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  3. [Resource] [GSC] Working Tombstone Fix - Works on Tranzit and Town

[Resource] [GSC] Working Tombstone Fix - Works on Tranzit and Town

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  • Mr. Androidundefined Offline
    Mr. Androidundefined Offline
    Mr. Android Plutonium Admin
    wrote on last edited by
    #2

    Good stuff mate - nice post.

    1 Reply Last reply
    0
    • LuqyAFundefined Offline
      LuqyAFundefined Offline
      LuqyAF
      wrote on last edited by
      #3

      Are two+ players still needed for tombstone? Because I can not get it working. Im trying to have this and the perk limit removal scripts in the same one if that is possible? Also I do not know gsc so I probably did something wrong but the perk limit removal works just not the tombstone fix. Here is the code if I could get some help.

      #include maps\mp\_utility;
      #include common_scripts\utility;
      #include maps\mp\gametypes_zm\_hud_util;
      #include maps\mp\gametypes_zm\_hud_message;
      #include maps\mp\zombies\_zm_perks;
      
      init()
      {
          level.perk_purchase_limit = 9;
          for(;;)
          {
              level waittill("connected", player);
              player thread welcome();
          }
      	
      	isTown();
      	
      }
      
      solo_tombstone_removal()
      {
      	notify( "tombstone_on" );
      }
      
      turn_tombstone_on()
      {
      	while ( 1 )
      	{
      		machine = getentarray( "vending_tombstone", "targetname" );
      		machine_triggers = getentarray( "vending_tombstone", "target" );
      		i = 0;
      		while ( i < machine.size )
      		{
      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
      			i++;
      		}
      		level thread do_initial_power_off_callback( machine, "tombstone" );
      		array_thread( machine_triggers, ::set_power_on, 0 );
      		level waittill( "tombstone_on" );
      		i = 0;
      		while ( i < machine.size )
      		{
      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
      			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
      			machine[ i ] playsound( "zmb_perks_power_on" );
      			machine[ i ] thread perk_fx( "tombstone_light" );
      			machine[ i ] thread play_loop_on_machine();
      			i++;
      		}
      		level notify( "specialty_scavenger_power_on" );
      		array_thread( machine_triggers, ::set_power_on, 1 );
      		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
      		{
      			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
      		}
      		level waittill( "tombstone_off" );
      		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
      		{
      			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
      		}
      		array_thread( machine, ::turn_perk_off );
      		players = get_players();
      		_a1718 = players;
      		_k1718 = getFirstArrayKey( _a1718 );
      		while ( isDefined( _k1718 ) )
      		{
      			player = _a1718[ _k1718 ];
      			player.hasperkspecialtytombstone = undefined;
      			_k1718 = getNextArrayKey( _a1718, _k1718 );
      		}
      	}
      }
      
      isTown()
      {
      	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
      	{
      		level thread perk_machine_spawn_init();
      		thread solo_tombstone_removal();
      		thread turn_tombstone_on();
      	}
      }
      
      welcome()
      {
          self endon("disconnect");
          self waittill("spawned_player");
          wait 7;
      	self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
      }
      
      JezuzLizardundefined 1 Reply Last reply
      0
      • JezuzLizardundefined Offline
        JezuzLizardundefined Offline
        JezuzLizard Plutonium Staff
        replied to LuqyAF on last edited by
        #4

        LuqyAF Anything after a for loop with no end condition will not be read put the isTown() above the level.perk_purchase_limit = 9; so it will run it.

        A while loop or for loop tells a computer to do something indefinitely until told otherwise, this means in your current code isTown() is never read since the current for loop you are using has no end condition which means everything after it won't be run.

        LuqyAFundefined Tomlemanundefined 2 Replies Last reply
        0
        • LuqyAFundefined Offline
          LuqyAFundefined Offline
          LuqyAF
          replied to JezuzLizard on last edited by
          #5

          JezuzLizard Thanks a lot! I did not realise it was a loop.

          1 Reply Last reply
          0
          • H3X1Cundefined Offline
            H3X1Cundefined Offline
            H3X1C Plutonium Staff
            wrote on last edited by
            #6

            Forgive me but what was actually broken with tombstone?

            JezuzLizardundefined 1 Reply Last reply
            0
            • JezuzLizardundefined Offline
              JezuzLizardundefined Offline
              JezuzLizard Plutonium Staff
              replied to H3X1C on last edited by
              #7

              H3X1C In Plutonium when a dedicated server launches the game thinks its a solo game. Tombstone is removed because of this since tombstone is useless in solo( you have to bleedout to take advantage of tombstone ).

