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[Release] [ZM] BO2 Zombies: Town AI Premade Pack

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  • Astroolean
    Astroolean
    Astroolean
    wrote on last edited by
    #16

    [MASSIVE UPDATE]

    🧟 [Release] [ZM] BO2 Zombies: Town AI Premade Pack


    βš™οΈ custom_menu.gsc Version 2 Updates

    Zombie Counter & HUD

    • Zombie Counter is now a standalone GSC script, no longer embedded in the Control Panel Menu.
    • HUD elements relocated to the top-left of the screen, showing:
      • Player Level
      • Point Scaling
      • Bullet Damage
      • Highest Round Reached
      • Instructions for the Control Panel Menu
    • HUD text updated for ranking up point scaling, bullet damage, and level.

    Player Menu Enhancements

    • AFK Mode Toggle moved into the new Player Menu.
    • Added new features:
      • FOV Slider for adjustable Field of View.
      • Zombie ESP Toggle for enhanced enemy visibility.

    Perk Shop Introduction

    • New Perk Shop allows easy purchase of:
      • Juggernog
      • Speed Cola
      • Double Tap
      • Quick Revive
      • Stamin-Up

    Weapon Options Menu

    • Added new options:
      • Pack-a-Punch upgrades.
      • Buy Max Ammo.
      • Spin the Mystery Box directly from the menu.

      Costs $2500 to spin, giving you either a regular or a Pack-a-Punched weapon.

      🎲 You have a 30% chance to receive a powerful Pack-a-Punched weapon, offering high value at a low cost!

    Banking Menu Update

    • A 10% increment is now available to all bank deposits and withdrawals.

    🎲 custom_gamble.gsc Version 2 Updates

    1. Gamble Mode Selector

    • Players can toggle between Standard and High-Roller modes.
    • Press {+speed_throw} (L2/LT) inside the gamble zone to switch modes.
    • Mode tracked by variable self.gamble_mode.

    2. Debt System with Consequences

    • Negative points trigger escalating debt levels:
      • Level 1: Movement speed reduced for 30 seconds.
      • Level 2: Weapons removed; player receives random non-Pack-a-Punch weapon.
      • Level 3: Spawns 3 β€œdebt ghost” models around the player.
      • Level 4: Player shell-shocked; screen color changed for 10 seconds.
    • Debt level tracked via self.player_debt_level, checked after every gamble.

    3. Gamble Costs & Rewards Adjusted

    • Gamble cost depends on mode:
      • 500 points in Standard mode.
      • 2500 points in High-Roller mode.
    • Different reward/loss probabilities and ranges per mode.
    • Standard mode includes small gains/losses and a small jackpot.
    • High-Roller mode has bigger stakes with chances for mega jackpot or bankruptcy.

    4. HUD & Interaction Improvements

    • Removed player_gamble_hud_setup() β€” HUD now handled externally.
    • Hint text updated to display controls for gambling and mode switching.
    • Button mapping changed from {+use} to {+gostand} for gamble action.
    • Mode switching toggles self.gamble_mode on button press.

    5. Additional Changes

    • Gambling disabled while player is in debt.
    • Uses randomintrange(min, max) for reliable random rewards.
    • HUD message positions fixed β€” no more X/Y offset issues.
    • Slightly increased trigger radius around the totem for easier interaction.

    πŸ“‹ Summary

    This update improves gameplay and UI by:

    • Separating the Zombie Counter from the Control Panel menu.
    • Relocating and enhancing HUD elements for better clarity.
    • Enhancing the Player Menu with AFK mode, FOV slider, and Zombie ESP.
    • Introducing a streamlined Perk Shop experience.
    • Adding weapon management options within the menu.
    • Updating the Banking Menu to include a 10% fee on all deposits and withdrawals.
    • Revamping custom_gamble.gsc with gambling mode switching, layered debt system, and updated reward mechanics.
    • Improving HUD prompts and interaction controls for gambling.

    These improvements bring deeper gameplay mechanics, clearer feedback, and a more polished user experience. A special thanks to SniperCHYF25 for helping make this possible with what he created.


