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[Release] [ZM] ZOMBIES++

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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.

        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
                                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

                                      1 Reply Last reply
                                      0
                                      • ItsTopNickundefined ItsTopNick

                                        don't work ZombieBlood.How to fix?

                                        luigistyleundefined Offline
                                        luigistyleundefined Offline
                                        luigistyle
                                        Plutonium Staff
                                        wrote on last edited by
                                        #103

                                        ItsTopNick It's bugged, I guess just don't use the mod on Origins

                                        1 Reply Last reply
                                        0
                                        • Cahzundefined Cahz

                                          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 helps

                                          Link: https://github.com/Paintball/BO2-Zombies-Mod/blob/master/Zombies%2B%2B COMPILED.rar
                                          Virustotal: https://www.virustotal.com/gui/file/e568a1d4390b55ca54f7bf5a287d9e5c217c7ef4ef553e9c74029dab1befdbcf/detection

                                          1Kaiserundefined Offline
                                          1Kaiserundefined Offline
                                          1Kaiser
                                          wrote on last edited by
                                          #104

                                          Cahz the link is dead, can u update the old links on top plz

                                          Cahzundefined 1 Reply Last reply
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