              H3X1Cundefined 1 Reply Last reply
              0
              • H3X1Cundefined Offline
                H3X1Cundefined Offline
                H3X1C Plutonium Staff
                replied to JezuzLizard on last edited by
                #8

                JezuzLizard said in [GSC] Working Tombstone Fix - Works on Tranzit and Town:

                H3X1C In Plutonium when a dedicated server launches the game thinks its a solo game. Tombstone is removed because of this since tombstone is useless in solo( you have to bleedout to take advantage of tombstone ).

                Ah that makes sense, thanks for the explanation 🙂

                1 Reply Last reply
                0
                • tedundefined Offline
                  tedundefined Offline
                  ted
                  replied to JezuzLizard on last edited by
                  #9

                  JezuzLizard Hey, are you able to message me on Discord? I have a question ted#1404, would really appreciate your assistance

                  1 Reply Last reply
                  0
                  • Tomlemanundefined Offline
                    Tomlemanundefined Offline
                    Tomleman
                    replied to JezuzLizard on last edited by
                    #10

                    JezuzLizard #include maps\mp_utility;
                    #include common_scripts\utility;
                    #include maps\mp\gametypes_zm_hud_util;
                    #include maps\mp\gametypes_zm_hud_message;
                    #include maps\mp\zombies_zm_perks;

                    init();
                    isTown();
                    {
                    level.perk_purchase_limit = 9;
                    for(;;)
                    {
                    level waittill("connected", player);
                    player thread welcome();
                    }

                    }

                    solo_tombstone_removal()
                    {
                    notify( "tombstone_on" );
                    }

                    turn_tombstone_on()
                    {
                    while ( 1 )
                    {
                    machine = getentarray( "vending_tombstone", "targetname" );
                    machine_triggers = getentarray( "vending_tombstone", "target" );
                    i = 0;
                    while ( i < machine.size )
                    {
                    machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
                    i++;
                    }
                    level thread do_initial_power_off_callback( machine, "tombstone" );
                    array_thread( machine_triggers, ::set_power_on, 0 );
                    level waittill( "tombstone_on" );
                    i = 0;
                    while ( i < machine.size )
                    {
                    machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
                    machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
                    machine[ i ] playsound( "zmb_perks_power_on" );
                    machine[ i ] thread perk_fx( "tombstone_light" );
                    machine[ i ] thread play_loop_on_machine();
                    i++;
                    }
                    level notify( "specialty_scavenger_power_on" );
                    array_thread( machine_triggers, ::set_power_on, 1 );
                    if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
                    {
                    array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
                    }
                    level waittill( "tombstone_off" );
                    if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
                    {
                    array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
                    }
                    array_thread( machine, ::turn_perk_off );
                    players = get_players();
                    _a1718 = players;
                    _k1718 = getFirstArrayKey( _a1718 );
                    while ( isDefined( _k1718 ) )
                    {
                    player = _a1718[ _k1718 ];
                    player.hasperkspecialtytombstone = undefined;
                    _k1718 = getNextArrayKey( _a1718, _k1718 );
                    }
                    }
                    }

                    isTown()
                    {
                    if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
                    {
                    level thread perk_machine_spawn_init();
                    thread solo_tombstone_removal();
                    thread turn_tombstone_on();
                    }
                    }

                    welcome()
                    {
                    self endon("disconnect");
                    self waittill("spawned_player");
                    wait 7;
                    self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
                    }

                    i have it like this but it says it has a ad syntax around line 6

                    1 Reply Last reply
                    0
                    • Altrucityundefined Offline
                      Altrucityundefined Offline
                      Altrucity
                      wrote on last edited by
                      #11

                      I'm having some issues getting this to work, I'm getting these errors:

                      **** 5 script error(s):
                      **** Unresolved external : "array_thread" with 3 parameters in "tombstone" at l
                      ines 1,1 ****
                      **** Too many parameters: "vibrate" with 6 parameters in "tombstone"
                      **** Unresolved external : "array_thread" with 2 parameters in "tombstone" at l
                      ines 1,1,1 *

                      The only lines that have been modified are lines 1 - 7, everything else has not been touched, only copied from the original post.

