[Release] [T6] [Zombies] ZPause - a synced co-op pause mod by Xep
-
ZPause
Synced co-op pause for Black Ops II Zombies (Plutonium T6)
by Xep
Any player can pause. Any player can unpause. The state lives on
level, so it's
identical for everyone — there's no per-client state that can desync.- Zombies stop where they are, and stop spawning
- Players are locked and can't be hurt
- The match clock, powerup timers, effect countdowns and bleedout all hold
- Resumes on a 3‑2‑1 countdown with a short grace period
Requirements
Plutonium T6 (Black Ops II), zombies. No other mods or dependencies.
Download & Source
Latest Version Download:
github dot com/Xeptix/ZPause/releases/tag/public/latest
GitHub Source Code:
github dot com/Xeptix/ZPause
Install
Two packagings of the same file are included. Plutonium only lets you enable one mod
at a time, so the script version is usually the better choice — it coexists with whatever
mod you're running.Script version (recommended)
Drop
zpause.gscinto your T6 storage scripts folder:%localappdata%\Plutonium\storage\t6\scripts\zm\zpause.gscOn newer Plutonium builds the path is under
raw:%localappdata%\Plutonium\storage\t6\raw\scripts\zm\zpause.gscIf you aren't sure which your build uses, put it in both — only the one that exists will
be read.Mod version
Copy the
zm_pausefolder into your mods folder:%localappdata%\Plutonium\storage\t6\mods\zm_pause\scripts\zm\zpause.gscThen pick zm_pause from the in-game Mods menu. The folder name must keep its
zm_
prefix or it won't show up in the zombies mod list.You don't need to restart the game to reload a script — just end the current game and
start a new one.
Usage
Action Input Pause / unpause type !pauseor!pin chatUnpause only type !unpause,!resumeor!uPause / unpause hold crouch + melee together for ~0.3s The button combo keeps working while you're frozen —
freezecontrols()blocks movement
and weapon use, but button state still reaches the server. That's what lets a frozen
player resume without opening chat.Resuming runs a 3‑2‑1 countdown with everything still frozen, then releases the whole
game at once and gives players 2 seconds of invulnerability so nobody eats a hit from a
zombie that was mid‑swing.
Configuration
Every setting is at the top of the file under
zp_load_config(), and each one is also a
dvar of the same name. The script creates each dvar with its default on load, so you can
set them straight from the console:zp_countdown 5The config is re-read at the start of every pause, so a change takes effect on the next
pause — no map restart needed. Anything already set in yourconfig.cfgbefore the map
loads is left alone.Dvar Default What it does zp_allow_short_words0Also accept bare p/u/pausein chat. Off by default so normal conversation can't pause the game.zp_button_combo1Enable the crouch + melee combo. zp_button_hold_time0.3How long the combo must be held. zp_countdown3Seconds of 3‑2‑1 before play resumes. zp_grace2Seconds of invulnerability after resuming. zp_cooldown2Minimum seconds between toggles. zp_max_pause_time0Auto-resume after N seconds. 0= unlimited.zp_engine_freeze1Use disablezombies()/enablezombies().zp_drift_guard1Snap back any AI that still manages to move. zp_freeze_anims1Put zombies in a standing idle pose instead of looping their last animation. zp_godmode1Make players invulnerable while paused. zp_freeze_clock1Hold the match timer. zp_freeze_powerups1Stop ground powerups timing out. zp_freeze_effects1Hold insta-kill / double-points countdowns. zp_freeze_bleedout1Stop downed players bleeding out. zp_blackout0Black out everyone's screen while paused (anti-scouting). zp_show_hint1Tell players how to pause when they spawn. zp_countdown_sound""Sound alias to play on each countdown tick. Empty = silent.
