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  3. Max Ammo changed to work like BO3/BO4/Cold War (Clip Refills)

Max Ammo changed to work like BO3/BO4/Cold War (Clip Refills)

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  • GhostRider0125undefined Offline
    GhostRider0125undefined Offline
    GhostRider0125
    wrote on last edited by
    #2

    nice one lad!

    1 Reply Last reply
    0
    • asunaqqundefined Offline
      asunaqqundefined Offline
      asunaqq
      wrote on last edited by
      #3

      I believe the Cold War Mod might have this, not sure though, but nice release as a standalone 🙂

      1 Reply Last reply
      0
      • Resxtundefined Offline
        Resxtundefined Offline
        Resxt
        Plutonium Staff
        wrote on last edited by
        #4

        Nice release.
        I'm so used to this since I only play BO3 custom maps

        1 Reply Last reply
        0
        • MisterX2003undefined MisterX2003

          Sorry if it already exists, but I couldn't find it. Just a buncha old scripts that wouldn't work., so I made my own with help from the discord

          #include common_scripts\utility;
          #include maps\mp\_utility;
          #include maps\mp\zombies\_zm_utility;
          #include maps\mp\zombies\_zm_powerups;
          
          init()
          {
              level thread onPlayerConnect();
          }
          
          onPlayerConnect()
          {
              level endon("game_ended");
              for(;;)
              {
                  level waittill("connected", player);
                  player thread onPlayerSpawned();
              }
          }
          
          onPlayerSpawned()
          {
              self endon("disconnect");
              level endon("game_ended");
              for(;;)
              {
                  self waittill("spawned_player");
                  if(!isDefined(level.maC1))
                  {
                      wait 5;
                      level.maC1 = "DONE";
              		replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup,::new_full_ammo_powerup);
                  }    
              }
          }
          
          new_full_ammo_powerup( drop_item, player )
          {
              players = get_players( player.team );
          
              if ( isdefined( level._get_game_module_players ) ){
                  players = [[ level._get_game_module_players ]]( player );
              }
          
              for ( i = 0; i < players.size; i++ )
              {
                  if ( players[i] maps\mp\zombies\_zm_laststand::player_is_in_laststand() )
                      continue;
          
                  primary_weapons = players[i] getweaponslist( 1 );
                  players[i] notify( "zmb_max_ammo" );
                  players[i] notify( "zmb_lost_knife" );
                  players[i] notify( "zmb_disable_claymore_prompt" );
                  players[i] notify( "zmb_disable_spikemore_prompt" );
          
                  for ( x = 0; x < primary_weapons.size; x++ )
                  {
                  	curWeapon = primary_weapons[x];
                      if ( level.headshots_only && is_lethal_grenade(curWeapon) ){
                          continue;
                      }
          
                      if ( isDefined( level.zombie_include_equipment ) && isDefined( level.zombie_include_equipment[curWeapon] ) ){
                          continue;
                      }
          
                      if ( isDefined( level.zombie_weapons_no_max_ammo ) && isDefined( level.zombie_weapons_no_max_ammo[curWeapon] ) ){
                          continue;
                      }
          
                      if ( players[i] hasweapon( curWeapon ) ){
                          players[i] givemaxammo( curWeapon );
                          players[i] setweaponammoclip( curWeapon, 300);
                      }
          
                  }
              }
          
              level thread full_ammo_on_hud( drop_item, player.team );
          }
          

          Please report any bugs or errors.

