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  3. [Release] [T5] ZShare - Share with your friends!

[Release] [T5] ZShare - Share with your friends!

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  • Xeptix Offline
    Xeptix Offline
    Xeptix
    wrote last edited by
    #1

    ZShare T5

    Weapon sharing for Black Ops Zombies (Plutonium T5)

    by Xep

    Trade guns with a teammate, hand them points, give away a box hit or a Pack-a-Punch you
    don't want, and pay for a teammate's perk, spin or pack. 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, the attachment and the
      Pack-a-Punch camo go with the gun.
    • 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.
    • 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 Black Ops 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/ZShareT5/releases/latest

    GitHub Source Code:

    https://github.com/Xeptix/ZShareT5


    Requirements

    Plutonium T5 (Black Ops), 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.


    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\t5\raw\scripts\sp\zshare.gsc
    

    Black Ops zombies runs on the singleplayer script tree, which is why the folder is sp.
    There is no mod packaging for this game — Plutonium's Mods menu is Black Ops II only — so
    the script is the whole install.

    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 take the shared weapon Looking at a box or Pack-a-Punch somebody shared Takes 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 Random Weapon [Cost: 0] At a box a teammate paid for Spins it for free
    The machine's own prompt, at [Cost: 0] At a perk machine or Pack-a-Punch a teammate paid for Uses it for free

    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.

    If they've offered you a trade at the same time, either one of you pressing use completes
    it.

    What travels with a gun: the clip, the reserve ammo, the grenade launcher,
    flamethrower or masterkey underneath and its ammo, the left-hand gun of a dual wield, the
    Pack-a-Punch upgrade, and the exact camo it was rolled with. It arrives as the same weapon
    that left.

    What can't be traded: grenades, the knife, placeable mines, equipment such as the
    hacker, the Death Machine while you have it, and the revive syrette — each has its own slot
    and its own rules, and the box won't take your money for one either.

    Same gun twice. Black Ops never lets you carry a gun and its Pack-a-Punched version
    together — the box and the wall both check. A trade that would leave someone holding both
    is refused the same way.


    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 prompt changes for the whole room, and
    whoever presses use takes it — you included, if nobody's quicker. The weapon stays up for
    the same twelve seconds it always did.

    This is the state the game already puts a box in after Moon's hacker re-spins it, so the
    box is doing nothing it doesn't do on its own.

    Sharing at the Pack-a-Punch

    The same at the 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, and their current weapon is replaced as if they'd bought it themselves.

    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 machine's prompt reads [Cost: 0], and the next teammate to
    use it pays 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 spin cost nothing, so the game's own refund is nothing — whoever paid gets their points back instead
    The box moves The paid spin moves with it
    A fire sale or a bonfire sale is on Nobody can pay at the machine it discounts, and a payment already waiting holds until the sale ends
    The teammate already holds as many perks as they're allowed They're refused the way the machine refuses a purchase, and the drink stays paid for
    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. 0, the default, is the game's own
    limit of four. Any other number replaces it, and -1 removes the limit.

    It's one limit whether a perk is bought or paid for by a teammate. A player allowed past
    four buys from the same machine, at the same price, with the machine's own prompt.


    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 below with the value it is
    currently holding, 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 console and to the first player.
    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 is the game's own limit, a number replaces it, -1 is no limit. 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 zmb_perks_packa_ready Played to the player an offer is made to. none = silent.
    zs_trade_sound zmb_whoosh Played to both players when a trade goes through. none = silent.
    zs_share_sound zmb_perks_packa_ready Played to everyone else when a weapon is shared or a machine is paid for. none = silent.
    zs_points_sound zmb_cha_ching Played when points are given, paid or handed back. none = silent.
    zs_deny_sound zmb_no_cha_ching 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: zmb_perks_packa_ready is the chime
    the Pack-a-Punch plays when your weapon is ready, zmb_cha_ching is the points sound
    behind every purchase, and zmb_no_cha_ching is its refusal. Other aliases worth trying,
    all played by the common zombies scripts and so present on every map:

    Alias What it is
    zmb_box_poof The magic box vanishing.
    zmb_perks_power_on Power switch coming on.
    evt_perk_deny A perk machine's buzzer.
    deny The Pack-a-Punch's refusal.

