[Release] [T5] [Zombies] ZPause T5 - a synced co-op pause mod by Xep
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ZPause T5
Synced co-op pause for Black Ops Zombies (Plutonium T5)
by Xep
A port of ZPause, the Black Ops II pause mod, to Black
Ops 1. Same design, same settings, same version numbering.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
- Powerup timers, effect countdowns and bleedout all hold
- Resumes on a 3‑2‑1 countdown with a short grace period
- Optional vote-to-pause, so a pause has to carry the room
Requirements
Plutonium T5 (Black Ops), zombies. No other mods or dependencies.
Only the host needs this file. Everything runs on the host and reaches everyone else
as ordinary server-to-client traffic — the freeze, the invulnerability, the HUD, the vote
tally, the sounds. Players joining your game install nothing.Download & Source
Latest Version Download:
https://github.com/Xeptix/ZPauseT5/releases/latest
GitHub Source Code:
https://github.com/Xeptix/ZPauseT5
All ports in one download:
ZPause [Treyarch Bundle], on the ZPause release page:
https://github.com/Xeptix/ZPause/releases/latestInstall
Copy the Plutonium folder from the download into:
%localappdata%It mirrors your existing
%localappdata%\Plutoniumexactly, so Windows will ask whether to
merge — say yes. The only thing it replaces is an olderzpause.gsc.That puts the file here:
%localappdata%\Plutonium\storage\t5\raw\scripts\sp\zpause.gscsp, notzm— Black Ops 1 zombies runs on the singleplayer script tree. That's the
same folder Plutonium's own zombies scripts live in.There's no mod-folder version of this one. Plutonium's
modsfolder and its in-game Mods
menu are Black Ops II features; T5 has neither, so the script drop-in is the whole
delivery.install.batin the download does the same copy for you if you'd rather — it lists what
it's about to install, asks once, then copies. Nothing is deleted or downloaded.You don't need to restart the game to reload a script — just end the current match and
start a new one.Usage
Action Input Pause / unpause hold crouch + melee together for ~0.3s Vote yes, while a vote is open the same combo Vote no, while a vote is open hold jump + melee Crouching or prone counts, by any binding — Black Ops 1 splits crouch across four
separate binds and CHANGE STANCE goes prone when held, so the script reads your stance
rather than a key.The 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.There are no chat commands. Black Ops 1 has no
saycallback for a script to bind to,
so unlike the Black Ops II version there's no!pauseor!yes. Everything is on the
combos, which is why the down-state combos below matter.While you're down
You can't crouch from the floor, and once you've bled out the engine stops delivering
those buttons at all. Downed and spectating players switch to use + aim, and
use + fire for a no vote. The HUD shows awhile down:line whenever anybody is in
that state, so nobody has to remember it.Voting
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. The vote runs 30 seconds and everyone gets a
tally: the count, the clock, and every player with how they voted.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.Configuration
Every setting is at the top of the file, and each one is also a dvar of the same name:
zp_countdown 5The config is re-read whenever a pause is requested, so a change takes effect on the
next pause — no map restart needed.Dvar Default What it does zp_button_combo1Enable the button combos. zp_combocrouch_meleePause combo: crouch_melee,jump_use,jump_melee,use_melee,ads_melee,ads_use,throw_use.zp_button_hold_time0.3How long a combo must be held. zp_combo_deaduse_adsCombo used while downed or spectating. ""= no button in that state.zp_vote_no_combo_deaduse_attackThe same, for a no vote. zp_vote0Put pauses to a vote. zp_vote_min2Minimum yes votes, whatever the player count. zp_vote_percent51Percent of players who must vote yes. zp_vote_time30Seconds a vote stays open. zp_vote_unpause0Resuming needs a vote too. zp_vote_hold0Freeze the game while the vote runs, and resume if it fails. zp_vote_initiator_yes1Whoever called the vote counts as a yes. zp_vote_lockout10Seconds before another vote can be called after one fails. zp_vote_alive_only1Leave bled-out spectators out of the threshold and the count. zp_vote_hud1Show the vote tally on screen. zp_vote_show_voters1List each player and how they voted. zp_vote_result_time2Seconds the result stands on the tally afterwards. zp_vote_no_combojump_meleeCombo for a no vote. 