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  3. [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • Maxizleoundefined Maxizleo

    LudwigRainbow Ive got a working version of this

    brazil_FTWundefined Offline
    brazil_FTWundefined Offline
    brazil_FTW
    wrote on last edited by
    #239

    Maxizleo how did you manage to combine the two and get it working?

    1 Reply Last reply
    0
    • Astrooleanundefined Astroolean referenced this topic on
    • Poccet2kundefined Offline
      Poccet2kundefined Offline
      Poccet2k
      wrote on last edited by
      #240

      where is the download bru

      1 Reply Last reply
      0
      • Maxizleoundefined Maxizleo

        LudwigRainbow Ive got a working version of this

        0.z.z.yundefined Offline
        0.z.z.yundefined Offline
        0.z.z.y
        wrote on last edited by
        #241

        Maxizleo HOW?!

        1 Reply Last reply
        0
        • Soldado Suarezundefined Soldado Suarez referenced this topic on
        • small jetundefined Offline
          small jetundefined Offline
          small jet
          wrote on last edited by
          #242

          sehteria how to download it

          sehteriaundefined 1 Reply Last reply
          0
          • small jetundefined small jet

            sehteria how to download it

            sehteriaundefined Offline
            sehteriaundefined Offline
            sehteria
            wrote on last edited by
            #243

            small jet

            [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps:

            Installation guide:

            Extract the zm_weapons.zip
            Copy & Paste or drag the folder which contains the mod files to:
            %localappdata%\Plutonium\storage\t6\mods (Windows Key + R)
            You've installed the mod! Start BO2 zombies up, click on Mods in the menu and select zm_weapons
            
            1 Reply Last reply
            0
            • PunctualBoat203undefined Offline
              PunctualBoat203undefined Offline
              PunctualBoat203
              wrote on last edited by
              #244

              any progress on merging the weapons and perks on all maps mods ?

              1 Reply Last reply
              1
              • _pro7undefined Offline
                _pro7undefined Offline
                _pro7
                wrote on last edited by
                #245

                how could I put this mod on a possible online server of mine

                sehteriaundefined 2 Replies Last reply
                1
                • _pro7undefined _pro7

                  how could I put this mod on a possible online server of mine

                  sehteriaundefined Offline
                  sehteriaundefined Offline
                  sehteria
                  wrote on last edited by
                  #246

                  _pro7 It's possible with FastDL, there are probably tutorials and guides for this on the forum.

                  1 Reply Last reply
                  0
                  • sehteriaundefined Offline
                    sehteriaundefined Offline
                    sehteria
                    wrote on last edited by sehteria
                    #247

                    Small update

                    Outdated soundbank is now up to date and works with latest OAT version.

                    Announcement

                    I'm currently working at combining the 2 mods which has been requested a lot, it shouldn't take very long before I release it 👀

                    https://github.com/sehteria/T6-ZM-Expanded

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                    1
                    • sehteriaundefined sehteria referenced this topic on
                    • SuperSnakeRAMundefined Offline
                      SuperSnakeRAMundefined Offline
                      SuperSnakeRAM
                      wrote on last edited by
                      #248

                      I know you've been working on this mod for awhile and appreciate all the work OP. As others have asked for would love to have the restored weapons that were gonna be in zombie added. I've also been looking for a mod that adds the bo1 wonder weapons, winter's howl, scavenger, wunderwaffe, thundergun, and wave gun. I don't care much for the VR-11 or babygun being ported but I'd love the ones I listed. I don't know much about modding but I'm sure you could recreate the winters howl, wunderwaffe and thundergun using staff effects, and maybe the wave gun could be remade with a mix of raygun and wind staff. If you could find a way to add those wonder weapons I'd be very grateful, it would literally make this the best mod ever created.

                      sehteriaundefined 1 Reply Last reply
                      1
                      • jollycab564undefined Offline
                        jollycab564undefined Offline
                        jollycab564
                        wrote last edited by
                        #249

                        Does this mod remove the ray gun mark 2 from the box?

                        sehteriaundefined 1 Reply Last reply
                        0
                        • KillerKitten995undefined Offline
                          KillerKitten995undefined Offline
                          KillerKitten995
                          wrote last edited by
                          #250

                          Heya! I think I found a bug.