                      Here is the code:

                      #include maps\mp\zombies\_zm_perks;
                      
                      init()
                      {
                      	isTown();
                      }
                      
                      solo_tombstone_removal()
                      {
                      	notify( "tombstone_on" );
                      }
                      
                      turn_tombstone_on()
                      {
                      	while ( 1 )
                      	{
                      		machine = getentarray( "vending_tombstone", "targetname" );
                      		machine_triggers = getentarray( "vending_tombstone", "target" );
                      		i = 0;
                      		while ( i < machine.size )
                      		{
                      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
                      			i++;
                      		}
                      		level thread do_initial_power_off_callback( machine, "tombstone" );
                      		array_thread( machine_triggers, ::set_power_on, 0 );
                      		level waittill( "tombstone_on" );
                      		i = 0;
                      		while ( i < machine.size )
                      		{
                      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
                      			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
                      			machine[ i ] playsound( "zmb_perks_power_on" );
                      			machine[ i ] thread perk_fx( "tombstone_light" );
                      			machine[ i ] thread play_loop_on_machine();
                      			i++;
                      		}
                      		level notify( "specialty_scavenger_power_on" );
                      		array_thread( machine_triggers, ::set_power_on, 1 );
                      		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
                      		{
                      			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
                      		}
                      		level waittill( "tombstone_off" );
                      		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
                      		{
                      			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
                      		}
                      		array_thread( machine, ::turn_perk_off );
                      		players = get_players();
                      		_a1718 = players;
                      		_k1718 = getFirstArrayKey( _a1718 );
                      		while ( isDefined( _k1718 ) )
                      		{
                      			player = _a1718[ _k1718 ];
                      			player.hasperkspecialtytombstone = undefined;
                      			_k1718 = getNextArrayKey( _a1718, _k1718 );
                      		}
                      	}
                      }
                      
                      perk_machine_spawn_init()
                      {
                      	match_string = "";
                      	location = level.scr_zm_map_start_location;
                      	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
                      	{
                      		location = level.default_start_location;
                      	}
                      	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
                      	pos = [];
                      	if ( isDefined( level.override_perk_targetname ) )
                      	{
                      		structs = getstructarray( level.override_perk_targetname, "targetname" );
                      	}
                      	else
                      	{
                      		structs = getstructarray( "zm_perk_machine", "targetname" );
                      	}
                      	_a3578 = structs;
                      	_k3578 = getFirstArrayKey( _a3578 );
                      	while ( isDefined( _k3578 ) )
                      	{
                      		struct = _a3578[ _k3578 ];
                      		if ( isDefined( struct.script_string ) )
                      		{
                      			tokens = strtok( struct.script_string, " " );
                      			_a3583 = tokens;
                      			_k3583 = getFirstArrayKey( _a3583 );
                      			while ( isDefined( _k3583 ) )
                      			{
                      				token = _a3583[ _k3583 ];
                      				if ( token == match_string )
                      				{
                      					pos[ pos.size ] = struct;
                      				}
                      				_k3583 = getNextArrayKey( _a3583, _k3583 );
                      			}
                      		}
                      		else pos[ pos.size ] = struct;
                      		_k3578 = getNextArrayKey( _a3578, _k3578 );
                      	}
                      	if ( !isDefined( pos ) || pos.size == 0 )
                      	{
                      		return;
                      	}
                      	precachemodel( "zm_collision_perks1" );
                      	i = 0;
                      	while ( i < pos.size )
                      	{
                      		perk = pos[ i ].script_noteworthy;
                      		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
                      		{
                      			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
                      			use_trigger.targetname = "zombie_vending";
                      			use_trigger.script_noteworthy = perk;
                      			use_trigger triggerignoreteam();
                      			perk_machine = spawn( "script_model", pos[ i ].origin );
                      			perk_machine.angles = pos[ i ].angles;
                      			perk_machine setmodel( pos[ i ].model );
                      			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
                      			{
                      				bump_trigger = undefined;
                      			}
                      			else
                      			{
                      				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
                      				bump_trigger.script_activated = 1;
                      				bump_trigger.script_sound = "zmb_perks_bump_bottle";
                      				bump_trigger.targetname = "audio_bump_trigger";
                      				if ( perk != "specialty_weapupgrade" )
                      				{
                      					bump_trigger thread thread_bump_trigger();
                      				}
                      			}
                      			collision = spawn( "script_model", pos[ i ].origin, 1 );
                      			collision.angles = pos[ i ].angles;
                      			collision setmodel( "zm_collision_perks1" );
                      			collision.script_noteworthy = "clip";
                      			collision disconnectpaths();
                      			use_trigger.clip = collision;
                      			use_trigger.machine = perk_machine;
                      			use_trigger.bump = bump_trigger;
                      			if ( isDefined( pos[ i ].blocker_model ) )
                      			{
                      				use_trigger.blocker_model = pos[ i ].blocker_model;
                      			}
                      			if ( isDefined( pos[ i ].script_int ) )
                      			{
                      				perk_machine.script_int = pos[ i ].script_int;
                      			}
                      			if ( isDefined( pos[ i ].turn_on_notify ) )
                      			{
                      				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
                      			}
                      			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
                      			{
                      				use_trigger.script_sound = "mus_perks_tombstone_jingle";
                      				use_trigger.script_string = "tombstone_perk";
                      				use_trigger.script_label = "mus_perks_tombstone_sting";
                      				use_trigger.target = "vending_tombstone";
                      				perk_machine.script_string = "tombstone_perk";
                      				perk_machine.targetname = "vending_tombstone";
                      				if ( isDefined( bump_trigger ) )
                      				{
                      					bump_trigger.script_string = "tombstone_perk";
                      				}
                      			}
                      			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
                      			{
                      				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
                      			}
                      		}
                      		i++;
                      	}
                      }
                      