How it works
Treyarch already shipped a working full-game pause in T6 zombies. It's what runs
during a host migration. The stock scriptmaps\mp\gametypes_zm\_hostmigration.gscdoes
exactly this:disablezombies( 1 ); // engine-level AI freeze flag_clear( "spawn_zombies" ); // the spawner's own gate player freezecontrols( 1 ); // lock players player enableinvulnerability(); // nobody can be hurt locktimer(); // hold level.discardtime so the clock stops…and the exact inverse to resume. ZPause uses that recipe rather than inventing one, so
the spawner, the round counter and the match clock are all stopped the way the game
expects:disablezombies()/enablezombies()are engine builtins — the same calls host
migration uses.flag_clear("spawn_zombies")is the flag_zm.gsc's spawn loop actually blocks on,
so spawning stops at the source instead of being fought.level.discardtimeis subtracted from the match clock, so pushing it forward by the
elapsed time holds the timer still.
On top of that, ZPause covers what host migration never has to because it only lasts a few
seconds:- An AI enforcer that re-freezes anything appearing mid-pause, keeps
ignoreall
pinned, and snaps back any AI that drifts. It's a safety net — if the engine freeze does
its job it never fires, so there's no jitter. - The stuck-zombie watchdog.
round_spawn_failsafe()kills any zombie that hasn't
moved 24 units in 30 seconds (15 on Origins and Mob of the Dead), assuming it's stuck
outside the playspace. A paused zombie trips it every time, and the "put it back in the
spawn queue" compensation is skipped for anything withignoreallset — so those
zombies are gone for good, counted as killed, and the round advances while everyone's
away. ZPause keeps the barrier-chunk timestamp fresh, which all three variants honour,
so the watchdog loops harmlessly instead of firing and still works normally afterwards. - Ground powerups.
powerup_timeout()is a plainwait()and can't be paused, so the
thread is cut and restarted on resume. - Insta-kill / double points. Their HUD countdowns are held still. The 30s
wait()
driving the real effect keeps running underneath, so on resume a bounded thread holds
the effect on until the frozen countdown genuinely runs out, then forces it off —
without that, the effect would stick on for the rest of the game. - Bleedout is pinned so a downed player doesn't bleed out.
- Late joiners and respawns are frozen on spawn, and everything is torn down on
end_gameso nobody is left frozen at the scoreboard.
Why not
timescale?timescale 0looks like the perfect pause — it would freeze everything, timers included.
But GSCwaitruns on server time, so the unpause loop freezes with it and the game can
never be resumed. The server also only runs a frame once enough scaled time accumulates,
so snapshots stop going out and clients drop with Connection Interrupted. Slow motion
(timescale 0.05) avoids the disconnects but isn't a pause.
Notes
- Round transitions. Pausing between rounds doesn't stop the next round from
beginning — its delay is a plainwait(). No zombies spawn until you resume. - Ground powerups get a fresh timer on resume rather than their exact remaining time,
so you'll never lose a Max Ammo to a pause. - Zombies stand idle rather than freeze solid.
zp_freeze_animsputs them in the
game's dormant-zombie pose so they don't run on the spot, but it's an idle animation
rather than a hard freeze. A true animation freeze isn't reachable from server-side GSC,
and the same applies to player animations. - Scripted boss sequences (Brutus spawn-ins, Panzers, ghosts, the Avogadro) are held
in place, but a scripted move already underway can still finish. - Not held: magic box close timer, teleporter cooldowns, trap durations, and Easter
egg step timers.
Testing
Tested in live co-op games, including on custom map ports.
It's also compile-checked with gsc-tool 1.4.10 targeting
t6/pcagainst the stock
script tree, and round-tripped through compile → decompile. Every external function it
calls exists in the stock T6 script corpus.
