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MW3 Modding Support & Discussion

Got modding questions regarding Plutonium IW5? Scripts erroring? Request help from the community here. Discuss your modding projects etc.

386 Topics 1.4k Posts
  • Deagle Silencer

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    Tqhr I don't think I can do so<but thanks for helping😊

  • ineedbots / piw5_bot_warfare help please

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    Resxt said in ineedbots / piw5_bot_warfare help please:

    Jack O'Neill You're mixing everything.
    You just add the dvars manually to your server config, it's just a variable.
    In your server cfg you add bots_add "16" and it'll change the dvar to 16.

    Having the menu on a dedicated server is different, you need to put your GUID in the guid dvar, check the dvars list.
    But honestly I don't think you need the menu for a server anyways

    This might help you https://forum.plutonium.pw/topic/16348/how-to-play-with-bots-how-to-install-bot-warfare

    Thank you brother, it's now working with bots.

  • Editing an existing mod

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  • What to do next after making a custom emblem .iwi in MW3?

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    DECIDUEYE did you put your .iwi in storage\iw5\images like said here? https://plutonium.pw/docs/modding/loading-textures/

    If not then try it.
    If it's still the same maybe this can help you https://plutonium.pw/docs/modding/iw5/customizing-game/

  • Can bots use custom classes?

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    TheOreoSlayer to my knowledge you can only do that by removing custom classes and creating default classes.
    But maybe there is a way to disable custom classes for bots only or maybe you can find some dvars in BW's code.

    Also depending on what you're trying to do you could probably write a gsc script for it.
    If it's just giving a particular weapon to all bots it's easy to do

  • Crossfire map from cod4

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    jdhruv It is already ported from other porters if u don't know

  • error server

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    Nuzze You probably have a script where you call setText() too much.
    For example if you wanna display the player kills on screen what you need to do is to change the .label value once then in your loop use setValue() only when the value is different.

    From what I understood setText() is an expensive function and can quickly overflow if you call it in a loop all the time without any check

  • SpecOps Survival/Chaos mod

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  • Promod mw3

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  • This topic is deleted!

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  • GSC editing score help.

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    Sorex Mind elaborating?
    The current implementation works for me. Ill probably have to do more in-depth testing, but as of now I have found not real issues. The logic I have checks to see if the damage is being done with the correct weapon in the cycle, and if you kill someone with a rocket and someone else is standing next to them it will cancel the damage because the player will already be on the next weapon making the statement true eWeapon != eAttacker getWeapon(). I have tested this with all the launchers.

  • This topic is deleted!

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  • fast gun switching reloading

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    kaba7tohid I think it is what you are looking for.

    #include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes\_hud_util; init() { level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); self SetPerk("specialty_fastreload", true, false); self SetPerk("specialty_quickswap", true, false); } }
  • gun roate script IW5

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    Kalitos Thanks you were helping me in discord

  • I need help with iw5-gsc-utils

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    Kalitos OK thanks for everything

  • MW3 infinityscript

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    mxve Hello, I would like you to help me and tell me in which folder the iw5-gsc-utils goes and how to make it work or a tutorial on how to work with it

  • Sniper only damage and custom weapons

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    LE4N to add custom snipers https://github.com/Resxt/Plutonium-IW5-Scripts/tree/main/replace_weapon_on_spawn

    To allow only sniper damage you can modify this script and adapt it to accept only the sniper weapon type
    https://github.com/Resxt/Plutonium-IW5-Scripts/tree/main/disable_self_explosive_damage
    This can be done by checking sWeapon value
    Then iirc there is a function to check the weapon type but I don't remember what it is

  • I need a GSC by anticamp

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    Yosmany

    #include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes\_hud_util; //#include maps\mp\gametypes\_hud_message; init() { level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); self thread watch_anti_camp(); // Will appear each time when the player spawn, that's just an exemple. //self iprintln("Black Ops 2 - GSC Studio | Project : ^2Anticamp MW3"); } } watch_anti_camp() { self endon("disconnect"); self endon("death"); self endon("joined_spectators"); level endon("destroy_bar"); level endon("game_ended"); //if(getintdvar("scr_anticamp"!=1) //return; self.camping = 0; if(!isDefined(self.bar)) { self.bar = self maps\mp\gametypes\_hud_util::createBar((1,1,1), 64, 8); self.bar maps\mp\gametypes\_hud_util::setPoint("CENTER", undefined, 0, 230); } while(isAlive(self)) { oldorg = self.origin; wait .1; if(distance(oldorg, self.origin) < 3.5) self.camping += 0.015; else self.camping -= 0.0055; if(self.camping > 1) self.camping = 1; else if(self.camping < 0) self.camping = 0; self.bar maps\mp\gametypes\_hud_util::updateBar(self.camping); if(self.camping == 1) { self iprintlnbold("^2Move ^7or you will be ^1killed!"); oldorg = self.origin; wait 5; if(distance(oldorg, self.origin) < 150) { self.bar maps\mp\gametypes\_hud_util::updateBar(0); self.bar destroy(); self suicide(); level notify("destroy_bar"); } } } }
  • Help

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    Mr.ghost65 https://forum.plutonium.pw/topic/16355/how-to-play-with-bots-how-to-install-bot-warfare?_=1646707691352

  • Hide Orginal message

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    JezuzLizard i know this option but there is way to put "/" before command?