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  3. [Release] [ZM] ZOMBIES++

[Release] [ZM] ZOMBIES++

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  • Cahzundefined Cahz

    @Hobo-Tim Should be fixed now.. Download the latest version and let me know (i didnt feel like testing)

    LastKingundefined Offline
    LastKingundefined Offline
    LastKing
    wrote on last edited by
    #76

    Cahz Yeah I Compiled YOur New Cod After running server , i Have this Error :
    **** 1 script error(S):
    ****unrseloved external "test the powerup" 0 parameters in myfile at line 1 ****
    i think there is a wrong code at zm_custom_powerups.gsc file in the 24 line

    Cahzundefined MrWaveundefined 2 Replies Last reply
    0
    • LastKingundefined LastKing

      Cahz Yeah I Compiled YOur New Cod After running server , i Have this Error :
      **** 1 script error(S):
      ****unrseloved external "test the powerup" 0 parameters in myfile at line 1 ****
      i think there is a wrong code at zm_custom_powerups.gsc file in the 24 line

      Cahzundefined Offline
      Cahzundefined Offline
      Cahz
      VIP
      wrote on last edited by
      #77

      LastKing Try now buddy should be fixed 🙂

      MrWaveundefined LastKingundefined 2 Replies Last reply
      0
      • LastKingundefined LastKing

        Cahz Yeah I Compiled YOur New Cod After running server , i Have this Error :
        **** 1 script error(S):
        ****unrseloved external "test the powerup" 0 parameters in myfile at line 1 ****
        i think there is a wrong code at zm_custom_powerups.gsc file in the 24 line

        MrWaveundefined Offline
        MrWaveundefined Offline
        MrWave
        wrote on last edited by
        #78

        LastKing Cahz I have this porblem too . i can compiling your file but after running server . i have the error like lastking , ****unrseloved external "test the powerup" 0 parameters in myfile at line 1 ****

        1 Reply Last reply
        0
        • Cahzundefined Cahz

          LastKing Try now buddy should be fixed 🙂

          MrWaveundefined Offline
          MrWaveundefined Offline
          MrWave
          wrote on last edited by
          #79

          Cahz Code Fixed , But zombie blood not working yet , and after take zombieblood server crashing.
          take ice staff part = server = crash

          Cahzundefined 1 Reply Last reply
          0
          • MrWaveundefined MrWave

            Cahz Code Fixed , But zombie blood not working yet , and after take zombieblood server crashing.
            take ice staff part = server = crash

            Cahzundefined Offline
            Cahzundefined Offline
            Cahz
            VIP
            wrote on last edited by
            #80

            @MrSlark Ok so it seems I can't fix the zombie blood

            Sorry
            (Not that this mod was ever intented for Origins anyway)

            1 Reply Last reply
            1
            • Cahzundefined Cahz

              LastKing Try now buddy should be fixed 🙂

              LastKingundefined Offline
              LastKingundefined Offline
              LastKing
              wrote on last edited by
              #81

              Cahz thanks, mod fixed and working good , there is a problem , before we pick up the zombieblood , that's not working but now after take zombieblood game stoped and server crashing, can you test it ?

              1 Reply Last reply
              0
              • Cahzundefined Cahz

                ZOMBIES ++ MOD
                Developer: @ItsCahz
                Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
                Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.

                README
                All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizing set <dvarName> <value>. Almost no need to go and edit the GSC.

                TOGGLE-ABLE FEATURES

                • Zombie Counter on screen
                • Custom Powerup drops
                • Extra Perk Machines

                CUSTOM POWERUPS

                • Money Drop (Random amount of money)
                • Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
                • Unlimited Ammo (Probably the best one. Credit @_Ox)
                • Fast Feet (Super sonic speed)

                EXTRA PERK MACHINES

                • PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
                • Stamin-Up (Nuketown)
                • Mule Kick (Nuketown, Tranzit)
                • Deadshot Daiquiri (Nuketown, Tranzit, Buried)

                Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.

                OTHER FEATURES

                • Force Spawn players on Round 1 (No more having friends spectating until Round 2)

                • Game Length gets displayed at the end of the game (hours and minutes)

                Some Pictures
                I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
                DIERISE_PHD.jpg
                My favorite perk and perk machine!
                all perks die rise.jpg
                All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
                custom perks.jpg
                Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
                MOTD_PHD.jpg
                MOTD PHD Flopper Machine!
                NUKETOWN_MULEKICK.jpg
                Nuketown Mule Kick
                BURIED_PHD.jpg
                BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
                I don't think there's much else to say here other than have fun

                Version 1.2
                should be more stable. Won't know until server owners test it.

                Junk_bowundefined Offline
                Junk_bowundefined Offline
                Junk_bow
                wrote on last edited by
                #82

                Cahz Where can I find a tutorial on how to install this?

