Working on a T6 Zombies Overhaul GSC - Coming soon!
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Hey guys, I'm new here! I've been working hard on a QoL script for BO2 Zombies ( HUD, Hitmarkers, Auto-reload, Origins Staffs fixes, etc.). I'm currently tweaking the last bugs and I'll drop the full source code soon. What features do you guys usually look for in public servers?
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For public servers it's mostly progression since going for rounds is pretty boring
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When you say "progression" do you mean like levels and experience? If so, I heavily agree. For a reason or another, playing a BO2 match without feeling like I'm accomplishing anything feels meaningless.
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Thanks for the feedback guys! Dec G0LD3N 4RM , I totally hear you. Vanilla BO2 can feel a bit 'empty' after round 20 if there's nothing to grind for.
I'm actually looking into a persistent XP system or some kind of 'In-Game Shop' where players can unlock permanent perks or weapon tiers using their score. My goal is to make every match feel like you're building towards something bigger.
I've been deep-diving into the BO2 engine code to understand how to manipulate the HUD and the game logic natively. I've just successfully applied a demo script to my test server to showcase this research.
It includes some of the QoL features I mentioned, and I'm using it as a foundation to build the 'Progression System' you guys suggested. It feels much more rewarding already! I'll be sharing more details and the source code as soon as I polish the latest build.
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Thanks for the feedback guys! Dec G0LD3N 4RM , I totally hear you. Vanilla BO2 can feel a bit 'empty' after round 20 if there's nothing to grind for.
I'm actually looking into a persistent XP system or some kind of 'In-Game Shop' where players can unlock permanent perks or weapon tiers using their score. My goal is to make every match feel like you're building towards something bigger.
I've been deep-diving into the BO2 engine code to understand how to manipulate the HUD and the game logic natively. I've just successfully applied a demo script to my test server to showcase this research.
It includes some of the QoL features I mentioned, and I'm using it as a foundation to build the 'Progression System' you guys suggested. It feels much more rewarding already! I'll be sharing more details and the source code as soon as I polish the latest build.
Alright, good to know

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My take on progression is splitting the bank from the player progression with XP system including guns for loadouts, Still working on it but im making an interface on the web for changing load outs and equipment kinda want it like coldwar but less overpowered
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