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  3. [Release] [T4] ZShare - Share with your friends!

[Release] [T4] ZShare - Share with your friends!

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  • Xeptix
    Xeptix
    Xeptix
    wrote on last edited by
    #1

    ZShare T4

    Weapon sharing for World at War Zombies (Plutonium T4)

    by Xep

    Trade guns with a teammate, hand them points, give away a box hit you don't want, and pay
    for a teammate's perk, spin or Pack-a-Punch. All of it from the use button, with prompts
    that read like the game's own.

    • Look at a teammate and press use to trade weapons. Ammo goes with the gun, the
      rifle grenade underneath it included.
    • Crouch first and the same press gives them 1000 points instead.
    • Crouch and press use at the box while the weapon you paid for is up, and anyone can
      take it. The same at the Pack-a-Punch on Der Riese.
    • Crouch and press use at a perk machine, or at the box or the Pack-a-Punch while
      nobody is using it, and the next teammate to use it pays nothing.

    This is the World at War port of ZShare. Every port has
    the same settings, with the same names, defaults and meanings.


    Download & Source

    Latest Version Download:

    https://github.com/Xeptix/ZShareT4/releases/latest

    GitHub Source Code:

    https://github.com/Xeptix/ZShareT4


    Requirements

    Plutonium T4 (World at War), zombies. No other mods or dependencies.

    Only the host needs this file. Every part of ZShare runs on the host and reaches
    everyone else as ordinary server-to-client traffic — the prompts, the swap, the box, the
    machines, the points, the sounds. Players joining your game install nothing.

    Works on all four maps. Nacht der Untoten has no perk machines and no Pack-a-Punch, so
    there is nothing to pay for there beyond the box; the Pack-a-Punch is Der Riese's alone.


    Install

    Copy the Plutonium folder from the download into:

    %localappdata%
    

    It mirrors your existing %localappdata%\Plutonium exactly, so Windows will ask whether
    to merge — say yes. The only thing it replaces is an older zshare.gsc.

    That puts the file here:

    %localappdata%\Plutonium\storage\t4\raw\scripts\sp\zshare.gsc
    

    World at War zombies runs on the singleplayer script tree, which is why the folder is sp.

    Or run the installer

    The download has an installer folder, one for each system:

    installer\windows\install.bat
    installer/linux/install.sh
    

    Each one finds Plutonium's folder, shows you what it is about to copy, and asks once. On
    Linux, install.sh looks where Plutonium ends up under Wine or Proton — Steam's
    compatdata including a Steam Deck's, Heroic, Lutris, Bottles, plain ~/.wine, and the
    Flatpak version of each. install.bat -Yes and install.sh --yes copy without asking, -Uninstall / --uninstall
    removes what an install put there, and -Find / --find only shows what it detects. When it
    can't find your game, -To <folder> / --to <folder> points it there.

    On a Steam Deck, switch to Desktop Mode and double-click
    installer/linux/Install ZShare.desktop. KDE will not run a desktop entry until you
    allow it once: right-click it, Properties → Permissions → tick Is executable.

    It's optional. Dragging the Plutonium folder across yourself is identical.

    You don't need to restart the game to load a script — just end the current game and start
    a new one.


    Usage

    Every action is a prompt on screen, the same kind the game shows at a door or a wall buy.
    What a prompt says is what a press of use will do.

