[Release] Mob of the Dead Mod: "A cat has 9 lives"
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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.
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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. -
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
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This post is deleted!
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Vulture Aid DO ANYONE KNOW HOW to install more than one mod?
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Vulture Aid pog
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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 -
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. -
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"?
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AlexyGalaxy Why are you modifying _zm_afterlife.gsc? The post doesn't modify this script at all.
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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 ininit()
: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.
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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.
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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