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[Release] [ZM] ZOMBIES++

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  • MrWaveundefined MrWave

    Cahz Code Fixed , But zombie blood not working yet , and after take zombieblood server crashing.
    take ice staff part = server = crash

    Cahzundefined Offline
    Cahzundefined Offline
    Cahz
    VIP
    wrote 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
    • Cahzundefined Cahz

      LastKing Try now buddy should be fixed 🙂

      LastKingundefined Offline
      LastKingundefined Offline
      LastKing
      wrote 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
      • Cahzundefined Cahz

        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 utilizing set <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.
        DIERISE_PHD.jpg
        My favorite perk and perk machine!
        all perks die rise.jpg
        All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
        custom perks.jpg
        Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
        MOTD_PHD.jpg
        MOTD PHD Flopper Machine!
        NUKETOWN_MULEKICK.jpg
        Nuketown Mule Kick
        BURIED_PHD.jpg
        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 fun

        Version 1.2
        should be more stable. Won't know until server owners test it.

        Junk_bowundefined Offline
        Junk_bowundefined Offline
        Junk_bow
        wrote on last edited by
        #82

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

        Cahzundefined 1 Reply Last reply
        1
        • Junk_bowundefined Junk_bow

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

          Cahzundefined Offline
          Cahzundefined Offline
          Cahz
          VIP
          wrote 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
              • Amuseddundefined Amusedd

                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 Offline
                JezuzLizardundefined Offline
                JezuzLizard
                Plutonium Staff
                wrote 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
                • JezuzLizardundefined JezuzLizard

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

                  Amuseddundefined Offline
                  Amuseddundefined Offline
                  Amusedd
                  wrote 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
                    • JezuzLizardundefined JezuzLizard

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

                      goodspaghetti21undefined Offline
                      goodspaghetti21undefined Offline
                      goodspaghetti21
                      wrote 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
                      • goodspaghetti21undefined goodspaghetti21

                        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 Offline
                        Cahzundefined Offline
                        Cahz
                        VIP
                        wrote 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
                        • Cahzundefined Cahz

                          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 Offline
                          goodspaghetti21undefined Offline
                          goodspaghetti21
                          wrote 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
                          • Cahzundefined Cahz

                            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 utilizing set <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.
                            DIERISE_PHD.jpg
                            My favorite perk and perk machine!
                            all perks die rise.jpg
                            All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
                            custom perks.jpg
                            Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
                            MOTD_PHD.jpg
                            MOTD PHD Flopper Machine!
                            NUKETOWN_MULEKICK.jpg
                            Nuketown Mule Kick
                            BURIED_PHD.jpg
                            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 fun

                            Version 1.2
                            should be more stable. Won't know until server owners test it.

                            Kqudundefined Offline
                            Kqudundefined Offline
                            Kqud
                            wrote 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
                              • goodspaghetti21undefined goodspaghetti21

                                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 Offline
                                Cahzundefined Offline
                                Cahz
                                VIP
                                wrote 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
                                  • Amuseddundefined Amusedd

                                    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 Offline
                                    Cahzundefined Offline
                                    Cahz
                                    VIP
                                    wrote 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
                                        • FNAFBOYGAMINGundefined FNAFBOYGAMING

                                          How do i install this "Mod?"

                                          luigistyleundefined Offline
                                          luigistyleundefined Offline
                                          luigistyle
                                          Plutonium Staff
                                          wrote on last edited by
                                          #99

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

                                          1 Reply Last reply
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