[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patch
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So I made a box patch for moon, but it only works on Plutonium due to the use of replacefunc, it will give you the wavegun, gersh and raygun for coop up until round 20, it also has a timer like my waw mods, and a speed patch to make your backspeed and strafe speed the same as on console,
INSTALL INSTRUCTIONS:
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REPLACE YOUR COMMON_ZOMBIE_PATCH.FF WITH THE ORIGINAL GAME FILE WHILE YOU PLAY THE MAP OR ELSE IT WILL NOT LOAD !! Please don't comment that the script is not working if you did not follow the instructions, I tested it before and it's working 100%
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Create a folder named zombie_moon in your %localappdata%/Plutonium/Storage/t5/scripts/sp and place the file in it
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Launch the map and enjoy
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If you don't have the original common_zombie_patch.ff here it is, just unzip the file
download
if you find any issues in the gameplay please advise me, I am not a moon player so idk if it will do something to the gameplay, as far as I tested, everything works.
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; main() { if ( GetDvar( #"zombiemode" ) == "1" ) { level thread onPlayerConnect(); replacefunc(maps\_zombiemode_weapons::treasure_chest_ChooseWeightedRandomWeapon, ::custom_treasure_chest_ChooseWeightedRandomWeapon); replacefunc(maps\zombie_moon_wasteland::perk_machine_arrival_update, ::custom_perk_machine_arrival_update); replacefunc(maps\_zombiemode::round_think, ::custom_round_think); } } any_player_has_weapon(weap) { players = get_players(); has_weap = false; for(i = 0; players.size > i; i++) { if(players[i] maps\_zombiemode_weapons::has_weapon_or_upgrade(weap)) has_weap = true; } return has_weap; } game_timer() { hud = create_simple_hud( self ); hud.foreground = true; hud.sort = 1; hud.hidewheninmenu = true; hud.alignX = "left"; hud.alignY = "top"; hud.horzAlign = "user_left"; hud.vertAlign = "user_top"; hud.alpha = 1; //=======================CUSTOM SECTION============== hud.x = hud.x - -720; //This is for the position on X axis, decrease this number to move it further left, and increase it to go right. hud.y = hud.y + 35; //This is for the position on Y axis, decrease this number to move it down, and increase it to go up. hud.fontscale = 1.2; //This is for the font size, increase it by whatever you want and see what you like hud.color = (255, 255, 255); //This is for the color using RGB, use a website for that //========================================= flag_wait("all_players_spawned"); hud setTimerUp(1); } round_timer() { timerHud = create_simple_hud( self ); timerHud.foreground = true; timerHud.sort = 1; timerHud.hidewheninmenu = true; timerHud.alignX = "left"; timerHud.alignY = "top"; timerHud.horzAlign = "user_left"; timerHud.vertAlign = "user_top"; //=======================CUSTOM SECTION============== timerHud.x = timerHud.x - -720; //This is for the position on X axis, decrease this number to move it further left, and increase it to go right. timerHud.y = timerHud.y + 45; //This is for the position on Y axis, decrease this number to move it down, and increase it to go up. timerHud.fontscale = 1.2; //This is for the font size, increase it by whatever you want and see what you like timerHud.color = (255, 0, 0); //This is for the color using RGB, use a website for that //========================================= timerHud.alpha = 1; flag_wait("all_players_spawned"); for (;;){ start_time = GetTime() / 1000; timerHud setTimerUp(0); level waittill("end_of_round"); end_time = GetTime() / 1000; time = end_time - start_time; set_time_frozen(timerHud, time); } } set_time_frozen(hud, time) { level endon("start_of_round"); time = time - 0.1; while(1) { hud settimer(time); wait(0.5); } } patch_moon() { //WaveGun if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("microwavegundw_zm") && !any_player_has_weapon("microwavegundw_zm")) return "microwavegundw_zm"; //Gersh if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("zombie_black_hole_bomb")) return "zombie_black_hole_bomb"; if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("zombie_quantum_bomb")) return "zombie_quantum_bomb"; if (get_players().size > 1){ //RayGun for coop if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("ray_gun_zm")) return "ray_gun_zm"; } } custom_treasure_chest_ChooseWeightedRandomWeapon( player ) { //First Box by Crybaby / AlexInVr if(level.round_number < 20) { //Moon if (level.script == "zombie_moon") return player patch_moon(); } keys = GetArrayKeys( level.zombie_weapons ); toggle_weapons_in_use = 0; // Filter out any weapons the player already has filtered = []; for( i = 0; i < keys.size; i++ ) { if( !maps\_zombiemode_weapons::get_is_in_box( keys[i] ) ) { continue; } if( isdefined( player ) && is_player_valid(player) && player maps\_zombiemode_weapons::has_weapon_or_upgrade( keys[i] ) ) { if ( maps\_zombiemode_weapons::is_weapon_toggle( keys[i] ) ) { toggle_weapons_in_use++; } continue; } if( !IsDefined( keys[i] ) ) { continue; } num_entries = [[ level.weapon_weighting_funcs[keys[i]] ]](); for( j = 0; j < num_entries; j++ ) { filtered[filtered.size] = keys[i]; } } // Filter out the limited weapons if( IsDefined( level.limited_weapons ) ) { keys2 = GetArrayKeys( level.limited_weapons ); players = get_players(); pap_triggers = GetEntArray("zombie_vending_upgrade", "targetname"); for( q = 0; q < keys2.size; q++ ) { count = 0; for( i = 0; i < players.size; i++ ) { if( players[i] maps\_zombiemode_weapons::has_weapon_or_upgrade( keys2[q] ) ) { count++; } } // Check the pack a punch machines to see if they are holding what we're looking for for ( k=0; k<pap_triggers.size; k++ ) { if ( IsDefined(pap_triggers[k].current_weapon) && pap_triggers[k].current_weapon == keys2[q] ) { count++; } } // Check the other boxes so we don't offer something currently being offered during a fire sale for ( chestIndex = 0; chestIndex < level.chests.size; chestIndex++ ) { if ( IsDefined( level.chests[chestIndex].chest_origin.weapon_string ) && level.chests[chestIndex].chest_origin.weapon_string == keys2[q] ) { count++; } } if ( isdefined( level.random_weapon_powerups ) ) { for ( powerupIndex = 0; powerupIndex < level.random_weapon_powerups.size; powerupIndex++ ) { if ( IsDefined( level.random_weapon_powerups[powerupIndex] ) && level.random_weapon_powerups[powerupIndex].base_weapon == keys2[q] ) { count++; } } } if ( maps\_zombiemode_weapons::is_weapon_toggle( keys2[q] ) ) { toggle_weapons_in_use += count; } if( count >= level.limited_weapons[keys2[q]] ) { filtered = array_remove( filtered, keys2[q] ); } } } // finally, filter based on toggle mechanic if ( IsDefined( level.zombie_weapon_toggles ) ) { keys2 = GetArrayKeys( level.zombie_weapon_toggles ); for( q = 0; q < keys2.size; q++ ) { if ( level.zombie_weapon_toggles[keys2[q]].active ) { if ( toggle_weapons_in_use < level.zombie_weapon_toggle_max_active_count ) { continue; } } filtered = array_remove( filtered, keys2[q] ); } } // try to "force" a little more "real randomness" by randomizing the array before randomly picking a slot in it filtered = array_randomize( filtered ); return filtered[RandomInt( filtered.size )]; } custom_perk_machine_arrival_update() { top_height = 1200; // 700 fall_time = 4; num_model_swaps = 20; perk_index = randomintrange( 0, 2 ); // Flash an effect to the perk machines destination ent = level.speed_cola_ents[0]; level thread maps\zombie_moon_wasteland::perk_arrive_fx( ent.origin ); //while( 1 ) { // Move the perk machines high in the sky maps\zombie_moon_wasteland::move_perk( top_height, 0.01, 0.001 ); wait( 0.3 ); maps\zombie_moon_wasteland::perk_machines_hide( 0, 0, true ); wait( 1 ); // Start the machines falling maps\zombie_moon_wasteland::move_perk( top_height*-1, fall_time, 1.5 ); // Swap visible Perk as we fall wait_step = fall_time / num_model_swaps; for( i=0; i<num_model_swaps; i++ ) { maps\zombie_moon_wasteland::perk_machine_show_selected( perk_index, true ); wait( wait_step ); perk_index++; if( perk_index > 1 ) { perk_index = 0; } } // Make