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  3. Where can i access the t6r folder/directory?

Where can i access the t6r folder/directory?

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  • MF SAINTundefined Offline
    MF SAINTundefined Offline
    MF SAINT
    wrote on last edited by
    #1

    Im attempting to use a script on Zombies where it removes mystery box limitations(i.e. KSG on Buried), but it says i need to place it in \t6r\data\maps\mp\zombies, and i can't find that folder. Can someone help me out?

    https://forum.plutonium.pw/topic/2648/release-zombies-no-weapon-limits-for-mystery-box (the Script in question)

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    • Derpyhsiundefined Offline
      Derpyhsiundefined Offline
      Derpyhsi
      wrote on last edited by
      #2

      I made a script, just create a file in AppData\Local\Plutonium\storage\t6\scripts\zm

      #include common_scripts\utility;
      #include maps\mp\_utility;
      #include maps\mp\zombies\_zm_utility;
      #include maps\mp\zombies\_zm_magicbox;
      #include maps\mp\gametypes_zm\_weaponobjects;
      #include maps\mp\zombies\_zm_weapons;
      #include maps\mp\zombies\_zm_weap_claymore;
      #include maps\mp\zombies\_zm_weap_ballistic_knife;
      #include maps\mp\zombies\_zm_magicbox_lock;
      #include maps\mp\zombies\_zm_unitrigger;
      #include maps\mp\zombies\_zm_audio_announcer;
      #include maps\mp\zombies\_zm_pers_upgrades_functions;
      #include maps\mp\zombies\_zm_score;
      #include maps\mp\zombies\_zm_equipment;
      #include maps\mp\zombies\_zm_stats;
      #include maps\mp\zombies\_zm_audio;
      #include maps\mp\_demo;
      #include maps\mp\zombies\_zm_weap_cymbal_monkey;
      
      main() {
          replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_canplayerreceiveweapon, ::treasure_chest_alwaysrecvweapon);
      }
      
      treasure_chest_alwaysrecvweapon( player, weapon, pap_triggers )
      {
          if ( !get_is_in_box( weapon ) )
              return 0;
          
          if ( isdefined( player ) && player has_weapon_or_upgrade( weapon ) )
              return 0;
      
          if ( !player player_can_use_content( weapon ) )
              return 0;
      
          return 1;
      }
      
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