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Modding without GSC

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
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  • DRGeditz_undefined Offline
    DRGeditz_undefined Offline
    DRGeditz_
    wrote on last edited by
    #1

    Hello i have downloaded some Mods and 3 are with GSCs and the other with source (source code) and i dont know how to intall them are they also GSCs or are they other ones?

    zxc_scorpionundefined Dss0undefined 2 Replies Last reply
    0
    • DRGeditz_undefined DRGeditz_

      Hello i have downloaded some Mods and 3 are with GSCs and the other with source (source code) and i dont know how to intall them are they also GSCs or are they other ones?

      zxc_scorpionundefined Offline
      zxc_scorpionundefined Offline
      zxc_scorpion
      Banned
      wrote on last edited by
      #2

      @I_Like_BO2_ just play the normal game

      1 Reply Last reply
      1
      • DRGeditz_undefined DRGeditz_

        Hello i have downloaded some Mods and 3 are with GSCs and the other with source (source code) and i dont know how to intall them are they also GSCs or are they other ones?

        Dss0undefined Offline
        Dss0undefined Offline
        Dss0
        Plutonium Staff
        wrote on last edited by
        #3

        @I_Like_BO2_ we don't know, can you post the files in question?

        1 Reply Last reply
        1
        • DRGeditz_undefined Offline
          DRGeditz_undefined Offline
          DRGeditz_
          wrote on last edited by DRGeditz_
          #4

          Desktop Screenshot 2021.05.08 - 17.31.50.50.png This enough?

          Its the Bo2 Cold War Mod with the data (source)

          the Read Me file have nothing about it in it so when u need more just say it

          Dss0

          Dss0undefined 1 Reply Last reply
          0
          • DRGeditz_undefined Offline
            DRGeditz_undefined Offline
            DRGeditz_
            wrote on last edited by
            #5

            someone pls help me

            1 Reply Last reply
            0
            • DRGeditz_undefined DRGeditz_

              Desktop Screenshot 2021.05.08 - 17.31.50.50.png This enough?

              Its the Bo2 Cold War Mod with the data (source)

              the Read Me file have nothing about it in it so when u need more just say it

              Dss0

              Dss0undefined Offline
              Dss0undefined Offline
              Dss0
              Plutonium Staff
              wrote on last edited by
              #6

              @I_Like_BO2_ can you open the source file with notepad? can't really tell what that is just by seeing the filename.

              1 Reply Last reply
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              • DRGeditz_undefined Offline
                DRGeditz_undefined Offline
                DRGeditz_
                wrote on last edited by
                #7

                #include maps/mp/_utility;
                #include common_scripts/utility;
                #include maps/mp/zombies/_zm;
                #include maps/mp/zombies/_zm_perks;
                #include maps/mp/zombies/_zm_utility;
                #include maps/mp/gametypes_zm/_hud_util;
                #include maps/mp/gametypes_zm/_hud_message;

                init()
                {
                precacheshader("damage_feedback");
                precacheshader("menu_mp_fileshare_custom");

                level.perk_purchase_limit = getDvarIntDefault("cmPlayerPerkLimit", 9);
                level.cmPerkDoubleTapFireRate = getDvarFloatDefault("cmPerkDoubleTapFireRate", 0.5);
                setdvar("perk_weapRateMultiplier", level.cmPerkDoubleTapFireRate);
                
                maps/mp/zombies/_zm_perks::perk_machine_removal("specialty_rof");
                maps/mp/zombies/_zm_perks::perk_machine_removal("specialty_additionalprimaryweapon");
                maps/mp/zombies/_zm_perks::perk_machine_removal("specialty_flakjacket");
                maps/mp/zombies/_zm_perks::perk_machine_removal("specialty_nomotionsensor");
                
                level._random_zombie_perk_cost = undefined;
                level._challenges = undefined;
                
                setDvar("player_strafeSpeedScale", 1);
                setDvar("player_sprintStrafeSpeedScale", 1);
                setDvar("player_backSpeedScale", 1);
                setDvar("jump_slowdownEnable", 0);
                
                level thread onPlayerConnect();
                

