I Need Help with Mod that gives you Paralyzer on first box hit - Buried
BO2 Modding Support & Discussion
4
Posts
2
Posters
188
Views
1
Watching
-
I'm trying to do a challenge & it would save me a whole heap of time to have the paralyzer as a guaranteed first box hit. Someone pls help. i know you can do something with a .gsc file but i have no idea how.
-
Do you need it to be from the box or would simply giving it to yourself work?
-
try this, save this in a file with the .gsc extension and place it in AppData\Local\Plutonium\storage\t6\scripts\zm
#include maps\mp\zombies\_zm_magicbox; #include common_scripts\utility; main() { replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_chooseweightedrandomweapon,::new_treasure_chest_chooseweightedrandomweapon); } init() { level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); } } new_treasure_chest_chooseweightedrandomweapon( player ) { keys = array_randomize( getarraykeys( level.zombie_weapons ) ); if ( isdefined( level.customrandomweaponweights ) ) keys = player [[ level.customrandomweaponweights ]]( keys ); pap_triggers = getentarray( "specialty_weapupgrade", "script_noteworthy" ); for ( i = 0; i < keys.size; i++ ) { if (level.chest_accessed == 0 && level.script == "zm_buried") { if ( treasure_chest_canplayerreceiveweapon( player, "slowgun_zm", pap_triggers ) ) return "slowgun_zm"; } if ( treasure_chest_canplayerreceiveweapon( player, keys[i], pap_triggers ) ) return keys[i]; } return keys[0]; } -
thanks heaps codywp92 It worked!