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  3. is there a way to bring back the normal zombies so they arent always sprinting? I find it quite annoying personally but everything else in the mod is fantastic and i dont want this one ick to keep me from using it

is there a way to bring back the normal zombies so they arent always sprinting? I find it quite annoying personally but everything else in the mod is fantastic and i dont want this one ick to keep me from using it

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  • SoulSilv617undefined Offline
    SoulSilv617undefined Offline
    SoulSilv617
    wrote on last edited by
    #1

    Re: [Release] [ZM] BO2 Remix Mod

    jdhruvundefined 1 Reply Last reply
    1
    • jdhruvundefined Offline
      jdhruvundefined Offline
      jdhruv
      replied to SoulSilv617 on last edited by jdhruv
      #2

      SoulSilv617 I think you should remove the dedicated script in it. Given in the zip file that you downloaded from the post..

      1 Reply Last reply
      1
      • soap mac tavishundefined Offline
        soap mac tavishundefined Offline
        soap mac tavish
        wrote on last edited by
        #3

        say eh what do you mean like which file is it?

        chicken emojiundefined 1 Reply Last reply
        0
        • chicken emojiundefined Offline
          chicken emojiundefined Offline
          chicken emoji
          replied to soap mac tavish on last edited by chicken emoji
          #4

          soap mac tavish create a gsc file named Remix2 that has the following code and replace the Remix2.gsc file that you downloaded with the file you created

          #include maps\mp\gametypes_zm\_hud_util;
          #include maps\mp\zombies\_zm_utility;
          #include common_scripts\utility;
          #include maps\mp\_utility;
          #include maps\mp\zombies\_zm_powerups;
          #include maps\mp\zombies\_zm_weapons;
          #include maps\mp\zombies\_zm_magicbox;
          #include maps\mp\zombies\_zm;
          #include maps\mp\zombies\_zm_blockers;
          #include maps\mp\zombies\_zm_pers_upgrades_system;
          #include maps\mp\zombies\_zm_perks;
          #include maps\mp\zombies\_zm_stats;
          #include maps\mp\zombies\_zm_pers_upgrades_functions;
          #include maps\mp\zombies\_zm_unitrigger;
          #include maps\mp\zombies\_zm_weap_claymore;
          #include maps\mp\zombies\_zm_melee_weapon;
          #include maps\mp\zombies\_zm_craftables;
          #include maps\mp\zombies\_zm_equipment;
          
          #include scripts\zm\remix\_players;
          #include scripts\zm\remix\_visual;
          #include scripts\zm\remix\_hud;
          #include scripts\zm\remix\_weapons;
          #include scripts\zm\remix\_powerups;
          #include scripts\zm\remix\_perks;
          #include scripts\zm\remix\_persistent;
          #include scripts\zm\remix\_buildables;
          #include scripts\zm\remix\_equipment;
          #include scripts\zm\remix\_magicbox;
          #include scripts\zm\remix\_sharedbox;
          #include scripts\zm\remix\_reset;
          #include scripts\zm\remix\_utility;
          #include scripts\zm\remix\_zombies;
          #include scripts\zm\remix\_debug;
          #include scripts\zm\remix\_dogs;
          
          
          main()
          { 
          	level.VERSION = "1.7.2";
          