          For the record, there is one I know of already, if you have a dual wield (eg. dual wield five sevens) and you have another weapon out when you get the max ammo, the dual wield weapon will only have one clip refilled.
          One of them won't
          If you're holding the dual wield, it refills as expected.
          If anyone knows how to fix, be my guest

          znchiundefined Offline
          znchiundefined Offline
          znchi
          wrote on last edited by
          #5

          MisterX2003 I believe you can omit this segment:

          init()
          {
              level thread onPlayerConnect();
          }
          
          onPlayerConnect()
          {
              level endon("game_ended");
              for(;;)
              {
                  level waittill("connected", player);
                  player thread onPlayerSpawned();
              }
          }
          
          onPlayerSpawned()
          {
              self endon("disconnect");
              level endon("game_ended");
              for(;;)
              {
                  self waittill("spawned_player");
                  if(!isDefined(level.maC1))
                  {
                      wait 5;
                      level.maC1 = "DONE";
              		replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup,::new_full_ammo_powerup);
                  }    
              }
          }
          

          and write it as

          main()
          {
          	replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup,::new_full_ammo_powerup);
          }
          

          afaik replaceFunc only needs to be run once per game, your code runs it once for each player.

          AdrX003undefined 1 Reply Last reply
          1
          • MisterX2003undefined MisterX2003

            Sorry if it already exists, but I couldn't find it. Just a buncha old scripts that wouldn't work., so I made my own with help from the discord

            #include common_scripts\utility;
            #include maps\mp\_utility;
            #include maps\mp\zombies\_zm_utility;
            #include maps\mp\zombies\_zm_powerups;
            
            init()
            {
                level thread onPlayerConnect();
            }
            
            onPlayerConnect()
            {
                level endon("game_ended");
                for(;;)
                {
                    level waittill("connected", player);
                    player thread onPlayerSpawned();
                }
            }
            
            onPlayerSpawned()
            {
                self endon("disconnect");
                level endon("game_ended");
                for(;;)
                {
                    self waittill("spawned_player");
                    if(!isDefined(level.maC1))
                    {
                        wait 5;
                        level.maC1 = "DONE";
                		replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup,::new_full_ammo_powerup);
                    }    
                }
            }
            
            new_full_ammo_powerup( drop_item, player )
            {
                players = get_players( player.team );
            
                if ( isdefined( level._get_game_module_players ) ){
                    players = [[ level._get_game_module_players ]]( player );
                }
            
                for ( i = 0; i < players.size; i++ )
                {
                    if ( players[i] maps\mp\zombies\_zm_laststand::player_is_in_laststand() )
                        continue;
            
                    primary_weapons = players[i] getweaponslist( 1 );
                    players[i] notify( "zmb_max_ammo" );
                    players[i] notify( "zmb_lost_knife" );
                    players[i] notify( "zmb_disable_claymore_prompt" );
                    players[i] notify( "zmb_disable_spikemore_prompt" );
            
                    for ( x = 0; x < primary_weapons.size; x++ )
                    {
                    	curWeapon = primary_weapons[x];
                        if ( level.headshots_only && is_lethal_grenade(curWeapon) ){
                            continue;
                        }
            
                        if ( isDefined( level.zombie_include_equipment ) && isDefined( level.zombie_include_equipment[curWeapon] ) ){
                            continue;
                        }
            
                        if ( isDefined( level.zombie_weapons_no_max_ammo ) && isDefined( level.zombie_weapons_no_max_ammo[curWeapon] ) ){
                            continue;
                        }
            
                        if ( players[i] hasweapon( curWeapon ) ){
                            players[i] givemaxammo( curWeapon );
                            players[i] setweaponammoclip( curWeapon, 300);
                        }
            
                    }
                }
            
                level thread full_ammo_on_hud( drop_item, player.team );
            }
            

            Please report any bugs or errors.

            For the record, there is one I know of already, if you have a dual wield (eg. dual wield five sevens) and you have another weapon out when you get the max ammo, the dual wield weapon will only have one clip refilled.
            One of them won't
            If you're holding the dual wield, it refills as expected.
            If anyone knows how to fix, be my guest

            Nuclear_Toonsundefined Offline
            Nuclear_Toonsundefined Offline
            Nuclear_Toons
            wrote on last edited by
            #6
            This post is deleted!
            AdrX003undefined 1 Reply Last reply
            0
            • Nuclear_Toonsundefined Nuclear_Toons

              This post is deleted!