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_drift_guard1Snap back any AI that still manages to move. zp_stop_anims1Cut scripted animations, so zombies can't finish tearing a barrier through the pause. zp_godmode1Make players invulnerable while paused. zp_control_guard1Re-apply the player freeze every tick. zp_freeze_bleedout1Stop downed players bleeding out. zp_freeze_powerups1Stop ground powerups timing out. zp_freeze_effects1Hold the insta-kill, double points, fire sale, bonfire, tesla and minigun timers. zp_silence_zombies1Stop zombies growling while paused. zp_show_hint1Tell players how to pause when they spawn. zp_hud_timer1Show who paused and how long it's been. zp_hud_positioncenterWhere the pause banner sits: top,center,middle,bottom,left,right.zp_vote_hud_positiontopWhere the vote tally sits. zp_hud_glow1Black glow behind the HUD text. zp_hud_binds1Draw combos as each player's bound buttons instead of words. zp_hud_panel0Black slab behind the whole block. zp_hud_panel_alpha0.45How opaque that slab is. zp_hud_panel_width340How wide it is, in HUD units. zp_blackout0Black out everyone's screen while paused (anti-scouting). zp_blur1Blur everyone's screen while paused. zp_blur_amount1.5Blur strength. 4is the blur the game runs when you buy a perk.zp_pause_soundzmb_box_poofPlayed when the game is paused. ""= silent.zp_countdown_soundzmb_boltPlayed on each countdown tick. zp_resume_soundzmb_perks_power_onPlayed when play resumes. How it works
Black Ops II ships a working full-game pause — it's what runs during a host migration
— and the original ZPause is built on that recipe. Black Ops 1 has no host migration in
zombies and nodisablezombies()builtin to go with it, so the engine-level AI freeze
simply isn't available here.Everything else carries over, and the AI freeze is done in script instead:
flag_clear("spawn_zombies")is the flag the spawn loop actually blocks on, so
spawning stops at the source.- The AI enforcer holds
ignoreall, pins every goal to where the zombie is standing,
and snaps back anything that drifts. On Black Ops II this is a safety net around the
engine freeze; here it is the freeze. zp_stop_animscancels scripted animations, because a zombie tearing a barrier is
driven by its animation rather than by pathing — goals and positions don't govern it.
Everything cancelled is released again on resume.- The stuck-zombie watchdog.
round_spawn_failsafe()kills any zombie that hasn't
moved 24 units in 30 seconds, assuming it's stuck outside the playspace — and a paused
zombie trips it every time. ZPause keeps the barrier-chunk timestamp fresh, which the
watchdog honours, so it loops harmlessly instead of firing. - Ground powerups.
powerup_timeout()is a plainwait()chain and can't be paused,
so the thread is cut and restarted on resume. - Powerup effects. Every timed powerup keeps an
_onflag and a_timecountdown;
pinning the countdowns holds all six on-screen timers at once. - 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.
The pause clock is in minutes
zp_hud_timerreports in minutes —under a minute,3 minutes,over an hour— rather
than the live mm:ss the Black Ops II version shows.That's a hard constraint, not a shortcut. Black Ops 1 has no HUD timer element, so a clock
has to be drawn as text, and every distinct string costs a configstring. A ticking second
counter burns one a second until the pool runs dry and drops the server. Minutes bound the
whole set to about sixty strings, all reused.Notes
- Zombies stand still rather than freeze solid. Their animation is cancelled rather
than frozen; a true animation freeze isn't reachable from server-side GSC. - Scripted rides keep running. Pause mid-ride and it finishes underneath the pause —
zp_control_guardonly stops it handing your controls back early. - Not held: the magic box close timer, teleporter cooldowns, trap durations and Easter
egg step timers.
Ports
Same mod, same version numbering, on three engines:
- Black Ops II — https://github.com/Xeptix/ZPause
- Black Ops — https://github.com/Xeptix/ZPauseT5
- World at War — https://github.com/Xeptix/ZPauseT4
Credits
- Xep — author
- Treyarch —
_zombiemode.gsc - plutoniummod/t5-scripts — stock T5 script reference
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ZPause T5 v1.4
Eleven new settings, a settings editor so you never need the console, and two more games —
ZPause now runs on all five Treyarch zombies titles.Download: https://github.com/Xeptix/ZPauseT5/releases/latest
One thing changes on its own
zp_blackoutis on by default now, at the newzp_blackout_alphaof0.2. It was off
in v1.3, so this is the one thing you'll notice straight away: the screen dims slightly
while paused. It's there to carry the pause text over a bright skybox.zp_blackout 0puts it back,zp_blackout_alpha 1gives the full blackout it used to be.
zp_blur_amountwent from1.5to2for the same reason. The installer mentions both
when you update if you'd been leaving them alone.New — who decides
All off by default, and they don't fight each other:
zp_host_only— only the host can pause or resume.zp_host_approve— anyone can ask, the host answers yes or no. It runs on the same
yes/no combo a vote uses, which is what lets it work on an engine with no chat.zp_ready_check— resuming waits for everyone to say they're back. Not a vote:
nobody says no and it can't fail.zp_max_pauses— a cap per match.
