Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Release] [T6] Tranzit Town Wall Buys

[Release] [T6] Tranzit Town Wall Buys

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
8 Posts 4 Posters 1.5k Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Cxrrupt2undefined Offline
    Cxrrupt2undefined Offline
    Cxrrupt2
    wrote on last edited by Cxrrupt2
    #1

    Tranzit Town Wall Buys

    Download: https://www.mediafire.com/file/ywrr910ijximqf9/TownWallWeapons1.0.7z/file

    Why:

    I decided to make this mod after playing a game of TranZit with some of my friends and we all downed in town due to a lack of ammo and we were all pretty annoyed. So instead of moving on I spent the better part of 2 days learning GSC, yes this is my first mod, and figuring out how to add wall weapons. After alot of reading old fourms and looking at existing mods and syntax erros, I got there and here is my mod!

    What it includes:
    Adds an M16 Where the M14 is usually in Town Survival.
    Adds back the MP5K where it is in Town Survival.
    Adds a Five Seven where the GalvaKnuckles are usually in Town Survival.

    There is also an installation guide is included in the zip folder

    Credits:
    Probably should've started off with this but here it is.
    A huge and massive thank you to dontknowletspl on Plutonium / @whydoesanyonecare on GitHub for posting a WallBuy Template that I was then able to adapt into Tranzit and add back the guns. This was the hardest part and it was already done by dontknowletspl so thank you!

    Another person who was a HUGE help was @JezusLizard on GitHub who uploaded uncompiled versions of his scripts which included custom wall buys and I was able to use it as a cross reference for names, effect names and understanding dontknowletspl's scripts better. so again thank you!

    Media:
    MP5WB.png M16WB.png FiveSevenWB.png

    Other Stuff
    Virus Scans for all 3 Compiled GSC and the Zip Folder:

    https://www.virustotal.com/gui/file/e7f9a5b45d33a374b6551279c6591b885ec845b103357e7c2d15657a28a7d342?nocache=1

    https://www.virustotal.com/gui/file/52e7f8d2b32b961ea9c61e3dd223699b7767ba66895ed8eff8c1107884c78405?nocache=1

    https://www.virustotal.com/gui/file/e95f0749bb0e9d3ba3bd6814ffa2d5df44aa2fc2e707d1c8ab41f7f863be8dd0?nocache=1

    https://www.virustotal.com/gui/file/4e6d0fbdb65537603a8cd6a9362699e6baeac96b2504c11d8a68462aac4d5e70?nocache=1

    The XYZ in the left hand corner of the screen will not be there in the files you get as it was a debug only thing in case you're wondering

    It hasnt been tested alot on other maps so in case they spawn in random places in other maps, which they shouldn't, please let me know or even take it upon yourself and fix it if you really want to, do anything with my code.

    If any of the people I listed in the credits doesn't want me using any of their scripts or using parts please let me know and I will take down my mod and will contact you.

    Please leave lots of feedback as it's my first GSC mod and I think it turned out pretty good. Let me know if there's bugs, things you want me to add or just general feedback.

    Thanks for reading! 😎

    dontknowletsplundefined 1 Reply Last reply
    4
    • Resxtundefined Offline
      Resxtundefined Offline
      Resxt
      Plutonium Staff
      wrote on last edited by
      #2

      Congratulations for learning by yourself and getting far enough to create your script!
      You don't need to provide virus scans for uncompiled GSC files, it's just text with another extension.
      Also I would recommend to use something other than Mediafire to make your download permanent (unless you have an account there or something)

      Cxrrupt2undefined 1 Reply Last reply
      0
      • Resxtundefined Resxt

        Congratulations for learning by yourself and getting far enough to create your script!
        You don't need to provide virus scans for uncompiled GSC files, it's just text with another extension.
        Also I would recommend to use something other than Mediafire to make your download permanent (unless you have an account there or something)

        Cxrrupt2undefined Offline
        Cxrrupt2undefined Offline
        Cxrrupt2
        wrote on last edited by
        #3

        Resxt Thanks for the advice! Ill upload it onto another site or 2 just in case it goes down.