                          While playing some MOTD, my friend noticed the accuracy of the RPD was really bad. I decided to find out why. I got a mod menu to debug and I tested the spreads (and made the terrible mspaint data table attached). I have noticed that with the mod, the accuracy is affected. With the mod, it is LITERALLY more accurate if you were to hip fire lol. If you could fix this, it would be appreciated. Also, if you could, check to see if there are any other stats that could have changed, like rate of fire, recoil, ect? Just for good measure.
                          What.png

                          KillerKitten995undefined sehteriaundefined 2 Replies Last reply
                          2
                          • KillerKitten995undefined KillerKitten995

                            Heya! I think I found a bug.

                            While playing some MOTD, my friend noticed the accuracy of the RPD was really bad. I decided to find out why. I got a mod menu to debug and I tested the spreads (and made the terrible mspaint data table attached). I have noticed that with the mod, the accuracy is affected. With the mod, it is LITERALLY more accurate if you were to hip fire lol. If you could fix this, it would be appreciated. Also, if you could, check to see if there are any other stats that could have changed, like rate of fire, recoil, ect? Just for good measure.
                            What.png

                            KillerKitten995undefined Offline
                            KillerKitten995undefined Offline
                            KillerKitten995
                            wrote last edited by KillerKitten995
                            #251

                            Update:
                            There are also some other weapons that are potentially bugged as well.
                            Here are all the guns I believe are impacted:

                            • MTAR
                            • Type 25
                            • M8A1
                            • HAMR
                            • RPD
                            • Barrett M82 (Maybe, Likely Not)
                            • SMR (Maybe, Likely Not)

                            They all are very inaccurate when aiming down sights with the mod installed.
                            When the mod is unloaded, they are very accurate again.

                            1 Reply Last reply
                            2
                            • KillerKitten995undefined KillerKitten995

                              Heya! I think I found a bug.

                              While playing some MOTD, my friend noticed the accuracy of the RPD was really bad. I decided to find out why. I got a mod menu to debug and I tested the spreads (and made the terrible mspaint data table attached). I have noticed that with the mod, the accuracy is affected. With the mod, it is LITERALLY more accurate if you were to hip fire lol. If you could fix this, it would be appreciated. Also, if you could, check to see if there are any other stats that could have changed, like rate of fire, recoil, ect? Just for good measure.
                              What.png

                              sehteriaundefined Offline
                              sehteriaundefined Offline
                              sehteria
                              wrote last edited by
                              #252

                              KillerKitten995 I want to thank you first for your detailed response about a bug, I made a screenshot of your response and saved the picture and I'll look into it when I start working on the mod again!

                              KillerKitten995undefined 1 Reply Last reply
                              0
                              • jollycab564undefined jollycab564

                                Does this mod remove the ray gun mark 2 from the box?

                                sehteriaundefined Offline
                                sehteriaundefined Offline
                                sehteria
                                wrote last edited by
                                #253

                                jollycab564 No

                                1 Reply Last reply
                                0
                                • SuperSnakeRAMundefined SuperSnakeRAM

                                  I know you've been working on this mod for awhile and appreciate all the work OP. As others have asked for would love to have the restored weapons that were gonna be in zombie added. I've also been looking for a mod that adds the bo1 wonder weapons, winter's howl, scavenger, wunderwaffe, thundergun, and wave gun. I don't care much for the VR-11 or babygun being ported but I'd love the ones I listed. I don't know much about modding but I'm sure you could recreate the winters howl, wunderwaffe and thundergun using staff effects, and maybe the wave gun could be remade with a mix of raygun and wind staff. If you could find a way to add those wonder weapons I'd be very grateful, it would literally make this the best mod ever created.

