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Infinite Damage Galvaknuckles

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
12 Posts 6 Posters 1.2k Views 3 Watching
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  • indogxicatedundefined Offline
    indogxicatedundefined Offline
    indogxicated
    wrote on last edited by indogxicated
    #3

    so I figured it out! Using BO2 Reimagined's code as a base, I put

    if (maps\mp\zombies\_zm_weapons::get_base_weapon_name(weapon, 1) == "tazer_knuckles_zm")
    {
    	final_damage = level.zombie_health;	
    }
    

    into actor_damage_override and then I put

    #include scripts\zm\replaced\_zm;
    
    main()
    {
    replaceFunc(maps\mp\zombies\_zm::actor_damage_override, scripts\zm\replaced\_zm::actor_damage_override);
    }
    

    into my own script. Might release the pair of scripts (with all of BO2 Reimagined's code removed obviously).
    btw all of those 5 lines took FIVE. HOURS.

    Angry Catundefined 1 Reply Last reply
    0
    • hindercanrunundefined Offline
      hindercanrunundefined Offline
      hindercanrun
      Contributor
      wrote on last edited by
      #4

      5 hours isn't that long when coding, even simple scripts can take hours.

      indogxicatedundefined 1 Reply Last reply
      1
      • hindercanrunundefined hindercanrun

        5 hours isn't that long when coding, even simple scripts can take hours.

        indogxicatedundefined Offline
        indogxicatedundefined Offline
        indogxicated
        wrote on last edited by
        #5

        hindercanrun it was only long imo because i didn't know anything about the language
        if i knew what required what and what code went where, it would've been a lot faster.

        RedxSkullundefined 1 Reply Last reply
        1
        • indogxicatedundefined indogxicated

          so I figured it out! Using BO2 Reimagined's code as a base, I put

          if (maps\mp\zombies\_zm_weapons::get_base_weapon_name(weapon, 1) == "tazer_knuckles_zm")
          {
          	final_damage = level.zombie_health;	
          }
          

          into actor_damage_override and then I put

          #include scripts\zm\replaced\_zm;
          
          main()
          {
          replaceFunc(maps\mp\zombies\_zm::actor_damage_override, scripts\zm\replaced\_zm::actor_damage_override);
          }
          

          into my own script. Might release the pair of scripts (with all of BO2 Reimagined's code removed obviously).
          btw all of those 5 lines took FIVE. HOURS.

          Angry Catundefined Offline
          Angry Catundefined Offline
          Angry Cat
          wrote on last edited by
          #6

          @smooshie cant wait for the script release

          1 Reply Last reply
          0
          • indogxicatedundefined indogxicated

            hindercanrun it was only long imo because i didn't know anything about the language
            if i knew what required what and what code went where, it would've been a lot faster.

            RedxSkullundefined Offline
            RedxSkullundefined Offline
            RedxSkull
            wrote on last edited by
            #7

            @smooshie Learning from Treyarch's scripts is a good way to start learning GSC and looking up community guides like the ones that plutonium provides.

            https://plutonium.pw/docs/modding/gsc/how-to-gsc/

            https://github.com/plutoniummod/t6-scripts

            1 Reply Last reply
            1
            • A Former User? Offline
              A Former User? Offline
              A Former User
              wrote on last edited by
              #8

              Great, so before I was banned for modifing Treyarch Scripts and not going into LAN, I did have some potential.

              RedxSkullundefined jdhruvundefined 2 Replies Last reply
              0
              • A Former User? A Former User

                Great, so before I was banned for modifing Treyarch Scripts and not going into LAN, I did have some potential.

                RedxSkullundefined Offline
                RedxSkullundefined Offline
                RedxSkull
                wrote on last edited by
                #9

                @ForumMaster2009 You did it the wrong way... Doesn't even have to be in LAN. You only use LAN if your trying to inject or mess with memory, etc. There is a proper way of loading mods without getting banned. Only works for the host though. You can't use your own mods on someone else server

                https://plutonium.pw/docs/modding/loading-mods/

                1 Reply Last reply
                0
                • A Former User? Offline
                  A Former User? Offline
                  A Former User
                  wrote on last edited by
                  #10

                  Did I forget to add wait...

                  BO2Z toolbox but I wasn't in LAN mode. I think this was the main reason for my eternal doom! Thanks for your assistance. I believe I used the BO2Z Toolbox without going into LAN mode first.

                  Source of Ban: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwiIwfe_pcb9AhVsAjQIHZ4uC-QQFnoECAwQAQ&url=https%3A%2F%2Ffearlessrevolution.com%2Fviewtopic.php%3Ft%3D13909&usg=AOvVaw1LZEyUFwIwskIZdicGghPD

                  1 Reply Last reply
                  0
                  • A Former User? A Former User

                    Great, so before I was banned for modifing Treyarch Scripts and not going into LAN, I did have some potential.

                    jdhruvundefined Offline
                    jdhruvundefined Offline
                    jdhruv
                    wrote on last edited by jdhruv
                    #11

                    @ForumMaster2009 That's to sad you're banned.. Reading your afterlife post makes me even more sad.... I had also experienced a one month ban..But it was nothing still compared to your ban..

                    1 Reply Last reply
                    1
                    • A Former User? Offline
                      A Former User? Offline
                      A Former User
                      wrote on last edited by
                      #12

                      It sure is tough, but that's the outcome.

                      1 Reply Last reply
                      1

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