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

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Release] [ZM] ZOMBIES++

[Release] [ZM] ZOMBIES++

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
256 Posts 108 Posters 110.7k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Cahzundefined Offline
    Cahzundefined Offline
    Cahz VIP
    replied to MrWave on last edited by
    #80

    @MrSlark Ok so it seems I can't fix the zombie blood

    Sorry
    (Not that this mod was ever intented for Origins anyway)

    1 Reply Last reply
    1
    • LastKingundefined Offline
      LastKingundefined Offline
      LastKing
      replied to Cahz on last edited by
      #81

      Cahz thanks, mod fixed and working good , there is a problem , before we pick up the zombieblood , that's not working but now after take zombieblood game stoped and server crashing, can you test it ?

      1 Reply Last reply
      0
      • Junk_bowundefined Offline
        Junk_bowundefined Offline
        Junk_bow
        replied to Cahz on last edited by
        #82

        Cahz Where can I find a tutorial on how to install this?

        Cahzundefined 1 Reply Last reply
        1
        • Cahzundefined Offline
          Cahzundefined Offline
          Cahz VIP
          replied to Junk_bow on last edited by
          #83

          Junk_bow Follow the tutorial here

          1 Reply Last reply
          0
          • LilDragonundefined Offline
            LilDragonundefined Offline
            LilDragon
            wrote on last edited by LilDragon
            #84

            Hello! I have received multiple errors when trying to start the server on any map but transit. I combined all files into the main and compiled it with GCS Studio. I do have this crash dump that I received every time the server crashes. https://www.mediafire.com/file/268azo796sigepq/10_06_2020_05_31_27.dmp/file

            1 Reply Last reply
            0
            • Amuseddundefined Offline
              Amuseddundefined Offline
              Amusedd
              wrote on last edited by
              #85

              Hello, sorry for the bother, but I was wondering if you could give me insight on how to link this script to my _clientids.gsc? I compiled all the scripts together using GSC Studio already, but can't get the server to read the file.

              I've put an include at the top of the script (zmpp.gsc being the compiled name)

              #include maps/mp/zombies/zmpp;
              

              and I've tried putting threads to the init using

              self maps\mp\zombies\zmpp::init();
              

              and

              level thread maps\mp\zombies\zmpp::init();
              

              but both of these result in the following error

              Unresolved external :  "init" with 0 parameters in "_clientids" at line 1
              

              Sorry if this is a basic fix, I'm more familiar with t7 GSC then t6.

              JezuzLizardundefined 1 Reply Last reply
              0
              • JezuzLizardundefined Offline
                JezuzLizardundefined Offline
                JezuzLizard Plutonium Staff
                replied to Amusedd on last edited by
                #86

                Amusedd Plutonium doesn't support loading custom scripts, you must name your script after a script that already exists and override it.

                Amuseddundefined goodspaghetti21undefined 2 Replies Last reply
                1
                • Amuseddundefined Offline
                  Amuseddundefined Offline
                  Amusedd
                  replied to JezuzLizard on last edited by
                  #87

                  JezuzLizard said in [Release] [Zombies] ZOMBIES++ MOD (Extra Perk Machines, Powerups, more):

                  .

                  Oh, that makes sense, thank you so much for the help.

                  1 Reply Last reply
                  0
                  • goodspaghetti21undefined Offline
                    goodspaghetti21undefined Offline
                    goodspaghetti21
                    wrote on last edited by
                    #88

                    How tf am I meant to compile all 4 GSCs into 1 when Studio is nonexistent from the internet? I can't download it anywhere and it doesn't help the pinned tutorial on the forums is vague as fuck.

                    1 Reply Last reply
                    1
                    • goodspaghetti21undefined Offline
                      goodspaghetti21undefined Offline
                      goodspaghetti21
                      replied to JezuzLizard on last edited by
                      #89

                      JezuzLizard Am I meant to do this with every GSC found in this mod? Are there even five confirmed scripts I can rename them to for the game to accept them?

                      Cahzundefined 1 Reply Last reply
                      0
                      • Cahzundefined Offline
                        Cahzundefined Offline
                        Cahz VIP
                        replied to goodspaghetti21 on last edited by
                        #90

                        goodspaghetti21 All of the scripts can be compiled into one _clientids.gsc file using BO2 GSC Studio. I've seen staff say they don't support BO2 GSC Studio, but until they provide reason, I will continue to use it.

                        goodspaghetti21undefined 1 Reply Last reply
                        0
                        • goodspaghetti21undefined Offline
                          goodspaghetti21undefined Offline
                          goodspaghetti21
                          replied to Cahz on last edited by
                          #91

                          Cahz Can you provide a Mega or Dropbox link for Studio cause I can't find a working DL link anywhere, all are either broken or the page is down

                          1 Reply Last reply
                          0
                          • Kqudundefined Offline
                            Kqudundefined Offline
                            Kqud
                            replied to Cahz on last edited by
                            #92

                            Cahz tutorial?

