[Release] [ZM] ZOMBIES++
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ZOMBIES ++ MOD
Developer: @ItsCahz
Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.README
All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizingset <dvarName> <value>
. Almost no need to go and edit the GSC.TOGGLE-ABLE FEATURES
- Zombie Counter on screen
- Custom Powerup drops
- Extra Perk Machines
CUSTOM POWERUPS
- Money Drop (Random amount of money)
- Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
- Unlimited Ammo (Probably the best one. Credit @_Ox)
- Fast Feet (Super sonic speed)
EXTRA PERK MACHINES
- PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
- Stamin-Up (Nuketown)
- Mule Kick (Nuketown, Tranzit)
- Deadshot Daiquiri (Nuketown, Tranzit, Buried)
Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.
OTHER FEATURES
-
Force Spawn players on Round 1 (No more having friends spectating until Round 2)
-
Game Length gets displayed at the end of the game (hours and minutes)
Some Pictures
I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
My favorite perk and perk machine!
All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
MOTD PHD Flopper Machine!
Nuketown Mule Kick
BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
I don't think there's much else to say here other than have funVersion 1.2
should be more stable. Won't know until server owners test it.Cahz Hi Bro . how Can i Fix ZombieBlood On Origins ??
Where Is That Codes For Edit ??
Thank You -
Cahz Hi Bro . how Can i Fix ZombieBlood On Origins ??
Where Is That Codes For Edit ??
Thank You@MrSlark You can find the proper codes needed HERE
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ZOMBIES ++ MOD
Developer: @ItsCahz
Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.README
All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizingset <dvarName> <value>
. Almost no need to go and edit the GSC.TOGGLE-ABLE FEATURES
- Zombie Counter on screen
- Custom Powerup drops
- Extra Perk Machines
CUSTOM POWERUPS
- Money Drop (Random amount of money)
- Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
- Unlimited Ammo (Probably the best one. Credit @_Ox)
- Fast Feet (Super sonic speed)
EXTRA PERK MACHINES
- PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
- Stamin-Up (Nuketown)
- Mule Kick (Nuketown, Tranzit)
- Deadshot Daiquiri (Nuketown, Tranzit, Buried)
Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.
OTHER FEATURES
-
Force Spawn players on Round 1 (No more having friends spectating until Round 2)
-
Game Length gets displayed at the end of the game (hours and minutes)
Some Pictures
I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
My favorite perk and perk machine!
All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
MOTD PHD Flopper Machine!
Nuketown Mule Kick
BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
I don't think there's much else to say here other than have funVersion 1.2
should be more stable. Won't know until server owners test it.Cahz im getting
"**** 2 script error(s):
**** Too many parameters: "vibrate" with 6 parameters in "maps/mp/_imcsx_gsc_studio.gsc"
**** Unresolved external : "debugbuttonmonitor" with 0 parameters in "maps/mp/_imcsx_gsc_studio.gsc" at line 1 ****"i checked them and no idea what it would be for debugbuttonmonitor.
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Cahz im getting
"**** 2 script error(s):
**** Too many parameters: "vibrate" with 6 parameters in "maps/mp/_imcsx_gsc_studio.gsc"
**** Unresolved external : "debugbuttonmonitor" with 0 parameters in "maps/mp/_imcsx_gsc_studio.gsc" at line 1 ****"i checked them and no idea what it would be for debugbuttonmonitor.
LordCurtis im not holding your hand and fixing your problems for you kiddo.
It's quite clear what the error is**** Unresolved external : "debugbuttonmonitor" with 0 parameters in "maps/mp/_imcsx_gsc_studio.gsc" at line 1 ****"
If you cant figure out how to fix this, you don't need to be editing gsc files.
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LordCurtis im not holding your hand and fixing your problems for you kiddo.
It's quite clear what the error is**** Unresolved external : "debugbuttonmonitor" with 0 parameters in "maps/mp/_imcsx_gsc_studio.gsc" at line 1 ****"
If you cant figure out how to fix this, you don't need to be editing gsc files.
Cahz I'm not modifying it, i'm trying to combine all of your scripts, you didn't do the code right, you made it as easy as pasting all of the code into one gsc with gsc studio's but you didn't add a parameter to line 56 for debugbuttonmonitor, of course i don't know how to fix it, i didn't download someone else's script to fix it to be able to use it.
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Cahz I'm not modifying it, i'm trying to combine all of your scripts, you didn't do the code right, you made it as easy as pasting all of the code into one gsc with gsc studio's but you didn't add a parameter to line 56 for debugbuttonmonitor, of course i don't know how to fix it, i didn't download someone else's script to fix it to be able to use it.
LordCurtis You're telling me you can't fix ONE LINE of code? Even when it tells you exactly what is INSIDE that line of code? You can't press CTRL+F and find that error? And that's somehow my fault?
S I K E
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Cahz Bro . I Can't Find That codes . Can You help Me ?