                      isTown()
                      {
                      	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
                      	{
                      		level thread perk_machine_spawn_init();
                      		thread solo_tombstone_removal();
                      		thread turn_tombstone_on();
                      	}
                      }
                      
                      
                      1 Reply Last reply
                      0
                      • 115Gameplaysundefined Offline
                        115Gameplaysundefined Offline
                        115Gameplays
                        wrote on last edited by
                        #12

                        Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

                        main()
                        {
                        	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
                        }
                        
                        solo_tombstone_removal()
                        {
                        	return;
                        }
                        

                        Don't forget to compile it properly before adding it into that folder.

                        water-meh-lawnundefined litbeepundefined Altrucityundefined 3 Replies Last reply
                        1
                        • water-meh-lawnundefined Offline
                          water-meh-lawnundefined Offline
                          water-meh-lawn
                          replied to 115Gameplays on last edited by
                          #13

                          115Gameplays Works, thank you!

                          1 Reply Last reply
                          0
                          • litbeepundefined Offline
                            litbeepundefined Offline
                            litbeep
                            replied to 115Gameplays on last edited by
                            #14

                            115Gameplays did not work for me, I receive the error

                            local variable 'maps' not found.
                            when compiling

                            1 Reply Last reply
                            0
                            • GabrielCrackundefined Offline
                              GabrielCrackundefined Offline
                              GabrielCrack
                              wrote on last edited by
                              #15

                              can someon pass the copiled file?

                              115Gameplaysundefined 1 Reply Last reply
                              0
                              • Altrucityundefined Offline
                                Altrucityundefined Offline
                                Altrucity
                                replied to 115Gameplays on last edited by
                                #16

                                115Gameplays It’s still not working for me. I very well may not be doing it correctly though. Any more help would be greatly appreciated!

                                115Gameplaysundefined 1 Reply Last reply
                                0
                                • Cirossundefined Offline
                                  Cirossundefined Offline
                                  Ciross
                                  wrote on last edited by
                                  #17

                                  I got this error:

                                  ******* script compile error *******
                                  [ERROR]:compiler:scripts/zm/hello.gsc:30:2: syntax error, unexpected notify
                                  ************************************
                                  
                                  Cirossundefined 1 Reply Last reply
                                  0
                                  • Cirossundefined Offline
                                    Cirossundefined Offline
                                    Ciross
                                    replied to Ciross on last edited by
                                    #18

                                    For those having this error, you can simply fix it by adding level behind the notify function.
                                    Since the event is listened to it.

                                    1 Reply Last reply
                                    0
                                    • badbugundefined Offline
                                      badbugundefined Offline
                                      badbug
                                      wrote on last edited by
                                      #19
                                      This post is deleted!
                                      1 Reply Last reply
                                      0
                                      • badbugundefined Offline
                                        badbugundefined Offline
                                        badbug
                                        replied to JezuzLizard on last edited by
                                        #20
                                        This post is deleted!
                                        1 Reply Last reply
                                        0
                                        • 115Gameplaysundefined Offline
                                          115Gameplaysundefined Offline
                                          115Gameplays
                                          replied to Altrucity on last edited by
                                          #21

                                          Altrucity hello it is possible that plutonium updated its way to interact with the game and the script no longer works

                                          Still I have the scripts I made compiled in a GitHub repo where you can download here:
                                          https://github.com/raulrm00/plutonium-t6-scripts/releases/download/v3.0.0/compiled_scripts.zip

                                          1 Reply Last reply
                                          0

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