                Cahzundefined 1 Reply Last reply
                1
                • Junk_bowundefined Junk_bow

                  Cahz Where can I find a tutorial on how to install this?

                  Cahzundefined Offline
                  Cahzundefined Offline
                  Cahz
                  VIP
                  wrote on last edited by
                  #83

                  Junk_bow Follow the tutorial here

                  1 Reply Last reply
                  0
                  • LilDragonundefined Offline
                    LilDragonundefined Offline
                    LilDragon
                    wrote on last edited by LilDragon
                    #84

                    Hello! I have received multiple errors when trying to start the server on any map but transit. I combined all files into the main and compiled it with GCS Studio. I do have this crash dump that I received every time the server crashes. https://www.mediafire.com/file/268azo796sigepq/10_06_2020_05_31_27.dmp/file

                    1 Reply Last reply
                    0
                    • Amuseddundefined Offline
                      Amuseddundefined Offline
                      Amusedd
                      wrote on last edited by
                      #85

                      Hello, sorry for the bother, but I was wondering if you could give me insight on how to link this script to my _clientids.gsc? I compiled all the scripts together using GSC Studio already, but can't get the server to read the file.

                      I've put an include at the top of the script (zmpp.gsc being the compiled name)

                      #include maps/mp/zombies/zmpp;
                      

                      and I've tried putting threads to the init using

                      self maps\mp\zombies\zmpp::init();
                      

                      and

                      level thread maps\mp\zombies\zmpp::init();
                      

                      but both of these result in the following error

                      Unresolved external :  "init" with 0 parameters in "_clientids" at line 1
                      

                      Sorry if this is a basic fix, I'm more familiar with t7 GSC then t6.

                      JezuzLizardundefined 1 Reply Last reply
                      0
                      • Amuseddundefined Amusedd

                        Hello, sorry for the bother, but I was wondering if you could give me insight on how to link this script to my _clientids.gsc? I compiled all the scripts together using GSC Studio already, but can't get the server to read the file.

                        I've put an include at the top of the script (zmpp.gsc being the compiled name)

                        #include maps/mp/zombies/zmpp;
                        

                        and I've tried putting threads to the init using

                        self maps\mp\zombies\zmpp::init();
                        

                        and

                        level thread maps\mp\zombies\zmpp::init();
                        

                        but both of these result in the following error

                        Unresolved external :  "init" with 0 parameters in "_clientids" at line 1
                        

                        Sorry if this is a basic fix, I'm more familiar with t7 GSC then t6.

                        JezuzLizardundefined Offline
                        JezuzLizardundefined Offline
                        JezuzLizard
                        Plutonium Staff
                        wrote on last edited by
                        #86

                        Amusedd Plutonium doesn't support loading custom scripts, you must name your script after a script that already exists and override it.

                        Amuseddundefined goodspaghetti21undefined 2 Replies Last reply
                        1
                        • JezuzLizardundefined JezuzLizard

                          Amusedd Plutonium doesn't support loading custom scripts, you must name your script after a script that already exists and override it.

                          Amuseddundefined Offline
                          Amuseddundefined Offline
                          Amusedd
                          wrote on last edited by
                          #87

                          JezuzLizard said in [Release] [Zombies] ZOMBIES++ MOD (Extra Perk Machines, Powerups, more):

                          .

                          Oh, that makes sense, thank you so much for the help.

                          1 Reply Last reply
                          0
                          • goodspaghetti21undefined Offline
                            goodspaghetti21undefined Offline
                            goodspaghetti21
                            wrote on last edited by
                            #88

                            How tf am I meant to compile all 4 GSCs into 1 when Studio is nonexistent from the internet? I can't download it anywhere and it doesn't help the pinned tutorial on the forums is vague as fuck.

                            1 Reply Last reply
                            1
                            • JezuzLizardundefined JezuzLizard

                              Amusedd Plutonium doesn't support loading custom scripts, you must name your script after a script that already exists and override it.

                              goodspaghetti21undefined Offline
                              goodspaghetti21undefined Offline
                              goodspaghetti21
                              wrote on last edited by
                              #89

                              JezuzLizard Am I meant to do this with every GSC found in this mod? Are there even five confirmed scripts I can rename them to for the game to accept them?

                              Cahzundefined 1 Reply Last reply
                              0
                              • goodspaghetti21undefined goodspaghetti21

                                JezuzLizard Am I meant to do this with every GSC found in this mod? Are there even five confirmed scripts I can rename them to for the game to accept them?

                                Cahzundefined Offline
                                Cahzundefined Offline
                                Cahz
                                VIP
                                wrote on last edited by
                                #90

                                goodspaghetti21 All of the scripts can be compiled into one _clientids.gsc file using BO2 GSC Studio. I've seen staff say they don't support BO2 GSC Studio, but until they provide reason, I will continue to use it.

