[ZM] Custom Wallguns - Asc/Five/COTD/Kino Presets.
-
Credits to @Hercules2048 for making this mod, and the other 2 people that kinda supported him. Thank you for this mod!
https://forum.plutonium.pw/topic/27796/zm-custom-wallguns"I've been playing with this mod in Solo, it was fun. Playing on servers, Like him, I noticed some servers had this mod, but they only have Kino, it's kinda annoying trying to convince everyone to switch to that map... you sweats. so I made this mod to give part/non-modders more wallguns in more maps."
It adds custom wallguns to not just Kino, but Ascension, "Five" and COTD!
Note that these sets that I made are not made for Early Rounds. This only makes things a bit noob-friendlyDownload HERE
Features
• Customizable wallguns
• Ammo costs are automatically calculated (Upgraded Ammo costs are a static 3500.)
• Automatically handles ballistic knife/ bowie ballistic logic
• Easy to make your own wallguns, go read the comments in the GSC file
• Gun models are automatically set based on what gun you set
• Balanced wallguns (at least i'm trying to)• Snipers and Shotguns are now added into the game!
Project Skadi-P as a wallbuy; still a support weapon for balance.
SPAS-12, as well as HS-10 is available for wallbuys. It's a powerful hipfire spammer, better with purchasable ammunition.
An actual MP40 in Ascension!
A Raygun (7500/3750), need I have to talk about this?
L96a1, as well as Dragunov is available for wallbuys! Better for sniping Georgie right there. and along with shotguns, these offers wallgun equality.Notes about this:
-"Five" is the most balanced map so far... lack of convenient ARs and especially the Raygun.
-LMGs and Exclusive Offensive WWs are not added into the wallgun list, for a reason everyone knows.
-Ballistic Knives are always added into the game, mostly in spawn rooms. They are served to support experienced players when it comes to reviving.
-Unless Hercules2048 tweaks the PaP ammunition prices (to implement individual PaP ammo price or actually fix it), every PaP ammunition is increased from 2500 to 3500... especially over-3.5k weapons.
-As mentioned before, Exclusive Offensive WWs are not added into the wallgun list due to the PaP ammunition being 3500, yet some of them can instakill, so for now, not allowed.If you have complaints, wallgun suggestions and/or suggestions for other maps such as Shangri La and Moon, let me know! I'm open, for a while.
(also, this is my first post, so... oh boy.)
-
awesome selection dude
can you make two for moon put dual wield czs 1500 points near power area or in biodome
and specter 1000 points in right side power above the stairs
and hs 10 1100 points somewhere idk
and L96A1 1800 points in spawn room
and famas 1600 or 2000 points behind pap or in biodome somewhere risky
and put them somewhere in shangri la if its not to much to ask -
This post is deleted!
-
GhostRider0125 dual wield cz's are insta crash unless you have a patch
-
GhostRider0125 true
-
well mine dont crash probable cuz of bonecrusher animated camos
-
This post is deleted!
-
I added the WAW Maps to this
You can download here or copy the code into a gsc file and follow next step Custom Wallguns.GSC Download
Once you have the gsc put it in Local\Plutonium\storage\t5\scripts\sp\zom if you're running a server
if solo put the script in the folder to the corresponding map.#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; ////// ////// CUSTOM WALLGUNS BY HERCULES#8024 ////// ////// "Five"/Ascension/COTD Presets by IceHot#3232 (but not a supporter of HERCULES#8024 though) ////// Check out the original mod if you haven't yet (or downloaded it on my forum): https://forum.plutonium.pw/topic/27796/zm-custom-wallguns?