Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Support & Discussion
  3. How to remove or add weapons to the mystery box in zombie. ! Help GSC

How to remove or add weapons to the mystery box in zombie. ! Help GSC

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
10 Posts 5 Posters 1.9k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • undefined Offline
    undefined Offline
    Kalitos
    wrote on Apr 13, 2020, 4:27 PM last edited by
    #1

    Someone who knows how to remove weapons or add new ones to the mystery box in zombie

    undefined 1 Reply Last reply Apr 13, 2020, 5:04 PM
    0
    • undefined Offline
      undefined Offline
      JezuzLizard Plutonium Staff
      replied to Kalitos on Apr 13, 2020, 5:04 PM last edited by
      #2

      Kalitos Each map has its own weapons built in to the map so your limited to whats actually in the map to put in the box.
      Each map has its own map script called zm_"mapname".gsc in maps/mp its where a ton of the map specific stuff is determined.
      If you want to change what weapons are included in the map you would use this function override:

      level._zombie_custom_add_weapons = ::custom_add_weapons;
      

      and include all the add_zombie_weapon() from the map .gsc inside of it.

      if you change the function slightly you can include paped weapons in the map for box purposes like this:
      Normal.

      add_zombie_weapon( "m1911_zm", "m1911_upgraded_zm", &"ZOMBIE_WEAPON_M1911", 50, "", "", undefined );
      

      Paped:

      add_zombie_weapon( "m1911_upgraded_zm", "undefined", &"ZOMBIE_WEAPON_M1911", 50, "", "", undefined );
      

      Now the actual function that includes the weapon in the box is this function:

      include_weapon( "m1911_upgraded_zm", 1 );
      

      Setting the 1 to a 0 or not defining its value will change its box status. If its 1 its included, 0 or undefined not included.

      undefined undefined 2 Replies Last reply Apr 13, 2020, 5:26 PM
      0
      • undefined Offline
        undefined Offline
        Kalitos
        replied to JezuzLizard on Apr 13, 2020, 5:26 PM last edited by Kalitos Apr 13, 2020, 8:33 PM
        #3

        JezuzLizard I understand, then. If what I want is to remove weapons from the box, I just have to remove the lines where I define the weapons that I do not want to be in the box, right? Something like this : "Taken from ... \ zm_buried.gsc"

        custom_add_weapon()
        {
        gametype = getDvar( "ui_gametype" );
            add_zombie_weapon( "m1911_zm", "m1911_upgraded_zm", &"ZOMBIE_WEAPON_M1911", 50, "", "", undefined );
            add_zombie_weapon( "rnma_zm", "rnma_upgraded_zm", &"ZOMBIE_WEAPON_RNMA", 50, "pickup_six_shooter", "", undefined, 1 );
            add_zombie_weapon( "judge_zm", "judge_upgraded_zm", &"ZOMBIE_WEAPON_JUDGE", 50, "wpck_judge", "", undefined, 1 );
            add_zombie_weapon( "kard_zm", "kard_upgraded_zm", &"ZOMBIE_WEAPON_KARD", 50, "wpck_kap", "", undefined, 1 );
            add_zombie_weapon( "fiveseven_zm", "fiveseven_upgraded_zm", &"ZOMBIE_WEAPON_FIVESEVEN", 50, "wpck_57", "", undefined, 1 );
            add_zombie_weapon( "beretta93r_zm", "beretta93r_upgraded_zm", &"ZOMBIE_WEAPON_BERETTA93r", 1000, "", "", undefined );
            add_zombie_weapon( "fivesevendw_zm", "fivesevendw_upgraded_zm", &"ZOMBIE_WEAPON_FIVESEVENDW", 50, "wpck_duel57", "", undefined, 1 );
            add_zombie_weapon( "ak74u_zm", "ak74u_upgraded_zm", &"ZOMBIE_WEAPON_AK74U", 1200, "smg", "", undefined );
            add_zombie_weapon( "mp5k_zm", "mp5k_upgraded_zm", &"ZOMBIE_WEAPON_MP5K", 1000, "smg", "", undefined );
            add_zombie_weapon( "pdw57_zm", "pdw57_upgraded_zm", &"ZOMBIE_WEAPON_PDW57", 1000, "smg", "", undefined );
            if ( gametype == "zcleansed" )
            {
                add_zombie_weapon( "qcw05_zm", undefined, &"ZOMBIE_WEAPON_QCW05", 50, "wpck_chicom", "", undefined, 1 );
            }
        }
        

        I would only be allowing the weapons that I define here, and the rest that are not contemplated would not be in the box '

        undefined 1 Reply Last reply Apr 13, 2020, 7:00 PM
        0
        • undefined Offline
          undefined Offline
          JezuzLizard Plutonium Staff
          replied to Kalitos on Apr 13, 2020, 7:00 PM last edited by
          #4

          Kalitos What you do is tweak the value of

          include_weapon( "weaponname", 1 )
          

          and set it to 0 this will remove it from the box.

          Also I had forgotten if the value is not defined it is included by default actually.

          undefined 1 Reply Last reply Apr 13, 2020, 7:35 PM
          0
          • undefined Offline
            undefined Offline
            Kalitos
            replied to JezuzLizard on Apr 13, 2020, 7:35 PM last edited by Kalitos Apr 13, 2020, 10:36 PM
            #5

            JezuzLizard So from the following example:

            init (){
            include_weapons ();
            }
            
            include_weapons ()
            {
            // other include_weapon
            include_weapon ("lsat_zm", 1);
            include_weapon ("dsr50_zm", 0);
            }
            

            this, what it would do is include the "lsat" weapon in the mystery box and the "dsr50" weapon would remove it from it. ?

            undefined 1 Reply Last reply Apr 14, 2020, 1:11 AM
            0
            • undefined Offline
              undefined Offline
              JezuzLizard Plutonium Staff
              replied to Kalitos on Apr 14, 2020, 1:11 AM last edited by
              #6

              Kalitos Yes, that is exactly what I am saying. Just so you know setting include_weapon() to not include something in the box doesn't always work, I tried it with emps before and they would still appear in the box.

              1 Reply Last reply
              0
              • undefined Offline
                undefined Offline
                MetalThunder
                replied to JezuzLizard on Dec 10, 2020, 1:00 AM last edited by
                #7

                JezuzLizard Do you know where can i find those"zm_"mapname".gsc" scripts for each map?

                undefined 1 Reply Last reply Dec 10, 2020, 2:17 AM
                0
                • undefined Offline
                  undefined Offline
                  JezuzLizard Plutonium Staff
                  replied to MetalThunder on Dec 10, 2020, 2:17 AM last edited by
                  #8

                  MetalThunder https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts You need the gsc dump.

                  1 Reply Last reply
                  0
                  • undefined Offline
                    undefined Offline
                    Demon xModRx
                    wrote on May 3, 2021, 4:49 AM last edited by
                    #9

                    Im aware im a bit late to the game, but would this mean that if I were to use this, and include "blundergat_zm", would i be able to use the blendergat in transit?

                    undefined 1 Reply Last reply Jun 28, 2022, 12:31 PM
                    1
                    • undefined Offline
                      undefined Offline
                      lilpoop Contributor
                      replied to Demon xModRx on Jun 28, 2022, 12:31 PM last edited by
                      #10

                      Demon xModRx no u cn only use map specific guns

                      1 Reply Last reply
                      0

                      • Login

                      • Don't have an account? Register

                      • Login or register to search.
                      • First post
                        Last post
                      0
                      • Recent
                      • Tags
                      • Popular
                      • Users
                      • Groups
                      • Donate