Credits
- Xep — author
- Treyarch —
_hostmigration.gsc, the pause recipe this is built on - plutoniummod/t6-scripts — stock T6 script reference
- hima_simple — earliest BO2 zombies pause script
- DED2SIN — Plutonium pause script building on it
- MufaDOOM — BO2 co-op pause mod
- Resxt — Plutonium T6 chat command conventions
-
thank you so much for this gift were gonna use it forever
XD -
ZPause v1.1
Latest version is always live on GitHub: https://github.com/Xeptix/ZPause/releases
Fixed — players unfreezing mid-pause
On Ascension, pausing while you're in the lander let you walk around the paused
game once the lander came down and opened. Map scripts that carry you somewhere
lock your controls for the ride and release them when it ends, and that release
lands in the middle of the pause.freezecontrols()can't be read back, so the
fix re-asserts the freeze on a tick rather than testing it, and re-pins godmode
along the way. Newzp_control_guard, on by default. It covers any ride script
that does this, not just the lander.New — screen blur
zp_blur(on by default) blurs everyone's screen while paused, using the same
post-process the game runs when you buy a perk.zp_blur_amountsets the
strength — the perk buy uses4, the default here is a light1.5. It's the
softer alternative tozp_blackout, which is still there and still off by
default.New — pause and resume sounds
Three sound dvars now instead of one:
Dvar Default zp_pause_soundzmb_zombie_go_inertzp_countdown_soundzmb_tombstone_timer_countzp_resume_soundzmb_zombie_end_inertAll stock aliases played by core zombies scripts, so they work on every map. A
custom sound would have to ship as a fastfile and be installed by every player
rather than just the host, so ZPause uses the game's own audio instead. The
defaults are what the game uses them for:go_inertandend_inertare what a
zombie plays dropping dormant and waking back up, andzmb_tombstone_timer_count
is the once-a-second tick from the tombstone timer. Set any of them to""for
silence —zp_countdown_soundwas silent by default before, so set it back if
you preferred that. The README lists other aliases worth trying.Install
Unchanged — overwrite your existing
zpause.gsc:%localappdata%\Plutonium\storage\t6\scripts\zm\zpause.gsc, or on newer builds
%localappdata%\Plutonium\storage\t6\raw\scripts\zm\zpause.gscMod version goes in
mods\zm_pause\scripts\zm\. You don't need to restart the
game — end the current match and start a new one.Full dvar list and the how-it-works writeup are in the README on GitHub:
https://github.com/Xeptix/ZPause -
ZPause v1.2
Big one. Latest version is always live on GitHub: https://github.com/Xeptix/ZPause
Download: https://github.com/Xeptix/ZPause/releases/latest
New — vote to pause
Off by default.
zp_vote 1and a pause has to carry the room instead of any one
player stopping the game.Calling a vote is the same action as pausing —
!pause, or crouch + melee. The vote
runs 30 seconds and everyone gets a tally on screen: the count, the clock, and every
player with how they voted. Vote yes with the same input again or!yes; vote no with
jump + melee or!no.The bar is whichever is higher,
zp_vote_minorzp_vote_percentof the players in
the game, then clamped to how many are actually present — so a lobby can't set a
threshold nobody there can clear, and solo play skips the vote entirely. With the
defaults that's 2 of 2, 2 of 3, 3 of 4.A vote ends the moment it's decided either way: enough yeses to pass, or enough noes
that everyone left couldn't carry it. Disconnects take their vote with them. A failed
vote locks out the next one briefly so it can't be spammed. The result holds on screen
for a couple of seconds rather than vanishing into the chat feed.Resuming doesn't need a vote by default, so one AFK player can't strand everyone in a
paused game —zp_vote_unpause 1if you want both directions voted.zp_vote_hold 1
freezes the game while the vote runs and puts it back if it fails.New — zombies shut up while paused
A frozen horde standing next to you used to keep growling for the length of the pause.
