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  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

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  • Kalitosundefined Offline
    Kalitosundefined Offline
    Kalitos
    wrote on last edited by
    #1

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

    JezuzLizardundefined 1 Reply Last reply
    0
    • Kalitosundefined Kalitos

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

      JezuzLizardundefined Offline
      JezuzLizardundefined Offline
      JezuzLizard
      Plutonium Staff
      wrote on 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.

      Kalitosundefined MetalThunderundefined 2 Replies Last reply
      0
      • JezuzLizardundefined JezuzLizard

        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.

        Kalitosundefined Offline
        Kalitosundefined Offline
        Kalitos
        wrote on last edited by Kalitos
        #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 '

        JezuzLizardundefined 1 Reply Last reply
        0
        • Kalitosundefined Kalitos

          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 '

          JezuzLizardundefined Offline
          JezuzLizardundefined Offline
          JezuzLizard
          Plutonium Staff
          wrote on 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.

          Kalitosundefined 1 Reply Last reply
          0
          • JezuzLizardundefined JezuzLizard

            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.

            Kalitosundefined Offline
            Kalitosundefined Offline
            Kalitos
            wrote on last edited by Kalitos
            #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. ?

            JezuzLizardundefined 1 Reply Last reply
            0
            • Kalitosundefined Kalitos

              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. ?

              JezuzLizardundefined Offline
              JezuzLizardundefined Offline
              JezuzLizard
              Plutonium Staff
              wrote on 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
              • JezuzLizardundefined JezuzLizard

                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.

                MetalThunderundefined Offline
                MetalThunderundefined Offline
                MetalThunder
                wrote on last edited by
                #7

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

                JezuzLizardundefined 1 Reply Last reply
                0
                • MetalThunderundefined MetalThunder

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

                  JezuzLizardundefined Offline
                  JezuzLizardundefined Offline
                  JezuzLizard
                  Plutonium Staff
                  wrote on 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
                  • Demon xModRxundefined Offline
                    Demon xModRxundefined Offline
                    Demon xModRx
                    wrote on 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?

                    lilpoopundefined 1 Reply Last reply
                    1
                    • Demon xModRxundefined Demon xModRx

                      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?

                      lilpoopundefined Offline
                      lilpoopundefined Offline
                      lilpoop
                      Contributor
                      wrote on last edited by
                      #10

                      Demon xModRx no u cn only use map specific guns

                      1 Reply Last reply
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