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  3. [ZM] Custom Wallguns - Asc/Five/COTD/Kino Presets.

[ZM] Custom Wallguns - Asc/Five/COTD/Kino Presets.

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  • Skippiundefined Offline
    Skippiundefined Offline
    Skippi
    wrote on last edited by Skippi
    #1

    Credits to @Hercules2048 for making this mod, and the other 2 people that kinda supported him. Thank you for this mod!
    https://forum.plutonium.pw/topic/27796/zm-custom-wallguns

    "I've been playing with this mod in Solo, it was fun. Playing on servers, Like him, I noticed some servers had this mod, but they only have Kino, it's kinda annoying trying to convince everyone to switch to that map... you sweats. so I made this mod to give part/non-modders more wallguns in more maps."

    It adds custom wallguns to not just Kino, but Ascension, "Five" and COTD!
    Note that these sets that I made are not made for Early Rounds. This only makes things a bit noob-friendly

    Download HERE

    Features
    • Customizable wallguns
    • Ammo costs are automatically calculated (Upgraded Ammo costs are a static 3500.)
    • Automatically handles ballistic knife/ bowie ballistic logic
    • Easy to make your own wallguns, go read the comments in the GSC file
    • Gun models are automatically set based on what gun you set
    • Balanced wallguns (at least i'm trying to)

    • Snipers and Shotguns are now added into the game!

    Screenshot 2023-06-20 112815.png
    Project Skadi-P as a wallbuy; still a support weapon for balance.

    6e318eca-697a-49fa-b397-f1261a4df7dd-Screenshot 2023-06-20 113441.png
    SPAS-12, as well as HS-10 is available for wallbuys. It's a powerful hipfire spammer, better with purchasable ammunition.

    cbe1395a-c2ff-410d-ada5-2da1426758b4-Screenshot 2023-06-20 115348.png
    An actual MP40 in Ascension!

    1d744781-2805-4392-aaa9-eabdb66db9f8-Screenshot 2023-06-20 115602.png
    A Raygun (7500/3750), need I have to talk about this?

    644f609e-d053-4a25-8dac-498dbbd7cae5-Screenshot 2023-06-20 120307.png
    L96a1, as well as Dragunov is available for wallbuys! Better for sniping Georgie right there. and along with shotguns, these offers wallgun equality.

    Notes about this:
    -"Five" is the most balanced map so far... lack of convenient ARs and especially the Raygun.
    -LMGs and Exclusive Offensive WWs are not added into the wallgun list, for a reason everyone knows.
    -Ballistic Knives are always added into the game, mostly in spawn rooms. They are served to support experienced players when it comes to reviving.
    -Unless Hercules2048 tweaks the PaP ammunition prices (to implement individual PaP ammo price or actually fix it), every PaP ammunition is increased from 2500 to 3500... especially over-3.5k weapons.
    -As mentioned before, Exclusive Offensive WWs are not added into the wallgun list due to the PaP ammunition being 3500, yet some of them can instakill, so for now, not allowed.

    If you have complaints, wallgun suggestions and/or suggestions for other maps such as Shangri La and Moon, let me know! I'm open, for a while.

    (also, this is my first post, so... oh boy.)

    1 Reply Last reply
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    • GhostRider0125undefined Offline
      GhostRider0125undefined Offline
      GhostRider0125
      wrote on last edited by GhostRider0125
      #2

      awesome selection dude👍
      can you make two for moon put dual wield czs 1500 points near power area or in biodome
      and specter 1000 points in right side power above the stairs
      and hs 10 1100 points somewhere idk
      and L96A1 1800 points in spawn room😂
      and famas 1600 or 2000 points behind pap or in biodome somewhere risky😆
      and put them somewhere in shangri la if its not to much to ask😁

      IceHoggundefined amazedgamerundefined 2 Replies Last reply
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      • Angry Catundefined Offline
        Angry Catundefined Offline
        Angry Cat
        wrote on last edited by
        #3
        This post is deleted!
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        • IceHoggundefined Offline
          IceHoggundefined Offline
          IceHogg
          replied to GhostRider0125 on last edited by
          #4

          GhostRider0125 dual wield cz's are insta crash unless you have a patch

          1 Reply Last reply
          1
          • amazedgamerundefined Offline
            amazedgamerundefined Offline
            amazedgamer
            replied to GhostRider0125 on last edited by
            #5

            GhostRider0125 true

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            • GhostRider0125undefined Offline
              GhostRider0125undefined Offline
              GhostRider0125
              wrote on last edited by
              #6

              well mine dont crash probable cuz of bonecrusher animated camos😂 😆

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              • WildinWundefined Offline
                WildinWundefined Offline
                WildinW
                wrote on last edited by
                #7
                This post is deleted!
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                • WildinWundefined Offline
                  WildinWundefined Offline
                  WildinW
                  wrote on last edited by
                  #8

                  I added the WAW Maps to this
                  You can download here or copy the code into a gsc file and follow next step Custom Wallguns.GSC Download
                  Once you have the gsc put it in Local\Plutonium\storage\t5\scripts\sp\zom if you're running a server
                  if solo put the script in the folder to the corresponding map.

