[Release] Mob of the Dead Mod: "A cat has 9 lives"
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Hey y'all, this is my first ever mod made in gsc, created by me and staff member homura.
Essentially, what this mod does is increase your lives cap up to 9, a reference to the custom game loading screen of MOTD. It took me many days to code this in as not only was it my first time in gsc, but I also ran into many bugs with the hud, which I wasn't aware of and thought my code didn't work at all
PLEASE READ
To whom it may concern: I am deeply sorry I couldn't get the hud to display the current lives, me and Homura have tried for many days to fix this issue, but unfortunately, we couldn't. So bare with us as you'll have to rely on the status display to know how many lives you have, the cause of this error is in line6174 (self setclientfieldtoplayer( "player_lives", self.lives );
MY BAD Y'ALL), it would seem to be that it only displays base 4 numbers. If anyone has a fix, leave a comment on the forum post or message me directly if you know a fix. GLHF!!!!!Instructions
Assuming you've already read Drgn's "Loading Custom GSC Scripts" and XERXES's "PlutoT6 server setup guide"...-Simply compile the .gsc file below the following in the GSC Example Toolkit with the compiler.exe,
-Rename the newly compiled file to
_clientids.gsc
,-Place it in
<Pluto>/t6r/data/maps/mp/gametypes_zm/
and replace it with the existing clientids,-Start up your dedicated server, launch the game, connect to your server and enjoy!
Download: https://www.mediafire.com/file/pt14ma5s03xu5n2/9_lives_1.0.gsc/file
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Nice release bro.
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Nice release, I'm sure zombies players will enjoy it
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Nice release m8
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Vulture Aid said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
PLEASE READ
To whom it may concern: I am deeply sorry I couldn't get the hud to display the current lives, me and Homura have tried for many days to fix this issue, but unfortunately, we couldn't. So bare with us as you'll have to rely on the status display to know how many lives you have, the cause of this error is in line 61, it would seem to be that it only displays base 4 numbers. If anyone has a fix, leave a comment on the forum post or message me directly if you know a fix. GLHF!!!!!The
player_lives
clientfield is only allocated two bits, since that's all you're supposed to need.
You can only fit numbers 0 though 3 into those two bits.To get past this, you'll need to patch
maps\mp\zombies\_zm_afterlife.gsc
.
This line specifically ininit()
:registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
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Ox_ I checked the corresponding .csc to _zm_afterlife.gsc and it has that line too. Wouldn't it cause exe_client_field_mismatch error if the .gsc had a different value than the .csc?
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JezuzLizard said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
Ox_ I checked the corresponding .csc to _zm_afterlife.gsc and it has that line too. Wouldn't it cause exe_client_field_mismatch error if the .gsc had a different value than the .csc?
You're probably correct, didn't even think of that.
Didn't try it or anything, so dunno. -
Ox_ Fuck me, I knew there was something about that function that I couldn't wrap my head around.
Also, silly me, it isn't line 61, it's actually line 74, theself setclientfieldtoplayer( "player_lives", self.lives );
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Ox_ what are CSC files?
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homura said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
Ox_ what are CSC files?
GSC is server side, CSC is client side.
Same syntax in both. -
Ox_ said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
homura said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
Ox_ what are CSC files?
GSC is server side, CSC is client side.
Same syntax in both.Where can you access them?
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Vulture Aid said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
Ox_ said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
homura said in [Release] Mob of the Dead Mod: "A cat has 9 lives":
Ox_ what are CSC files?
GSC is server side, CSC is client side.
Same syntax in both.Where can you access them?
You can find a dump for them somewhere I guess.
I don't really have one, at least a good one (I know there's some ancient one on CraigChrist's Se7enSins BO2 Tesseract release thread), maybe JezuzLizard has one he could share.
But anyway, I don't know how you'd go on about loading custom CSC on Plutonium and what would happen even if you managed to do it.
Maybe asking the Plutonium devs could be worth a try? -
Vulture Aid Download the fastfile explorer from my google drive link:
https://drive.google.com/drive/folders/1Nwv3uGFwpopIMMXDVcZdG0iq2vQAVHc-Then when you have it select a fast file to extract then use this decompiler to decompile the .cscs
https://github.com/Scobalula/Cerberus-RepoDrag and drop a .csc or .gsc onto the Cerberus.CLI.exe and it will produce a decompiled output.
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JezuzLizard I don't have a fast file I could decompile with, I don't even have the csc files to begin with
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Vulture Aid Sorry if I wasn't clear enough the fastfiles are in your plutonium directory/zone/all. When you launch up the fast file explorer navigate there and select any of the ones with patch in their name. Then when it loads it up right click on any of the files inside and select export all. Select a directory thats empty and thats where the .gscs and .cscs will be as well as some other files.
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JezuzLizard Thank you
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JezuzLizard One more thing, is there a way to decompile without using BO3 gsc? The syntax is different from BO2's gsc
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Vulture Aid The cerberus decompiler was made for bo3 purposes so you'll have to change the output to bo2 syntax. The cerberus decompiler is pretty good though since it can detect for loops and foreachs unlike the the dumps most people use.
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JezuzLizard How can I change the output? Do I have to change the csc file manually to bo2's scripting?
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Vulture Aid I'm not sure the Cerberus Decompiler will decompile in any other way. What I meant was you would have to go thru each function by hand and fix the errors in it. Though remember even though we have access to .cscs I don't believe plutonium supports modding them since modding is only serverside right now. .cscs can give a good idea as to what the limit of .gsc only modding can do before you run into exe_client_field_mismatch error.