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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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    @nre Use Warzone for MWIII textures before BO6 releases. However, well known camos are already released
  • Randomize an array of names in gsc for gun game mp

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    In the future you can search in the game's code directly here, even with no experience searching "randomize" shows up array_randomize in the first results, and in case of unresolved external errors you can try adding the includes at the top of that file, of course pick ones that make sense https://github.com/search?q=repo%3Aplutoniummod%2Ft6-scripts randomize&type=code
  • Origins Reskin

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    In case you can't find it, try something else
  • Can’t load mod menu in lan mode

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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
  • [DELETED] Ports

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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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  • 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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