                                goodspaghetti21undefined 1 Reply Last reply
                                0
                                • Cahzundefined Cahz

                                  goodspaghetti21 All of the scripts can be compiled into one _clientids.gsc file using BO2 GSC Studio. I've seen staff say they don't support BO2 GSC Studio, but until they provide reason, I will continue to use it.

                                  goodspaghetti21undefined Offline
                                  goodspaghetti21undefined Offline
                                  goodspaghetti21
                                  wrote on last edited by
                                  #91

                                  Cahz Can you provide a Mega or Dropbox link for Studio cause I can't find a working DL link anywhere, all are either broken or the page is down

                                  1 Reply Last reply
                                  0
                                  • Cahzundefined Cahz

                                    ZOMBIES ++ MOD
                                    Developer: @ItsCahz
                                    Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
                                    Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.

                                    README
                                    All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizing set <dvarName> <value>. Almost no need to go and edit the GSC.

                                    TOGGLE-ABLE FEATURES

                                    • Zombie Counter on screen
                                    • Custom Powerup drops
                                    • Extra Perk Machines

                                    CUSTOM POWERUPS

                                    • Money Drop (Random amount of money)
                                    • Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
                                    • Unlimited Ammo (Probably the best one. Credit @_Ox)
                                    • Fast Feet (Super sonic speed)

                                    EXTRA PERK MACHINES

                                    • PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
                                    • Stamin-Up (Nuketown)
                                    • Mule Kick (Nuketown, Tranzit)
                                    • Deadshot Daiquiri (Nuketown, Tranzit, Buried)

                                    Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.

                                    OTHER FEATURES

                                    • Force Spawn players on Round 1 (No more having friends spectating until Round 2)

                                    • Game Length gets displayed at the end of the game (hours and minutes)

                                    Some Pictures
                                    I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
                                    DIERISE_PHD.jpg
                                    My favorite perk and perk machine!
                                    all perks die rise.jpg
                                    All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
                                    custom perks.jpg
                                    Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
                                    MOTD_PHD.jpg
                                    MOTD PHD Flopper Machine!
                                    NUKETOWN_MULEKICK.jpg
                                    Nuketown Mule Kick
                                    BURIED_PHD.jpg
                                    BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
                                    I don't think there's much else to say here other than have fun

                                    Version 1.2
                                    should be more stable. Won't know until server owners test it.

                                    Kqudundefined Offline
                                    Kqudundefined Offline
                                    Kqud
                                    wrote on last edited by
                                    #92

                                    Cahz tutorial?

                                    1 Reply Last reply
                                    0
                                    • goodspaghetti21undefined Offline
                                      goodspaghetti21undefined Offline
                                      goodspaghetti21
                                      wrote on last edited by
                                      #93

                                      Friends and I have both been having issues now where randomly Jug becomes a 3 hit down and sticks like that for the rest of the match with this mod epic bro

                                      Cahzundefined 1 Reply Last reply
                                      0
                                      • goodspaghetti21undefined goodspaghetti21

                                        Friends and I have both been having issues now where randomly Jug becomes a 3 hit down and sticks like that for the rest of the match with this mod epic bro

                                        Cahzundefined Offline
                                        Cahzundefined Offline
                                        Cahz
                                        VIP
                                        wrote on last edited by
                                        #94

                                        goodspaghetti21 If there's a problem with it, you can:
                                        1) Fix it yourself
                                        2) Ignore the problem
                                        3) Don't use the mod at all

                                        CHEERS

                                        goodspaghetti21undefined 1 Reply Last reply
                                        2
                                        • Amuseddundefined Offline
                                          Amuseddundefined Offline
                                          Amusedd
                                          wrote on last edited by
                                          #95

                                          I couldn't find any functionality for Mule Kick, and couldn't get it to work until I added this into _zm_weapons.gsc

                                          get_player_weapon_limit( player )
                                          {
                                          	if ( isDefined( level.get_player_weapon_limit ) )
                                          	{
                                          		return [[ level.get_player_weapon_limit ]]( player );
                                          	}
                                          	weapon_limit = 2;
                                          	if ( player hasperk( "specialty_additionalprimaryweapon" ) || player.hasMuleKick == true )
                                          	{
                                          		weapon_limit = 3;
                                          	}
                                          	return weapon_limit;
                                          }
                                          

                                          Essentially having the weapon_give function read this function rather then the _zm_utility one, which didn't work with mule kick, will look for both specialty_additionalprimaryweapon (normal mule kick perk) and self.hasMuleKick which is Cahz's mule kick detection.

                                          Cahzundefined 1 Reply Last reply
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