                }

                onPlayerConnect()
                {
                for(;;)
                {
                level waittill("connected", player);
                player iprintln("^1Cold War Zombies");
                player thread zombie_health();
                player thread visuals();
                player thread onPlayerSpawned();
                }
                }

                zombie_health()
                {
                level endon("end_game");
                self endon("disconnect");
                for(;;)
                {
                level waittill("start_of_round");
                if(level.zombie_health > 10000)
                {
                level.zombie_health = 10000;
                }
                wait 0.05;
                }
                }

                visuals()
                {
                self setClientDvar("r_fog", 0);
                self setClientDvar("r_dof_enable", 0);
                self setClientDvar("r_lodBiasRigid", -1000);
                self setClientDvar("r_lodBiasSkinned", -1000);
                self setClientDvar("r_lodScaleRigid", 1);
                self setClientDvar("r_lodScaleSkinned", 1);
                self useservervisionset(1);
                self setvisionsetforplayer("remote_mortar_enhanced", 0);
                }

                onPlayerSpawned()
                {
                level endon("end_game");
                self endon("disconnect");
                self waittill("spawned_player");
                self setPerk("specialty_unlimitedsprint");
                self thread drop();
                self thread rof();
                self thread rof_ready();
                self thread quick_revive();
                self thread quick_revive_ready();
                self thread staminup();
                self thread health_bar_hud();
                }

                drop()
                {
                level endon("end_game");
                self endon("disconnect");
                for (;;)
                {
                if (self meleebuttonpressed())
                {
                duration = 0;
                while (self meleebuttonpressed())
                {
                duration += 1;
                if (duration == 25)
                {
                weap = self getCurrentWeapon();
                self dropItem(weap);
                break;
                }
                wait 0.05;
                }
                }
                wait 0.05;
                }
                }

                rof()
                {
                level endon("end_game");
                self endon("disconnect");
                rof_hud = newClientHudElem(self);
                rof_hud.alignx = "center";
                rof_hud.aligny = "bottom";
                rof_hud.horzalign = "user_center";
                rof_hud.vertalign = "user_bottom";
                rof_hud.y -= 35;
                rof_hud.alpha = 0;
                rof_hud.color = ( 1, 1, 1 );
                rof_hud.hidewheninmenu = 1;
                rof_hud setShader("menu_mp_fileshare_custom", 32, 32);

                self waittill_any("perk_acquired", "perk_lost");
                for(;;)
                {
                	if (self.perks_active.size >= 3 && self getVelocity() >= 1)
                	{	
                		duration = 0;
                		rof_hud.alpha = 0;
                		self unsetPerk("specialty_rof");
                		while (self getVelocity() == 0) 
                		{
                			duration += 1;
                			if (duration >= 100)
                			{
                				rof_hud.alpha = 1;
                				self setPerk("specialty_rof");
                			}
                			wait 0.05;
                		}
                	}
                	else 
                	{
                		rof_hud.alpha = 0;
                		self unsetPerk("specialty_rof");
                	}
                	wait 0.05;
                }
                

                }

                rof_ready()
                {
                level endon("end_game");
                self endon("disconnect");
                rof_ready_hud = newClientHudElem(self);
                rof_ready_hud.alignx = "right";
                rof_ready_hud.aligny = "bottom";
                rof_ready_hud.horzalign = "user_right";
                rof_ready_hud.vertalign = "user_bottom";
                rof_ready_hud.x -= 155;
                rof_ready_hud.alpha = 0;
                rof_ready_hud.color = ( 1, 1, 1 );
                rof_ready_hud.hidewheninmenu = 1;
                rof_ready_hud setShader("specialty_doubletap_zombies", 32, 32);

                self waittill_any("perk_acquired", "perk_lost");
                for(;;)
                {
                	if (self.perks_active.size >= 3)
                	{	
                
                		rof_ready_hud.alpha = 1;
                	}
                	else 
                	{
                		rof_ready_hud.alpha = 0;
                	}
                	wait 0.05;
                }
                

                }

                quick_revive()
                {
                level endon("end_game");
                self endon("disconnect");
                for (;;)
                {
                if (self hasperk("specialty_quickrevive") && self.health < self.maxHealth)
                {
                self.health += 1;
                }
                wait 0.1;
                }
                }

                quick_revive_ready()
                {
                level endon("end_game");
                self endon("disconnect");
                qr_hud = newClientHudElem(self);
                qr_hud.alignx = "left";
                qr_hud.aligny = "bottom";
                qr_hud.horzalign = "user_left";
                qr_hud.vertalign = "user_bottom";
                qr_hud.x += 155;
                qr_hud.alpha = 0;
                qr_hud.color = ( 1, 1, 1 );
                qr_hud.hidewheninmenu = 1;
                qr_hud setShader("damage_feedback", 32, 32);

                self waittill_any("perk_acquired", "perk_lost");
                for(;;)
                {
                	if (self hasperk("specialty_quickrevive") && getPlayers().size <= 1)
                	{	
                
                		qr_hud.alpha = 1;
                	}
                	else 
                	{
                		qr_hud.alpha = 0;
                	}
                	wait 0.05;
                }
                

