[RELEASE] [ZM] Black Ops 2 Custom Perks
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This post is deleted!
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Awesome
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undefined EnriqueZ.V referenced this topic on
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You seem to have declared the same function twice which throws an error
https://github.com/Viren070/BO2-Zombies-Custom-Perks/blob/main/src/custom_perk_machines.gsc#L523C1-L523C1
https://github.com/Viren070/BO2-Zombies-Custom-Perks/blob/main/src/custom_perk_machines.gsc#L1006 -
Yes, it's giving me the same error:
[ERROR]:compiler:scripts/zm/custom_perk_machines.gsc:1006:1:funciotn name 'custom_get_player_weapon_limit' already defined as local function -
Yes, it's giving me the same error:
[ERROR]:compiler:scripts/zm/custom_perk_machines.gsc:1006:1:funciotn name 'custom_get_player_weapon_limit' already defined as local functionXResident21 see the post I linked for a solution
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It works now, thank you very much
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Viren_7 is it possible for you to try add perks to die rise and motd?
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just read what already got posted? you don't even need to scroll up
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BO2 Zombies Custom Perk Machines
This is my first GSC script I made a while back. I don't plan on updating this but I thought I'd just upload it here
You can view the source code and download it at the GitHub Repository
This script adds custom perks that can be bought from perk machines placed throughout the maps.
Features
- Adds Perk-A-Colas with custom perks to all the zombies maps except Die Rise and MOTD. You can still get the perks through the test function which will give you all the perks.
- If you wish to change the position of a perk machine I have detailed how you may do so below.
- This script also allows you to gain points by going prone next to any perk machine, both custom perk and default perk machines. You gain 50 points.
- Also adds PaP to Farm survival.
Instructions to download
- Download the GSC file in the src folder - Link
- Place the GSC file in
%localappdata%\Plutonium\storage\t6\scripts\zm
- Done!
Note: If you want the option to test all the perks, then go to line 178 and uncomment the line
//self thread test_perks()
--->self thread test_perks()
Custom Perks Available
- PhD Flopper - immunity to fall damage and explosions and create an explosion that kills zombies upon diving to prone
- Widow's Wine - deals damage to zombies that attack you and slows them down
- Thunder Wall - launches nearby enemies into the air upon being attacked by 5 or more zombies
- Dying Wish - gives a second chance if you die
- Electric Cherry - generates an electric shockwave upon reload
- Ammo Regen - slowly regenerates ammunition of all weapons
- Executioner's Edge- gives melee attacks a one hit kill at any round
- Burn Heart - ignore lava damage
- Downer's Delight - longer bleed out time and use last weapon held in last stand
- Victorious Turtle - allows riot shield to block from all directions
- Mule (on maps that don't have it) - additional primary weapon
- Bloodthirst - Gain health when killing zombies and can reach a max of 320 health
- Rampage - This Perk gives insta-kills for 30 seconds upon killing a zombie (cooldown of 5 mins)
- Guarding Strike - This perk grants invulnerability upon killing a zombie (cooldown of 5 minutes)
- Headshot Mayhem - Extra damage and points for headshots. 5% chance for a headshot kill to explode and kill surrounding zombies
Pictures of the Perk-A-Colas
The models may change, but the position should stay the same.
TranZit
Buried
Town
Farm
Nuketown
No pictures available
Origins
No pictures available
How to modify perk machine position
If you wish to change the position of the perk machines or add new ones, add this line to your OnPlayerSpawned function:
self thread doGetposition();
and add these two functions to the code:
doGetposition() { self endon ("disconnect"); self endon ("death"); print_pos = 1; if (print_pos==1) { for(;;) { self.corrected_angles = corrected_angles(self.angles); self iPrintln("Angles: "+self.corrected_angles+"\nPosition: "+self.origin); wait 0.5; } } } corrected_angles(angles) { angles = angles + (0, 90, 0); if (angles[1] < 0) { angles = angles + (0, 360, 0); } return angles; }
With this you can get the position and angles required to spawn a perk machine in the correct place. The next step is to edit the lines of code that look like this that can be found under the init_custom_map() function:
perk_system( "script_model", (847, -1037, 120), "zombie_vending_revive_on", ( 0, 326, 0 ), "custom", "mus_perks_sleight_sting", "Downer's Delight", 3000, "revive_light", "Downers_Delight","zombie_perk_bottle_revive" );
perk_system( script, pos, model, angles, type, sound, name, cost, fx, perk, bottle)
(847, -1037, 1200) / pos
- the position( 0, 326, 0) / angle
- the angle, you will likely only need to change the middle value.The position and angles can be found using the code above.