New — pausing without being asked
zp_pause_on_disconnect— pause when somebody drops, so whoever is left isn't
overrun while they rejoin.zp_round_pause— hold the pause until the round is over instead of freezing the
game mid-horde.
New — a settings editor
The installer sets every dvar for you now. It reads the list out of the script you've
actually got installed, so it's always right for your version, and offers a list rather
than a blank prompt for anything that takes fixed values.It writes the values into the installed script — which is what makes them stick, since
Plutonium regenerates its own player cfg — and also exports a portablezpause.cfgfor a
dedicated server. Keep several profiles and switch between them. Settings are re-applied
after every update.The installer has also grown into a manager: what's installed and at which version,
removal, GitHub fetch, and a doctor for the things that actually go wrong. It asks before
every network call. And it's one installer for all five games now — keep a copy on your PC
and it can install any of them later.New — settings apply without a map restart
The config is re-read every five seconds while you're playing, and again whenever a pause
is requested.This one matters more here than anywhere else: it's what finally lets
zp_combobe
changed by hand. Before, changing it needed a pause to take effect — and with no chat
commands on this engine, the combo is the thing that asks for one.set zp_config_print 1prints every setting with its current value.Also new
zp_hud— turn the pause block off entirely, for a recording or a server with its
own overlay.zp_easeandzp_ease_time— config parity with the other ports. No effect on
this engine; the README says why.
Fixed
- A zombie paused on its way to a window now finishes the walk instead of tearing at
the boards from wherever it was standing. The pause holds zombies by pinning their goal
to the spot, and the game took that as "at the window"; on resume, any zombie still short
of its spot is sent the rest of the way first.
New — Black Ops III and Black Ops 4
Both debut at v1.4, same version number and the same feature set allowing for what each
engine can do:- Black Ops III — https://github.com/Xeptix/ZPauseT7
- Black Ops 4 — https://github.com/Xeptix/ZPauseT8
That's all five Treyarch zombies games now. Each has a download of its own, and
ZPause [Treyarch Bundle] on the ZPause release page carries all five — one download,
one installer that knows every game.Install
Unchanged. Run
installer\windows\install.batfrom the extracted folder, or copy the
Plutoniumfolder into%localappdata%yourself. Your oldzpause.gscis replaced in
place, so there's nothing to clean up first.No game restart needed — end the current match and start a new one. Only the host needs the
file.Full dvar list and the how-it-works writeup are in the README:
https://github.com/Xeptix/ZPauseT5 -
ZPause T5 v1.5
Chat commands, a settings menu while paused, settings that stay set — and two fixes that
matter: anybody can unpause again, and Black Ops no longer stops at boot with ZPause
installed.Download: https://github.com/Xeptix/ZPauseT5/releases/latest
Fixed — read these first
- Black Ops no longer stops at boot. v1.4 called two of the game's zombies functions in
a way Black Ops has to resolve while it boots, before any zombies script is loaded, and a
build carrying them stopped the game there. They're looked up once a match is running now. - Anybody can unpause, not only whoever paused. The crouch half of a combo reads the
stance you're in, and freezing a player freezes their stance — so whoever paused stayed
crouched and everybody else, frozen standing, could never make it. While paused, resume
with use + aim (or!unpause). The pause banner says so. use_adsanduse_attackdo what they say. Both are the default down combos, and
neither name was ever tested for, so both fell through to crouch + melee — the one combo a
downed player can't make.
New — chat commands
!pause,!p,!unpause,!resume, andyes/nowhile a vote is open — the same words
as Black Ops II. This port shipped without them because nothing in the game's own scripts
listens for chat; the game raises it anyway.zp_allow_short_wordswidens them to the bare
words, off by default.New — a settings menu while paused
The host holds fire + melee: aim and fire move through the list, grenade changes a
setting, melee closes it, and what the setting does is written under the list.zp_menu 0
turns it off.New — settings stick
The menu saves to
scriptdata\zpause.cfgas it closes, and the script reads it back as the
next match loads. The installer's settings editor writes the same file and opens on it, so
the menu and the installer always agree.Also
zp_freeze_players 0lets players walk around a paused game with their weapons down.
Not recommended — doors, the box and perks still work.noneempties a setting from the console, soset zp_pause_sound noneis silence.- Changing
zp_godmodeduring a pause no longer leaves players invulnerable after it. - The installer's
-Toworks when it already remembers a folder.
Install
Unchanged. Run
installer\windows\install.batfrom the extracted folder, or copy the
Plutoniumfolder into%localappdata%yourself. Your settings are carried over. No game
restart needed — end the current match and start a new one. Only the host needs the file.Full dvar list and the how-it-works writeup are in the README:
https://github.com/Xeptix/ZPauseT5 - Black Ops no longer stops at boot. v1.4 called two of the game's zombies functions in
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