    Prompt When you see it What the press does
    Hold USE to trade weapons Looking at a teammate Offers them the weapon in your hands
    Hold USE to accept the trade Looking at a teammate who offered you a trade Swaps their offered weapon for the one you're holding
    Hold USE to cancel the trade Looking at the teammate you offered a trade to Withdraws the offer
    Hold USE to give 1000 points Crouched, looking at a teammate Gives them 1000 points
    Hold USE to thank them (100 points) Crouched, looking at someone who just did you a good turn Sends them 100 of your points
    Hold USE to share this weapon Crouched at the box or the Pack-a-Punch, with the weapon you paid for waiting Lets anyone take it
    Hold USE to buy this perk for a teammate [Cost: 2500] Crouched at a perk machine Pays for the next drink from it
    Hold USE to buy a spin for a teammate [Cost: 950] Crouched at the box while nobody is using it Pays for the next spin
    Hold USE to buy a Pack-a-Punch for a teammate [Cost: 5000] Crouched at the Pack-a-Punch while nobody is using it Pays for the next pack
    Hold USE to take back your payment Crouched at a machine you paid for Gives you your points back
    Hold USE for a free spin At a box a teammate paid for Spins it, and it costs you nothing
    Hold USE for a free perk At a perk machine a teammate paid for Drinks it, and it costs you nothing
    Hold USE for a free Pack-a-Punch At the Pack-a-Punch a teammate paid for Packs your weapon, and it costs you nothing

    Crouching is the whole modifier. Stand up and every prompt goes back to what it always was;
    crouch and it turns into giving. Nothing else changes about how you play.

    A few chat words, for when you've already walked away:

    Action Input
    Share the box hit or Pack-a-Punch you paid for type !share
    Thank whoever just did you a good turn Crouch, look at them, press use — or type !thank
    Send any amount of points type !tip 500, or !tip <name> 500

    Trading

    What you offer is the weapon in your hands when you press. Your teammate can see it
    there; nothing needs naming. What you get back is whatever they're holding when they
    accept — so they switch to the gun they want to give before pressing.

    An offer stays open for 10 seconds. It lapses on its own if you switch to your other
    weapon, if the two of you move more than twice the prompt range apart, or if either of
    you goes down. Pressing use on them again withdraws it. Offering to somebody else replaces
    it, and both of you are told either way.

    What travels with a gun: the clip, the reserve ammo, and the rifle grenade underneath
    it with its own ammo. It arrives as the same weapon that left.

    What can't be traded: grenades, the knife, the bouncing betty, the molotov and the
    monkey, and the syrette — each has its own slot and its own rules.

    Same gun twice. A trade that would leave someone holding a gun they already carry is
    refused. On Der Riese that covers the Pack-a-Punched version of it too.


    Sharing a box hit

    You pay, the weapon rises, and for twelve seconds it's yours to take. Crouch and press
    use
    at the box and it's everyone's: the box opens to the whole room, and whoever presses
    use takes it — you included, if nobody's quicker.

    Sharing at the Pack-a-Punch

    The same at Der Riese's machine. Crouch and press use while your upgraded weapon is
    waiting, and anyone can take it. Whoever does gets it exactly as the machine would have
    handed it to you.

    Giving points

    Crouch, look at a teammate, press use: 1000 points move from you to them, with the game's
    own points sound and score popup on both sides. Each press is one gift, a second apart, so
    three presses is 3000. You need the points to give them.


    Paying for a teammate

    Crouch at a perk machine, or at the box or the Pack-a-Punch while nobody is using it, and
    the prompt turns into an offer to pay for a teammate. Press use and you pay the machine's
    price. From then on the next teammate to walk up reads Hold USE for a free ..., and
    using it costs them nothing — a drink from a perk machine, a spin from the box, a pack
    from the Pack-a-Punch. Everybody hears about it, and whoever paid is told who used it.

    One payment waits at a machine at a time. While yours is waiting, crouch at the machine
    again and the prompt offers your points back. If you don't own that perk yourself, you can
    stand up and drink it too.

    Paying at the box and at the Pack-a-Punch is the other half of sharing there. Before
    anybody uses the machine, a crouched press pays for the next use; while your weapon is
    waiting in it, the same press gives the weapon away. The two never overlap, because the
    machine can't be used while it spins or upgrades.

