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  3. [Release] Mob of the Dead Mod: "A cat has 9 lives"

[Release] Mob of the Dead Mod: "A cat has 9 lives"

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  • Vulture Aidundefined Vulture Aid

    Ox_ said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

    homura said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

    Ox_ what are CSC files?

    GSC is server side, CSC is client side.
    Same syntax in both.

    Where can you access them?

    JezuzLizardundefined Offline
    JezuzLizardundefined Offline
    JezuzLizard
    Plutonium Staff
    wrote on last edited by
    #13

    Vulture Aid Download the fastfile explorer from my google drive link:
    https://drive.google.com/drive/folders/1Nwv3uGFwpopIMMXDVcZdG0iq2vQAVHc-

    Then when you have it select a fast file to extract then use this decompiler to decompile the .cscs
    https://github.com/Scobalula/Cerberus-Repo

    Drag and drop a .csc or .gsc onto the Cerberus.CLI.exe and it will produce a decompiled output.

    Vulture Aidundefined 1 Reply Last reply
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    • JezuzLizardundefined JezuzLizard

      Vulture Aid Download the fastfile explorer from my google drive link:
      https://drive.google.com/drive/folders/1Nwv3uGFwpopIMMXDVcZdG0iq2vQAVHc-

      Then when you have it select a fast file to extract then use this decompiler to decompile the .cscs
      https://github.com/Scobalula/Cerberus-Repo

      Drag and drop a .csc or .gsc onto the Cerberus.CLI.exe and it will produce a decompiled output.

      Vulture Aidundefined Offline
      Vulture Aidundefined Offline
      Vulture Aid
      Contributor
      wrote on last edited by
      #14

      JezuzLizard I don't have a fast file I could decompile with, I don't even have the csc files to begin with

      JezuzLizardundefined 1 Reply Last reply
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      • Vulture Aidundefined Vulture Aid

        JezuzLizard I don't have a fast file I could decompile with, I don't even have the csc files to begin with

        JezuzLizardundefined Offline
        JezuzLizardundefined Offline
        JezuzLizard
        Plutonium Staff
        wrote on last edited by
        #15

        Vulture Aid Sorry if I wasn't clear enough the fastfiles are in your plutonium directory/zone/all. When you launch up the fast file explorer navigate there and select any of the ones with patch in their name. Then when it loads it up right click on any of the files inside and select export all. Select a directory thats empty and thats where the .gscs and .cscs will be as well as some other files.

        Vulture Aidundefined 2 Replies Last reply
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        • JezuzLizardundefined JezuzLizard

          Vulture Aid Sorry if I wasn't clear enough the fastfiles are in your plutonium directory/zone/all. When you launch up the fast file explorer navigate there and select any of the ones with patch in their name. Then when it loads it up right click on any of the files inside and select export all. Select a directory thats empty and thats where the .gscs and .cscs will be as well as some other files.

          Vulture Aidundefined Offline
          Vulture Aidundefined Offline
          Vulture Aid
          Contributor
          wrote on last edited by
          #16

          JezuzLizard Thank you

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          • JezuzLizardundefined JezuzLizard

            Vulture Aid Sorry if I wasn't clear enough the fastfiles are in your plutonium directory/zone/all. When you launch up the fast file explorer navigate there and select any of the ones with patch in their name. Then when it loads it up right click on any of the files inside and select export all. Select a directory thats empty and thats where the .gscs and .cscs will be as well as some other files.

            Vulture Aidundefined Offline
            Vulture Aidundefined Offline
            Vulture Aid
            Contributor
            wrote on last edited by
            #17

            JezuzLizard One more thing, is there a way to decompile without using BO3 gsc? The syntax is different from BO2's gsc

            JezuzLizardundefined 1 Reply Last reply
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            • Vulture Aidundefined Vulture Aid

              JezuzLizard One more thing, is there a way to decompile without using BO3 gsc? The syntax is different from BO2's gsc

              JezuzLizardundefined Offline
              JezuzLizardundefined Offline
              JezuzLizard
              Plutonium Staff
              wrote on last edited by
              #18

              Vulture Aid The cerberus decompiler was made for bo3 purposes so you'll have to change the output to bo2 syntax. The cerberus decompiler is pretty good though since it can detect for loops and foreachs unlike the the dumps most people use.