    πŸ–ΌοΈ Images

    1.jpg

    2.jpg

    3.jpg

    4.jpg

    5.jpg

    6.jpg


    Despite my best efforts, I ran into a few issues with shaders and custom perks not being recognized correctly. Because of that, those features have been delayed and are planned for a future update. I actually ran into issues with a few other things too... However this is a working an stable version. The next massive update I plan to add even more stuff and improve what is already here. So expect the next update to be another big one.

    That said, this update is still a massive improvement overall. I’ve been working on this from 10 AM to 7 PM β€” and I’m grateful to be building something like this. Gonna grab some food, test the latest changes in-game, and get some rest. I am hoping to add a lot more stuff got a few more ideas from AI to try as well...

    SniperCHYF25 1 Reply Last reply
    0
    • Astroolean Astroolean

      [MASSIVE UPDATE]

      🧟 [Release] [ZM] BO2 Zombies: Town AI Premade Pack


      βš™οΈ custom_menu.gsc Version 2 Updates

      Zombie Counter & HUD

      • Zombie Counter is now a standalone GSC script, no longer embedded in the Control Panel Menu.
      • HUD elements relocated to the top-left of the screen, showing:
        • Player Level
        • Point Scaling
        • Bullet Damage
        • Highest Round Reached
        • Instructions for the Control Panel Menu
      • HUD text updated for ranking up point scaling, bullet damage, and level.

      Player Menu Enhancements

      • AFK Mode Toggle moved into the new Player Menu.
      • Added new features:
        • FOV Slider for adjustable Field of View.
        • Zombie ESP Toggle for enhanced enemy visibility.

      Perk Shop Introduction

      • New Perk Shop allows easy purchase of:
        • Juggernog
        • Speed Cola
        • Double Tap
        • Quick Revive
        • Stamin-Up

      Weapon Options Menu

      • Added new options:
        • Pack-a-Punch upgrades.
        • Buy Max Ammo.
        • Spin the Mystery Box directly from the menu.

        Costs $2500 to spin, giving you either a regular or a Pack-a-Punched weapon.

        🎲 You have a 30% chance to receive a powerful Pack-a-Punched weapon, offering high value at a low cost!

      Banking Menu Update

      • A 10% increment is now available to all bank deposits and withdrawals.

      🎲 custom_gamble.gsc Version 2 Updates

      1. Gamble Mode Selector

      • Players can toggle between Standard and High-Roller modes.
      • Press {+speed_throw} (L2/LT) inside the gamble zone to switch modes.
      • Mode tracked by variable self.gamble_mode.

      2. Debt System with Consequences

      • Negative points trigger escalating debt levels:
        • Level 1: Movement speed reduced for 30 seconds.
        • Level 2: Weapons removed; player receives random non-Pack-a-Punch weapon.
        • Level 3: Spawns 3 β€œdebt ghost” models around the player.
        • Level 4: Player shell-shocked; screen color changed for 10 seconds.
      • Debt level tracked via self.player_debt_level, checked after every gamble.

      3. Gamble Costs & Rewards Adjusted

      • Gamble cost depends on mode:
        • 500 points in Standard mode.
        • 2500 points in High-Roller mode.
      • Different reward/loss probabilities and ranges per mode.
      • Standard mode includes small gains/losses and a small jackpot.
      • High-Roller mode has bigger stakes with chances for mega jackpot or bankruptcy.

      4. HUD & Interaction Improvements

      • Removed player_gamble_hud_setup() β€” HUD now handled externally.
      • Hint text updated to display controls for gambling and mode switching.
      • Button mapping changed from {+use} to {+gostand} for gamble action.
      • Mode switching toggles self.gamble_mode on button press.

      5. Additional Changes

      • Gambling disabled while player is in debt.
      • Uses randomintrange(min, max) for reliable random rewards.
      • HUD message positions fixed β€” no more X/Y offset issues.
      • Slightly increased trigger radius around the totem for easier interaction.

