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[Release] [ZM] ZOMBIES++

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  • 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

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      • 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.

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            • 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
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              • 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
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                  • 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

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                    • 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
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                            • 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

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                              • 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

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                                    0
                                    • GerardS0406undefined Offline
                                      GerardS0406undefined Offline
                                      GerardS0406
                                      VIP
                                      wrote on last edited by
                                      #100

                                      congrats on 100 posts!

                                      1 Reply Last reply
                                      1
                                      • ItsTopNickundefined Offline
                                        ItsTopNickundefined Offline
                                        ItsTopNick
                                        wrote on last edited by ItsTopNick
                                        #101

                                        don't work ZombieBlood.How to fix?

                                        luigistyleundefined 1 Reply Last reply
                                        0
                                        • thebx2undefined Offline
                                          thebx2undefined Offline
                                          thebx2
                                          wrote on last edited by thebx2
                                          #102

                                          So I've been getting a weird issue on all maps with this mod. I am running my own password protected server.
                                          Essentially, at some point mid game(random intervals, but seems mostly to happen while portaling in tranzit), other players on my server will have their screen freeze until they alt+tab and close the game. The server will still receive input until they close the game. Everyone else sees that character running around and shooting at nothing.

                                          The server itself continues on, but the client has to be restarted mid round on their end so they can join back in.
                                          I did change a couple lines in the gsc script, just so it says my server name. I did not changed anything else in the script. I used my IDE text editor to combine the files into 1 gsc, and used compiler.exe to compile the code.

                                          I was wonder if:
                                          a) someone can confirm this happens to them (or doesn't)
                                          b) someone is willing to look at my script/server config
                                          c) anyone can tell me how I can read the dmp file so I can see for myself what is happening
                                          d) reshade makes a diff? hasn't caused problems before, but you never know. I don't use depth effects.

                                          any insight is greatly appreciated. I've already gone as far as clean installing windows, but I've also checked into various other things like re-running piry. The next thing I will try on my own will be just going back to my basic server and see if it persists.
                                          thanks!

                                          *EDITED FOR CLARITY/CONCISENESS

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