    When What happens
    A paid spin turns up the teddy bear The game refunds whoever spun; ZShare moves those points to whoever paid
    The box moves The payment waits for the box wherever it lands
    The machine refuses the press Your teammate's points go straight back, and the payment is still waiting
    You're playing solo There's nobody to pay for, so the prompt never appears

    Stand up and every machine works exactly as it always has.

    The perk limit

    zs_perk_limit sets how many perks a player can hold. World at War has no limit of its
    own — every map with perks has exactly four machines — so 0, the default, and -1 both
    mean four. Any smaller number is a limit ZShare keeps itself: a player already holding
    that many is shown no machine, and no teammate can buy them another.


    Configuration

    Every setting is at the top of the file under zs_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:

    zs_points_amount 500
    

    The config is re-read every five seconds while the game runs, and again on every press,
    so a change takes effect almost straight away — no map restart needed. Anything
    already set in your config before the map loads is left alone.

    set zs_config_print 1 in the console prints every setting that isn't at its default to
    the host's screen, then puts the switch back so it can be used again.

    Dvar Default What it does
    zs_debug 0 Print what the script decides and why, to the first player's screen.
    zs_trade 1 Trade weapons with a teammate.
    zs_trade_offer_time 10 Seconds an offer stays open.
    zs_trade_upgraded 1 Pack-a-Punched weapons can be traded. Off, and the prompt says so when you try.
    zs_range 64 How close you have to be for the prompt to appear, in units. An offer lapses at twice this.
    zs_points 1 Crouch and press use on a teammate to give them points.
    zs_points_amount 1000 How many points one press gives.
    zs_points_cooldown 1 Seconds between gifts from one player.
    zs_thank 1 Thank whoever did you a good turn, and the !tip word.
    zs_thank_amount 100 What one thank sends. Comes out of your own points.
    zs_thank_time 30 How long a good turn stays thankable, in seconds.
    zs_box_share 1 Crouch and press use at the box to share the weapon you paid for.
    zs_pap_share 1 The same at the Pack-a-Punch.
    zs_perk_pay 1 Crouch and press use at a perk machine to pay for a teammate's drink. Off stops new payments; one already waiting still works and can still be taken back.
    zs_box_pay 1 The same at the box, for the next spin.
    zs_pap_pay 1 The same at the Pack-a-Punch, for the next pack.
    zs_perk_limit 0 How many perks a player can hold. 0 and -1 are the game's four machines; a smaller number is a limit ZShare keeps. See The perk limit.
    zs_show_hint 1 Tell players what the prompts do, once, shortly after they spawn.
    zs_messages 1 The one-line messages — who traded with whom, who shared or paid for what, who gave points. Off leaves the prompts and the sounds.
    zs_offer_sound powerup_grabbed Played to the player an offer is made to. none = silent.
    zs_trade_sound weapon_show Played to both players when a trade goes through. none = silent.
    zs_share_sound powerup_grabbed Played to everyone else when a weapon is shared or a machine is paid for. none = silent.
    zs_points_sound cha_ching Played when points are given, paid or handed back. none = silent.
    zs_deny_sound no_purchase Played when a press can't do what the prompt said — not enough points, a weapon that can't be traded. none = silent.

    Sounds

    All five are stock aliases, so the script stays a single drop-in file. A custom sound
    would have to be installed by every player rather than just the host, so ZShare uses
    the game's own audio instead.

    The defaults are what the game itself uses them for: cha_ching is the points sound behind
    every purchase, no_purchase its refusal, and powerup_grabbed the ping when a drop is
    taken. Other aliases worth trying, all played by the common zombies scripts and so present
    on every map:

    Alias What it is
    purchase A wall buy going through.
    box_poof The magic box vanishing.
    deny A machine's refusal.
    perks_power_on Power reaching the perk machines.