              AdrX003undefined Offline
              AdrX003undefined Offline
              AdrX003
              wrote on last edited by AdrX003
              #7

              @The_Spectre115 As the plutonium docs say, you cannot "inject" things in any way, this word usually means that we are gonna use an external program that will patch the game memory wile its running, and thats exatcly what triggers the ban system.

              We instead "load" the scripts letting the Compiled GSC in a predefined folder plutonium setted up for it. the tutorial for it is on the point 6 in here:

              https://plutonium.pw/docs/modding/loading-mods/#t6

              1 Reply Last reply
              0
              • znchiundefined znchi

                MisterX2003 I believe you can omit this segment:

                init()
                {
                    level thread onPlayerConnect();
                }
                
                onPlayerConnect()
                {
                    level endon("game_ended");
                    for(;;)
                    {
                        level waittill("connected", player);
                        player thread onPlayerSpawned();
                    }
                }
                
                onPlayerSpawned()
                {
                    self endon("disconnect");
                    level endon("game_ended");
                    for(;;)
                    {
                        self waittill("spawned_player");
                        if(!isDefined(level.maC1))
                        {
                            wait 5;
                            level.maC1 = "DONE";
                    		replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup,::new_full_ammo_powerup);
                        }    
                    }
                }
                

                and write it as

                main()
                {
                	replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup,::new_full_ammo_powerup);
                }
                

                afaik replaceFunc only needs to be run once per game, your code runs it once for each player.

                AdrX003undefined Offline
                AdrX003undefined Offline
                AdrX003
                wrote on last edited by AdrX003
                #8

                znchi just tested this one, it also works thanks to both of u 👏 👏

                1 Reply Last reply
                0
                • FantasticLokiundefined Offline
                  FantasticLokiundefined Offline
                  FantasticLoki
                  wrote on last edited by
                  #9

                  This causes an infinite loop crash seemingly randomly on picking up a max ammo.

                  1 Reply Last reply
                  1
                  • DoubleKundefined Offline
                    DoubleKundefined Offline
                    DoubleK
                    wrote on last edited by
                    #10

                    FantasticLoki copied the actual max ammo code and added the extra line to fill the clip. works all the time for me without issues.

                    new_full_ammo_powerup(drop_item, player) {
                            players = get_players( player.team );
                    
                    	if ( isDefined( level._get_game_module_players ) ) {
                    		players = [[ level._get_game_module_players ]]( player );
                    	}
                    
                    	i = 0;
                    	while ( i < players.size ) {
                    		if ( players[ i ] maps\mp\zombies\_zm_laststand::player_is_in_laststand() ) {
                    			i++;
                    			continue;
                    		}    
                    		else {
                    			primary_weapons = players[ i ] getweaponslist( 1 );
                    			players[ i ] notify( "zmb_max_ammo" );
                    			players[ i ] notify( "zmb_lost_knife" );
                    			players[ i ] notify( "zmb_disable_claymore_prompt" );
                    			players[ i ] notify( "zmb_disable_spikemore_prompt" );
                    
                    			x = 0;
                    			while ( x < primary_weapons.size ) {
                    				if ( level.headshots_only && is_lethal_grenade( primary_weapons[ x ] ) ) {
                    					x++;
                    					continue;
                    				}
                    				else {
                    					if ( isDefined( level.zombie_include_equipment ) && isDefined( level.zombie_include_equipment[ primary_weapons[ x ] ] ) )	{
                    						x++;
                    						continue;
                    					}
                    					else {
                    						if ( players[ i ] hasweapon( primary_weapons[ x ] ) ) {
                    							players[ i ] givemaxammo( primary_weapons[ x ] );
                                  players[ i ] setweaponammoclip( primary_weapons[ x ], weaponclipsize( primary_weapons[ x ] ) );
                    						}
                    					}
                    				}
                    				x++;
                    			}
                    		}
                    		i++;
                    	}
                    	level thread full_ammo_on_hud( drop_item, player.team );
                    }
                    
                    1 Reply Last reply
                    0
                    • onicrazyyyundefined Offline
                      onicrazyyyundefined Offline
                      onicrazyyy
                      wrote on last edited by
                      #11

                      How can I add this to my server?

