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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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  • 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 Offline
                      baca17undefined Offline
                      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

                        1 Reply Last reply
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