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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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  • This topic is deleted!

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  • Mod menu in custom lobbies?

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  • Looking to hire a modder

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    Try NucleusCoop
  • the image folder

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  • would love if ......

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    @Eleven111 I myself was confused from the jump as to how OP got the beginning code he posted. Most .gsc contain three main functions and they call like such. init() { level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill("connected", player); //waits until you are connected to the server, before you spawn in. player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); //anything after this happens after you spawn in. You cannot set perks on a player that is not spawned in yet. } } Simply set the perk after said player spawns in. That's really where your problem lies.
  • Mod Menus - Visability

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    There is a variable in text & HUD's created called "archive". If you set this to "false" it will be invisible to everyone but you, that is only possible if the creator has already done this or added in a stealth option. You can also add this in yourself if you have the source code to the menus you are using as it is very easy. For example (NOT stealthed and can be seen by other players): drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort) { hud = self createFontString(font, fontScale); hud SetText(text); hud.x = x; hud.y = y; hud.color = color; hud.alpha = alpha; hud.glowColor = glowColor; hud.glowAlpha = glowAlpha; hud.sort = sort; hud.alpha = alpha; return hud; } This is hidden for everyone except for you: drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort) { hud = self createFontString(font, fontScale); hud SetText(text); hud.x = x; hud.y = y; hud.color = color; hud.alpha = alpha; hud.archived = false; //Hides all text this function creates hud.glowColor = glowColor; hud.glowAlpha = glowAlpha; hud.sort = sort; hud.alpha = alpha; return hud; } Just do the same for your shaders and you're done. If you do not have the source code for the menus you are using or you don't want to do this, I'm afraid there is no way.
  • Disable all pap camos/transparent pap camo? T6

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    Asking for others to provide things is not a release
  • Restoring Stock BO2 Files

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    Manually. You open the folders with File Explorer and then you delete them.
  • Is there any patch for animated camos for bo2 zombies?

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    Np dude
  • Unofficial languages

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  • GREEN SCREEN TEXTURES/MAPS?

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    This should be everything you need https://gmzorz.com/bo2dvars.html#greenscreen
  • I need some scripts that maybe useful in ZM Bo2

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    @Mazen-exe try this https://www.mediafire.com/file/f2tv7ybgjv9ljo8/best_script_bo2_zm.rar/file
  • mod zombies

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    gun game
  • Server script runtime error

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    Where did you get this script from?
  • How can I enable Self player Shadows?

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    @dweaver33 yes boss
  • GSC/ Need Help Removing guns from mp server on connect

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    @JezuzLizard i can load certain things and parts of code, but im not able to adjust core game mechanics without loading sometype of mod, on my jtag, thats why im focusing on trying to find help in gsc. i can load any gsc through my menu
  • Building Custom Maps Using Old Compilers

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    If I am right t6 has a different game engine and stuff, also lacking proper mod tools like radiant for making custom maps the same way. However, you can port already existing assets from different game modes/maps to other game modes/maps. For that you gotta use OpenAssetTools from https://openassettools.dev/ to make fast files for your mod (for example, mod.ff) and link it to an original fast file (for example, common_mp.ff) using the batch file (build.bat) similar to that of what GSC Jezuz gave in the Discord server: echo off set GAME_FOLDER=C:\Users\Jezuz\Desktop\BlackOps2 set OAT_BASE=C:\Users\Jezuz\Desktop\OpenAssetTools set MOD_BASE=%cd% "%OAT_BASE%\linker_release.exe" ^ -v ^ --load "%GAME_FOLDER%\zone\all\zm_tomb.ff" ^ --load "%GAME_FOLDER%\zone\all\so_zencounter_zm_prison.ff" ^ --load "%GAME_FOLDER%\zone\all\so_zclassic_zm_prison.ff" ^ --load "%GAME_FOLDER%\zone\all\so_zsurvival_zm_transit.ff" ^ --load "%GAME_FOLDER%\zone\all\so_zclassic_zm_transit.ff" ^ --base-folder "%OAT_BASE%" ^ --asset-search-path "%MOD_BASE%" ^ --source-search-path "%MOD_BASE%\zone_source" ^ --output-folder "%MOD_BASE%\zone" mod set err=%ERRORLEVEL% if %err% EQU 0 ( XCOPY "%MOD_BASE%\zone\mod.ff" "%LOCALAPPDATA%\Plutonium-staging\storage\t6\mods\mp_player_model_pack\mod.ff" /Y ) ELSE ( COLOR C echo FAIL! ) pause TBH, that is all I've been able to understand about the new mod implementation and am waiting for more precise tutorial for all this hope this helps anyone out there who comes across this post and figures out more of this.
  • Bank zombie

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    i have a little issue, i've been farming some money in buried (200.000 points to be accurate) but when i withdraw it i just can take 20.000 points per match. it shouldn't be a problem cause i had play in the past and let me grab how much as i want so my cuestion is: how do i fix that ? why this happend?