        Resxtundefined 1 Reply Last reply
        1
        • GhostRider0125undefined Offline
          GhostRider0125undefined Offline
          GhostRider0125
          wrote on last edited by GhostRider0125
          #4

          awesome dude although i would sugest to replace mp5 m16 with S12 or chicom or barret or M8A1 or Type 25 sinse theyre already is one in first tunnel and dinner so each place has its unique guns😁

          Cxrrupt2undefined 1 Reply Last reply
          1
          • GhostRider0125undefined GhostRider0125

            awesome dude although i would sugest to replace mp5 m16 with S12 or chicom or barret or M8A1 or Type 25 sinse theyre already is one in first tunnel and dinner so each place has its unique guns😁

            Cxrrupt2undefined Offline
            Cxrrupt2undefined Offline
            Cxrrupt2
            wrote on last edited by Cxrrupt2
            #5

            GhostRider0125 Yeah, I was wondering whether or not I should make them all custom. I was actually planning on adding the type 25 originally but had some trouble, file name in game was type 95 not 25, so I might add that in instead of the m16. I do like the mp5 being there but thats just me lol. Ill defo switch up the m16 some time down the road if I decided to add more weapons to maybe nacht or bus depot as they are also lacking and probably the mp5 with a shotgun or sniper as there arent really any in Tranzit. Thanks for the feedback though! 😊

            1 Reply Last reply
            1
            • Cxrrupt2undefined Cxrrupt2

              Resxt Thanks for the advice! Ill upload it onto another site or 2 just in case it goes down.

              Resxtundefined Offline
              Resxtundefined Offline
              Resxt
              Plutonium Staff
              wrote on last edited by
              #6

              Cxrrupt2 a single reliable website is enough. Websites that don't require accounts don't always keep the file for years, even more if the download is inactive for a month or more

              1 Reply Last reply
              0
              • Cxrrupt2undefined Cxrrupt2

                Tranzit Town Wall Buys

                Download: https://www.mediafire.com/file/ywrr910ijximqf9/TownWallWeapons1.0.7z/file

                Why:

                I decided to make this mod after playing a game of TranZit with some of my friends and we all downed in town due to a lack of ammo and we were all pretty annoyed. So instead of moving on I spent the better part of 2 days learning GSC, yes this is my first mod, and figuring out how to add wall weapons. After alot of reading old fourms and looking at existing mods and syntax erros, I got there and here is my mod!

                What it includes:
                Adds an M16 Where the M14 is usually in Town Survival.
                Adds back the MP5K where it is in Town Survival.
                Adds a Five Seven where the GalvaKnuckles are usually in Town Survival.

                There is also an installation guide is included in the zip folder

                Credits:
                Probably should've started off with this but here it is.
                A huge and massive thank you to dontknowletspl on Plutonium / @whydoesanyonecare on GitHub for posting a WallBuy Template that I was then able to adapt into Tranzit and add back the guns. This was the hardest part and it was already done by dontknowletspl so thank you!

                Another person who was a HUGE help was @JezusLizard on GitHub who uploaded uncompiled versions of his scripts which included custom wall buys and I was able to use it as a cross reference for names, effect names and understanding dontknowletspl's scripts better. so again thank you!

                Media:
                MP5WB.png M16WB.png FiveSevenWB.png

                Other Stuff
                Virus Scans for all 3 Compiled GSC and the Zip Folder:

                https://www.virustotal.com/gui/file/e7f9a5b45d33a374b6551279c6591b885ec845b103357e7c2d15657a28a7d342?nocache=1

                https://www.virustotal.com/gui/file/52e7f8d2b32b961ea9c61e3dd223699b7767ba66895ed8eff8c1107884c78405?nocache=1

                https://www.virustotal.com/gui/file/e95f0749bb0e9d3ba3bd6814ffa2d5df44aa2fc2e707d1c8ab41f7f863be8dd0?nocache=1

                https://www.virustotal.com/gui/file/4e6d0fbdb65537603a8cd6a9362699e6baeac96b2504c11d8a68462aac4d5e70?nocache=1

                The XYZ in the left hand corner of the screen will not be there in the files you get as it was a debug only thing in case you're wondering

                It hasnt been tested alot on other maps so in case they spawn in random places in other maps, which they shouldn't, please let me know or even take it upon yourself and fix it if you really want to, do anything with my code.

                If any of the people I listed in the credits doesn't want me using any of their scripts or using parts please let me know and I will take down my mod and will contact you.

                Please leave lots of feedback as it's my first GSC mod and I think it turned out pretty good. Let me know if there's bugs, things you want me to add or just general feedback.

                Thanks for reading! 😎

                dontknowletsplundefined Offline
                dontknowletsplundefined Offline
                dontknowletspl
                wrote on last edited by
                #7

                Cxrrupt2 Since you have not done gsc before and the code you used as base is old i wanted to show how you could make it lil bit better.

                You have used "thread" which allow running code after it even if the old function is not done running. Because of this you can use same "wallweaponmonitorbox" and "playchalkfx" functions for all weapons.

                Also with loops you should add endons like "level endon("end_game");" which stops the loop running after game ended otherwise the loop can cause issues like crashing.