    Swap one in from the console, or silence one with none:

    zs_trade_sound box_poof
    

    How this port differs

    The same features with the same settings as every other port, allowing for what World at
    War gives a script:

    • The prompts name the button, not your key. Every other port writes the use key into
      the prompt and the game draws whichever key you've bound. This engine prints the token
      as written instead, so ZShare's prompts say USE.
    • No mod packaging. Plutonium's Mods menu is Black Ops II only, so this port has no mod
      copy and none of the two settings that choose between the copies.
    • Nacht der Untoten has no machines beyond the box, and the Pack-a-Punch is Der Riese's
      alone, so the paying prompts only appear where there is something to pay for.
    • The box is opened to the room rather than marked. Black Ops has a state that means
      "anyone may take this" and World at War has none, so a shared weapon is handed to
      whoever presses next by ZShare itself.
    • A paid use is a refund, not a discount. No machine here can be made free, so the
      player using it is given the price the moment they press and the machine charges them
      for it as usual. What they see is the same: it costs them nothing.
    • none silences a sound. An empty dvar can't be set from in game on this engine.

    How it works

    The prompts on players are radius triggers. This game has no use trigger a script can
    spawn, so each prompt is a trigger of the kind the revive prompt uses, linked to the
    teammate so it follows them, and shown to exactly one player. The press is read by
    watching the use button while you're inside it and looking at them — again, the way
    reviving works.

    A weapon changes hands piece by piece. World at War has no helper that reads a weapon
    whole and no name that ties a rifle grenade to the gun it hangs under, so ZShare reads the
    ammo of everything you carry, takes the gun, and sees what left with it. That is the
    launcher, and its ammo is put back on the other side.

    The box is watched rather than replaced. Stock keeps the buyer in a local variable, so
    ZShare follows each box itself: who pressed last before the weapon came up. Sharing hands
    the waiting weapon to the next player who presses, then closes the box's own loop exactly
    as its twelve-second timeout closes it.

    A machine's prompt is a second trigger. A machine carries one hint for everybody, so a
    payer and a taker standing at the same machine would read the same words. ZShare puts its
    own trigger beside each one, shown to a single player at a time, and steps the machine's
    own prompt aside for whoever is reading it.

    Perk machines decide who sees them in a small loop of their own, and ZShare replaces
    that loop with a copy: everything stock decided, plus stepping aside for a crouched payer
    and for anybody at the limit zs_perk_limit sets.

    Points go through the game's own score helpers, which draw the popups. A gift doesn't
    count as points you earned.

    Every prompt is one of a fixed handful of strings. Hint strings are configstrings, a
    pool that doesn't recycle, so a weapon name or a player name never goes on a prompt. Names
    go in the chat line, which isn't one.


    Notes

    • Prompts and other prompts. A teammate standing in front of a door or a machine shares
      the space with it; ZShare's prompt is shown only while you're looking at them, so step
      around them if you get the door.
    • Crouching over a downed teammate revives them. The pay prompt steps aside for a
      revive, the same way the machine's own prompt does.
    • Downed players have no prompt and can't accept one. Going down lapses an open offer
      in either direction.
    • The box's twelve seconds are the same shared or not: sharing doesn't extend them.
    • Shi No Numa's machines move when the huts open, and the pay prompt moves with them.
    • Custom maps get all of it, as long as they're built on the stock zombies scripts.

    Ports

    Game Repo
    Black Ops 4 (T8) ZShareT8
    Black Ops III (T7) ZShareT7
    Black Ops II (T6) ZShare
    Black Ops (T5) ZShareT5
    World at War (T4) ZShareT4 — you are here

    Versions are kept in step: the same version number means the same feature set, allowing
    for what each engine can actually do.

    All five in one download. The Treyarch
    Bundle
    carries every game ZShare runs
    on, laid out as each drops in — the Plutonium tree for this game and the other two, Black
    Ops III's folders, Black Ops 4's mod folder — with one installer that asks which of them to
    install.


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    • GhostRider01250
      GhostRider01250
      GhostRider01250
      wrote on last edited by
      #2

      OUR POINTS AND GUNS

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