          	replaceFunc( maps\mp\zombies\_zm_powerups::powerup_drop, ::powerup_drop_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::get_next_powerup, ::get_next_powerup_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::insta_kill_powerup, ::insta_kill_powerup_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::insta_kill_on_hud, ::insta_kill_on_hud_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::double_points_powerup, ::double_points_powerup_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::point_doubler_on_hud, ::point_doubler_on_hud_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::full_ammo_powerup, ::full_ammo_powerup_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::free_perk_powerup, ::free_perk_powerup_override );
          	replaceFunc( maps\mp\zombies\_zm_powerups::nuke_powerup, ::nuke_powerup_override );
          	replaceFunc( maps\mp\zombies\_zm_utility::disable_player_move_states, ::disable_player_move_states_override );
          	//replaceFunc( maps\mp\zombies\_zm_utility::set_run_speed, ::set_run_speed_override );
          	replaceFunc( maps\mp\zombies\_zm_utility::get_player_weapon_limit, ::get_player_weapon_limit_override );
          	replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_canplayerreceiveweapon, ::treasure_chest_canplayerreceiveweapon_override);
          	replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_weapon_spawn, ::treasure_chest_weapon_spawn_override );
          	replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_move, ::treasure_chest_move_override );
          	replaceFunc( maps\mp\zombies\_zm_weapons::weapon_give, ::weapon_give_override );
          	replaceFunc( maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options, ::get_pack_a_punch_weapon_options_override );
          	replaceFunc( maps\mp\zombies\_zm_weapons::ammo_give, ::ammo_give_override );
          	replaceFunc( maps\mp\zombies\_zm::actor_damage_override, ::actor_damage_override_override );
          	replaceFunc( maps\mp\zombies\_zm::take_additionalprimaryweapon, ::take_additionalprimaryweapon_overrride );
          	replaceFunc( maps\mp\zombies\_zm_spawner::zombie_rise_death, ::zombie_rise_death_override );
          	replaceFunc( maps\mp\zombies\_zm::round_think, ::round_think_override );
          	replaceFunc( maps\mp\zombies\_zm::ai_calculate_health, ::ai_calculate_health_override );
          	replaceFunc( maps\mp\zombies\_zm_pers_upgrades_functions::pers_nube_should_we_give_raygun, ::pers_nube_should_we_give_raygun_override );
          	replaceFunc( maps\mp\zombies\_zm_utility::wait_network_frame, ::wait_network_frame_override );
          	replaceFunc( maps\mp\zombies\_zm_score::add_to_player_score, ::add_to_player_score_override );
          
          	
          	
              level.initial_spawn = true;
              level thread onConnect();
          }
          
          init()
          {
          	level._effect["fx_zombie_powerup_caution_wave"] = loadfx("misc\fx_zombie_powerup_caution_wave");
          }
          
          onConnect()
          {
              for (;;)
              {
                  level waittill("connected", player);
                  player thread connected();
              }
          }
          
          connected()
          {
              level endon( "game_ended" );
              self endon("disconnect");
          
              self.initial_spawn = true;
          
              for(;;)
              {
                  self waittill("spawned_player");
          
              	if(self.initial_spawn)
          		{
                      self.initial_spawn = false;
          
          			self thread debug( 0 );
          
          			self iprintln("Welcome to Remix!");
          			self iPrintLn("Version " + level.VERSION);
          
          			self set_players_score( 555 );
          			self set_movement_dvars();
          			self set_client_dvars();
          			self set_character_option();
          			self set_visionset();
          
          			self graphic_tweaks();
          			self thread night_mode();
          			self thread rotate_skydome();
          
          	    	self thread timer_hud();
          			self thread trap_timer_hud();
          			self thread health_bar_hud();
          			self thread zombie_remaining_hud();
          			self thread zone_hud();
          			self thread color_hud();
          			self thread all_hud_watcher();
          
          			self thread max_ammo_refill_clip();
          			self thread carpenter_repair_shield();
          
          			self thread disable_player_quotes();
          			self thread set_persistent_stats();
          
          			self thread mulekick_additional_perks();
          			self thread staminup_additional_perks();
          
          			self thread inspect_weapon();
          			self thread rapid_fire();
                  }
          
                  if(level.initial_spawn)
          		{
          			level.initial_spawn = false;
          
          			if(GetDvar("customMap") == "")
          			{
          				SetDvar("customMap", "vanilla");
          				level.customMap = GetDvar("customMap");
          			}
          
          			set_dog_rounds();
          
