[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patch
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οΈ Moon β First Box Patch (Plutonium only)This patch makes the first box hits on Moon always give you the right weapons for early setup.
It also includes a few small tweaks that you would need as a zombies player.π§© Features
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Guaranteed Wave Gun, Gersh Device, and (in co-op) Ray Gun from the box up to round 20
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QEDs added as a third box hit
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Game timer
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Round Timer
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Movement fix β backspeed and strafe speed now match console behavior
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Juggernog always spawns at No Manβs Land
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Spawn Cancel fix (my custom implementation)
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Excavator 11 will breach at round 15
Installation Instructions:-
Enable file extensions
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Open any folder and go to:
Windows 11: View β Show β File name extensions
Windows 10: View β File name extensions
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This ensures the file is correctly saved as patch.gsc and not patch.gsc.txt
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Create the script file
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Open Notepad (or any text editor).
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Copy and paste the script code provided below.
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Save the file as: patch.gsc
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Create the map folder
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Press Windows + R
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Navigate to: %localappdata%/Plutonium/storage/t5/scripts/sp
Inside the sp folder, create a new folder named: zombie_moon
Place your patch.gsc file inside this folder.
Restore the original common file
Replace your common_zombie_patch.ff with the original game file before launching the map.
The patch will not load if youβre using a modified common file unless it was specifically made for moon.
If you donβt have the original file, download and unzip it here:
Download patch- Launch the map and play
Load up Moon in Plutonium and the patch will apply automatically.
π§ͺ Update Log
v1.1 β 10/20/2025
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Added QEDs as third box hit
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Added Ray Gun (co-op only) as fourth hit
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Added game timer
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Juggernog now always spawns at NML
v1.2 - 10/22/2025
- Added Spawn cancel fix
v1.3 - 10/22/2025
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Set box to spawn at biodome as initial location
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Perks alternate again after picking up jug for the first time in no man's land
V1.4 - 10/27/2025
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Implemented better solution for spawn cancelling fix.
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Tunnel 11 will breach at round 15 all the time
NotesWorks only on Plutonium (uses replaceFunc)
Tested and confirmed working 100%
Report any gameplay issues if you find them
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; main() { if ( GetDvar( #"zombiemode" ) == "1" ) { level thread onPlayerConnect(); replacefunc(maps\_zombiemode_weapons::treasure_chest_ChooseWeightedRandomWeapon, ::custom_treasure_chest_ChooseWeightedRandomWeapon); replacefunc(maps\zombie_moon_wasteland::perk_machine_arrival_update, ::custom_perk_machine_arrival_update); replacefunc(maps\_zombiemode::round_think, ::custom_round_think); replacefunc(maps\_zombiemode_ai_faller::do_zombie_fall, ::custom_do_zombie_fall); replacefunc(maps\_zombiemode_weapons::init_starting_chest_location, ::custom_init_starting_chest_location); level.moon_visits = 0; } } any_player_has_weapon(weap) { players = get_players(); has_weap = false; for(i = 0; players.size > i; i++) { if(players[i] maps\_zombiemode_weapons::has_weapon_or_upgrade(weap)) has_weap = true; } return has_weap; } game_timer() { hud = create_simple_hud( self ); hud.foreground = true; hud.sort = 