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  3. Working on a T6 Zombies Overhaul GSC - Coming soon!

Working on a T6 Zombies Overhaul GSC - Coming soon!

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  • Erkikundefined Offline
    Erkikundefined Offline
    Erkik
    wrote last edited by
    #1

    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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    • Decundefined Offline
      Decundefined Offline
      Dec
      Contributor
      wrote last edited by
      #2

      For public servers it's mostly progression since going for rounds is pretty boring

      G0LD3N 4RMundefined 1 Reply Last reply
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      • Decundefined Dec

        For public servers it's mostly progression since going for rounds is pretty boring

        G0LD3N 4RMundefined Offline
        G0LD3N 4RMundefined Offline
        G0LD3N 4RM
        wrote last edited by
        #3

        Dec

        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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        • Erkikundefined Offline
          Erkikundefined Offline
          Erkik
          wrote last edited by
          #4

          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.

          G0LD3N 4RMundefined 1 Reply Last reply
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          • Erkikundefined Erkik

            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.

            G0LD3N 4RMundefined Offline
            G0LD3N 4RMundefined Offline
            G0LD3N 4RM
            wrote last edited by
            #5

            Erkik

            Alright, good to know 😂

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            • Decundefined Offline
              Decundefined Offline
              Dec
              Contributor
              wrote last edited by
              #6

              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

              Erkikundefined 1 Reply Last reply
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              • Decundefined Dec

                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

                Erkikundefined Offline
                Erkikundefined Offline
                Erkik
                wrote last edited by
                #7

                Dec
                That’s a brilliant approach, Dec. The vanilla bank system completely breaks the early-game economy anyway, so decoupling it from the actual XP progression is 100% the right move.

                Building a live web interface for loadouts sounds insane from a technical standpoint! Are you handling the data exchange through a custom plugin (like a REST API or MySQL hook) to sync the web database with the GSC right when the player connects to the server?

                I also completely agree with the "Cold War but balanced" vision. CW’s progression loop is super addictive, but starting with a fully decked-out assault rifle makes the early rounds trivial. Adapting that to BO2's pacing (maybe earning attachments or specific starting pistols/tier 1 weapons through the web UI) sounds like the absolute sweet spot.

                Keep up the great work, man. I'm focusing on the in-game UI and local script logic for my current release right now, but since I've been deep-diving into the HUD and GSC lately, if you ever need an extra pair of hands for any specific section of your project, feel free to reach out. I'd be more than happy to help!

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                • Decundefined Offline
                  Decundefined Offline
                  Dec
                  Contributor
                  wrote last edited by
                  #8

                  For the server im setting all the players data through mysql and then saving when the game ends or player disconnects to keep data consistent, The only thing im using direct queries for is stuff like different languages and settings that change throughout the game

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