sure we don't get a perk machine duplicate next time we visit while( perk_index == level.last_perk_index ) { perk_index = randomintrange( 0, 2 ); } level.last_perk_index = perk_index; maps\zombie_moon_wasteland::perk_machine_show_selected( 1, false ); } } custom_round_think() { for( ;; ) { ////////////////////////////////////////// //designed by prod DT#36173 maxreward = 50 * level.round_number; if ( maxreward > 500 ) maxreward = 500; level.zombie_vars["rebuild_barrier_cap_per_round"] = maxreward; ////////////////////////////////////////// level.pro_tips_start_time = GetTime(); level.zombie_last_run_time = GetTime(); // Resets the last time a zombie ran level thread maps\_zombiemode_audio::change_zombie_music( "round_start" ); maps\_zombiemode::chalk_one_up(); maps\_zombiemode_powerups::powerup_round_start(); players = get_players(); array_thread( players, maps\_zombiemode_blockers::rebuild_barrier_reward_reset ); level thread maps\_zombiemode::award_grenades_for_survivors(); bbPrint( "zombie_rounds: round %d player_count %d", level.round_number, players.size ); level.round_start_time = GetTime(); level thread [[level.round_spawn_func]](); level notify( "start_of_round" ); [[level.round_wait_func]](); level.first_round = false; level notify( "end_of_round" ); level thread maps\_zombiemode_audio::change_zombie_music( "round_end" ); UploadStats(); if ( 1 != players.size ) { level thread maps\_zombiemode::spectators_respawn(); } level maps\_zombiemode::chalk_round_over(); // here's the difficulty increase over time area timer = level.zombie_vars["zombie_spawn_delay"]; if ( timer > 0.08 ) { level.zombie_vars["zombie_spawn_delay"] = timer * 0.95; } else if ( timer < 0.08 ) { level.zombie_vars["zombie_spawn_delay"] = 0.08; } // Increase the zombie move speed level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier"]; level.round_number++; level notify( "between_round_over" ); } } onPlayerConnect() { for(;;) { level waittill ("connecting", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { for(;;) { self waittill("spawned_player"); self thread game_timer(); self thread round_timer(); self SetClientDvars( "player_backSpeedScale", "1", "player_strafeSpeedScale", "1"); wait 3; self IPrintLn("First box by ^1twitch.tv/^2AlexInZombies"); } }
PICS:
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nice!
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nice!
hindercanrun thx man ! Appreciate it, been trying to find a way to patch this map for a while now
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what file do i play zombie_moon in? i dont understand
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f0rbiddin press windows + r on your keyboard
inside the window that pops up, type in %LOCALAPPDATA%
go to the folder plutonium/Storage/t5/scripts/sp
create a new folder name zombie_moon
drop the script inside it,
(Create a new text file, and name it whatever you want, copy the code in the thread, paste it inside, then rename the extension to .gsc)
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undefined bhfff referenced this topic on
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Please add the QED's in
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undefined AlexInVr referenced this topic on
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how can i change it to give qeds third hit instead of raygun?
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_Tome What's your discord
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Glitchy99 Will do right away
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AlexInVr enma663
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UPDATE 10/20/2025:
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Added QED's as third hit
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Added a condition so raygun only shows up for coop games as 4th hit of the box
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Added round timer
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Jug is always the perk that spawns at NML
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