              Vulture Aidundefined 1 Reply Last reply
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              • JezuzLizardundefined JezuzLizard

                Vulture Aid The cerberus decompiler was made for bo3 purposes so you'll have to change the output to bo2 syntax. The cerberus decompiler is pretty good though since it can detect for loops and foreachs unlike the the dumps most people use.

                Vulture Aidundefined Offline
                Vulture Aidundefined Offline
                Vulture Aid
                Contributor
                wrote on last edited by
                #19

                JezuzLizard How can I change the output? Do I have to change the csc file manually to bo2's scripting?

                JezuzLizardundefined 1 Reply Last reply
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                • Vulture Aidundefined Vulture Aid

                  JezuzLizard How can I change the output? Do I have to change the csc file manually to bo2's scripting?

                  JezuzLizardundefined Offline
                  JezuzLizardundefined Offline
                  JezuzLizard
                  Plutonium Staff
                  wrote on last edited by
                  #20

                  Vulture Aid I'm not sure the Cerberus Decompiler will decompile in any other way. What I meant was you would have to go thru each function by hand and fix the errors in it. Though remember even though we have access to .cscs I don't believe plutonium supports modding them since modding is only serverside right now. .cscs can give a good idea as to what the limit of .gsc only modding can do before you run into exe_client_field_mismatch error.

                  1 Reply Last reply
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                  • rtyhtsundefined Offline
                    rtyhtsundefined Offline
                    rtyhts
                    wrote on last edited by
                    #21

                    i followed the instructions but i have always 3 afterlife in co-op server.
                    Please help me, can you explain me how to set it to a differnt value?
                    Tank you.

                    Vulture Aidundefined 1 Reply Last reply
                    0
                    • rtyhtsundefined rtyhts

                      i followed the instructions but i have always 3 afterlife in co-op server.
                      Please help me, can you explain me how to set it to a differnt value?
                      Tank you.

                      Vulture Aidundefined Offline
                      Vulture Aidundefined Offline
                      Vulture Aid
                      Contributor
                      wrote on last edited by
                      #22

                      rtyhts if by "co-op server" you mean custom games, then no I will not help you

                      This mod was made for dedicated servers only

                      rtyhtsundefined 1 Reply Last reply
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                      • Vulture Aidundefined Vulture Aid

                        rtyhts if by "co-op server" you mean custom games, then no I will not help you

                        This mod was made for dedicated servers only

                        rtyhtsundefined Offline
                        rtyhtsundefined Offline
                        rtyhts
                        wrote on last edited by rtyhts
                        #23
                        This post is deleted!
                        1 Reply Last reply
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                        • Vulture Aidundefined Vulture Aid

                          Hey y'all, this is my first ever mod made in gsc, created by me and staff member @homura.

                          Essentially, what this mod does is increase your lives cap up to 9, a reference to the custom game loading screen of MOTD. It took me many days to code this in as not only was it my first time in gsc, but I also ran into many bugs with the hud, which I wasn't aware of and thought my code didn't work at all

                          PLEASE READ
                          To whom it may concern: I am deeply sorry I couldn't get the hud to display the current lives, me and Homura have tried for many days to fix this issue, but unfortunately, we couldn't. So bare with us as you'll have to rely on the status display to know how many lives you have, the cause of this error is in line 61 74 (self setclientfieldtoplayer( "player_lives", self.lives ); MY BAD Y'ALL), it would seem to be that it only displays base 4 numbers. If anyone has a fix, leave a comment on the forum post or message me directly if you know a fix. GLHF!!!!!