                }

                staminup()
                {
                level endon("end_game");
                self endon("disconnect");
                for (;;)
                {
                self waittill_any("perk_acquired", "perk_lost");

                	if (self hasperk("specialty_longersprint"))
                	{
                		self setperk("specialty_movefaster");
                		self setperk("specialty_fallheight");
                	}
                	else
                	{
                		self unsetperk("specialty_movefaster");
                		self unsetperk("specialty_fallheight");
                	}
                }
                

                }

                health_bar_hud()
                {
                level endon("end_game");
                self endon("disconnect");
                flag_wait("initial_blackscreen_passed");

                health_bar = self createprimaryprogressbar();
                if (level.script == "zm_tomb" || level.script == "zm_buried")
                {
                	health_bar setpoint(undefined, "BOTTOM", -360, -95);
                }
                else
                {
                	health_bar setpoint(undefined, "BOTTOM", -360, -70);
                }
                health_bar.hidewheninmenu = 1;
                health_bar.bar.hidewheninmenu = 1;
                health_bar.barframe.hidewheninmenu = 1;
                
                health_bar_text = self createprimaryprogressbartext();
                if (level.script == "zm_tomb" || level.script == "zm_buried")
                {
                	health_bar_text setpoint(undefined, "BOTTOM", -285, -95);
                }
                else
                {
                	health_bar_text setpoint(undefined, "BOTTOM", -285, -70);
                }
                health_bar_text.hidewheninmenu = 1;
                
                while (1)
                {
                	if (isDefined(self.e_afterlife_corpse))
                	{
                		if (health_bar.alpha != 0)
                		{
                			health_bar.alpha = 0;
                			health_bar.bar.alpha = 0;
                			health_bar.barframe.alpha = 0;
                			health_bar_text.alpha = 0;
                		}
                		
                		wait 0.05;
                		continue;
                	}
                
                	if (health_bar.alpha != 1)
                	{
                		health_bar.alpha = 1;
                		health_bar.bar.alpha = 1;
                		health_bar.barframe.alpha = 1;
                		health_bar_text.alpha = 1;
                	}
                
                	health_bar updatebar(self.health / self.maxhealth);
                	health_bar_text setvalue(self.health);
                
                	wait 0.05;
                }
                

                }

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                • DRGeditz_undefined Offline
                  DRGeditz_undefined Offline
                  DRGeditz_
                  wrote on last edited by
                  #8

                  thats the entire code and maybe i loaded it right but i dont know ho to play with that

                  Dss0undefined 1 Reply Last reply
                  0
                  • DRGeditz_undefined DRGeditz_

                    thats the entire code and maybe i loaded it right but i dont know ho to play with that

                    Dss0undefined Offline
                    Dss0undefined Offline
                    Dss0
                    Plutonium Staff
                    wrote on last edited by
                    #9

                    @I_Like_BO2_ well that is gsc but it's not specified which gsc file it's supposed to replace. What does the readme say (open it with notepad)?
                    you could just try renaming that to _clientids.gsc and compiling it using this guide https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts
                    Then put it into t6r/maps/mp/gametypes_zm.
                    Problem is that it doesn't seem to contain the original clientids code so it might break something.

                    birchyundefined 1 Reply Last reply
                    1
                    • DRGeditz_undefined Offline
                      DRGeditz_undefined Offline
                      DRGeditz_
                      wrote on last edited by
                      #10

                      Ok thx it doesent say something with open with Notepad im looking now if this is working.

                      1 Reply Last reply
                      0
                      • Dss0undefined Dss0

                        @I_Like_BO2_ well that is gsc but it's not specified which gsc file it's supposed to replace. What does the readme say (open it with notepad)?
                        you could just try renaming that to _clientids.gsc and compiling it using this guide https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts
                        Then put it into t6r/maps/mp/gametypes_zm.
                        Problem is that it doesn't seem to contain the original clientids code so it might break something.

                        birchyundefined Offline
                        birchyundefined Offline
                        birchy
                        wrote on last edited by birchy
                        #11

                        Dss0 Nothing inside of the original _clientids.gsc is needed.

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