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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.

2.3k Topics 9.1k Posts
  • Remove connection interrupted

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    @Sorex I tried looking for it, but I can't find anything any idea where it could be?
  • commands for bank

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  • Simple for you impossible for me

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  • Can you add bots in zombies?

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    Is it possible to choose where the bots spawn? would help to make easter eggs
  • (GSC) how to get binding?

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    idk how to get the button but you could work with getstance() which would return the stance of the player
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  • Multiple .gsc files?

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    @shyperson0 Thanks. That worked. I presumed the %localappdata% location was for clients only, as the t6 server resides in a different direcory. The way the t6 server works is quite different than what I'm used to with other gameservers. Takes some getting used to
  • [Request] Chat bank

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    @jjk were you ever able to find or create this plugin?
  • Zombie Counter problem

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    You can either use another counter or change the code to your intentions
  • [Support] Custom Textures

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    @baka https://youtu.be/fF32vlpVvCI
  • Can you set the max amount of zombies at a time beyond 32?

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    @zuntonik Well if you know reverse engineering you can reallocate memory and remove the hundreds of checks to allow for more than 32 actors simultaneously. Otherwise, no because it is an engine limit.
  • how do you instal?

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    Also the t6r folder will be removed at some point after a grace time. So recommending it will only lead to twice the work.
  • Nightmode for Halloween nuke town and a Skybox

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    @LeapingYears ohhhh that makes sense I don't know anything about coding or GSC lol.
  • iwi dss fast converter instantly closes

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    @SxolarBit you have to drop the dds file in the .exe [image: 1630181201337-8b3dd6b2-77c3-4b20-8862-2b52abceefe7-image.png] like this
  • Will i get banned if i play this with friends on custom games?

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    @Tndo already did and nothing happens
  • How to rip game models to change textures?

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    @Dss0 I drag the dss file to the exe but the exe instantly closes and there is no iwi file. it says there should be a new folder called images in t6r/data. ieven try to manually make the file but it still doesnt pop up with the iwi file.
  • How change the zombies spawn points! Help GSC

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    @Erickgames_HD I wrote some code to do something similar for adding spawns: _register_zombie_spawn( spawner_zone, coordinates, angles, location_script_noteworthy ) { riser_location_struct = spawnStruct(); riser_location_struct.script_string = "find_flesh"; riser_location_struct.targetname = spawner_zone; riser_location_struct.origin = coordinates; riser_location_struct.angles = angles; riser_location_struct.script_noteworthy = location_script_noteworthy; riser_location_struct.is_blocked = false; size_of_riser_locations = level.struct_class_names[ "targetname" ][ spawner_zone ].size; level.struct_class_names[ "targetname" ][ spawner_zone ][ size_of_riser_locations ] = riser_location_struct; } add_zombie_spawns() { if ( level.csrmRoom == "gen5" ) { _register_zombie_spawn( "zone_nml_farm_spawners", ( -2880, -384, 160.25 ), ( 0, 45, 0 ), "riser_location" ); _register_zombie_spawn( "zone_nml_farm_spawners", ( -2304.13, -492.192, 172.125 ), ( 0, 45, 0 ), "riser_location" ); } if ( level.csrmRoom == "showers" ) { //level.struct_class_names[ "targetname" ][ "cellblock_shower_spawners" ] = []; _register_zombie_spawn( "spawner_shower", ( 1723.62, 10579.6, 1152.13 ), ( 0, 45, 0 ), "riser_location" ); } } Timing is important with this function. You need to allocate the new spawns before the game uses them officially. I recommend using _load.gsc to do so. Deleting all the spawns is fairly simple: zones = getArrayKeys( level.zones ); foreach ( zone in zones ) { if ( isDefined( level.struct_class_names[ "targetname" ][ zone + "_spawners" ] ) ) { level.struct_class_names[ "targetname" ][ zone + "_spawners" ] = []; } } This can only be done after the structs have been intialized and after the zones are initialized as well.