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BO2 Modding Releases & Resources

Plutonium T6 Mod releases and resources go here.

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  • [Release] [ZM] Perk Machine Bonus Points

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    I didn't like the fact that origins already gave you 25 points so using the script gave you 125 points total, so I edited this script so that origins retains the 25 points and only gives 75 from the script (100 points total) so all maps get 100 points Here's the script: #include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\gametypes_zm\_hud_message; init() { level thread onPlayerConnect(); setBonusPoints(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); self iprintln("^4Perk Machine Bonus Points ^7created by ^1techboy04gaming"); } } perk_trigger(x,y,z,points) { trigger = spawn( "trigger_radius", ( x,y,z ), 1, 50, 50 ); while(1) { trigger waittill( "trigger", i ); if ( i GetStance() == "prone" ) { i.score += points; i playsound( "zmb_cha_ching" ); trigger delete(); break; } } } setBonusPoints() { if ( getDvar( "g_gametype" ) == "zgrief" || getDvar( "g_gametype" ) == "zstandard" ) { if(getDvar("mapname") == "zm_prison") //mob of the dead grief { level thread perk_trigger(2811,9306,1336,100); //deadshot level thread perk_trigger(-500,8645,1336,100); //speedcola level thread perk_trigger(1164,9675,1545,100); //doubletap level thread perk_trigger(1768,10656,1336,100); //juggernog level thread perk_trigger(371,10652,1336,100); //phd } else if(getDvar("mapname") == "zm_buried") //buried grief { level thread perk_trigger(1429,2267,16,100); //quickrevive level thread perk_trigger(-131,-357,144,100); //speedcola level thread perk_trigger(2326,975,88,100); //doubletap level thread perk_trigger(-663,1030,8,100); //juggernog level thread perk_trigger(762,1503,-6,100); //staminup level thread perk_trigger(-712,-1210,144,100); //mulekick } else if(getDvar("mapname") == "zm_nuked") //nuketown { level thread perk_trigger(764,-71,-63,100); //perk 1 level thread perk_trigger(1581,947,-60,100); //perk 2 level thread perk_trigger(679,43,79,100); //perk 3 level thread perk_trigger(2028,192,-63,100); //perk 4 level thread perk_trigger(-2018,255,-61,100); //perk 5 level thread perk_trigger(-1676,954,-63,100); //perk 6 level thread perk_trigger(-124,725,-63,100); //perk 7 level thread perk_trigger(1347,626,-57,100); //perk 8 level thread perk_trigger(-427,664,-63,100); //perk 9 level thread perk_trigger(-857,100,-55,100); //perk 10 } else if(getDvar("mapname") == "zm_transit") //transit grief and survival { level thread perk_trigger(1850,141,88,100); //quickrevive level thread perk_trigger(835,85,-39,100); //speedcola level thread perk_trigger(2072,-1372,-49,100); //doubletap level thread perk_trigger(1046,-1521,128,100); //juggernog level thread perk_trigger(1745,479,-55,100); //staminup level thread perk_trigger(1752,-1097,-55,100); //tombstone level thread perk_trigger(8050,-5497,40,100); //quickrevive level thread perk_trigger(8136,-6340,117,100); //speedcola level thread perk_trigger(8037,-4632,264,100); //doubletap level thread perk_trigger(8183,-6430,245,100); //juggernog } } else { if(getDvar("mapname") == "zm_prison") //mob of the dead { level thread perk_trigger(4019,9526,1528,100); //deadshot level thread perk_trigger(-495,8646,1336,100); //speedcola level thread perk_trigger(325,9100,1132,100); //doubletap level thread perk_trigger(513,6646,208,100); //juggernog level thread perk_trigger(1146,9671,1545,100); //electric } else if(getDvar("mapname") == "zm_buried") //buried { level thread perk_trigger(-923,-255,288,100); //quickrevive level thread perk_trigger(142,636,176,100); //speedcola level thread perk_trigger(2426,48,88,100); //doubletap level thread perk_trigger(-664,1030,8,100); //juggernog level thread perk_trigger(6984,389,108,100); //staminup level thread perk_trigger(-712,-1210,144,100); //mulekick level thread perk_trigger(1432,2267,16,100); //vultureaid } else if(getDvar("mapname") == "zm_transit") //transit { level thread perk_trigger(-6707,5031,-55,100); //quickrevive level thread perk_trigger(-5508,-7857,0,100); //speedcola level thread perk_trigger(8043,-4632,264,100); //doubletap level thread perk_trigger(1047,-1521,128,100); //juggernog level thread perk_trigger(1848,475,-55,100); //staminup level thread perk_trigger(10907,8311,-407,100); //tombstone } else if(getDvar("mapname") == "zm_tomb") //origins { level thread perk_trigger(2358,5048,-303,75); //quickrevive level thread perk_trigger(885,3249,-170,75); //speedcola level thread perk_trigger(-2,-441,-493,75); //mulekick level thread perk_trigger(2327,-193,139,75); //juggernog level thread perk_trigger(-2381,-8,234,75); //staminup } } }
  • [Release] [ZM] Main Menu Custom Map