_=1687210456052 ////// ////// SPECIAL THANKS TO Pistakilla#5053 AND shippuden1592#9641 FOR POINTERS AND EXPLANATIONS ////// ////// THIS IS MY FIRST PUBLIC SCRIPT AND I HAVE TESTED IT EXTENSIVELY, IT SHOULD JUST WORK. ////// ////// Ammo cost is calculated by doing gun_cost*0.5 . Upgraded ammo cost is calculated by doing 5000*0.5 (5000 is a placeholder and might be replaced with a better solution) ////// These calculations are done automatically by using the base price which is set by whoever edits this file. ////// To get coordinates to set your own custom wallguns, just go into a single player game and do notarget and then noclip to the exact spot and do viewpos in console. ////// Doing this will give you the X Y Z cords along with pitch and yaw in the console window. ////// You can find more weapon names here : https://steamcommunity.com/sharedfiles/filedetails/?id=1863755475 // ////// To find out where IceHot#3232 placed the guns at... do "setviewpos x, y, z" - next to the "custom_wallgun(" init() { //Base Maps if(level.script == "zombie_theater") //Kino Der Toten { level thread custom_wallgun( (113, 1895, 44),(0, 180, 0), "Galil", 1800 , "galil_zm" ); // Galil level thread custom_wallgun( (-288, -520, 308),(0, 0, 0), "Ballistic Knife", 1200 , "knife_ballistic_zm" ); // ballistic knife level thread custom_wallgun( (-1750, 666, 59),(0, 90, 0), "HK-21", 7500 , "hk21_zm" ); // A sniper rifle in alleyway level thread custom_wallgun( (0, 932, -40),(0, 180, 0), "Thundergun", 25000 , "thundergun_zm" ); // below podium in cinema, replicates the PS version. level thread custom_wallgun( (180, -470, 380),(0, -90, 0), "Raygun", 15000 , "ray_gun_zm" ); // raygun in pap room level thread custom_wallgun( (1694, -131, 296),(0, 90, 0), "SPAS-12", 2250 , "spas_zm" ); // raygun in pap room } else if(level.script == "zombie_pentagon") //"Five" { level thread custom_wallgun( (-225, 2057, 76),(0, 90, 0), "Raygun", 17500 , "ray_gun_zm" ); // Galil level thread custom_wallgun( (-1080, 3065, 76),(0, 90, 0), "Ballistic Knife", 1500 , "knife_ballistic_zm" ); // Galil level thread custom_wallgun( (-1450, 1668, -452),(0, 271, 0), "Spectre", 1100 , "spectre_zm" ); // Galil level thread custom_wallgun( (-1972, 1868, -452),(0, 0, 0), "Winter's Howl", 12500 , "freezegun_zm" ); // Galil level thread custom_wallgun( (-1060, 2599, -244),(0, 199, 0), "FAMAS", 1500 , "famas_zm" ); // Galil level thread custom_wallgun( (-1386, 3464, -653),(0, 263, 0), "L96A1", 3250 , "l96a1_zm" ); // Galil level thread custom_wallgun( (-1187, 5044, -653),(0, 90, 0), "SPAS-12", 1700 , "spas_zm" ); // Galil level thread custom_wallgun( (-87, 4776, -653),(0, 90, 0), "G11", 1200 , "g11_lps_zm" ); // Galil } //WaW Maps else if(level.script == "zombie_cod5_prototype") //Nacht Der Untoten { level thread custom_wallgun( (-204, 172, 200),(0, 90, 0), "Raygun", 12500 , "ray_gun_zm" ); // Galil } else if(level.script == "zombie_cod5_asylum") //Verruckt { level thread custom_wallgun( (-764, -14, 276),(0, 180, 0), "Winter's Howl", 12500 , "freezegun_zm" ); // Galil level thread custom_wallgun( (847, 378, 302),(0, 90, 0), "Raygun", 12500 , "ray_gun_zm" ); // Galil level thread custom_wallgun( (-770, -107, 134),(0, 90, 0), "Galil", 2250 , "galil_zm" ); // Galil } else if(level.script == "zombie_cod5_sumpf") //Shi No Numa { level thread custom_wallgun( (9107, 2480, -647),(0, 90, 0), "Wunderwaffe", 30000 , "tesla_gun_zm" ); // Tesla level thread custom_wallgun( (7878, 21, -658),(0, 101, 0), "Commando", 1800 , "commando_zm" ); // Galil level thread custom_wallgun( (11054, 3405, -606),(0, 30, 0), "HK-21", 3750 , "hk21_zm" ); // A sniper rifle in alleyway } else if(level.script == "zombie_cod5_factory") //Der Riese { level thread custom_wallgun( (1369, 355, 110),(0, 0, 0), "Wunderwaffe", 35000 , "tesla_gun_zm" ); // Tesla level thread custom_wallgun( (636, -1463, 124),(0, 101, 0), "Commando", 1800 , "commando_zm" ); // Galil level thread custom_wallgun( (-264, -2346, 205),(0, 180, 0), "Raygun", 12500 , "ray_gun_zm" ); // Galil } //DlC else if(level.script == "zombie_cosmodrome") //Ascension (-24/-15) { level thread custom_wallgun( (-694, 984, -62),(0, 360, 0), "CZ-75", 900 , "cz75_zm" ); // Galil level thread custom_wallgun( (-1713, 1493, 65),(-30, 0, 0), "MP40", 1500 , "mp40_zm" ); // MP40 near lander level thread custom_wallgun( (-1036, 516, -148),(0, 270, 0), "Thundergun", 27500 , "thundergun_zm" ); // MP40 near door level thread custom_wallgun( (345, 321, -244),(0, 270, 0), "Raygun", 15000 , "ray_gun_zm" ); // Galil level thread custom_wallgun( (-484, -24, -244),(0, 140, 0), "Ballistic Knife", 800 , "knife_ballistic_zm" ); // Galil level thread custom_wallgun( (-1486, 864, -72),(0, 360, 0), "Dragunov", 3550 , "dragunov_zm" ); // Galil level thread custom_wallgun( (-200, 1191, 82),(0, 270, 0), "FAMAS", 1500 , "famas_zm" ); // Galil -1686, 