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  3. I Need Help with Mod that gives you Paralyzer on first box hit - Buried

I Need Help with Mod that gives you Paralyzer on first box hit - Buried

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
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  • SR2012undefined Offline
    SR2012undefined Offline
    SR2012
    wrote on last edited by
    #1

    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.

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    • codywp92undefined Offline
      codywp92undefined Offline
      codywp92
      wrote on last edited by
      #2

      Do you need it to be from the box or would simply giving it to yourself work?

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      • codywp92undefined Offline
        codywp92undefined Offline
        codywp92
        wrote on last edited by codywp92
        #3

        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];
        }
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        • SR2012undefined Offline
          SR2012undefined Offline
          SR2012
          wrote on last edited by
          #4

          thanks heaps codywp92 It worked!

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