1; hud.hidewheninmenu = true; hud.alignX = "left"; hud.alignY = "top"; hud.horzAlign = "user_left"; hud.vertAlign = "user_top"; hud.alpha = 1; //=======================CUSTOM SECTION============== hud.x = hud.x - -700; //This is for the position on X axis, decrease this number to move it further left, and increase it to go right. hud.y = hud.y + 35; //This is for the position on Y axis, decrease this number to move it down, and increase it to go up. hud.fontscale = 1.2; //This is for the font size, increase it by whatever you want and see what you like hud.color = (255, 255, 255); //This is for the color using RGB, use a website for that //========================================= flag_wait("all_players_spawned"); hud setTimerUp(1); } round_timer() { timerHud = create_simple_hud( self ); timerHud.foreground = true; timerHud.sort = 1; timerHud.hidewheninmenu = true; timerHud.alignX = "left"; timerHud.alignY = "top"; timerHud.horzAlign = "user_left"; timerHud.vertAlign = "user_top"; //=======================CUSTOM SECTION============== timerHud.x = timerHud.x - -800; //This is for the position on X axis, decrease this number to move it further left, and increase it to go right. timerHud.y = timerHud.y + 45; //This is for the position on Y axis, decrease this number to move it down, and increase it to go up. timerHud.fontscale = 1.2; //This is for the font size, increase it by whatever you want and see what you like timerHud.color = (255, 0, 0); //This is for the color using RGB, use a website for that //========================================= timerHud.alpha = 1; flag_wait("all_players_spawned"); for (;;){ start_time = GetTime() / 1000; timerHud setTimerUp(0); level waittill("end_of_round"); end_time = GetTime() / 1000; time = end_time - start_time; set_time_frozen(timerHud, time); } } set_time_frozen(hud, time) { level endon("start_of_round"); time = time - 0.1; while(1) { hud settimer(time); wait(0.5); } } patch_moon() { //WaveGun if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("microwavegundw_zm") && !any_player_has_weapon("microwavegundw_zm")) return "microwavegundw_zm"; //Gersh if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("zombie_black_hole_bomb")) return "zombie_black_hole_bomb"; if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("zombie_quantum_bomb")) return "zombie_quantum_bomb"; if (get_players().size > 1){ //RayGun for coop if(!self maps\_zombiemode_weapons::has_weapon_or_upgrade("ray_gun_zm")) return "ray_gun_zm"; } } custom_treasure_chest_ChooseWeightedRandomWeapon( player ) { //First Box by Crybaby / AlexInVr if(level.round_number < 20) { //Moon if (level.script == "zombie_moon") return player patch_moon(); } keys = GetArrayKeys( level.zombie_weapons ); toggle_weapons_in_use = 0; // Filter out any weapons the player already has filtered = []; for( i = 0; i < keys.size; i++ ) { if( !maps\_zombiemode_weapons::get_is_in_box( keys[i] ) ) { continue; } if( isdefined( player ) && is_player_valid(player) && player maps\_zombiemode_weapons::has_weapon_or_upgrade( keys[i] ) ) { if ( maps\_zombiemode_weapons::is_weapon_toggle( keys[i] ) ) { toggle_weapons_in_use++; } continue; } if( !IsDefined( keys[i] ) ) { continue; } num_entries = [[ level.weapon_weighting_funcs[keys[i]] ]](); for( j = 0; j < num_entries; j++ ) { filtered[filtered.size] = keys[i]; } } // Filter out the limited weapons if( IsDefined( level.limited_weapons ) ) { keys2 = GetArrayKeys( level.limited_weapons ); players = get_players(); pap_triggers = GetEntArray("zombie_vending_upgrade", "targetname"); for( q = 0; q < keys2.size; q++ ) { count = 0; for( i = 0; i < players.size; i++ ) { if( players[i] maps\_zombiemode_weapons::has_weapon_or_upgrade( keys2[q] ) ) { count++; } } // Check the pack a punch machines to see if they are holding what we're looking for for ( k=0; k<pap_triggers.size; k++ ) { if ( IsDefined(pap_triggers[k].current_weapon) && pap_triggers[k].current_weapon == keys2[q] ) { count++; } } // Check the other boxes so we don't offer something currently being offered during a fire sale for ( chestIndex = 0; chestIndex < level.chests.size; chestIndex++ ) { if ( IsDefined( level.chests[chestIndex].chest_origin.weapon_string ) && level.chests[chestIndex].chest_origin.weapon_string == keys2[q] ) { count++; } } if ( isdefined( level.random_weapon_powerups ) ) { for ( powerupIndex = 0; powerupIndex < level.random_weapon_powerups.size; powerupIndex++ ) { if ( IsDefined( level.random_weapon_powerups[powerupIndex] ) && level.random_weapon_powerups[powerupIndex].base_weapon == keys2[q] ) { count++; } } } if ( maps\_zombiemode_weapons::is_weapon_toggle( keys2[q] ) ) { toggle_weapons_in_use += count; } if( count >= level.limited_weapons[keys2[q]] ) { filtered = array_remove( filtered, keys2[q] ); } } } // finally, filter based on toggle mechanic if ( IsDefined( level.zombie_weapon_toggles ) ) { keys2 = GetArrayKeys( level.zombie_weapon_toggles ); for( q = 0; q < keys2.size; q++ ) { if ( level.zombie_weapon_toggles[keys2[q]].active ) { if ( toggle_weapons_in_use < level.zombie_weapon_toggle_max_active_count ) { continue; } } filtered = array_remove( filtered, keys2[q] ); } } // try to "force" a little more "real randomness" by randomizing the array before randomly picking a slot in it filtered = array_randomize( filtered ); return filtered[RandomInt( filtered.size )]; } custom_perk_machine_arrival_update() { top_height = 1200; // 700 fall_time = 4; num_model_swaps = 20; perk_index = randomintrange( 0, 2 ); // Flash an effect to the perk machines destination ent = level.speed_cola_ents[0]; level thread maps\zombie_moon_wasteland::perk_arrive_fx( ent.origin ); //while( 1 ) { // Move the perk machines high in the sky maps\zombie_moon_wasteland::move_perk( top_height, 0.01, 0.001 ); wait( 0.3 ); maps\zombie_moon_wasteland::perk_machines_hide( 0, 0, true ); wait( 1 ); // Start the machines falling maps\zombie_moon_wasteland::move_perk( top_height*-1, fall_time, 1.5 ); // Swap visible Perk as we fall wait_step = fall_time / num_model_swaps; for( i=0; i<num_model_swaps; i++ ) { maps\zombie_moon_wasteland::perk_machine_show_selected( perk_index, true ); wait( wait_step ); perk_index++; if( perk_index > 1 ) { perk_index = 0; } } // Make sure we don't get a perk machine duplicate next time we visit while( perk_index == level.last_perk_index ) { perk_index = randomintrange( 0, 2 ); } level.last_perk_index = perk_index; custom_perk_index = 1; //Default to Jug (0: Cola, 1: Jug) if (isDefined(level.ever_been_on_the_moon) && level.ever_been_on_the_moon) { // If we've been on the moon, we already took jug (You should have.... not my problem otherwise) // Switch the perk to SpeedCola (Index 0) level.moon_visits++; if (level.moon_visits >= 2) { custom_perk_index = perk_index; } else { custom_perk_index = 0; } } maps\zombie_moon_wasteland::perk_machine_show_selected( custom_perk_index, false ); } } custom_round_think() { for( ;; ) { ////////////////////////////////////////// //designed by prod DT#36173 maxreward = 50 * level.round_number; if ( maxreward > 500 ) maxreward = 500; level.zombie_vars["rebuild_barrier_cap_per_round"] = maxreward; ////////////////////////////////////////// level.pro_tips_start_time = GetTime(); level.zombie_last_run_time = GetTime(); // Resets the last time a zombie ran level thread maps\_zombiemode_audio::change_zombie_music( "round_start" ); maps\_zombiemode::chalk_one_up(); maps\_zombiemode_powerups::powerup_round_start(); players = get_players(); array_thread( players, maps\_zombiemode_blockers::rebuild_barrier_reward_reset ); level thread maps\_zombiemode::award_grenades_for_survivors(); bbPrint( "zombie_rounds: round %d player_count %d", level.round_number, players.size ); level.round_start_time = GetTime(); level thread [[level.round_spawn_func]](); level notify( "start_of_round" ); [[level.round_wait_func]](); level.first_round = false; level notify( "end_of_round" ); level thread maps\_zombiemode_audio::change_zombie_music( "round_end" ); UploadStats(); if ( 1 != players.size ) { level thread maps\_zombiemode::spectators_respawn(); } level maps\_zombiemode::chalk_round_over(); // here's the difficulty increase over time area timer = level.zombie_vars["zombie_spawn_delay"]; if ( timer > 0.08 ) { level.zombie_vars["zombie_spawn_delay"] = timer * 0.95; } else if ( timer < 0.08 ) { level.zombie_vars["zombie_spawn_delay"] = 0.08; } // Increase the zombie move speed level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier"]; level.round_number++; level notify( "between_round_over" ); } } custom_do_zombie_fall() { self endon("death"); self thread maps\_zombiemode_ai_faller::setup_deathfunc(); // don't drop powerups until we are on the ground self.no_powerups = true; self.in_the_ceiling = true; self.anchor = spawn("script_origin", self.origin); self.anchor.angles = self.angles; self linkto(self.anchor); if ( !IsDefined( self.zone_name ) ) { self.zone_name = self get_current_zone(); } spots = maps\_zombiemode_ai_faller::get_available_fall_locations(); if( spots.size < 1 ) { self