                                  sehteriaundefined Offline
                                  sehteriaundefined Offline
                                  sehteria
                                  wrote last edited by
                                  #254

                                  SuperSnakeRAM Thank you for your reply, I understand people wanting custom and older weapons being added but I strictly wanted this mod to be a mod which added all weapons locked in behind specific maps to be available in all maps, not adding custom ones. This could be done in a seperate mod perhaps but I don't plan on doing that as of right now 🙂

                                  1 Reply Last reply
                                  1
                                  • _pro7undefined _pro7

                                    how could I put this mod on a possible online server of mine

                                    sehteriaundefined Offline
                                    sehteriaundefined Offline
                                    sehteria
                                    wrote last edited by
                                    #255

                                    _pro7 https://plutonium.pw/docs/server/t6/fastdl/

                                    1 Reply Last reply
                                    0
                                    • sehteriaundefined sehteria

                                      KillerKitten995 I want to thank you first for your detailed response about a bug, I made a screenshot of your response and saved the picture and I'll look into it when I start working on the mod again!

                                      KillerKitten995undefined Offline
                                      KillerKitten995undefined Offline
                                      KillerKitten995
                                      wrote last edited by
                                      #256

                                      sehteria
                                      Awesome
                                      I am glad that you are still supporting your mod!
                                      Even though it was made for a game made in 2012 lol
                                      Keep it up!

                                      1 Reply Last reply
                                      2
                                      • baca17undefined Online
                                        baca17undefined Online
                                        baca17
                                        wrote last edited by
                                        #257

                                        The same weapon type behaves differently depending on the map; each map has its own specific recoil, spread, configurations etc... For example, the hamr appears on several maps but with different settings. It seems the mod author included only a single config for the same weapon across all maps.

                                        The hamr in origins, for instance, isn't using its original origins settings, it's likely using the tranzit config, the same applies to the rpd, which doesn't exist natively in origins, explaining why it's so inaccurate and buggy.
                                        In short, this mod adds weapons but neglects their map-specific behavior, to fix this, the mod needs to load the correct weapon config for each map (if it exists) and manually adjust the attributes for added weapons, as each map uses its own variables to calculate weapon behavior.

                                        //zone_dump\zone_raw\zm_transit\weapons\hamr_zm
                                        adsViewKickPitchMin\-40
                                        adsViewKickPitchMax\60
                                        adsViewKickYawMin\-50
                                        adsViewKickYawMax\50
                                        adsViewKickCenterSpeed\1575
                                        adsSpread\3
                                        hipViewKickCenterSpeed\1575
                                        
                                        //zone_dump\zone_raw\zm_tomb\weapons\hamr_zm
                                        adsViewKickPitchMin\-30
                                        adsViewKickPitchMax\55
                                        adsViewKickYawMin\-30
                                        adsViewKickYawMax\60
                                        adsViewKickCenterSpeed\550
                                        adsSpread\0
                                        hipViewKickCenterSpeed\900
                                        
                                        sehteriaundefined 1 Reply Last reply
                                        3
                                        • baca17undefined baca17

                                          The same weapon type behaves differently depending on the map; each map has its own specific recoil, spread, configurations etc... For example, the hamr appears on several maps but with different settings. It seems the mod author included only a single config for the same weapon across all maps.

                                          The hamr in origins, for instance, isn't using its original origins settings, it's likely using the tranzit config, the same applies to the rpd, which doesn't exist natively in origins, explaining why it's so inaccurate and buggy.
                                          In short, this mod adds weapons but neglects their map-specific behavior, to fix this, the mod needs to load the correct weapon config for each map (if it exists) and manually adjust the attributes for added weapons, as each map uses its own variables to calculate weapon behavior.

                                          //zone_dump\zone_raw\zm_transit\weapons\hamr_zm
                                          adsViewKickPitchMin\-40
                                          adsViewKickPitchMax\60
                                          adsViewKickYawMin\-50
                                          adsViewKickYawMax\50
                                          adsViewKickCenterSpeed\1575
                                          adsSpread\3
                                          hipViewKickCenterSpeed\1575
                                          
                                          //zone_dump\zone_raw\zm_tomb\weapons\hamr_zm
                                          adsViewKickPitchMin\-30
                                          adsViewKickPitchMax\55
                                          adsViewKickYawMin\-30
                                          adsViewKickYawMax\60
                                          adsViewKickCenterSpeed\550
                                          adsSpread\0
                                          hipViewKickCenterSpeed\900
                                          
                                          sehteriaundefined Offline
                                          sehteriaundefined Offline
                                          sehteria
                                          wrote last edited by
                                          #258

                                          baca17 This is useful information, I'll take a look into this when I pick up modding again. Thank you

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