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  3. [Release] [ZM] ZOMBIES++

[Release] [ZM] ZOMBIES++

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  • 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
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    • 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
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      • 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
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          • 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

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            • 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?

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              • 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
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                • 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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                    • Amuseddundefined Amusedd

                      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 Offline
                      Cahzundefined Offline
                      Cahz
                      VIP
                      wrote on last edited by Cahz
                      #96

                      Amusedd
                      The mod uses functions from _zm_perks.gsc to enable mule kick. There was no need for me to change any functionality of mule kick because it's all already done inside _zm_perks.gsc.

                      self setperk( perk );
                      

                      And the self.hasMuleKick variable was supposed to be used for the custom perk hud, but I never actually ended up using the variables anywhere. So they're useless.

                      for(;;)
                      {
                      	self waittill( "player_downed" );
                          	self unsetperk( "specialty_additionalprimaryweapon" ); //removes mulekick
                      	self unsetperk( "specialty_longersprint" ); //removes staminup
                      	self unsetperk( "specialty_deadshot" ); //removes deadshot
                          	self.icon1 Destroy();self.icon1 = undefined; //deletes the perk icon
                          	self.icon2 Destroy();self.icon2 = undefined; //deletes the perk icon
                          	self.icon3 Destroy();self.icon3 = undefined; //deletes the perk icon
                          	self.icon4 Destroy();self.icon4 = undefined; //deletes the perk icon
                      }
                      

                      So unless you managed to remove either the setperk function and the unsetperk functions, it should be working fine. Nobody else seems to have any issues with that, and I just tested the most recent version on my github and had no issues.

                      But whatever works for you, buddy

                      1 Reply Last reply
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                      • aloneundefined Offline
                        aloneundefined Offline
                        alone
                        Contributor
                        wrote on last edited by
                        #97

                        Great work, cool that you managed to add extra perk machines to maps, also the custom powerup drops as well.

                        1 Reply Last reply
                        1
                        • FNAFBOYGAMINGundefined Offline
                          FNAFBOYGAMINGundefined Offline
                          FNAFBOYGAMING
                          wrote on last edited by
                          #98

                          How do i install this "Mod?"

                          luigistyleundefined 1 Reply Last reply
                          0
                          • FNAFBOYGAMINGundefined FNAFBOYGAMING

                            How do i install this "Mod?"

                            luigistyleundefined Offline
                            luigistyleundefined Offline
                            luigistyle
                            Plutonium Staff
                            wrote on last edited by
                            #99

                            FNAFBOYGAMING
                            https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts?_=1595179001285

                            1 Reply Last reply
                            0
                            • GerardS0406undefined Offline
                              GerardS0406undefined Offline
                              GerardS0406
                              VIP
                              wrote on last edited by
                              #100

                              congrats on 100 posts!

                              1 Reply Last reply
                              1
                              • ItsTopNickundefined Offline
                                ItsTopNickundefined Offline
                                ItsTopNick
                                wrote on last edited by ItsTopNick
                                #101

                                don't work ZombieBlood.How to fix?

                                luigistyleundefined 1 Reply Last reply
                                0
                                • thebx2undefined Offline
                                  thebx2undefined Offline
                                  thebx2
                                  wrote on last edited by thebx2
                                  #102

                                  So I've been getting a weird issue on all maps with this mod. I am running my own password protected server.
                                  Essentially, at some point mid game(random intervals, but seems mostly to happen while portaling in tranzit), other players on my server will have their screen freeze until they alt+tab and close the game. The server will still receive input until they close the game. Everyone else sees that character running around and shooting at nothing.

                                  The server itself continues on, but the client has to be restarted mid round on their end so they can join back in.
                                  I did change a couple lines in the gsc script, just so it says my server name. I did not changed anything else in the script. I used my IDE text editor to combine the files into 1 gsc, and used compiler.exe to compile the code.

                                  I was wonder if:
                                  a) someone can confirm this happens to them (or doesn't)
                                  b) someone is willing to look at my script/server config
                                  c) anyone can tell me how I can read the dmp file so I can see for myself what is happening
                                  d) reshade makes a diff? hasn't caused problems before, but you never know. I don't use depth effects.

                                  any insight is greatly appreciated. I've already gone as far as clean installing windows, but I've also checked into various other things like re-running piry. The next thing I will try on my own will be just going back to my basic server and see if it persists.
                                  thanks!

                                  *EDITED FOR CLARITY/CONCISENESS

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                                  • ItsTopNickundefined ItsTopNick

                                    don't work ZombieBlood.How to fix?

                                    luigistyleundefined Offline
                                    luigistyleundefined Offline
                                    luigistyle
                                    Plutonium Staff
                                    wrote on last edited by
                                    #103

                                    ItsTopNick It's bugged, I guess just don't use the mod on Origins

                                    1 Reply Last reply
                                    0
                                    • Cahzundefined Cahz

                                      Jacobean
                                      blackbeard29
                                      Since there was some confusion on how to install this mod, I made a RAR file with the premade _clientids and a short tutorial on how to install/use. Hopefully this helps

                                      Link: https://github.com/Paintball/BO2-Zombies-Mod/blob/master/Zombies%2B%2B COMPILED.rar
                                      Virustotal: https://www.virustotal.com/gui/file/e568a1d4390b55ca54f7bf5a287d9e5c217c7ef4ef553e9c74029dab1befdbcf/detection

                                      1Kaiserundefined Offline
                                      1Kaiserundefined Offline
                                      1Kaiser
                                      wrote on last edited by
                                      #104

                                      Cahz the link is dead, can u update the old links on top plz

                                      Cahzundefined 1 Reply Last reply
                                      0
                                      • 1Kaiserundefined 1Kaiser

                                        Cahz the link is dead, can u update the old links on top plz

                                        Cahzundefined Offline
                                        Cahzundefined Offline
                                        Cahz
                                        VIP
                                        wrote on last edited by Cahz
                                        #105

                                        @U-A-G https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B v1.2

                                        1 Reply Last reply
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                                        • UnbidBurrito281undefined Offline
                                          UnbidBurrito281undefined Offline
                                          UnbidBurrito281
                                          wrote on last edited by
                                          #106

                                          Hey is there a way to have the players start with any of the special perks.

                                          Cahzundefined 1 Reply Last reply
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