                #include maps\mp\_utility;
                #include maps\mp\zombies\_zm_utility;
                #include common_scripts\utility;
                #include maps\mp\gametypes_zm\_hud_util;
                #include maps\mp\zombies\_zm_weapons;
                #include maps\mp\zombies\_zm_magicbox;
                init()
                {
                    if(getdvar("mapname") == "zm_transit") //run only in any transit map
                    {
                        //precaching fx effects might cause issues if game has them already precached
                        //caused error with other script of mine
                        level._effect["wall_b23r"] = loadfx( "maps/zombie/fx_zmb_wall_buy_berreta93r" ); 
                        level._effect["wall_m16"] = loadfx( "maps/zombie/fx_zmb_wall_buy_m16" ); 
                        level._effect["wall_mp5k"] = loadfx( "maps/zombie/fx_zmb_wall_buy_mp5k" ); 
                
                        flag_wait( "initial_blackscreen_passed" );
                        thread wallweaponmonitorbox(( 1126.7, 865.359, 10 ), ( 0, 270, 0 ), "m16_zm", 1200, 600 );
                        thread playchalkfx("wall_m16", ( 1126.7, 865.359, 10 ), ( 0, 270, 0 ));
                
                        thread wallweaponmonitorbox(( 611, -997, 177.2 ), ( 0, 270, 0 ), "mp5k_zm", 1200, 600 );
                        thread playchalkfx("wall_mp5k", ( 611, -995, 177 ), ( 0, 270, 0 ));
                
                        thread wallweaponmonitorbox(( 2428, 438, -5 ), ( 0, 180, 0 ), "fiveseven_zm", 1200, 600 );
                        thread playchalkfx("wall_b23r", ( 2428, 438, -5 ), ( 0, 180, 0 ));
                    }
                }
                
                playchalkfx(effect, origin, angles)
                {
                    level endon("end_game");
                    for(;;)
                	{
                		fx = SpawnFX(level._effect[ effect ], origin,AnglesToForward(angles),AnglesToUp(angles));
                		TriggerFX(fx);
                		level waittill("connected", player);
                		fx Delete();
                	}
                }
                
                wallweaponmonitorbox(origin, angles, weapon, cost, ammo )
                {
                    level endon("end_game");
                
                    name = get_weapon_display_name( weapon );
                	trigger = spawn("trigger_radius", origin, 0, 35, 80);
                	trigger SetCursorHint("HINT_NOICON");
                	trigger SetHintString("Hold ^3&&1^7 For Buy " + name + " [Cost: " + cost + "] Ammo [Cost: " + ammo + "] Upgraded Ammo [Cost: 4500]");
                    for(;;)
                    {
                		trigger waittill("trigger", player);
                        if(player usebuttonpressed() && !player maps\mp\zombies\_zm_laststand::player_is_in_laststand() && player can_buy_weapon())
                        {
                            if( !player has_weapon_or_upgrade(weapon) && player.score >= cost )
                            {
                                player playsound( "zmb_cha_ching" );
                                player.score -= cost;
                                player thread weapon_give( weapon, 0, 1 );
                                if(!isdefined(model))
                                {
                                    play_sound_at_pos( "weapon_show", origin, player );
                                    model = spawn("script_model", origin);
                                    model.angles = angles;
                                    model setmodel(getweaponmodel( weapon ));
                                }
                                wait 3;
                            }
                            else
                            {
                                if(player has_upgrade(weapon) && player.score >= 4500)
                                {
                                    if(player ammo_give(get_upgrade_weapon(weapon)))
                                    {
                                        player.score -= 4500;
                                        player playsound("zmb_cha_ching");
                                        wait 3;
                                    }
                                }
                                else if(player hasweapon(weapon) && player.score >= ammo)
                                {
                                    if(player ammo_give(weapon))
                                    {
                                        player.score -= ammo;
                                        player playsound("zmb_cha_ching");
                                        wait 3;
                                    }
                                }
                            }
                		}
                		wait .05;
                	}
                }
                
                Cxrrupt2undefined 1 Reply Last reply
                2
                • dontknowletsplundefined dontknowletspl

                  Cxrrupt2 Since you have not done gsc before and the code you used as base is old i wanted to show how you could make it lil bit better.

                  You have used "thread" which allow running code after it even if the old function is not done running. Because of this you can use same "wallweaponmonitorbox" and "playchalkfx" functions for all weapons.

                  Also with loops you should add endons like "level endon("end_game");" which stops the loop running after game ended otherwise the loop can cause issues like crashing.