                            1 Reply Last reply
                            0
                            • goodspaghetti21undefined Offline
                              goodspaghetti21undefined Offline
                              goodspaghetti21
                              wrote on last edited by
                              #93

                              Friends and I have both been having issues now where randomly Jug becomes a 3 hit down and sticks like that for the rest of the match with this mod epic bro

                              Cahzundefined 1 Reply Last reply
                              0
                              • Cahzundefined Offline
                                Cahzundefined Offline
                                Cahz VIP
                                replied to goodspaghetti21 on last edited by
                                #94

                                goodspaghetti21 If there's a problem with it, you can:
                                1) Fix it yourself
                                2) Ignore the problem
                                3) Don't use the mod at all

                                CHEERS

                                goodspaghetti21undefined 1 Reply Last reply
                                2
                                • Amuseddundefined Offline
                                  Amuseddundefined Offline
                                  Amusedd
                                  wrote on last edited by
                                  #95

                                  I couldn't find any functionality for Mule Kick, and couldn't get it to work until I added this into _zm_weapons.gsc

                                  get_player_weapon_limit( player )
                                  {
                                  	if ( isDefined( level.get_player_weapon_limit ) )
                                  	{
                                  		return [[ level.get_player_weapon_limit ]]( player );
                                  	}
                                  	weapon_limit = 2;
                                  	if ( player hasperk( "specialty_additionalprimaryweapon" ) || player.hasMuleKick == true )
                                  	{
                                  		weapon_limit = 3;
                                  	}
                                  	return weapon_limit;
                                  }
                                  

                                  Essentially having the weapon_give function read this function rather then the _zm_utility one, which didn't work with mule kick, will look for both specialty_additionalprimaryweapon (normal mule kick perk) and self.hasMuleKick which is Cahz's mule kick detection.

                                  Cahzundefined 1 Reply Last reply
                                  0
                                  • Cahzundefined Offline
                                    Cahzundefined Offline
                                    Cahz VIP
                                    replied to Amusedd on last edited by Cahz
                                    #96

                                    Amusedd
                                    The mod uses functions from _zm_perks.gsc to enable mule kick. There was no need for me to change any functionality of mule kick because it's all already done inside _zm_perks.gsc.

                                    self setperk( perk );
                                    

                                    And the self.hasMuleKick variable was supposed to be used for the custom perk hud, but I never actually ended up using the variables anywhere. So they're useless.

                                    for(;;)
                                    {
                                    	self waittill( "player_downed" );
                                        	self unsetperk( "specialty_additionalprimaryweapon" ); //removes mulekick
                                    	self unsetperk( "specialty_longersprint" ); //removes staminup
                                    	self unsetperk( "specialty_deadshot" ); //removes deadshot
                                        	self.icon1 Destroy();self.icon1 = undefined; //deletes the perk icon
                                        	self.icon2 Destroy();self.icon2 = undefined; //deletes the perk icon
                                        	self.icon3 Destroy();self.icon3 = undefined; //deletes the perk icon
                                        	self.icon4 Destroy();self.icon4 = undefined; //deletes the perk icon
                                    }
                                    

                                    So unless you managed to remove either the setperk function and the unsetperk functions, it should be working fine. Nobody else seems to have any issues with that, and I just tested the most recent version on my github and had no issues.

                                    But whatever works for you, buddy

                                    1 Reply Last reply
                                    0
                                    • aloneundefined Offline
                                      aloneundefined Offline
                                      alone Contributor
                                      wrote on last edited by
                                      #97

                                      Great work, cool that you managed to add extra perk machines to maps, also the custom powerup drops as well.

                                      1 Reply Last reply
                                      1
                                      • FNAFBOYGAMINGundefined Offline
                                        FNAFBOYGAMINGundefined Offline
                                        FNAFBOYGAMING
                                        wrote on last edited by
                                        #98

                                        How do i install this "Mod?"

                                        luigistyleundefined 1 Reply Last reply
                                        0
                                        • luigistyleundefined Offline
                                          luigistyleundefined Offline
                                          luigistyle Plutonium Staff
                                          replied to FNAFBOYGAMING on last edited by
                                          #99

                                          FNAFBOYGAMING
                                          https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts?_=1595179001285

                                          1 Reply Last reply
                                          0

                                          • 1
                                          • 2
                                          • 3
                                          • 4
                                          • 5
                                          • 12
                                          • 13
                                          • Login

                                          • Don't have an account? Register

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