                          Instructions
                          Assuming you've already read Drgn's "Loading Custom GSC Scripts" and XERXES's "PlutoT6 server setup guide"...

                          -Simply compile the .gsc file below the following in the GSC Example Toolkit with the compiler.exe,

                          -Rename the newly compiled file to _clientids.gsc,

                          -Place it in <Pluto>/t6r/data/maps/mp/gametypes_zm/ and replace it with the existing clientids,

                          -Start up your dedicated server, launch the game, connect to your server and enjoy!

                          Download: https://www.mediafire.com/file/pt14ma5s03xu5n2/9_lives_1.0.gsc/file

                          MichaelCHundefined Offline
                          MichaelCHundefined Offline
                          MichaelCH
                          wrote on last edited by
                          #24

                          Vulture Aid DO ANYONE KNOW HOW to install more than one mod?

                          1 Reply Last reply
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                          • Vulture Aidundefined Vulture Aid

                            Hey y'all, this is my first ever mod made in gsc, created by me and staff member @homura.

                            Essentially, what this mod does is increase your lives cap up to 9, a reference to the custom game loading screen of MOTD. It took me many days to code this in as not only was it my first time in gsc, but I also ran into many bugs with the hud, which I wasn't aware of and thought my code didn't work at all

                            PLEASE READ
                            To whom it may concern: I am deeply sorry I couldn't get the hud to display the current lives, me and Homura have tried for many days to fix this issue, but unfortunately, we couldn't. So bare with us as you'll have to rely on the status display to know how many lives you have, the cause of this error is in line 61 74 (self setclientfieldtoplayer( "player_lives", self.lives ); MY BAD Y'ALL), it would seem to be that it only displays base 4 numbers. If anyone has a fix, leave a comment on the forum post or message me directly if you know a fix. GLHF!!!!!

                            Instructions
                            Assuming you've already read Drgn's "Loading Custom GSC Scripts" and XERXES's "PlutoT6 server setup guide"...

                            -Simply compile the .gsc file below the following in the GSC Example Toolkit with the compiler.exe,

                            -Rename the newly compiled file to _clientids.gsc,

                            -Place it in <Pluto>/t6r/data/maps/mp/gametypes_zm/ and replace it with the existing clientids,

                            -Start up your dedicated server, launch the game, connect to your server and enjoy!

                            Download: https://www.mediafire.com/file/pt14ma5s03xu5n2/9_lives_1.0.gsc/file

                            Transgender_undefined Offline
                            Transgender_undefined Offline
                            Transgender_
                            wrote on last edited by
                            #25

                            Vulture Aid pog

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                            • Ox_undefined Ox_

                              Vulture Aid said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

                              PLEASE READ
                              To whom it may concern: I am deeply sorry I couldn't get the hud to display the current lives, me and Homura have tried for many days to fix this issue, but unfortunately, we couldn't. So bare with us as you'll have to rely on the status display to know how many lives you have, the cause of this error is in line 61, it would seem to be that it only displays base 4 numbers. If anyone has a fix, leave a comment on the forum post or message me directly if you know a fix. GLHF!!!!!

                              The player_lives clientfield is only allocated two bits, since that's all you're supposed to need.
                              You can only fit numbers 0 though 3 into those two bits.

                              To get past this, you'll need to patch maps\mp\zombies\_zm_afterlife.gsc.
                              This line specifically in init():

                              registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                              
                              AlexyGalaxyundefined Offline
                              AlexyGalaxyundefined Offline
                              AlexyGalaxy
                              wrote on last edited by AlexyGalaxy
                              #26

                              Ox_ Vulture Aid I did everything above but still got an error.

                              I edited self setclientfieldtoplayer( "player_lives", self.lives );

                              I edited _zm_afterlife: registerclientfield("toplayer", "player_lives", 9000, 4, "int");

                              Error:
                              Attempt to register ClientField player_lives failed. Client Filed set "toplayer" either already contains a filed called player_lives, or a hash collision has occurred.