zp_silence_zombiesis on by default and stops it at the source; normal noise comes
straight back on resume.Fixed — button combos while down
If you went down or bled out, the combos stopped working entirely. You can't crouch or
melee from the floor, and once you're spectating the engine stops delivering those
buttons to the server at all. Those states now fall back tozp_button_combo_dead
(use + aim) andzp_vote_no_combo_dead(use + fire). Chat worked throughout and still
does.zp_vote_alive_only, on by default, also keeps bled-out spectators out of the vote
maths — otherwise two players with one dead is a threshold of two and only one person
alive to answer it.Fixed — long sessions
A long game could eventually die with
exceeded maximum number of parent server script variables. Every HUD element the script built was leaving a slot behind when it was
destroyed. Cleaned up, along with a smaller leak in the config handling.New — HUD
zp_hud_positionandzp_vote_hud_position:top,center,middle,bottom,
leftorright. Left and right align their text to that edge. The pause banner
stays exactly where it was; the vote tally sits at the top.- Button prompts show your actual binds. The HUD draws each combo as the buttons
you personally have bound — a key on keyboard, a pad glyph on controller, and it
follows rebound keys. Off withzp_hud_binds 0for plain words. - The pause banner tells you who paused and how long it's been. With
zp_max_pause_timeset it counts down to the auto-resume instead. - Text has a black glow behind it so it stops washing out against bright skyboxes, and
elements fade in rather than snapping.zp_hud_panel 1adds a darkened slab behind
the whole block if you want it heavier.
48 settings in total, all documented in the README.
Install
Unchanged — overwrite your existing
zpause.gsc:%localappdata%\Plutonium\storage\t6\scripts\zm\zpause.gsc, or on newer builds
%localappdata%\Plutonium\storage\t6\raw\scripts\zm\zpause.gscMod version goes in
mods\zm_pause\scripts\zm\. No game restart needed — end the
current match and start a new one.Everything here runs on the host. Players joining your game install nothing and can
pause, resume and vote exactly like you can, on a stock client.Full dvar list and the how-it-works writeup are in the README:
https://github.com/Xeptix/ZPause -
ZPause v1.3
Packaging, not gameplay — v1.2 and v1.3 play identically, so there's no rush if you're
already running it.Latest version is always live on GitHub: https://github.com/Xeptix/ZPause
Download: https://github.com/Xeptix/ZPause/releases/latest
New — drop-in install
The download is a
Plutoniumfolder now, laid out exactly like the one in
%localappdata%. Copy it in, say yes to the merge, done. No more picking a path.Both script paths ship, so the "put it in both and only the one that exists gets read"
step is gone — that's already done for you. The mod packaging comes along in the same
tree atstorage\t6\mods\zm_pause, and does nothing unless you pick zm_pause from
the Mods menu, so having it sit there costs nothing.New — install.bat
Optional. It copies that folder for you: lists what it's about to install, asks once, then
copies. No deletes, no downloads, nothing else touched. Extract the zip first — running it
from inside Windows' zip viewer won't work.Dragging the folder across yourself is identical, so skip it if you'd rather.
New — ZPause is on three games now
Black Ops and World at War ports are out, same version number and the same feature set
allowing for what each engine can do:- Black Ops — https://github.com/Xeptix/ZPauseT5
- World at War — https://github.com/Xeptix/ZPauseT4
There's also ZPause [Treyarch Bundle] on the release page above — all three in one
download, same drop-in layout.Neither older engine has a
saycallback for a script to bind to, so those two are
button-only. No!pauseover there; everything is on the combos.Also
MIT licensed, and the license ships with the download. There's a build stamp in the script
now too, but it only draws on development builds — a release carries an empty one.Install
This one changes. The download is now a
Plutoniumfolder that mirrors
%localappdata%\Plutonium— copy it into%localappdata%and say yes to the merge, and
everything lands where it belongs.install.batin the zip will do it for you.Your old
zpause.gscgets replaced in place, so nothing to clean up first. If you'd
rather keep doing it by hand, the file is in the same paths it always was.No game restart needed — end the current match and start a new one.
Full dvar list and the how-it-works writeup are in the README:
https://github.com/Xeptix/ZPause
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login