Other parameters:
"zombie_vending_revive_on / model"
- the model to be used (only models that exist in the map can be used, use this model list to help)"Downer's Delight" / name
- the name that appears in the hint when you approach the perk machine"Downers_Delight" / perk
- the actual perk, the names of which can be found under the drawshader_and_shadermove() function"zombie_perk_bottle_revive / bottle"
- the perk bottle, the bottles names can be found hereCredits
whydoesanyonecare. I took the base code for the perk systems from dog town plutonium
Viren_7 I've tried your mod and it's insane ! Thanks you for making it ! I have a quick question tho, how do you start a zombie game with a million points ? Your screeenshots shows that you have like 950000 points xD. Thanks
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You seem to have declared the same function twice which throws an error
https://github.com/Viren070/BO2-Zombies-Custom-Perks/blob/main/src/custom_perk_machines.gsc#L523C1-L523C1
https://github.com/Viren070/BO2-Zombies-Custom-Perks/blob/main/src/custom_perk_machines.gsc#L1006Resxt thanks for pointing that out, ill fix it now.
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Viren_7 I've tried your mod and it's insane ! Thanks you for making it ! I have a quick question tho, how do you start a zombie game with a million points ? Your screeenshots shows that you have like 950000 points xD. Thanks
coreosiv Thanks. I'm not too sure, but it might have been self.points = 99999 on the onPlayerSpawned function
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C0NFU510N nah. although i could add the perks to motd, i remember having some trouble with the afterlife system and the perks.
like i said before, i dont play plutonium that much anymore and don't have time to work on this.
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coreosiv Thanks. I'm not too sure, but it might have been self.points = 99999 on the onPlayerSpawned function
Viren_7 Tried adding it to your code in the file but it didn't work. Maybe there is something else I need to add ?
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Viren_7 Tried adding it to your code in the file but it didn't work. Maybe there is something else I need to add ?
coreosiv my bad, it was self.score, not self.points
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Viren_7 Awesome, it works ! Thank you bro, I am going to try to create a simple script to start with more points, I am very new to coding gsc so it's going to be tough.
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Viren_7 I've tried adding a new perk using the code you gave at the bottom of the first post but something isn't working. I first wrote this :
Then I wrote this right aboce the init_custom_map :
And I added a perk next to one already existing, but the perk doesn't appear and the game spams me with Angles and positions message on the left :
Any idea why this is happening ? Thanks for your help -
Viren_7 I've tried adding a new perk using the code you gave at the bottom of the first post but something isn't working. I first wrote this :
Then I wrote this right aboce the init_custom_map :
And I added a perk next to one already existing, but the perk doesn't appear and the game spams me with Angles and positions message on the left :
Any idea why this is happening ? Thanks for your helpcoreosiv the code i gave allows you to see your current position and angle, which you can then use to add new perks. To add another perk, you need to add the code for that perk and create a perk machine using the perk_machine_system function. Then you need to add it the shader handling under another function which i forgot the name of.
The game spamming angles and positions is to be used for the perk machine system function which requires angles and position as a parameter.
You can then remove the self thread doGetposition to stop the game from spamming you.
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BO2 Zombies Custom Perk Machines
This is my first GSC script I made a while back. I don't plan on updating this but I thought I'd just upload it here
You can view the source code and download it at the GitHub Repository
This script adds custom perks that can be bought from perk machines placed throughout the maps.
