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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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  • PunctualBoat203 Offline
    PunctualBoat203 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
    • _pro7 Offline
      _pro7 Offline
      _pro7
      wrote on last edited by
      #245

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

      sehteria 2 Replies Last reply
      1
      • _pro7 _pro7

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

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          Outdated soundbank is now up to date and works with latest OAT version.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

          1 Reply Last reply
          1
          • sehteria sehteria referenced this topic on
          • SuperSnakeRAM Offline
            SuperSnakeRAM 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.

            sehteria 1 Reply Last reply
            1
            • jollycab564 Offline
              jollycab564 Offline
              jollycab564
              wrote on last edited by
              #249

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

              sehteria 1 Reply Last reply
              0
              • KillerKitten995 Offline
                KillerKitten995 Offline
                KillerKitten995
                wrote on 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

                KillerKitten995 sehteria 2 Replies Last reply
                2
                • KillerKitten995 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

                  KillerKitten995 Offline
                  KillerKitten995 Offline
                  KillerKitten995
                  wrote on 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
                  • KillerKitten995 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

                    sehteria Offline
                    sehteria Offline
                    sehteria
                    wrote on 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!

                    KillerKitten995 1 Reply Last reply
                    0
                    • jollycab564 jollycab564

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

                      sehteria Offline
                      sehteria Offline
                      sehteria
                      wrote on last edited by
                      #253

                      jollycab564 No

                      1 Reply Last reply
                      0
                      • SuperSnakeRAM 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.

                        sehteria Offline
                        sehteria Offline
                        sehteria
                        wrote on 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
                        • _pro7 _pro7

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

                          sehteria Offline
                          sehteria Offline
                          sehteria
                          wrote on last edited by
                          #255

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

                          1 Reply Last reply
                          0
                          • sehteria 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!

                            KillerKitten995 Offline
                            KillerKitten995 Offline
                            KillerKitten995
                            wrote on 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
                            • baca17 Offline
                              baca17 Offline
                              baca17
                              wrote on 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
                              
                              sehteria 1 Reply Last reply
                              4
                              • baca17 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
                                
                                sehteria Offline
                                sehteria Offline
                                sehteria
                                wrote on last edited by
                                #258

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

                                1 Reply Last reply
                                2
                                • shxuichiro Offline
                                  shxuichiro Offline
                                  shxuichiro
                                  wrote on last edited by
                                  #259

                                  Uhm idk if someone still play the game or modding but i downloaded the mod and selected in the mod menu but when i go solo or custom the weapons dont appear in the chests did i something wrong??

                                  Ivobardolf 1 Reply Last reply
                                  1
                                  • shxuichiro shxuichiro

                                    Uhm idk if someone still play the game or modding but i downloaded the mod and selected in the mod menu but when i go solo or custom the weapons dont appear in the chests did i something wrong??

                                    Ivobardolf Offline
                                    Ivobardolf Offline
                                    Ivobardolf
                                    wrote on last edited by
                                    #260

                                    shxuichiro do you see a teddy bear on the chests?

                                    shxuichiro 1 Reply Last reply
                                    0
                                    • Ivobardolf Ivobardolf

                                      shxuichiro do you see a teddy bear on the chests?

                                      shxuichiro Offline
                                      shxuichiro Offline
                                      shxuichiro
                                      wrote on last edited by
                                      #261

                                      Ivobardolf yes

                                      Ivobardolf 1 Reply Last reply
                                      1
                                      • shxuichiro shxuichiro

                                        Ivobardolf yes

                                        Ivobardolf Offline
                                        Ivobardolf Offline
                                        Ivobardolf
                                        wrote on last edited by
                                        #262

                                        shxuichiro the mod doesn't add the weapons to the pool of weapons that you get from the teddy bear box persistent upgrade, when you reach round 15 the teddy bear should disappear and you should be able to get the weapons, try running a game on survival maps and see if you can get the weapons to check if the mod is working, then play a non survival map and make it to round 15 and the teddy bear should disappear

                                        shxuichiro 1 Reply Last reply
                                        0
                                        • Ivobardolf Ivobardolf

                                          shxuichiro the mod doesn't add the weapons to the pool of weapons that you get from the teddy bear box persistent upgrade, when you reach round 15 the teddy bear should disappear and you should be able to get the weapons, try running a game on survival maps and see if you can get the weapons to check if the mod is working, then play a non survival map and make it to round 15 and the teddy bear should disappear

                                          shxuichiro Offline
                                          shxuichiro Offline
                                          shxuichiro
                                          wrote on last edited by
                                          #263

                                          Ivobardolf Okay, thank you very much. I'll try it now. I thought the teddy bear was just a visual bug; I'm not very experienced with zombie mode.

                                          Ivobardolf 1 Reply Last reply
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