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  3. [RELEASE][ZM] [BETA] New bo2 hud system

[RELEASE][ZM] [BETA] New bo2 hud system

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  • LKuramaundefined Offline
    LKuramaundefined Offline
    LKurama
    wrote on last edited by
    #5

    That's freaking nice dude well done

    1 Reply Last reply
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    • Wigglepundefined Offline
      Wigglepundefined Offline
      Wigglep Contributor
      wrote on last edited by
      #6

      yeah thats cleannn nice stuff

      1 Reply Last reply
      0
      • AdrX003undefined Offline
        AdrX003undefined Offline
        AdrX003
        wrote on last edited by
        #7

        Interesting thought on the ammo counter since we only saw this style back in WaW.

        1 Reply Last reply
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        • GhostRider0125undefined Offline
          GhostRider0125undefined Offline
          GhostRider0125
          wrote on last edited by
          #8

          modern MW hud eh nice👌😆

          1 Reply Last reply
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          • xNandoundefined Offline
            xNandoundefined Offline
            xNando
            replied to dontknowletspl on last edited by
            #9

            dontknowletspl that's a cool looking script!! I wanna ask you if you can share the part of the source code to center the perks icons, thanks!

            dontknowletsplundefined 1 Reply Last reply
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            • dontknowletsplundefined Offline
              dontknowletsplundefined Offline
              dontknowletspl
              replied to xNando on last edited by
              #10

              xNando You do not need it since there is already similar shared on the forums. https://forum.plutonium.pw/topic/19445/resource-zm-center-perks-script

              AdrX003undefined 1 Reply Last reply
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              • dontknowletsplundefined Offline
                dontknowletsplundefined Offline
                dontknowletspl
                wrote on last edited by
                #11

                The script has issues like missing certain weapon names, some hud elements like spade, helm on origins.

                Looking for users to test the actual script and find out what still need fixing.

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                • dontknowletsplundefined Offline
                  dontknowletsplundefined Offline
                  dontknowletspl
                  wrote on last edited by
                  #12

                  Xerxes Would be nice if you delete something from post to explain why you do it. Is discord links not allowed anymore? If so i got the link in all my posts.

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                  • AdrX003undefined Offline
                    AdrX003undefined Offline
                    AdrX003
                    replied to dontknowletspl on last edited by AdrX003
                    #13

                    dontknowletspl what about a snippet of the drops/powerups positioning?

                    or you could say its "easy" for someone kinda new to GSC would know were to find it in JezuzzLizzard's stock scripts?
                    if you could at least tell wich file exactly has something to identify them/how to "pick" them in the code to them join it in the script that will be changing positions that would help a ton...

                    dontknowletsplundefined 1 Reply Last reply
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                    • dontknowletsplundefined Offline
                      dontknowletsplundefined Offline
                      dontknowletspl
                      replied to AdrX003 on last edited by
                      #14

                      AdrX003 Doing it in gsc has few ways i guess. The way i did it was by removing the original powerups from the include array etc and added them back as custom powerups so i could set the new location for shader.

                      Example:

                      arrayremoveindex(level.zombie_include_powerups, "double_points");
                      arrayremoveindex(level.zombie_powerups, "double_points");
                      arrayremovevalue(level.zombie_powerup_array, "double_points");
                      

                      Easier way would be doing it in lua. I think there is decompiled lua dump in plutonium discord pins. You can find powerup file in there and adjust the Y little higher.

                      I guess some of my post show how to add custom powerups if you decide to go that way.

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                      • DaSoundwaveundefined Offline
                        DaSoundwaveundefined Offline
                        DaSoundwave
                        wrote on last edited by
                        #15

                        This is something I've been looking for

                        1 Reply Last reply
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                        • _shiro_foxy_undefined Offline
                          _shiro_foxy_undefined Offline
                          _shiro_foxy_
                          wrote on last edited by
                          #16

                          Crash for me
                          Exception Code: 0xC0000005
                          Exception Address: 0x008F4772

                          1 Reply Last reply
                          0
                          • JezuzLizardundefined Offline
                            JezuzLizardundefined Offline
                            JezuzLizard Plutonium Staff
                            replied to dontknowletspl on last edited by
                            #17

                            dontknowletspl Hi, I noticed that your script is obfuscated using a modified version of the Irony compiler. This obfuscation was causing crashes due to erroneous application of your obfuscation methodology.

                            We do not appreciate posting poor quality scripts, especially if they cannot be fixed by their users. As such I have decompiled the script such that it can be compiled using our gsc-tool compiler integrated into Plutonium. As gsc-tool is a quality compiler that produces correct output the likelihood that users will experience crashes due to bad modding practices is minimal.

                            Here is the decompiled script that will compile from raw in the same path as OP provided:
                            https://mega.nz/file/hlYCTKLR#y17ghZa0Tp8rOKJmvIWimq0MaKltUM5coM2Chhysnyk

                            dontknowletsplundefined 1 Reply Last reply
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                            • Iabicheundefined Offline
                              Iabicheundefined Offline
                              Iabiche
                              wrote on last edited by
                              #18
                              This post is deleted!
                              1 Reply Last reply
                              0
                              • dontknowletsplundefined Offline
                                dontknowletsplundefined Offline
                                dontknowletspl
                                replied to JezuzLizard on last edited by dontknowletspl
                                #19

                                JezuzLizard Idea was to keep it compiled until its ready to be posted. But since you love to share shit code lets leave it there.

                                JezuzLizardundefined 1 Reply Last reply
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                                • JezuzLizardundefined Offline
                                  JezuzLizardundefined Offline
                                  JezuzLizard Plutonium Staff
                                  replied to dontknowletspl on last edited by
                                  #20

                                  dontknowletspl I don't understand why you didn't even test for more than 11 minutes, and 6 seconds since the crash is deterministic. Posting an obfuscated script that causes the game to crash creates more work for developers to investigate to know whether the cause of the crash exists under normal circumstances. Since we can't control the output of an unknown fork of the old compiler we won't bother fixing issues relating to it.

                                  I recommend not posting obfuscated scripts anymore as the obfuscation makes investigation into actual legitimate issues harder.

                                  1 Reply Last reply
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