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    @AlexanderAlexis use this to extract them all at once (click yes on the "keep the path Treyarch used?" box): https://github.com/master131/Black-Ops-II-Sound-Studio also no, we just used OpenAssetTools and combined the vanilla game files and the core zm assets from tranzit (and also die rise because of the sliquifier)
  • [ZM] Iron Fist on Round 1 of Origins

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  • [ZM] Round Counter Custom Texture

    rounds texture zombie gsc
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    @FaZeFlickAlt the original texture for the round counter color or chalk is hard coded into the game so you need a gsc to change the color and position of the round counter if the gsc is decompiled so you can't change it through normal means i mean technically you can for the chalk but not the number itself
  • Furry ahegao claymore black ops 2

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    having something peak to look at instead of the normal claymore is so peak for my origins high rounds. thank you :3
  • NSFW Ultimate Gooner pack part 3

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    @spc.1 sure in 3-4 months more corn will be on your table
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    i only want the menu and the perk icons, which files are those?
  • Black Ops 3 Perk Shaders Pack (default, SoE and more)

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    @Frazart The way I play with these shaders is like changing them for every map. Like for Tranzit/Die Rise/Buried I use the basic BO2 shaders (but with better quality), for Nuketown I used the old gen shaders for testing and I thought like it would be cool if the perks were the yellow ones from SoE at the beggining and when you reach round 25 the perks would turn blue to match the zombies eye color changing. For Mob I also use SoE shaders since the BO3 remake used them and it matches perfectly with the map. For Origins, at first I thought the old gen would fit better, but the default ones also works well, it looks like I'm playing the BO3 version. But for all of them to work properly, I'm still searching for the SoE Tombstone shader to add to this pack, but I think I'll have to make a custom version of it because I can't find it anywhere.
  • custom camo replace dragon camo

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    hola amigo como se hace eso para que tenga efecto de animacion?
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  • [Release] [ZM] T5 (BO1) original perks in T6 (BO2)

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    this looks really good! do you think you could have an option for tombstone that makes it similar to how it looks in bo2 with the shape of the icon flipped so the point is facing up instead of down? also please add electric cherry! thank you for your work! ^v^
  • [Release-Beta] [ZM] Cold War Zombies Mod

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    When i try and play the pack I get this weird white splotch on the right side of the screen. My friend downloaded the pack and he had the same issue. its only during gameplay and its somewhat see through. not sure if this was a texture gone bad or what. it would be nice if i knew which image it was so i could just remove it entirely
  • [ZM] (9) Casino perk machines & other zm shit

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    can you make this for bo1? for all maps?
  • [Release] [MP / ZM] Printstream DSR50

    t6mp t6zm camo skins skin cammo
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    Damn this is good.
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    this is incredible bro
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    looks good!
  • [Release] [ZM] Instant Pack A Punch

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    This is a great script however after testing there is 2 issues. On die rise you are able to pap the sliquifier but since it has no paped version it just disappears, and for weapons with multiple attachments you can'T reroll them. I don'T know enough gsc to be able to fix it.
  • [ZM] RM|T Zombies Menu V2.6 - Mod Menu

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    does it work on black ops 2 zm normal no plutonium
  • [Release] [ZM] SpongeBob Announcer Voice

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    cannot find my sound folder
  • [Release][ZM] Nightmode x Commands

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    @Lyesw Thanks, friend! I’m glad you liked it. I recommend the map Origins, filter 5 it’s one of my favorites.