Mod that gives you ray gun mk2 and monkeys/emps on first box
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can someone drop a link for a mod that gives u raygun mk2 and monkeys/emps im tryna practice bus depot and it takes alot of time getting them from the box everytime I play thank you.
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undefined Xerxes moved this topic from BO2 Modding Releases & Resources
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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" ); } -
ty bro
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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" ); }codywp92 can u give me one for the normal raygun
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codywp92 can u give me one for the normal raygun
xenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?
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xenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?
codywp92 i want a script for the normal ray gun as well so i can practice both guns and practice strats on bus depot
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codywp92 i want a script for the normal ray gun as well so i can practice both guns and practice strats on bus depot
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" ); } -
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" ); }codywp92 ty brother
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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" ); }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
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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
@dfgkbjdfgkhjks what exactly are you looking for? are you just wanting to start on round 10?
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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
@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; } } -
@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; } }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.
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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.
@dfgkbjdfgkhjks
Try thisinit() { 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; } } }