      πŸ“‹ Summary

      This update improves gameplay and UI by:

      • Separating the Zombie Counter from the Control Panel menu.
      • Relocating and enhancing HUD elements for better clarity.
      • Enhancing the Player Menu with AFK mode, FOV slider, and Zombie ESP.
      • Introducing a streamlined Perk Shop experience.
      • Adding weapon management options within the menu.
      • Updating the Banking Menu to include a 10% fee on all deposits and withdrawals.
      • Revamping custom_gamble.gsc with gambling mode switching, layered debt system, and updated reward mechanics.
      • Improving HUD prompts and interaction controls for gambling.

      These improvements bring deeper gameplay mechanics, clearer feedback, and a more polished user experience. A special thanks to SniperCHYF25 for helping make this possible with what he created.


      πŸ–ΌοΈ Images

      1.jpg

      2.jpg

      3.jpg

      4.jpg

      5.jpg

      6.jpg


      Despite my best efforts, I ran into a few issues with shaders and custom perks not being recognized correctly. Because of that, those features have been delayed and are planned for a future update. I actually ran into issues with a few other things too... However this is a working an stable version. The next massive update I plan to add even more stuff and improve what is already here. So expect the next update to be another big one.

      That said, this update is still a massive improvement overall. I’ve been working on this from 10 AM to 7 PM β€” and I’m grateful to be building something like this. Gonna grab some food, test the latest changes in-game, and get some rest. I am hoping to add a lot more stuff got a few more ideas from AI to try as well...

      SniperCHYF25
      SniperCHYF25
      SniperCHYF25
      wrote on last edited by
      #17

      Astroolean I’m going on a work trip I’ll be back Thursday night if you can’t get the shaders working we can get in discord and I can help. Or if you didn’t compile it I can take a look at the code and see what I can do

      Astroolean 1 Reply Last reply
      0
      • SniperCHYF25 SniperCHYF25

        Astroolean I’m going on a work trip I’ll be back Thursday night if you can’t get the shaders working we can get in discord and I can help. Or if you didn’t compile it I can take a look at the code and see what I can do

        Astroolean
        Astroolean
        Astroolean
        wrote on last edited by
        #18

        SniperCHYF25 That would be awesome, so right now i'm working on adding more new stuff to this setup, another update coming soon, but after imma start attempting the shaders again. Be warned any and all code was modified by AI so i'm unsure how clean the code is... Also I don't even compile because Plutonium does it automatically... All I do basically is give the code to AI and say please help me do this and that. I'm limited with free AI though because you cant send large amounts of code; without sending it in parts and sections. All in all everything is labeled within the code but might not be organized... My discord name is the same on here Astroolean

        1 Reply Last reply
        0
        • Astroolean
          Astroolean
          Astroolean
          wrote on last edited by
          #19

          [MASSIVE UPDATE]

          🧟 [Release] [ZM] BO2 Zombies: Town AI Premade Pack


          Hey everyone,
          I'm excited to release another major update for my custom Zombies setup β€” featuring a brand-new Exfil System, a Cold War-style Custom Round System, Alternate Ammo Types, and more!
          This update is all about adding variety, challenge, and polish to your Black Ops 2 Zombies experience.


          ✈️ New Feature: Custom Exfil System (custom_exfil.gsc)

          Escape instead of endlessly surviving.

          • πŸ”“ Unlocks on Round 11, then appears every 5 rounds
          • πŸ—³οΈ Interact with the Exfil Point (usually a radio) to start a vote
          • πŸ‘₯ All living players must vote yes within 15 seconds

          πŸ”₯ Exfil Challenge:

          • ⚠️ Zombies become faster and more aggressive
          • 🧟 Up to 40 zombies spawn during the sequence
          • πŸ’€ Map minibosses (e.g. Brutus, Mechz) will appear
          • ⏱️ You have 120 seconds to clear all enemies

          βœ… Success Conditions:

          • πŸ”“ After clearing all zombies, the Exfil Portal opens
          • πŸƒ Players must reach the portal before time runs out
          • πŸ‘‘ All inside = Exfil Successful
          • ☠️ Anyone outside = Downed + Exfil Failed

          πŸ”„ Custom Rounds System (custom_rounds.gsc)

          Mimics Cold War's round pacing and enemy scaling.

