[RELEASE] [ZM] Black Ops 2 Custom Perks
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It's interfering with Sniper Points Persistent Upgrade, will cause all shots to count as a miss
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use the perk icons instead of random assets
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use the perk icons instead of random assets
cookie no scope I'm planning to do that for the perks that already exist within the game to have their own perk shaders and perk machines, as in a mod built on this script. when it's done I'll probably publish it here on the forum
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Hey, do you know why the game goes back to menu with an error on tranzit and origins?
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BO2 Zombies Custom Perk Machines
This is my first GSC script I made a while back. I don't plan on updating this but I thought I'd just upload it here
You can view the source code and download it at the GitHub Repository
This script adds custom perks that can be bought from perk machines placed throughout the maps.
Features
- Adds Perk-A-Colas with custom perks to all the zombies maps except Die Rise and MOTD. You can still get the perks through the test function which will give you all the perks.
- If you wish to change the position of a perk machine I have detailed how you may do so below.
- This script also allows you to gain points by going prone next to any perk machine, both custom perk and default perk machines. You gain 50 points.
- Also adds PaP to Farm survival.
Instructions to download
- Download the GSC file in the src folder - Link
- Place the GSC file in
%localappdata%\Plutonium\storage\t6\scripts\zm
- Done!
Note: If you want the option to test all the perks, then go to line 178 and uncomment the line
//self thread test_perks()
--->self thread test_perks()
Custom Perks Available
- PhD Flopper - immunity to fall damage and explosions and create an explosion that kills zombies upon diving to prone
- Widow's Wine - deals damage to zombies that attack you and slows them down
- Thunder Wall - launches nearby enemies into the air upon being attacked by 5 or more zombies
- Dying Wish - gives a second chance if you die
- Electric Cherry - generates an electric shockwave upon reload
- Ammo Regen - slowly regenerates ammunition of all weapons
- Executioner's Edge- gives melee attacks a one hit kill at any round
- Burn Heart - ignore lava damage
- Downer's Delight - longer bleed out time and use last weapon held in last stand
- Victorious Turtle - allows riot shield to block from all directions
- Mule (on maps that don't have it) - additional primary weapon
- Bloodthirst - Gain health when killing zombies and can reach a max of 320 health
- Rampage - This Perk gives insta-kills for 30 seconds upon killing a zombie (cooldown of 5 mins)
- Guarding Strike - This perk grants invulnerability upon killing a zombie (cooldown of 5 minutes)
- Headshot Mayhem - Extra damage and points for headshots. 5% chance for a headshot kill to explode and kill surrounding zombies
Pictures of the Perk-A-Colas
The models may change, but the position should stay the same.
TranZit
Buried
Town
Farm
Nuketown
No pictures available
Origins
No pictures available
How to modify perk machine position
If you wish to change the position of the perk machines or add new ones, add this line to your OnPlayerSpawned function:
self thread doGetposition();
and add these two functions to the code:
doGetposition() { self endon ("disconnect"); self endon ("death"); print_pos = 1; if (print_pos==1) { for(;;) { self.corrected_angles = corrected_angles(self.angles); self iPrintln("Angles: "+self.corrected_angles+"\nPosition: "+self.origin); wait 0.5; } } } corrected_angles(angles) { angles = angles + (0, 90, 0); if (angles[1] < 0) { angles = angles + (0, 360, 0); } return angles; }
With this you can get the position and angles required to spawn a perk machine in the correct place. The next step is to edit the lines of code that look like this that can be found under the init_custom_map() function:
perk_system( "script_model", (847, -1037, 120), "zombie_vending_revive_on", ( 0, 326, 0 ), "custom", "mus_perks_sleight_sting", "Downer's Delight", 3000, "revive_light", "Downers_Delight","zombie_perk_bottle_revive" );
perk_system( script, pos, model, angles, type, sound, name, cost, fx, perk, bottle)
(847, -1037, 1200) / pos
- the position( 0, 326, 0) / angle
- the angle, you will likely only need to change the middle value.The position and angles can be found using the code above.
Other parameters:
"zombie_vending_revive_on / model"
- the model to be used (only models that exist in the map can be used, use this model list to help)"Downer's Delight" / name
- the name that appears in the hint when you approach the perk machine"Downers_Delight" / perk
- the actual perk, the names of which can be found under the drawshader_and_shadermove() function"zombie_perk_bottle_revive / bottle"
- the perk bottle, the bottles names can be found hereCredits
whydoesanyonecare. I took the base code for the perk systems from dog town plutonium
Viren_7 you bro your script is awsome but why it removed original tombstone from tranzit?
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Hello, I don't know if it only happened to me, but when using this script, in Mob Of The Dead, leaving the afterlife mode the loadout loads but the perks doesn't load (so you lost all the perks), I modified the script, deleting the functions that modify the afterlife system, so that it does not overload the plutonium stock afterlife system.
// Deleted the unnecessary include #include maps\mp\zombies\_zm_afterlife; // Deleted this functions custom_afterlife_save_loadout() // Line 1501 custom_afterlife_save_perks() // Line 1573 custom_afterlife_give_loadout() // Line 1595 // Deleted this two lines from init // Line 140 level.afterlife_save_loadout = ::custom_afterlife_save_loadout; // Line 141 level.afterlife_give_loadout = ::custom_afterlife_give_loadout;
I sent a pull request to the project repository so you can review the changes I made to solve this problem.
ps: I appreciate you taking the time to create this script, it's great.
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I'm trying to add the perks to bus depot survival and while the machine spawns and I can buy it the drinking animation doesn't play so I don't receive the perk. any idea what line of code I could be missing to make it work?
Edit: FI anybody cares I found that using this mod https://forum.plutonium.pw/topic/38256/release-zm-mod-zm_perks-adding-all-perks-to-maps at the same time makes the perks work on bus depot. If anybody knows how to edit the perks lmk I am trying to make ammo regen only regen ammo. I deleted everything in the script related to grenade regen but they are still regenerating.
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please fix the bug on mob of the dead. When I enter the afterlife, all my perks are gone. And so on all maps everything is fine
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please fix the bug on mob of the dead. When I enter the afterlife, all my perks are gone. And so on all maps everything is fine
Extreme_Mason This mod doesn't work on motd and it is recommended to remove it when playing the map. Along side afterlife breaking the perks you also can't zap zombies while in afterlife. The mod maker has already said it will most likely never be fixed.
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Extreme_Mason This mod doesn't work on motd and it is recommended to remove it when playing the map. Along side afterlife breaking the perks you also can't zap zombies while in afterlife. The mod maker has already said it will most likely never be fixed.
Vitrolic Wither well this is very sad
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undefined Astroolean referenced this topic