                  #include maps\_utility;
                  #include common_scripts\utility;
                  #include maps\_zombiemode_utility;
                  //////
                  ////// CUSTOM WALLGUNS BY HERCULES#8024
                  //////
                  ////// "Five"/Ascension/COTD Presets by IceHot#3232 (but not a supporter of HERCULES#8024 though)
                  ////// Check out the original mod if you haven't yet (or downloaded it on my forum): https://forum.plutonium.pw/topic/27796/zm-custom-wallguns?_=1687210456052
                  //////
                  ////// SPECIAL THANKS TO Pistakilla#5053 AND shippuden1592#9641 FOR POINTERS AND EXPLANATIONS
                  //////
                  ////// THIS IS MY FIRST PUBLIC SCRIPT AND I HAVE TESTED IT EXTENSIVELY, IT SHOULD JUST WORK.
                  //////
                  ////// Ammo cost is calculated by doing gun_cost*0.5 . Upgraded ammo cost is calculated by doing 5000*0.5 (5000 is a placeholder and might be replaced with a better solution)
                  ////// These calculations are done automatically by using the base price which is set by whoever edits this file.
                  ////// To get coordinates to set your own custom wallguns, just go into a single player game and do notarget and then noclip to the exact spot and do viewpos in console.
                  ////// Doing this will give you the X Y Z cords along with pitch and yaw in the console window.
                  ////// You can find more weapon names here : https://steamcommunity.com/sharedfiles/filedetails/?id=1863755475 //
                  
                  ////// To find out where IceHot#3232 placed the guns at... do "setviewpos x, y, z" - next to the "custom_wallgun(" 
                  
                  init()
                  {
                     
                     //Base Maps
                     if(level.script == "zombie_theater") //Kino Der Toten
                     {
                     level thread custom_wallgun( (113, 1895, 44),(0, 180, 0), "Galil", 1800 , "galil_zm" ); // Galil
                         level thread custom_wallgun( (-288, -520, 308),(0, 0, 0), "Ballistic Knife", 1200 , "knife_ballistic_zm" ); // ballistic knife
                         level thread custom_wallgun( (-1750, 666, 59),(0, 90, 0), "HK-21", 7500 , "hk21_zm" ); // A sniper rifle in alleyway
                         level thread custom_wallgun( (0, 932, -40),(0, 180, 0), "Thundergun", 25000 , "thundergun_zm" ); // below podium in cinema, replicates the PS version.
                         level thread custom_wallgun( (180, -470, 380),(0, -90, 0), "Raygun", 15000 , "ray_gun_zm" ); // raygun in pap room
                         level thread custom_wallgun( (1694, -131, 296),(0, 90, 0), "SPAS-12", 2250 , "spas_zm" ); // raygun in pap room	
                     }
                     else if(level.script == "zombie_pentagon") //"Five"
                     {
                         level thread custom_wallgun( (-225, 2057, 76),(0, 90, 0), "Raygun", 17500 , "ray_gun_zm" ); // Galil
                         level thread custom_wallgun( (-1080, 3065, 76),(0, 90, 0), "Ballistic Knife", 1500 , "knife_ballistic_zm" ); // Galil
                         level thread custom_wallgun( (-1450, 1668, -452),(0, 271, 0), "Spectre", 1100 , "spectre_zm" ); // Galil
                         level thread custom_wallgun( (-1972, 1868, -452),(0, 0, 0), "Winter's Howl", 12500 , "freezegun_zm" ); // Galil
                         level thread custom_wallgun( (-1060, 2599, -244),(0, 199, 0), "FAMAS", 1500 , "famas_zm" ); // Galil
                         level thread custom_wallgun( (-1386, 3464, -653),(0, 263, 0), "L96A1", 3250 , "l96a1_zm" ); // Galil
                         level thread custom_wallgun( (-1187, 5044, -653),(0, 90, 0), "SPAS-12", 1700 , "spas_zm" ); // Galil
                         level thread custom_wallgun( (-87, 4776, -653),(0, 90, 0), "G11", 1200 , "g11_lps_zm" ); // Galil
                     }
                     //WaW Maps
                     else if(level.script == "zombie_cod5_prototype") //Nacht Der Untoten
                     {
                     level thread custom_wallgun( (-204, 172, 200),(0, 90, 0), "Raygun", 12500 , "ray_gun_zm" ); // Galil 
                     }
                     else if(level.script == "zombie_cod5_asylum") //Verruckt
                     {
                     level thread custom_wallgun( (-764, -14, 276),(0, 180, 0), "Winter's Howl", 12500 , "freezegun_zm" ); // Galil 
                     level thread custom_wallgun( (847, 378, 302),(0, 90, 0), "Raygun", 12500 , "ray_gun_zm" ); // Galil 
                     level thread custom_wallgun( (-770, -107, 134),(0, 90, 0), "Galil", 2250 , "galil_zm" ); // Galil
                     