          • πŸ“Š Round progression formula inspired by Cold War Zombies
          • 🎯 Rounds 1–5 have static counts for early-game accuracy
          • βš™οΈ Later rounds scale using multipliers and increment rules
          • πŸ‘₯ Dynamic zombie count adjusts based on player count

          πŸ”« Custom Ammunition System (custom_ammo.gsc)

          Pack-a-Punch gets a full upgrade.

          • πŸ’Έ Dynamic pricing: 5000 / 2500 / 1000 depending on PaP tier
          • 🎞️ Third-person animations, ammo refill, and interaction changes
          • πŸ”„ Randomly assigns one of seven AATs when PaP’ing:

          πŸ§ͺ Alternate Ammo Types:

          Effect Color Description
          Thunder Wall Cyan Blasts zombies backward, high force
          Fireworks Green Spawns a temp auto-firing weapon
          Turned Pink Turns one zombie into an ally
          Cluster Brown Spawns multiple grenades
          Headcutter Magenta Deals head damage + AoE
          Explosive Blue Bullets deal splash damage
          Blast Furnace Red Sets groups of zombies on fire
          • ⏲️ Each AAT has individual cooldowns
          • πŸ“ˆ Effects scale by round number
          • 🧠 New HUD element shows your AAT in real-time

          πŸƒ Custom Sprint System (custom_sprint.gsc)

          Always sprint, always fast.

          • πŸƒ Unlimited sprint from game start
          • πŸ”„ Applied on every spawn automatically
          • βœ… HUD message: β€œUnlimited Sprint Activated!”

          πŸ“Έ Screenshots

          1.jpg 2.jpg 3.jpg 4.jpg 5.jpg


          πŸ”— Linked Mods & Resources

          • ZM Exfil System
          • Cold War Rounds Algorithm
          • Alternate Ammo Types (AATs)

          πŸ’¬ Final Thoughts

          I hope you all enjoy this update β€” especially the new Exfil System, which brings a completely new way to finish a match besides endless survival. I spent the entire day today setting this up. A special thanks to those linked above for making all of this possible. Long live black ops 2...

          1 Reply Last reply
          0
          • Astroolean
            Astroolean
            Astroolean
            wrote on last edited by
            #20

            I will be taking a break to test things and tend to things IRL, however I will continue this project...
            For download go to the GitHub, I am unable to edit my original post.
            Everything was modified and further enhanced via ChatGPT & Gemini.

            πŸ“₯ Download

            You can download the full setup directly from here on GitHub:

            πŸ‘‰ Download on GitHub

            1 Reply Last reply
            0
            • Astroolean
              Astroolean
              Astroolean
              wrote on last edited by Astroolean
              #21

              Scratch that, pushing another update today, for future reference ill post all updates on GitHub for now due to being unable to edit my original message. Exo Suit and a complete texture overhaul for Town coming soon maybe more go to GitHub to check it out. Much better improvement.

              1 Reply Last reply
              0
              • Astroolean
                Astroolean
                Astroolean
                wrote on last edited by
                #22

                New update done and uploaded to GitHub... all information can be found there.

                1 Reply Last reply
                0
                • Astroolean
                  Astroolean
                  Astroolean
                  wrote on last edited by
                  #23

                  Another update made to the github, added 5 new custom powerups not originally in Town... Unlimited Ammo, Blood Money, Fire Sale, Round Skip, and Pay Taxes are all the new powerups. More explained on GitHub

                  1 Reply Last reply
                  0
                  • Astroolean
                    Astroolean
                    Astroolean
                    wrote on last edited by
                    #24

                    Added a Round Time and Total Time to the HUD display and also changed the prices of the custom perks after testing...

                    1 Reply Last reply
                    0
                    • killwitch79
                      killwitch79
                      killwitch79
                      wrote on last edited by
                      #25

                      Where did u get the GOLD Base camo on those weapons

                      1 Reply Last reply
                      0

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