                  #include maps\mp\_utility;
                  #include maps\mp\zombies\_zm_utility;
                  #include common_scripts\utility;
                  #include maps\mp\gametypes_zm\_hud_util;
                  #include maps\mp\zombies\_zm_weapons;
                  #include maps\mp\zombies\_zm_magicbox;
                  init()
                  {
                      if(getdvar("mapname") == "zm_transit") //run only in any transit map
                      {
                          //precaching fx effects might cause issues if game has them already precached
                          //caused error with other script of mine
                          level._effect["wall_b23r"] = loadfx( "maps/zombie/fx_zmb_wall_buy_berreta93r" ); 
                          level._effect["wall_m16"] = loadfx( "maps/zombie/fx_zmb_wall_buy_m16" ); 
                          level._effect["wall_mp5k"] = loadfx( "maps/zombie/fx_zmb_wall_buy_mp5k" ); 
                  
                          flag_wait( "initial_blackscreen_passed" );
                          thread wallweaponmonitorbox(( 1126.7, 865.359, 10 ), ( 0, 270, 0 ), "m16_zm", 1200, 600 );
                          thread playchalkfx("wall_m16", ( 1126.7, 865.359, 10 ), ( 0, 270, 0 ));
                  
                          thread wallweaponmonitorbox(( 611, -997, 177.2 ), ( 0, 270, 0 ), "mp5k_zm", 1200, 600 );
                          thread playchalkfx("wall_mp5k", ( 611, -995, 177 ), ( 0, 270, 0 ));
                  
                          thread wallweaponmonitorbox(( 2428, 438, -5 ), ( 0, 180, 0 ), "fiveseven_zm", 1200, 600 );
                          thread playchalkfx("wall_b23r", ( 2428, 438, -5 ), ( 0, 180, 0 ));
                      }
                  }
                  
                  playchalkfx(effect, origin, angles)
                  {
                      level endon("end_game");
                      for(;;)
                  	{
                  		fx = SpawnFX(level._effect[ effect ], origin,AnglesToForward(angles),AnglesToUp(angles));
                  		TriggerFX(fx);
                  		level waittill("connected", player);
                  		fx Delete();
                  	}
                  }
                  
                  wallweaponmonitorbox(origin, angles, weapon, cost, ammo )
                  {
                      level endon("end_game");
                  
                      name = get_weapon_display_name( weapon );
                  	trigger = spawn("trigger_radius", origin, 0, 35, 80);
                  	trigger SetCursorHint("HINT_NOICON");
                  	trigger SetHintString("Hold ^3&&1^7 For Buy " + name + " [Cost: " + cost + "] Ammo [Cost: " + ammo + "] Upgraded Ammo [Cost: 4500]");
                      for(;;)
                      {
                  		trigger waittill("trigger", player);
                          if(player usebuttonpressed() && !player maps\mp\zombies\_zm_laststand::player_is_in_laststand() && player can_buy_weapon())
                          {
                              if( !player has_weapon_or_upgrade(weapon) && player.score >= cost )
                              {
                                  player playsound( "zmb_cha_ching" );
                                  player.score -= cost;
                                  player thread weapon_give( weapon, 0, 1 );
                                  if(!isdefined(model))
                                  {
                                      play_sound_at_pos( "weapon_show", origin, player );
                                      model = spawn("script_model", origin);
                                      model.angles = angles;
                                      model setmodel(getweaponmodel( weapon ));
                                  }
                                  wait 3;
                              }
                              else
                              {
                                  if(player has_upgrade(weapon) && player.score >= 4500)
                                  {
                                      if(player ammo_give(get_upgrade_weapon(weapon)))
                                      {
                                          player.score -= 4500;
                                          player playsound("zmb_cha_ching");
                                          wait 3;
                                      }
                                  }
                                  else if(player hasweapon(weapon) && player.score >= ammo)
                                  {
                                      if(player ammo_give(weapon))
                                      {
                                          player.score -= ammo;
                                          player playsound("zmb_cha_ching");
                                          wait 3;
                                      }
                                  }
                              }
                  		}
                  		wait .05;
                  	}
                  }
                  
                  Cxrrupt2undefined Offline
                  Cxrrupt2undefined Offline
                  Cxrrupt2
                  wrote on last edited by Cxrrupt2
                  #8

                  dontknowletspl Wow, thank you so much. I actually tried to originally have all the guns in one script like you did but didnt really know how to go about it but this makes alot of sense and looks simple now. Didnt know that loops can run after a game ends so I'll be sure to remember to add endons for future. I figured out how to make it run in transit only but couldn't update the download link but thanks for all the information. 🙂

                  1 Reply Last reply
                  1
                  Reply
                  • Reply as topic
                  Log in to reply
                  • Oldest to Newest
                  • Newest to Oldest
                  • Most Votes


                  • Login

                  • Don't have an account? Register

                  • Login or register to search.
                  • First post
                    Last post
                  0
                  • Recent
                  • Tags
                  • Popular
                  • Users
                  • Groups
                  • Donate