                     
                     }
                     else if(level.script == "zombie_cod5_sumpf") //Shi No Numa
                     {
                     level thread custom_wallgun( (9107, 2480, -647),(0, 90, 0), "Wunderwaffe", 30000 , "tesla_gun_zm" ); // Tesla
                     level thread custom_wallgun( (7878, 21, -658),(0, 101, 0), "Commando", 1800 , "commando_zm" ); // Galil
                     level thread custom_wallgun( (11054, 3405, -606),(0, 30, 0), "HK-21", 3750 , "hk21_zm" ); // A sniper rifle in alleyway
                     }
                     else if(level.script == "zombie_cod5_factory") //Der Riese
                     {
                         level thread custom_wallgun( (1369, 355, 110),(0, 0, 0), "Wunderwaffe", 35000 , "tesla_gun_zm" ); // Tesla
                     	level thread custom_wallgun( (636, -1463, 124),(0, 101, 0), "Commando", 1800 , "commando_zm" ); // Galil
                     	level thread custom_wallgun( (-264, -2346, 205),(0, 180, 0), "Raygun", 12500 , "ray_gun_zm" ); // Galil
                  
                     }
                     //DlC
                     else if(level.script == "zombie_cosmodrome") //Ascension (-24/-15)
                     {
                         level thread custom_wallgun( (-694, 984, -62),(0, 360, 0), "CZ-75", 900 , "cz75_zm" ); // Galil
                         level thread custom_wallgun( (-1713, 1493, 65),(-30, 0, 0), "MP40", 1500 , "mp40_zm" ); // MP40 near lander
                         level thread custom_wallgun( (-1036, 516, -148),(0, 270, 0), "Thundergun", 27500 , "thundergun_zm" ); // MP40 near door
                         level thread custom_wallgun( (345, 321, -244),(0, 270, 0), "Raygun", 15000 , "ray_gun_zm" ); // Galil
                         level thread custom_wallgun( (-484, -24, -244),(0, 140, 0), "Ballistic Knife", 800 , "knife_ballistic_zm" ); // Galil
                         level thread custom_wallgun( (-1486, 864, -72),(0, 360, 0), "Dragunov", 3550 , "dragunov_zm" ); // Galil		
                         level thread custom_wallgun( (-200, 1191, 82),(0, 270, 0), "FAMAS", 1500 , "famas_zm" ); // Galil -1686, 923, 428
                         level thread custom_wallgun( (180, -1904, -72),(0, -119, 0), "AUG ACOG", 1675 , "aug_acog_zm" ); // easily accessible, but a 1-way trip to 
                     }
                     else if(level.script == "zombie_coast") //Call of The Dead
                     {
                         level thread custom_wallgun( (-707, 780, 469),(0, -180, 0), "L96A1", 2550 , "l96a1_zm" ); // Galil
                         level thread custom_wallgun( (-2536, -1380, 421),(0, 101, 0), "Commando", 1800 , "commando_zm" ); // Galil
                         level thread custom_wallgun( (-930, -962, 675),(0, 101, 0), "Scavenger", 15000 , "sniper_explosive_zm" ); // Galil
                         level thread custom_wallgun( (-383, 1904, 317),(0, 272, 0), "AUG ACOG", 1800 , "aug_acog_zm" ); // Galil
                         level thread custom_wallgun( (166, -1653, 149),(0, 287, 0), "Wunderwaffe", 35000 , "tesla_gun_zm" ); // Galil
                         level thread custom_wallgun( (-2683, 599, 82),(0, 282, 0), "Crossbow", 10000 , "crossbow_explosive_zm" ); // Galil
                         level thread custom_wallgun( (-967, 1519, 428),(0, 101, 30), "FN FAL", 1500 , "fnfal_zm" ); // Galil
                     }
                     else if(level.script == "zombie_temple") //Shangri La
                     {
                  
                     }
                     else if(level.script == "zombie_moon") //Moon
                     {
                  
