[BO2 Release] Ultimate perks 1.0 [GSC Script]
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Perk Functions Explained
This script adds custom abilities to four base BO2 Zombies perks.
Here is what each perk function does:- Speed Cola – Power-Up Magnet + Hidden Perks
When the player has Speed Cola (
specialty_fastreload), the script grants two extra hidden perks:- Fast Weapon Switch(
specialty_fastweaponswitch) - Fast Grenade Toss (
specialty_fasttoss)
Additionally, the player can pull power-ups toward themselves by pressing the melee button.
How it works:
- Every time the player presses melee, the script checks for nearby power-ups.
- Any power-up within 1500 units moves toward the player over 0.3 seconds.
- There's a 1-second cooldown between pulls.
- PhD Flopper – Automatic Grenade Regeneration
When the player has PhD Flopper (
specialty_flakjacket), they receive:- A guaranteed frag grenade loadout
- Automatic regeneration of grenades over time
How it works:
- The script keeps track of the lethal grenade type the player has.
- Every 30 seconds, if the player has less than 4 grenades, they gain +1 grenade.
- Works with both frag and semtex (sticky).
- Quick Revive – Double Jump / Multi-Jump
When the player has Quick Revive (
specialty_quickrevive), they gain the ability to double jump.How it works:
-
The script listens for the jump button press.
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The player has 2 extra jumps stored.
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Each jump adds upward velocity:
self SetVelocity(self GetVelocity() + (0,0,300)); -
The jump charges reset automatically every 1.8 seconds.
- Double Tap – Cashback (Bonus Points System)
After the player has had Double Tap active for a few seconds, they enable the Cash Back effect.
How it works:
- The script monitors the player’s score in real time.
- Whenever the player earns points, they get 50% extra points on top.
- Example: earning 100 points gives +50 bonus points.
- Only works while the player has Double Tap (
specialty_rof).
:
#include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include common_scripts\utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\gametypes_zm\_hud_message; #include maps\mp\gametypes_zm\_zm_powerups; #include maps\mp\zombies\_zm_weapons; init() { level thread onPlayerConnect(); level thread monitorPoints(); } onPlayerConnect() { for (;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for (;;) { self waittill("spawned_player"); wait 2; self thread speedcola(); self thread phdflopper(); self thread quickrevive(); self thread doubletap(); } } // ----------------------------- // 1. SPEED COLA - Magnetic Powerup // ----------------------------- speedcola() { self endon("disconnect"); self.lastPullTime = 0; for (;;) { if (self HasPerk("specialty_fastreload")) { if (!(self HasPerk("specialty_fastweaponswitch"))) { self SetPerk("specialty_fastweaponswitch"); self notify("perk_acquired", "specialty_fastweaponswitch"); } if (!(self HasPerk("specialty_fasttoss"))) { self SetPerk("specialty_fasttoss"); self notify("perk_acquired", "specialty_fasttoss"); } } else { if (self HasPerk("specialty_fastweaponswitch")) self UnsetPerk("specialty_fastweaponswitch"); if (self HasPerk("specialty_fasttoss")) self UnsetPerk("specialty_fasttoss"); } if (getTime() - self.lastPullTime > 1000) { if (self meleeButtonPressed()) { if (!self HasPerk("specialty_fastreload")) { wait 0.3; continue; } hasPulled = false; foreach (powerup in level.active_powerups) { if (!isdefined(powerup)) continue; if (distance(self.origin, powerup.origin) <= 1500) { powerup moveto(self.origin, 0.3); hasPulled = true; } } if (hasPulled) { self.lastPullTime = getTime(); } } } wait 0.05; } } // ----------------------------- // 2. PHD FLOPPER - Regen de Granadas // ----------------------------- phdflopper() { self endon("disconnect"); self takeweapon("frag_grenade_zm"); self takeweapon("sticky_grenade_zm"); self giveweapon("frag_grenade_zm"); self set_player_lethal_grenade("frag_grenade_zm"); self setweaponammoclip("frag_grenade_zm", 4); if (!isdefined(self.lethal_loop_started)) { self.lethal_loop_started = true; self thread lethal_grenade_loop(); } } lethal_grenade_loop() { self endon("disconnect"); for (;;) { wait(1); if (!self hasperk("specialty_flakjacket")) continue; if (self hasweapon("sticky_grenade_zm")) self.lethal_type = "sticky_grenade_zm"; else if (self hasweapon("frag_grenade_zm")) self.lethal_type = "frag_grenade_zm"; else continue; wait(30); if (self hasweapon(self.lethal_type)) { ammo = self getweaponammoclip(self.lethal_type); if (ammo < 4) { self setweaponammoclip(self.lethal_type, ammo + 1); } } } } // ----------------------------- // 3. QUICK REVIVE - Multiple jumps // ----------------------------- quickrevive() { self endon("disconnect"); self notifyOnPlayerCommand("jump_button_pressed", "+gostand"); self.jumps_left = 2; self thread reset_pulo_timer(); for(;;) { self waittill("jump_button_pressed"); if(self HasPerk("specialty_quickrevive")) { if(self.jumps_left > 0) { self SetVelocity(self GetVelocity() + (0, 0, 300)); self.jumps_left--; } } } } reset_pulo_timer() { self endon("disconnect"); for(;;) { wait 1.8; // time to reset self.jumps_left = 2; } } // ----------------------------- // 4. DOUBLE TAP - Cash Back // ----------------------------- doubletap() { { self endon("disconnect"); wait 7.5; self.hasHalfDouble = true; } } monitorPoints() { for(;;) { foreach(player in level.players) { if (!isDefined(player.old_score)) player.old_score = player.score; if (isDefined(player.hasHalfDouble) && player.hasHalfDouble && player HasPerk("specialty_rof")) { diff = player.score - player.old_score; if (diff > 0) { bonus = int(diff * 0.5); player.score += bonus; } } player.old_score = player.score; } wait 0.2; } } -
ok brio
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