Features
- Adds Perk-A-Colas with custom perks to all the zombies maps except Die Rise and MOTD. You can still get the perks through the test function which will give you all the perks.
- If you wish to change the position of a perk machine I have detailed how you may do so below.
- This script also allows you to gain points by going prone next to any perk machine, both custom perk and default perk machines. You gain 50 points.
- Also adds PaP to Farm survival.
Instructions to download
- Download the GSC file in the src folder - Link
- Place the GSC file in
%localappdata%\Plutonium\storage\t6\scripts\zm
- Done!
Note: If you want the option to test all the perks, then go to line 178 and uncomment the line
//self thread test_perks()
--->self thread test_perks()
Custom Perks Available
- PhD Flopper - immunity to fall damage and explosions and create an explosion that kills zombies upon diving to prone
- Widow's Wine - deals damage to zombies that attack you and slows them down
- Thunder Wall - launches nearby enemies into the air upon being attacked by 5 or more zombies
- Dying Wish - gives a second chance if you die
- Electric Cherry - generates an electric shockwave upon reload
- Ammo Regen - slowly regenerates ammunition of all weapons
- Executioner's Edge- gives melee attacks a one hit kill at any round
- Burn Heart - ignore lava damage
- Downer's Delight - longer bleed out time and use last weapon held in last stand
- Victorious Turtle - allows riot shield to block from all directions
- Mule (on maps that don't have it) - additional primary weapon
- Bloodthirst - Gain health when killing zombies and can reach a max of 320 health
- Rampage - This Perk gives insta-kills for 30 seconds upon killing a zombie (cooldown of 5 mins)
- Guarding Strike - This perk grants invulnerability upon killing a zombie (cooldown of 5 minutes)
- Headshot Mayhem - Extra damage and points for headshots. 5% chance for a headshot kill to explode and kill surrounding zombies
Pictures of the Perk-A-Colas
The models may change, but the position should stay the same.
TranZit
Buried
Town
Farm
Nuketown
No pictures available
Origins
No pictures available
How to modify perk machine position
If you wish to change the position of the perk machines or add new ones, add this line to your OnPlayerSpawned function:
self thread doGetposition();
and add these two functions to the code:
doGetposition() { self endon ("disconnect"); self endon ("death"); print_pos = 1; if (print_pos==1) { for(;;) { self.corrected_angles = corrected_angles(self.angles); self iPrintln("Angles: "+self.corrected_angles+"\nPosition: "+self.origin); wait 0.5; } } } corrected_angles(angles) { angles = angles + (0, 90, 0); if (angles[1] < 0) { angles = angles + (0, 360, 0); } return angles; }
With this you can get the position and angles required to spawn a perk machine in the correct place. The next step is to edit the lines of code that look like this that can be found under the init_custom_map() function:
perk_system( "script_model", (847, -1037, 120), "zombie_vending_revive_on", ( 0, 326, 0 ), "custom", "mus_perks_sleight_sting", "Downer's Delight", 3000, "revive_light", "Downers_Delight","zombie_perk_bottle_revive" );
perk_system( script, pos, model, angles, type, sound, name, cost, fx, perk, bottle)
(847, -1037, 1200) / pos
- the position( 0, 326, 0) / angle
- the angle, you will likely only need to change the middle value.The position and angles can be found using the code above.
Other parameters:
"zombie_vending_revive_on / model"
- the model to be used (only models that exist in the map can be used, use this model list to help)"Downer's Delight" / name
- the name that appears in the hint when you approach the perk machine"Downers_Delight" / perk
- the actual perk, the names of which can be found under the drawshader_and_shadermove() function"zombie_perk_bottle_revive / bottle"
- the perk bottle, the bottles names can be found hereCredits
whydoesanyonecare. I took the base code for the perk systems from dog town plutonium
Viren_7 is it only for me or mule kick is not working on buried ?
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Viren_7 is it only for me or mule kick is not working on buried ?
Teknokratt Same here, it's not been working on our buried/origin server for few days least so could possibly be bug?
Did have look to see if can find an issue, im gonna see if upping weapon limit from 3 to 4 changes anything.