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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

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        Outdated soundbank is now up to date and works with latest OAT version.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

        1 Reply Last reply
        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 on 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 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

              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 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
                • 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 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!

                  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 on 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 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
                      • _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
                        #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 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
                          • baca17undefined Offline
                            baca17undefined 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
                            
                            sehteriaundefined 1 Reply Last reply
                            4
                            • 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 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
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