make it send me higher up player setVelocity(player getVelocity() + ( vec[0]*(50) , vec[1]*(50), 200 ));
  • how can i set number of billcams called

    1
    0 Votes
    1 Posts
    54 Views
    No one has replied
  • can i set a timed messages

    2
    0 Votes
    2 Posts
    89 Views
    You can thread a function containing a for(;;) loop and a wait statement. timedMessage() { level endon("game_ended"); for(;;) { allClientsPrint("This is a message printed to all players."); wait 45; } } Call the function like level thread timedMessage(); in init().
  • How Do I Get The Bots To Have Different Weapons

    16
    0 Votes
    16 Posts
    946 Views
    @Duui-YT big brain moves right here. just test it make sure it works
  • how do i get cmd commands on my server

    2
    0 Votes
    2 Posts
    117 Views
    https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts
  • how do i pic what guns make damage for the bots

    Moved
    1
    0 Votes
    1 Posts
    57 Views
    No one has replied
  • Zombies Walking on Servers

    3
    0 Votes
    3 Posts
    109 Views
    Thank you, and I kinda figured that because when I hosted a test server and replaced it with the "1", they started running so I'm like what the... they must mixed up the numbers lmao. But Thanks!
  • How Do I Get The Bots to have different gun or they don't shot

    1
    0 Votes
    1 Posts
    54 Views
    No one has replied
  • 1 Votes
    2 Posts
    479 Views
    Idk for the debugbuttonmonitor function, but for vibrate obviously write parameters like this (point instead of comas for real numbers) : machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0.3, 0.4, 3 );
  • 0 Votes
    2 Posts
    72 Views
    No one has replied