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

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

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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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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      • dontknowletsplundefined dontknowletspl

        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 Offline
        AdrX003undefined Offline
        AdrX003
        wrote 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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        • AdrX003undefined AdrX003

          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 Offline
          dontknowletsplundefined Offline
          dontknowletspl
          wrote 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

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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

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              • dontknowletsplundefined dontknowletspl

                This post is deleted!

                JezuzLizardundefined Offline
                JezuzLizardundefined Offline
                JezuzLizard
                Plutonium Staff
                wrote 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
                  • JezuzLizardundefined JezuzLizard

                    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 Offline
                    dontknowletsplundefined Offline
                    dontknowletspl
                    wrote 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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                    • dontknowletsplundefined dontknowletspl

                      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 Offline
                      JezuzLizardundefined Offline
                      JezuzLizard
                      Plutonium Staff
                      wrote 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.

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