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  3. Mod that gives you ray gun mk2 and monkeys/emps on first box

Mod that gives you ray gun mk2 and monkeys/emps on first box

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  • codywp92undefined codywp92

    Here is a script that gives you the raygun mk2 and monkeys when you spawn in, you can also have it do emps if you edit it, paste this into a text file and name it "spawnitems.gsc" or whatever you want just make sure it has the .gsc extension and place it in AppData\Local\Plutonium\storage\t6\scripts\zm.

    #include maps\mp\zombies\_zm_utility;
    
    init()
    {
        level thread onplayerconnect();
    }
    
    onplayerconnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread onplayerspawned();
        }
    }
    
    onplayerspawned()
    {
        self endon("disconnect");
        for(;;)
        {
            self waittill("spawned_player");
    	self thread player_give_raygun_mark2();
    	self thread player_give_cymbal_monkey();
    	//self thread player_give_emp();
        }
    }
    
    player_give_raygun_mark2()
    {
        self giveweapon( "raygun_mark2_zm" );
    }
    
    player_give_cymbal_monkey()
    {
        self giveweapon( "cymbal_monkey_zm" );
        self set_player_tactical_grenade( "cymbal_monkey_zm" );
        self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey();
    }
    
    player_give_emp()
    {
        self giveweapon( "emp_grenade_zm" );
        self set_player_tactical_grenade( "emp_grenade_zm" );
    }
    
    xenocrafterundefined Offline
    xenocrafterundefined Offline
    xenocrafter
    wrote on last edited by
    #4

    codywp92 can u give me one for the normal raygun

    codywp92undefined 1 Reply Last reply
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    • xenocrafterundefined xenocrafter

      codywp92 can u give me one for the normal raygun

      codywp92undefined Offline
      codywp92undefined Offline
      codywp92
      wrote on last edited by
      #5

      xenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?

      xenocrafterundefined 1 Reply Last reply
      0
      • codywp92undefined codywp92

        xenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?

        xenocrafterundefined Offline
        xenocrafterundefined Offline
        xenocrafter
        wrote on last edited by
        #6

        codywp92 i want a script for the normal ray gun as well so i can practice both guns and practice strats on bus depot

        codywp92undefined 1 Reply Last reply
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        • xenocrafterundefined xenocrafter

          codywp92 i want a script for the normal ray gun as well so i can practice both guns and practice strats on bus depot

          codywp92undefined Offline
          codywp92undefined Offline
          codywp92
          wrote on last edited by codywp92
          #7

          xenocrafter ok i made the script start you with both rayguns.

          #include maps\mp\zombies\_zm_utility;
          
          init()
          {
              level thread onplayerconnect();
          }
          
          onplayerconnect()
          {
              for(;;)
              {
                  level waittill("connected", player);
                  player thread onplayerspawned();
              }
          }
          
          onplayerspawned()
          {
              self endon("disconnect");
              for(;;)
              {
                  self waittill("spawned_player");
          	self takeWeapon("m1911_zm");
          	self thread player_give_raygun();
          	self thread player_give_raygun_mark2();
          	self thread player_give_cymbal_monkey();
          	//self thread player_give_emp();
              }
          }
          
          player_give_raygun()
          {
              self giveweapon( "ray_gun_zm" );
              self SwitchToWeapon("ray_gun_zm");
          }
          
          player_give_raygun_mark2()
          {
              self giveweapon( "raygun_mark2_zm" );
          }
          
          player_give_cymbal_monkey()
          {
              self giveweapon( "cymbal_monkey_zm" );
              self set_player_tactical_grenade( "cymbal_monkey_zm" );
              self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey();
          }
          
          player_give_emp()
          {
              self giveweapon( "emp_grenade_zm" );
              self set_player_tactical_grenade( "emp_grenade_zm" );
          }
          xenocrafterundefined A Former User? 2 Replies Last reply
          0
          • codywp92undefined codywp92

            xenocrafter ok i made the script start you with both rayguns.

            #include maps\mp\zombies\_zm_utility;
            
            init()
            {
                level thread onplayerconnect();
            }
            
            onplayerconnect()
            {
                for(;;)
                {
                    level waittill("connected", player);
                    player thread onplayerspawned();
                }
            }
            
            onplayerspawned()
            {
                self endon("disconnect");
                for(;;)
                {
                    self waittill("spawned_player");
            	self takeWeapon("m1911_zm");
            	self thread player_give_raygun();
            	self thread player_give_raygun_mark2();
            	self thread player_give_cymbal_monkey();
            	//self thread player_give_emp();
                }
            }
            
            player_give_raygun()
            {
                self giveweapon( "ray_gun_zm" );
                self SwitchToWeapon("ray_gun_zm");
            }
            
            player_give_raygun_mark2()
            {
                self giveweapon( "raygun_mark2_zm" );
            }
            
            player_give_cymbal_monkey()
            {
                self giveweapon( "cymbal_monkey_zm" );
                self set_player_tactical_grenade( "cymbal_monkey_zm" );
                self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey();
            }
            
            player_give_emp()
            {
                self giveweapon( "emp_grenade_zm" );
                self set_player_tactical_grenade( "emp_grenade_zm" );
            }
            xenocrafterundefined Offline
            xenocrafterundefined Offline
            xenocrafter
            wrote on last edited by
            #8

            codywp92 ty brother

            1 Reply Last reply
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            • codywp92undefined codywp92

              xenocrafter ok i made the script start you with both rayguns.