923, 428 level thread custom_wallgun( (180, -1904, -72),(0, -119, 0), "AUG ACOG", 1675 , "aug_acog_zm" ); // easily accessible, but a 1-way trip to } else if(level.script == "zombie_coast") //Call of The Dead { level thread custom_wallgun( (-707, 780, 469),(0, -180, 0), "L96A1", 2550 , "l96a1_zm" ); // Galil level thread custom_wallgun( (-2536, -1380, 421),(0, 101, 0), "Commando", 1800 , "commando_zm" ); // Galil level thread custom_wallgun( (-930, -962, 675),(0, 101, 0), "Scavenger", 15000 , "sniper_explosive_zm" ); // Galil level thread custom_wallgun( (-383, 1904, 317),(0, 272, 0), "AUG ACOG", 1800 , "aug_acog_zm" ); // Galil level thread custom_wallgun( (166, -1653, 149),(0, 287, 0), "Wunderwaffe", 35000 , "tesla_gun_zm" ); // Galil level thread custom_wallgun( (-2683, 599, 82),(0, 282, 0), "Crossbow", 10000 , "crossbow_explosive_zm" ); // Galil level thread custom_wallgun( (-967, 1519, 428),(0, 101, 30), "FN FAL", 1500 , "fnfal_zm" ); // Galil } else if(level.script == "zombie_temple") //Shangri La { } else if(level.script == "zombie_moon") //Moon { } } // custom wallgun custom_wallgun( origin, angles, gun_name, cost, gun) { gun_model = GetWeaponModel(gun); ammo_cost = int(cost * .8); upgraded_ammo_cost = int(cost * 2.25); wallgun = spawn( "script_model", origin ); wallgun setModel( gun_model ); wallgun useweaponhidetags(gun); wallgun rotateTo(angles, .1); trig = spawn("trigger_radius", origin, 1, 25, 25); if (level.script == "zombie_cod5_prototype" || level.script == "zombie_cod5_sumpf"){ //wallgun thread maps\_zombiemode_perks::perk_fx( "revive_light" ); trig SetCursorHint( "HINT_NOICON" ); trig setHintString("Hold ^3&&1^7 to Buy "+ gun_name +" [Cost: "+ cost +"], Ammo : ["+ammo_cost+"], Upgraded Ammo : ["+upgraded_ammo_cost+"]"); } else{ // wallgun thread maps\_zombiemode_perks::perk_fx( "revive_light" ); trig SetCursorHint( "HINT_NOICON" ); trig setHintString("Hold ^3&&1^7 to Buy "+ gun_name +" [Cost: "+ cost +"], Ammo : ["+ammo_cost+"], Upgraded Ammo : ["+upgraded_ammo_cost+"]"); } level waittill("notifier_1"); trig thread gun_think(gun, gun_name, cost); } // Custom wallgun logic gun_think(gun, gun_name, cost){ for(;;) { self waittill( "trigger", who ); weapon = who GetCurrentWeapon(); ammocount = who getammocount(weapon); clipcount = who getweaponammoclip(weapon); maxammo = weaponmaxammo(weapon); ammo_cost = int(cost * 0.5); upgraded_ammo_cost = int(cost * 5.25 * 0.5); upgraded_gun = level.zombie_weapons[gun].upgrade_name; has_full_ammo = (maxammo <= ammocount - clipcount); if(gun == "knife_ballistic_zm" && who hasweapon("bowie_knife_zm")) { gun = "knife_ballistic_bowie_zm"; } if( who UseButtonPressed() && who.score >= upgraded_ammo_cost && who hasweapon(upgraded_gun) && !has_full_ammo) { while(who UseButtonPressed() ) wait 0.05; who maps\_zombiemode_score::minus_to_player_score( upgraded_ammo_cost ); who givemaxammo( upgraded_gun ); self playSound("zmb_cha_ching"); } else if ( who UseButtonPressed() && who hasWeapon(gun) && !has_full_ammo && who.score >= ammo_cost ) { while( who UseButtonPressed() ) wait 0.05; who maps\_zombiemode_score::minus_to_player_score( ammo_cost ); who givemaxammo( gun ); self playSound("zmb_cha_ching"); } else if( who UseButtonPressed() && who.score >= cost && weapon != gun && !who hasweapon(gun)) { while( who UseButtonPressed() ) wait 0.05; who maps\_zombiemode_score::minus_to_player_score( cost ); who thread do_give_weapon(gun); wait 2.5; } else if( who UseButtonPressed() && !( who.score >= cost ) ) { while( who UseButtonPressed() ) wait 0.05; play_sound_on_ent( "no_purchase" ); who maps\_zombiemode_audio::create_and_play_dialog( "general", "no_money", undefined, 1 ); } wait 0.05; } } // wallgun logic after purchase do_give_weapon(gun){ primaryWeapons = self GetWeaponsListPrimaries(); on_hand = primaryWeapons.size; wait(0.5); if(on_hand == 1){ self GiveWeapon( gun ); self SwitchToWeapon( gun ); self playSound("zmb_cha_ching"); } else if(on_hand == 2 && self HasPerk( "specialty_additionalprimaryweapon" )){ self GiveWeapon( gun ); self SwitchToWeapon( gun ); self playSound("zmb_cha_ching"); } else { inhand = self getCurrentWeapon(); self TakeWeapon( inhand ); self GiveWeapon( gun ); self SwitchToWeapon( gun ); self playSound("zmb_cha_ching"); } }
-
-
This post is deleted!