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

    zs_trade_sound zmb_box_poof
    

    How this port differs

    The same features with the same settings as every other port, allowing for what Black Ops
    gives a script:

    • 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.
    • The free box prompt is ZShare's own words. The box's own line has no price in it to
      set to 0, so a paid spin reads Hold [use] for a Random Weapon [Cost: 0].
    • A paid drink is poured from ZShare's prompt on the machine, with the machine's own
      words at [Cost: 0]. So is a drink past four when zs_perk_limit allows one.
    • No re-packs and no Grief. Black Ops has neither, so neither has a rule here.
    • 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 the game's own use triggers. Every player carries one per
    teammate, linked to them the way the ballistic knife's retrieval trigger links to what it
    lands in, so it follows them and only lights up when that teammate looks at them. Because
    they're real triggers, the engine decides which prompt wins when two overlap, exactly as it
    does for a door beside a wall buy.

    A weapon changes hands piece by piece. Black Ops has no helper that reads a weapon
    whole, so ZShare reads what the game's own last stand reads — the clip, the left-hand clip,
    the reserve — plus the attachment's ammo and the render options that hold the Pack-a-Punch
    camo, and gives the gun back with all of it.

    The box already knows how to be shared, and how to be free. After Moon's hacker
    re-spins a box, the stock code marks it box_rerespun and hands the weapon to whoever
    presses use; sharing sets that flag. After the hacker summons a box, the stock code marks it
    auto_open and no_charge and opens it for the next player without charging; a paid spin
    sets those two. Black Ops writes the box's grab into its think loop, so that loop is
    replaced — through Plutonium's replaceFunc — with a copy of itself that decides who sees
    the box and notices a paid spin opening.

    The Pack-a-Punch reads its price off its trigger on every press. A paid pack holds that
    price at zero until somebody uses it. The machine's loop is replaced with a copy that runs
    ZShare's own decisions about who sees it, and its take loop carries the share branch.

    A paid drink goes through the game's own drinking code. Black Ops keeps a perk's price
    inside the machine's loop, so a teammate drinking a paid perk uses a second prompt on the
    machine, with the machine's own words, and drinks it through the stock bottle, animation and
    perk code. The machine's visibility loop is replaced so its own prompt steps aside for
    exactly that player.

    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 perk machine
      shares the space with it; the engine shows whichever prompt you're looking at most
      directly, the way it always has. 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.
    • Trading mid-reload or mid-throw. A trade waits a beat for a weapon switch or a
      grenade throw to finish, and then goes through.
    • Downed players have no prompt and can't accept one. Going down lapses an open offer
      in either direction.
    • Moon's hacker. A box the hacker has re-spun is already anyone's; sharing it again
      does nothing new. A box the hacker has summoned is already free, so it can't be paid for.
    • Moving machines. Shi No Numa's perk machines, and the Pack-a-Punch on Five, Call of
      the Dead and Shangri-La, carry the pay prompt with them.
    • Dead Ops Arcade is left alone.
    • Custom maps get all of it: the prompts, the box and the machines read nothing but the
      stock script structures every Black Ops zombies map is built on.

    Ports

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

    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.


    Credits

    • Xep — author
    • Treyarch — _zombiemode_weapons.gsc, _zombiemode_perks.gsc, _zombiemode_score.gsc: everything this stands on
    • plutoniummod/t5-scripts — stock T5 script reference

    1 Reply Last reply
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    • GhostRider01250 Offline
      GhostRider01250 Offline
      GhostRider01250
      wrote last edited by GhostRider01250
      #2

      Peak🙌
      But i would say instead of using crouching alot maybe knifing might be better?

      1 Reply Last reply
      0
      • God's Child Offline
        God's Child Offline
        God's Child
        wrote last edited by
        #3

        Would love to try this but it consistently freezes my game over and over again

        1 Reply Last reply
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