                      1 Reply Last reply
                      0
                      • DarkXwolf17._undefined Offline
                        DarkXwolf17._undefined Offline
                        DarkXwolf17._
                        wrote on last edited by
                        #12

                        i have a lil question,how do i add this to my game?

                        Resxtundefined 1 Reply Last reply
                        0
                        • DarkXwolf17._undefined DarkXwolf17._

                          i have a lil question,how do i add this to my game?

                          Resxtundefined Offline
                          Resxtundefined Offline
                          Resxt
                          Plutonium Staff
                          wrote on last edited by
                          #13

                          @Rubysexx read our doc

                          1 Reply Last reply
                          0
                          • HOOKEELundefined Offline
                            HOOKEELundefined Offline
                            HOOKEEL
                            wrote on last edited by
                            #14

                            I was testing and the game crashed for me.
                            The game crashes when performing the reload action of any weapon and at the same time taking maximum ammo.
                            This error was already described in this forum, but it was described as a random error, but it is not a random error.
                            If anyone finds a solution please share it, or if there is a forum about this please share it here.

                            1 Reply Last reply
                            0
                            • WhyYouNoSqueakyundefined Offline
                              WhyYouNoSqueakyundefined Offline
                              WhyYouNoSqueaky
                              wrote on last edited by
                              #15

                              no way to download it..

                              DirkRockfaceundefined 1 Reply Last reply
                              0
                              • WhyYouNoSqueakyundefined WhyYouNoSqueaky

                                no way to download it..

                                DirkRockfaceundefined Offline
                                DirkRockfaceundefined Offline
                                DirkRockface
                                Contributor
                                wrote on last edited by
                                #16

                                WhyYouNoSqueaky ??? nothing to download my man...

                                you cut and paste the code block, save it to a .gsc file, and put it in your scripts folder.

                                1 Reply Last reply
                                0
                                • WhyYouNoSqueakyundefined Offline
                                  WhyYouNoSqueakyundefined Offline
                                  WhyYouNoSqueaky
                                  wrote on last edited by
                                  #17

                                  sounds complicated lol

                                  Resxtundefined 1 Reply Last reply
                                  0
                                  • WhyYouNoSqueakyundefined WhyYouNoSqueaky

                                    sounds complicated lol

                                    Resxtundefined Offline
                                    Resxtundefined Offline
                                    Resxt
                                    Plutonium Staff
                                    wrote on last edited by
                                    #18

                                    WhyYouNoSqueaky it's not
                                    Open a notepad, paste the text and save a new file with the .gsc extension

                                    1 Reply Last reply
                                    1
                                    • WhyYouNoSqueakyundefined Offline
                                      WhyYouNoSqueakyundefined Offline
                                      WhyYouNoSqueaky
                                      wrote on last edited by
                                      #19

                                      im literally slow, cuz i just cant even get it to be that type of file

                                      Resxtundefined 1 Reply Last reply
                                      0
                                      • WhyYouNoSqueakyundefined WhyYouNoSqueaky

                                        im literally slow, cuz i just cant even get it to be that type of file

                                        Resxtundefined Offline
                                        Resxtundefined Offline
                                        Resxt
                                        Plutonium Staff
                                        wrote on last edited by
                                        #20

                                        WhyYouNoSqueaky choose "all" in type of files and add .gsc at the end of the file name

                                        WhyYouNoSqueakyundefined 1 Reply Last reply
                                        1
                                        • Resxtundefined Resxt

                                          WhyYouNoSqueaky choose "all" in type of files and add .gsc at the end of the file name

                                          WhyYouNoSqueakyundefined Offline
                                          WhyYouNoSqueakyundefined Offline
                                          WhyYouNoSqueaky
                                          wrote on last edited by
                                          #21

                                          Resxt you are my hero, thank you!

                                          1 Reply Last reply
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