              #include maps\mp\zombies\_zm_utility;
              
              init()
              {
                  level thread onplayerconnect();
              }
              
              onplayerconnect()
              {
                  for(;;)
                  {
                      level waittill("connected", player);
                      player thread onplayerspawned();
                  }
              }
              
              onplayerspawned()
              {
                  self endon("disconnect");
                  for(;;)
                  {
                      self waittill("spawned_player");
              	self takeWeapon("m1911_zm");
              	self thread player_give_raygun();
              	self thread player_give_raygun_mark2();
              	self thread player_give_cymbal_monkey();
              	//self thread player_give_emp();
                  }
              }
              
              player_give_raygun()
              {
                  self giveweapon( "ray_gun_zm" );
                  self SwitchToWeapon("ray_gun_zm");
              }
              
              player_give_raygun_mark2()
              {
                  self giveweapon( "raygun_mark2_zm" );
              }
              
              player_give_cymbal_monkey()
              {
                  self giveweapon( "cymbal_monkey_zm" );
                  self set_player_tactical_grenade( "cymbal_monkey_zm" );
                  self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey();
              }
              
              player_give_emp()
              {
                  self giveweapon( "emp_grenade_zm" );
                  self set_player_tactical_grenade( "emp_grenade_zm" );
              }
              A Former User? Offline
              A Former User? Offline
              A Former User
              wrote on last edited by
              #9

              codywp92 bro can u plz make the one that starts the game on round 10 to practice first rooms nobody will do it i tried it and i cant get accurate spawns

              codywp92undefined 2 Replies Last reply
              0
              • A Former User? A Former User

                codywp92 bro can u plz make the one that starts the game on round 10 to practice first rooms nobody will do it i tried it and i cant get accurate spawns

                codywp92undefined Offline
                codywp92undefined Offline
                codywp92
                wrote on last edited by
                #10

                @dfgkbjdfgkhjks what exactly are you looking for? are you just wanting to start on round 10?

                1 Reply Last reply
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                • A Former User? A Former User

                  codywp92 bro can u plz make the one that starts the game on round 10 to practice first rooms nobody will do it i tried it and i cant get accurate spawns

                  codywp92undefined Offline
                  codywp92undefined Offline
                  codywp92
                  wrote on last edited by codywp92
                  #11

                  @dfgkbjdfgkhjks

                  init()
                  {
                      level thread onplayerconnect();
                  }
                  
                  onplayerconnect()
                  {
                      for(;;)
                      {
                          level waittill("connected", player);
                          player thread onplayerspawned();
                      }
                  }
                  
                  onplayerspawned()
                  {
                      self endon("disconnect");
                      for(;;)
                      {
                          self waittill("spawned_player");
                  	level.round_number=10;
                      }
                  }
                  A Former User? 1 Reply Last reply
                  0
                  • codywp92undefined codywp92

                    @dfgkbjdfgkhjks

                    init()
                    {
                        level thread onplayerconnect();
                    }
                    
                    onplayerconnect()
                    {
                        for(;;)
                        {
                            level waittill("connected", player);
                            player thread onplayerspawned();
                        }
                    }
                    
                    onplayerspawned()
                    {
                        self endon("disconnect");
                        for(;;)
                        {
                            self waittill("spawned_player");
                    	level.round_number=10;
                        }
                    }
                    A Former User? Offline
                    A Former User? Offline
                    A Former User
                    wrote on last edited by
                    #12

                    codywp92 when i try that script it seems the zombies are just walkers, the speed isn't as it would be on round 10 and when i set it to round 50 they're still walkers. also, the spawns seem to be very much lower than regular round 50.

                    codywp92undefined 1 Reply Last reply
                    0
                    • A Former User? A Former User

                      codywp92 when i try that script it seems the zombies are just walkers, the speed isn't as it would be on round 10 and when i set it to round 50 they're still walkers. also, the spawns seem to be very much lower than regular round 50.

                      codywp92undefined Offline
                      codywp92undefined Offline
                      codywp92
                      wrote on last edited by codywp92
                      #13

                      @dfgkbjdfgkhjks
                      Try this

                      init()
                      {
                          level thread onplayerconnect();
                          level thread setround();
                      }
                      
                      onplayerconnect()
                      {
                          for(;;)
                          {
                              level waittill("connected", player);
                              player thread onplayerspawned();
                          }
                      }
                      
                      onplayerspawned()
                      {
                          self endon("disconnect");
                          for(;;)
                          {
                              self waittill("spawned_player");
                          }
                      }
                      
                      setround()
                      {
                          round = 10;
                          level.first_round = round;
                          level.start_round = round;
                          level.round_number = round;
                      	
                          if ( level.gamedifficulty == 0 )
                              level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier_easy"];
                          else
                              level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier"];
                      
                          if ( level.round_number == 1 )
                              level.zombie_move_speed = 1;
                          else
                          {
                              for ( i = 1; i <= level.round_number; i++ )
                              {
                                  timer = level.zombie_vars["zombie_spawn_delay"];
                      
                                  if ( timer > 0.08 )
                                  {
                                      level.zombie_vars["zombie_spawn_delay"] = timer * 0.95;
                                      continue;
                                  }
                      
                                  if ( timer < 0.08 )
                                      level.zombie_vars["zombie_spawn_delay"] = 0.08;
                              }
                          }
                      }
                      1 Reply Last reply
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                      • SR2012undefined Offline
                        SR2012undefined Offline
                        SR2012
                        wrote on last edited by
                        #14

                        codywp92 im trying to get the paralyzer from the box every time on buried. But i dont have the the scripts file after storage/t6. I do have one that says raw/scripts/zm though, but it only has 1 file in there thats called 'ranked.gsc'. Can you help me by making a script for that & helping me with where to put it?

                        1 Reply Last reply
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