Really I Need Your Mod And i Need ZombieBlood For Do ee :))
Both are needed -
ZOMBIES ++ MOD
Developer: @ItsCahz
Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.README
All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizingset <dvarName> <value>
. Almost no need to go and edit the GSC.TOGGLE-ABLE FEATURES
- Zombie Counter on screen
- Custom Powerup drops
- Extra Perk Machines
CUSTOM POWERUPS
- Money Drop (Random amount of money)
- Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
- Unlimited Ammo (Probably the best one. Credit @_Ox)
- Fast Feet (Super sonic speed)
EXTRA PERK MACHINES
- PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
- Stamin-Up (Nuketown)
- Mule Kick (Nuketown, Tranzit)
- Deadshot Daiquiri (Nuketown, Tranzit, Buried)
Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.
OTHER FEATURES
-
Force Spawn players on Round 1 (No more having friends spectating until Round 2)
-
Game Length gets displayed at the end of the game (hours and minutes)
Some Pictures
I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
My favorite perk and perk machine!
All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
MOTD PHD Flopper Machine!
Nuketown Mule Kick
BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
I don't think there's much else to say here other than have funVersion 1.2
should be more stable. Won't know until server owners test it.Cahz How can I install the mod? Sorry for the noob question It's my first time xd and i want it
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Jacobean
blackbeard29
Since there was some confusion on how to install this mod, I made a RAR file with the premade _clientids and a short tutorial on how to install/use. Hopefully this helpsLink: https://github.com/Paintball/BO2-Zombies-Mod/blob/master/Zombies%2B%2B COMPILED.rar
Virustotal: https://www.virustotal.com/gui/file/e568a1d4390b55ca54f7bf5a287d9e5c217c7ef4ef553e9c74029dab1befdbcf/detectionCahz error 404 not found when i open the link of the tutorial
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Farzad I just copied the compiled script that Cahz posted and put it in t6r/data/maps/mp/gametypes_zm
And put the config in t6r/data.
Do I need to do more than this?
https://prnt.sc/s3m9izJacobean t6r/data/maps/mp/gametypes_zm dont appear on my files what can i do? create them?
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ZOMBIES ++ MOD
Developer: @ItsCahz
Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.README
All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizingset <dvarName> <value>
. Almost no need to go and edit the GSC.TOGGLE-ABLE FEATURES
- Zombie Counter on screen
- Custom Powerup drops
- Extra Perk Machines
CUSTOM POWERUPS
- Money Drop (Random amount of money)
- Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
- Unlimited Ammo (Probably the best one. Credit @_Ox)
- Fast Feet (Super sonic speed)
EXTRA PERK MACHINES
- PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
- Stamin-Up (Nuketown)
- Mule Kick (Nuketown, Tranzit)
- Deadshot Daiquiri (Nuketown, Tranzit, Buried)
Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.
OTHER FEATURES
-
Force Spawn players on Round 1 (No more having friends spectating until Round 2)
-
Game Length gets displayed at the end of the game (hours and minutes)
Some Pictures
I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
My favorite perk and perk machine!
All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
MOTD PHD Flopper Machine!
Nuketown Mule Kick
BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
I don't think there's much else to say here other than have funVersion 1.2
should be more stable. Won't know until server owners test it.Cahz bruh none of the downloads are working and i also have no firefox so i cant do any of that other stuff
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Jacobean t6r/data/maps/mp/gametypes_zm dont appear on my files what can i do? create them?
@SlaaayZ Correct.
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that zombie blood fix would be comin in clutch tho
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@Hobo-Tim Should be fixed now.. Download the latest version and let me know (i didnt feel like testing)
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Cahz ZombieBlood Does Not Work. UnforTunately Not Working .
cahz is owner but there is this probloem for a month ago , i dont know why he does not fix That !!!!!!!!!! -
@Hobo-Tim Should be fixed now.. Download the latest version and let me know (i didnt feel like testing)
Cahz Yeah I Compiled YOur New Cod After running server , i Have this Error :
**** 1 script error(S):
****unrseloved external "test the powerup" 0 parameters in myfile at line 1 ****
i think there is a wrong code at zm_custom_powerups.gsc file in the 24 line -
Cahz Yeah I Compiled YOur New Cod After running server , i Have this Error :
**** 1 script error(S):
****unrseloved external "test the powerup" 0 parameters in myfile at line 1 ****
i think there is a wrong code at zm_custom_powerups.gsc file in the 24 lineLastKing Try now buddy should be fixed
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Cahz Yeah I Compiled YOur New Cod After running server , i Have this Error :
**** 1 script error(S):
****unrseloved external "test the powerup" 0 parameters in myfile at line 1 ****
i think there is a wrong code at zm_custom_powerups.gsc file in the 24 line -
Cahz Code Fixed , But zombie blood not working yet , and after take zombieblood server crashing.
take ice staff part = server = crash -
Cahz Code Fixed , But zombie blood not working yet , and after take zombieblood server crashing.
take ice staff part = server = crash@MrSlark Ok so it seems I can't fix the zombie blood
Sorry
(Not that this mod was ever intented for Origins anyway)