unlink(); self.anchor delete(); //IPrintLnBold("deleting zombie faller - no available fall locations"); //can't delete if we're in the middle of spawning, so wait a frame self Hide();//hide so we're not visible for one frame while waiting to delete self delayThread( 0.1, maps\_zombiemode_ai_faller::zombie_faller_delete ); return; } else if ( GetDvarInt(#"zombie_fall_test") ) { // use the spot closest to the first player always player = GetPlayers()[0]; spot = undefined; bestDist = 0.0; for ( i = 0; i < spots.size; i++ ) { checkDist = DistanceSquared(spots[i].origin, player.origin); if ( !IsDefined(spot) || checkDist < bestDist ) { spot = spots[i]; bestDist = checkDist; } } } else { spot = random(spots); } self.zombie_faller_location = spot; //NOTE: multiple zombie fallers could be waiting in the same spot now, need to have spawners detect this // and not use the spot again until the previous zombie has died or dropped down self.zombie_faller_location.is_enabled = false; self thread maps\_zombiemode_ai_faller::zombie_faller_death_wait(); self.zombie_faller_location maps\_zombiemode_ai_faller::parse_script_parameters(); // Start a monitor that will ensure the spot gets re-enabled if this zombie dies early or gets stuck. // This is defensive: it will re-enable on death or after a timeout. self thread zombie_faller_spot_monitor(self, spot); if( !isDefined( spot.angles ) ) { spot.angles = (0, 0, 0); } //Patch begin anim_org = spot.origin; anim_ang = spot.angles; self Hide(); self.anchor moveto(anim_org, .05); self.anchor waittill("movedone"); // face goal target_org = maps\_zombiemode_spawner::get_desired_origin(); if (IsDefined(target_org)) { anim_ang = VectorToAngles(target_org - self.origin); current_pos = self.anchor.origin; // Instantly rotate the anchor instead of waiting for RotateTo self.anchor ForceTeleport(current_pos, (0, anim_ang[1], 0), false, false); } self unlink(); self.anchor delete(); self thread maps\_zombiemode_ai_faller::hide_pop(); // hack to hide the pop when the zombie gets to the start position before the anim starts level thread maps\_zombiemode_ai_faller::zombie_fall_death(self, spot); spot thread maps\_zombiemode_ai_faller::zombie_fall_fx(self); self thread maps\_zombiemode_ai_faller::zombie_faller_death_wait(); //need to thread off the rest because we're apparently still in the middle of our init! self thread maps\_zombiemode_ai_faller::zombie_faller_do_fall(); } zombie_faller_spot_monitor(zombie, spot) { // sanity if ( !IsDefined(spot) ) return; // If the zombie dies cleanly, we re-enable the spot immediately. zombie waittill("death"); // At this point the zombie is dead (or the entity has been freed). if ( IsDefined(spot) ) { spot.is_enabled = true; } // Safety: also ensure we don't leave the spot disabled in pathological cases. wait(0.25); if ( IsDefined(spot) ) spot.is_enabled = true; } custom_init_starting_chest_location() { level.chest_index = 0; start_chest_found = false; for( i = 0; i < level.chests.size; i++ ) { if(level.script == "zombie_theater") { if(IsSubStr(level.chests[i].script_noteworthy, "crematorium_chest" )) { level.chest_index = i; level.chests[level.chest_index] maps\_zombiemode_weapons::hide_rubble(); level.chests[level.chest_index].hidden = false; } else { level.chests[i] maps\_zombiemode_weapons::hide_chest(); } } else if(level.script == "zombie_pentagon") { if(level.chests[i].script_noteworthy == "start_chest") //if(IsSubStr(level.chests[i].script_noteworthy, "start_chest" )) { level.chest_index = i; level.chests[level.chest_index] maps\_zombiemode_weapons::hide_rubble(); level.chests[level.chest_index].hidden = false; } else { level.chests[i] maps\_zombiemode_weapons::hide_chest(); } } else if(level.script == "zombie_coast") { if(IsSubStr(level.chests[i].script_noteworthy, "start_chest" )) //residence_chest = flopper { level.chest_index = i; level.chests[level.chest_index] maps\_zombiemode_weapons::hide_rubble(); level.chests[level.chest_index].hidden = false; } else { level.chests[i] maps\_zombiemode_weapons::hide_chest(); } } else if(level.script == "zombie_temple") { if(IsSubStr(level.chests[i].script_noteworthy, "bridge_chest" )) { level.chest_index = i; level.chests[level.chest_index] maps\_zombiemode_weapons::hide_rubble(); level.chests[level.chest_index].hidden = false; } else { level.chests[i] maps\_zombiemode_weapons::hide_chest(); } } else if(level.script == "zombie_moon") { if(IsSubStr(level.chests[i].script_noteworthy, "forest_chest" )) { level.chest_index = i; level.chests[level.chest_index] maps\_zombiemode_weapons::hide_rubble(); level.chests[level.chest_index].hidden = false; } else { level.chests[i] maps\_zombiemode_weapons::hide_chest(); } } else if( isdefined( level.random_pandora_box_start ) && level.random_pandora_box_start == true ) { if ( start_chest_found || (IsDefined( level.chests[i].start_exclude ) && level.chests[i].start_exclude == 1) ) { level.chests[i] maps\_zombiemode_weapons::hide_chest(); } else { level.chest_index = i; level.chests[level.chest_index] maps\_zombiemode_weapons::hide_rubble(); level.chests[level.chest_index].hidden = false; start_chest_found = true; } } else { // Semi-random implementation (not completely random). The list is randomized // prior to getting here. // Pick from any box marked as the "start_chest" if ( start_chest_found || !IsDefined(level.chests[i].script_noteworthy ) || ( !IsSubStr( level.chests[i].script_noteworthy, "start_chest" ) ) ) { level.chests[i] maps\_zombiemode_weapons::hide_chest(); } else { level.chest_index = i; level.chests[level.chest_index] maps\_zombiemode_weapons::hide_rubble(); level.chests[level.chest_index].hidden = false; start_chest_found = true; } } } // Show the beacon if( !isDefined( level.pandora_show_func ) ) { level.pandora_show_func = maps\_zombiemode_weapons::default_pandora_show_func; } level.chests[level.chest_index] thread [[ level.pandora_show_func ]](); } activate_tunnel_11() { level endon("game_ended"); for (;;) { wait 1; // Wait until round 15+ if (level.round_number < 15) continue; // Only run once if (level flag_exists("start_hangar_digger") && !flag("start_hangar_digger")) { maps\zombie_moon_digger::digger_activate("hangar"); } break; } } onPlayerConnect() { for(;;) { level waittill ("connecting", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { for(;;) { self waittill("spawned_player"); self thread game_timer(); self thread round_timer(); level thread activate_tunnel_11(); self SetClientDvars( "player_backSpeedScale", "1", "player_strafeSpeedScale", "1", "cg_fov", "100"); wait 3; self IPrintLn("First box by ^1twitch.tv/^2AlexInZombies"); } } -
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nice!
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nice!
hindercanrun thx man ! Appreciate it, been trying to find a way to patch this map for a while now
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what file do i play zombie_moon in? i dont understand
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f0rbiddin press windows + r on your keyboard
inside the window that pops up, type in %LOCALAPPDATA%
go to the folder plutonium/Storage/t5/scripts/sp
create a new folder name zombie_moon
drop the script inside it,
(Create a new text file, and name it whatever you want, copy the code in the thread, paste it inside, then rename the extension to .gsc)
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undefined bhfff referenced this topic on
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Please add the QED's in
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undefined AlexInVr referenced this topic on
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how can i change it to give qeds third hit instead of raygun?
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_Tome What's your discord
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Glitchy99 Will do right away
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This post is deleted!
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UPDATE 10/20/2025:
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Added QED's as third hit
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Added a condition so raygun only shows up for coop games as 4th hit of the box
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Added round timer
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Jug is always the perk that spawns at NML
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Glitchy99 QED's have been added
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UPDATE: 10/22/2025, Implemented custom fix (My own implementation, not Evelyn's) for spawn cancel
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You have some patch for only EE? to get the box in power and pi come more easy soemthing like that to make the run EE more easy
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You have some patch for only EE? to get the box in power and pi come more easy soemthing like that to make the run EE more easy
David49 Send me your discord