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

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Release] Mob of the Dead Mod: "A cat has 9 lives"

[Release] Mob of the Dead Mod: "A cat has 9 lives"

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
32 Posts 11 Posters 11.3k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • JezuzLizardundefined JezuzLizard

    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.

    Vulture Aidundefined Offline
    Vulture Aidundefined Offline
    Vulture Aid
    Contributor
    wrote on last edited by
    #16

    JezuzLizard Thank you

    1 Reply Last reply
    0
    • JezuzLizardundefined JezuzLizard

      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.

      Vulture Aidundefined Offline
      Vulture Aidundefined Offline
      Vulture Aid
      Contributor
      wrote on last edited by
      #17

      JezuzLizard One more thing, is there a way to decompile without using BO3 gsc? The syntax is different from BO2's gsc

      JezuzLizardundefined 1 Reply Last reply
      0
      • Vulture Aidundefined Vulture Aid

        JezuzLizard One more thing, is there a way to decompile without using BO3 gsc? The syntax is different from BO2's gsc

        JezuzLizardundefined Offline
        JezuzLizardundefined Offline
        JezuzLizard
        Plutonium Staff
        wrote on last edited by
        #18

        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.

        Vulture Aidundefined 1 Reply Last reply
        0
        • JezuzLizardundefined JezuzLizard

          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.

          Vulture Aidundefined Offline
          Vulture Aidundefined Offline
          Vulture Aid
          Contributor
          wrote on last edited by
          #19

          JezuzLizard How can I change the output? Do I have to change the csc file manually to bo2's scripting?

          JezuzLizardundefined 1 Reply Last reply
          0
          • Vulture Aidundefined Vulture Aid

            JezuzLizard How can I change the output? Do I have to change the csc file manually to bo2's scripting?

            JezuzLizardundefined Offline
            JezuzLizardundefined Offline
            JezuzLizard
            Plutonium Staff
            wrote on last edited by
            #20

            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.

            1 Reply Last reply
            0
            • rtyhtsundefined Offline
              rtyhtsundefined Offline
              rtyhts
              wrote on last edited by
              #21

              i followed the instructions but i have always 3 afterlife in co-op server.
              Please help me, can you explain me how to set it to a differnt value?
              Tank you.

              Vulture Aidundefined 1 Reply Last reply
              0
              • rtyhtsundefined rtyhts

                i followed the instructions but i have always 3 afterlife in co-op server.
                Please help me, can you explain me how to set it to a differnt value?
                Tank you.

                Vulture Aidundefined Offline
                Vulture Aidundefined Offline
                Vulture Aid
                Contributor
                wrote on last edited by
                #22

                rtyhts if by "co-op server" you mean custom games, then no I will not help you

                This mod was made for dedicated servers only

                rtyhtsundefined 1 Reply Last reply
                0
                • Vulture Aidundefined Vulture Aid

                  rtyhts if by "co-op server" you mean custom games, then no I will not help you

                  This mod was made for dedicated servers only

                  rtyhtsundefined Offline
                  rtyhtsundefined Offline
                  rtyhts
                  wrote on last edited by rtyhts
                  #23
                  This post is deleted!
                  1 Reply Last reply
                  0
                  • Vulture Aidundefined Vulture Aid

                    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 line 61 74 (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

                    MichaelCHundefined Offline
                    MichaelCHundefined Offline
                    MichaelCH
                    wrote on last edited by
                    #24

                    Vulture Aid DO ANYONE KNOW HOW to install more than one mod?

                    1 Reply Last reply
                    0
                    • Vulture Aidundefined Vulture Aid

                      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 line 61 74 (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

                      Transgender_undefined Offline
                      Transgender_undefined Offline
                      Transgender_
                      wrote on last edited by
                      #25

                      Vulture Aid pog

                      1 Reply Last reply
                      0
                      • Ox_undefined Ox_

                        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 in init():

                        registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                        
                        AlexyGalaxyundefined Offline
                        AlexyGalaxyundefined Offline
                        AlexyGalaxy
                        wrote on last edited by AlexyGalaxy
                        #26

                        Ox_ Vulture Aid I did everything above but still got an error.

                        I edited self setclientfieldtoplayer( "player_lives", self.lives );

                        I edited _zm_afterlife: registerclientfield("toplayer", "player_lives", 9000, 4, "int");

                        Error:
                        Attempt to register ClientField player_lives failed. Client Filed set "toplayer" either already contains a filed called player_lives, or a hash collision has occurred.