          			level thread change_skydome();
          			level thread eye_color_watcher();
          
          			level thread coop_pause();
          			level thread fake_reset();
          
          			level thread shared_box();
          
          			flag_wait( "start_zombie_round_logic" );
             			wait 0.05;
          
          			set_startings_chests();
          			set_anim_pap_camo_dvars();
          			set_claymores_max( 10 );
          
          			increase_perk_limit( 5 );
          			reduce_player_fall_damage();
          			raygun_mark2_probabilty();
          
          			disable_fire_sales();
          			//disable_high_round_walkers();
          			disable_electric_cherry_on_laststand();
          
          			electric_trap_always_kill();
          			perk_machine_quarter_change();
          
          			level thread buildbuildables();
          			level thread buildcraftables();
          
          			buildable_increase_trigger_radius();
          			wallbuy_increase_trigger_radius();
          			level thread wallbuy_dynamic_increase_trigger_radius();
          		}
          	}
          }
          
          1 Reply Last reply
          0
          • soap mac tavishundefined Offline
            soap mac tavishundefined Offline
            soap mac tavish
            wrote on last edited by
            #5

            yeah eh it didnt work it just gave me a error with duplicate

            1 Reply Last reply
            0
            • Beniotenisoundefined Offline
              Beniotenisoundefined Offline
              Benioteniso
              wrote on last edited by Benioteniso
              #6

              There is two "#include maps\mp\zombiesz_zm_unitrigger;".
              Delete the second one

              Still, after this, there is still a error to some "Overflow", but i can't write here because plutonium console isin't saving the error.

              You're probably isin't going to see this reply, but i hope this helps you.

              chicken emojiundefined 1 Reply Last reply
              0
              • chicken emojiundefined Offline
                chicken emojiundefined Offline
                chicken emoji
                replied to Benioteniso on last edited by
                #7

                Benioteniso I edited it to make it work with the current version. The Overflow is probably from the mod itself or you set it up incorrectly

                Beniotenisoundefined 1 Reply Last reply
                0
                • Beniotenisoundefined Offline
                  Beniotenisoundefined Offline
                  Benioteniso
                  replied to chicken emoji on last edited by
                  #8

                  chicken emoji Hi.
                  I actually fixed the "Overflow" error, but the zombies continue sprinting in the 1 round anyways.

                  So, can you give a better explanation of how can i remove this feature. Thanks and have fun.

                  chicken emojiundefined 1 Reply Last reply
                  0
                  • chicken emojiundefined Offline
                    chicken emojiundefined Offline
                    chicken emoji
                    replied to Benioteniso on last edited by
                    #9

                    Benioteniso I updated the code yesterday are you sure youre using the updated version?

                    Beniotenisoundefined 1 Reply Last reply
                    0
                    • Beniotenisoundefined Offline
                      Beniotenisoundefined Offline
                      Benioteniso
                      replied to chicken emoji on last edited by
                      #10

                      chicken emoji Sorry, i didn't see the changes.

                      1 Reply Last reply
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                      • Beniotenisoundefined Offline
                        Beniotenisoundefined Offline
                        Benioteniso
                        wrote on last edited by Benioteniso
                        #11

                        chicken emoji I have other problem, but its related to Origins easter egg, but i think the Mod have something with this.

                        In the step of going inside the robots and pressing a button, then go to generator 5, where outside the map, there is a hole that can be open with the airstrike, But the hole doesn't open at all.
                        I went to round 60 only doing that, and that fucking hole didn't open.

                        I dont know if you can help me with this since its not related to the mod (i think)

                        chicken emojiundefined 1 Reply Last reply
                        0
                        • chicken emojiundefined Offline
                          chicken emojiundefined Offline
                          chicken emoji
                          replied to Benioteniso on last edited by
                          #12

                          Benioteniso You should try to do it without mods it could also be plutoniums fault

                          1 Reply Last reply
                          0

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