                     }
                  }
                  
                  // custom wallgun
                  custom_wallgun( origin, angles, gun_name, cost, gun) 
                  {
                     gun_model = GetWeaponModel(gun);
                     ammo_cost = int(cost * .8);
                     upgraded_ammo_cost = int(cost * 2.25);
                     wallgun = spawn( "script_model", origin );
                     wallgun setModel( gun_model );
                     wallgun useweaponhidetags(gun);
                     wallgun rotateTo(angles, .1);
                     trig = spawn("trigger_radius", origin, 1, 25, 25);
                     if (level.script == "zombie_cod5_prototype" || level.script == "zombie_cod5_sumpf"){
                     //wallgun thread maps\_zombiemode_perks::perk_fx( "revive_light" );
                     trig SetCursorHint( "HINT_NOICON" );
                     trig setHintString("Hold ^3&&1^7 to Buy  "+ gun_name +" [Cost: "+ cost +"], Ammo : ["+ammo_cost+"], Upgraded Ammo : ["+upgraded_ammo_cost+"]");
                     }
                     else{
                    // wallgun thread maps\_zombiemode_perks::perk_fx( "revive_light" );
                     trig SetCursorHint( "HINT_NOICON" );
                     trig setHintString("Hold ^3&&1^7 to Buy "+ gun_name +" [Cost: "+ cost +"], Ammo : ["+ammo_cost+"], Upgraded Ammo : ["+upgraded_ammo_cost+"]"); 
                     }
                     level waittill("notifier_1");
                     trig thread gun_think(gun, gun_name, cost);
                  }
                  
                  // Custom wallgun logic
                  gun_think(gun, gun_name, cost){	
                     for(;;) {
                         self waittill( "trigger", who );
                         weapon = who GetCurrentWeapon();
                       	ammocount = who getammocount(weapon);
                       	clipcount = who getweaponammoclip(weapon);
                       	maxammo = weaponmaxammo(weapon);
                         ammo_cost = int(cost * 0.5);
                         upgraded_ammo_cost = int(cost * 5.25 * 0.5);
                         upgraded_gun = level.zombie_weapons[gun].upgrade_name;
                         has_full_ammo = (maxammo <= ammocount - clipcount);
                     	if(gun == "knife_ballistic_zm" && who hasweapon("bowie_knife_zm")) { gun = "knife_ballistic_bowie_zm"; }
                  
                         if( who UseButtonPressed() && who.score >= upgraded_ammo_cost && who hasweapon(upgraded_gun) && !has_full_ammo) {
                         while(who UseButtonPressed() )
                         wait 0.05;
                         who maps\_zombiemode_score::minus_to_player_score( upgraded_ammo_cost );
                         who givemaxammo( upgraded_gun );
                         self playSound("zmb_cha_ching");
                     	}
                     		else if ( who UseButtonPressed() && who hasWeapon(gun) && !has_full_ammo && who.score >= ammo_cost ) {
                     			while( who UseButtonPressed() )
                                 wait 0.05;
                                 who maps\_zombiemode_score::minus_to_player_score( ammo_cost );
                                 who givemaxammo( gun );
                                 self playSound("zmb_cha_ching");              
                     	}
                     		else if( who UseButtonPressed() && who.score >= cost && weapon != gun && !who hasweapon(gun)) {
                             	while( who UseButtonPressed() )
                                 wait 0.05;
                                 who maps\_zombiemode_score::minus_to_player_score( cost );
                                 who thread do_give_weapon(gun);
                                 wait 2.5;
                     	}
                             else if( who UseButtonPressed() && !( who.score >= cost ) ) {
                                 while( who UseButtonPressed() )
                                     wait 0.05;
                                 play_sound_on_ent( "no_purchase" );
                                 who maps\_zombiemode_audio::create_and_play_dialog( "general", "no_money", undefined, 1 );    
                     	} 		
                             wait 0.05;
                     } 
                  }
                  
                  // wallgun logic after purchase
                  do_give_weapon(gun){
                     primaryWeapons = self GetWeaponsListPrimaries();
                     on_hand = primaryWeapons.size;
                     wait(0.5);
                     if(on_hand == 1){
                     self GiveWeapon( gun );
                     self SwitchToWeapon( gun );
                     self playSound("zmb_cha_ching");
                     }
                     else if(on_hand == 2 && self HasPerk( "specialty_additionalprimaryweapon" )){
                     self GiveWeapon( gun );
                     self SwitchToWeapon( gun );
                     self playSound("zmb_cha_ching");
                     }
                     else {
                     inhand = self getCurrentWeapon();
                     self TakeWeapon( inhand );
                     self GiveWeapon( gun );
                     self SwitchToWeapon( gun );
                     self playSound("zmb_cha_ching");
                     }	
                  }
                  
                  
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                  • bhfffundefined bhfff referenced this topic on
                  • Agent_Timberundefined Offline
                    Agent_Timberundefined Offline
                    Agent_Timber
                    wrote on last edited by
                    #9
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