                        Where should I be keeping the zm_afterlife.gsc file?
                        Currently it is in AppData\Local\Plutonium\storage\t6\scripts\zm\zm_prison

                        JezuzLizardundefined 1 Reply Last reply
                        0
                        • AlexyGalaxyundefined AlexyGalaxy

                          Ox_ Vulture Aid I did everything above but still got an error.

                          I edited self setclientfieldtoplayer( "player_lives", self.lives );

                          I edited _zm_afterlife: registerclientfield("toplayer", "player_lives", 9000, 4, "int");

                          Error:
                          Attempt to register ClientField player_lives failed. Client Filed set "toplayer" either already contains a filed called player_lives, or a hash collision has occurred.

                          Where should I be keeping the zm_afterlife.gsc file?
                          Currently it is in AppData\Local\Plutonium\storage\t6\scripts\zm\zm_prison

                          JezuzLizardundefined Offline
                          JezuzLizardundefined Offline
                          JezuzLizard
                          Plutonium Staff
                          wrote on last edited by
                          #27

                          AlexyGalaxy If you want to override a GSC the correct path is storage\t6\maps and just match the sub directory.
                          Like the post says the clientfield is only for the hud and it's limited to 4. You would use .lives on the player to properly set the lives.

                          AlexyGalaxyundefined 1 Reply Last reply
                          0
                          • JezuzLizardundefined JezuzLizard

                            AlexyGalaxy If you want to override a GSC the correct path is storage\t6\maps and just match the sub directory.
                            Like the post says the clientfield is only for the hud and it's limited to 4. You would use .lives on the player to properly set the lives.

                            AlexyGalaxyundefined Offline
                            AlexyGalaxyundefined Offline
                            AlexyGalaxy
                            wrote on last edited by
                            #28

                            JezuzLizard I put the compiled _zm_afterlife file into the correct path the error is gone. However I still cannot see more than 3 afterlifes.

                            What did you mean by "You would use .lives on the player to properly set the lives" and which file "9 lives 1" or "_zm_afterlife"?

                            JezuzLizardundefined 1 Reply Last reply
                            0
                            • AlexyGalaxyundefined AlexyGalaxy

                              JezuzLizard I put the compiled _zm_afterlife file into the correct path the error is gone. However I still cannot see more than 3 afterlifes.

                              What did you mean by "You would use .lives on the player to properly set the lives" and which file "9 lives 1" or "_zm_afterlife"?

                              JezuzLizardundefined Offline
                              JezuzLizardundefined Offline
                              JezuzLizard
                              Plutonium Staff
                              wrote on last edited by
                              #29

                              AlexyGalaxy Why are you modifying _zm_afterlife.gsc? The post doesn't modify this script at all.

                              1 Reply Last reply
                              0
                              • Ox_undefined Ox_

                                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 in init():

                                registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                                
                                AlexyGalaxyundefined Offline
                                AlexyGalaxyundefined Offline
                                AlexyGalaxy
                                wrote on last edited by AlexyGalaxy
                                #30

                                Ox_ said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

                                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 in init():

                                registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                                

                                JezuzLizard This is what I am following. I am trying to get afterlife to display two digets or a number larger than 3.

                                JezuzLizardundefined 1 Reply Last reply
                                0
                                • AlexyGalaxyundefined AlexyGalaxy

                                  Ox_ said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

                                  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 in init():

                                  registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                                  

                                  JezuzLizard This is what I am following. I am trying to get afterlife to display two digets or a number larger than 3.

                                  JezuzLizardundefined Offline
                                  JezuzLizardundefined Offline
                                  JezuzLizard
                                  Plutonium Staff
                                  wrote on last edited by
                                  #31

                                  AlexyGalaxy You can try but I don't think this is currently possible. Clientfields need to be synced exactly between client and server. If you want to register a clientfield you also need to register it clientside in CSC. But CSC is not currently supported for loading so it wouldn't be possible to sync the clientfields with new values.

                                  1 Reply Last reply
                                  0
                                  • techboy04gamingundefined Offline
                                    techboy04gamingundefined Offline
                                    techboy04gaming
                                    wrote on last edited by
                                    #32

                                    This script may be a little outdated so I decided to update it myself 🙂
                                    Actually nothing is changed besides a proper HUD to show the lives... thats overlapped on the Afterlife logo ingame. So it aint perfect but aye, it shows the HUD and it works with the modern way Pluto uses scripts 🙂
                                    https://github.com/techboy04/9Lives-PlutoniumT6

                                    1 Reply Last reply
                                    0
                                    Reply
                                    • Reply as topic
                                    Log in to reply
                                    • Oldest to Newest
                                    • Newest to Oldest
                                    • Most Votes


                                    • 1
                                    • 2
                                    • Login

                                    • Don't have an account? Register

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