                              Where should I be keeping the zm_afterlife.gsc file?
                              Currently it is in AppData\Local\Plutonium\storage\t6\scripts\zm\zm_prison

                              JezuzLizardundefined 1 Reply Last reply
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                              • AlexyGalaxyundefined AlexyGalaxy

                                Ox_ Vulture Aid I did everything above but still got an error.

                                I edited self setclientfieldtoplayer( "player_lives", self.lives );

                                I edited _zm_afterlife: registerclientfield("toplayer", "player_lives", 9000, 4, "int");

                                Error:
                                Attempt to register ClientField player_lives failed. Client Filed set "toplayer" either already contains a filed called player_lives, or a hash collision has occurred.

                                Where should I be keeping the zm_afterlife.gsc file?
                                Currently it is in AppData\Local\Plutonium\storage\t6\scripts\zm\zm_prison

                                JezuzLizardundefined Offline
                                JezuzLizardundefined Offline
                                JezuzLizard
                                Plutonium Staff
                                wrote on last edited by
                                #27

                                AlexyGalaxy If you want to override a GSC the correct path is storage\t6\maps and just match the sub directory.
                                Like the post says the clientfield is only for the hud and it's limited to 4. You would use .lives on the player to properly set the lives.

                                AlexyGalaxyundefined 1 Reply Last reply
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                                • JezuzLizardundefined JezuzLizard

                                  AlexyGalaxy If you want to override a GSC the correct path is storage\t6\maps and just match the sub directory.
                                  Like the post says the clientfield is only for the hud and it's limited to 4. You would use .lives on the player to properly set the lives.

                                  AlexyGalaxyundefined Offline
                                  AlexyGalaxyundefined Offline
                                  AlexyGalaxy
                                  wrote on last edited by
                                  #28

                                  JezuzLizard I put the compiled _zm_afterlife file into the correct path the error is gone. However I still cannot see more than 3 afterlifes.

                                  What did you mean by "You would use .lives on the player to properly set the lives" and which file "9 lives 1" or "_zm_afterlife"?

                                  JezuzLizardundefined 1 Reply Last reply
                                  0
                                  • AlexyGalaxyundefined AlexyGalaxy

                                    JezuzLizard I put the compiled _zm_afterlife file into the correct path the error is gone. However I still cannot see more than 3 afterlifes.

                                    What did you mean by "You would use .lives on the player to properly set the lives" and which file "9 lives 1" or "_zm_afterlife"?

                                    JezuzLizardundefined Offline
                                    JezuzLizardundefined Offline
                                    JezuzLizard
                                    Plutonium Staff
                                    wrote on last edited by
                                    #29

                                    AlexyGalaxy Why are you modifying _zm_afterlife.gsc? The post doesn't modify this script at all.

                                    1 Reply Last reply
                                    0
                                    • Ox_undefined Ox_

                                      Vulture Aid said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

                                      PLEASE READ
                                      To whom it may concern: I am deeply sorry I couldn't get the hud to display the current lives, me and Homura have tried for many days to fix this issue, but unfortunately, we couldn't. So bare with us as you'll have to rely on the status display to know how many lives you have, the cause of this error is in line 61, it would seem to be that it only displays base 4 numbers. If anyone has a fix, leave a comment on the forum post or message me directly if you know a fix. GLHF!!!!!

                                      The player_lives clientfield is only allocated two bits, since that's all you're supposed to need.
                                      You can only fit numbers 0 though 3 into those two bits.

                                      To get past this, you'll need to patch maps\mp\zombies\_zm_afterlife.gsc.
                                      This line specifically in init():

                                      registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                                      
                                      AlexyGalaxyundefined Offline
                                      AlexyGalaxyundefined Offline
                                      AlexyGalaxy
                                      wrote on last edited by AlexyGalaxy
                                      #30

                                      Ox_ said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

                                      The player_lives clientfield is only allocated two bits, since that's all you're supposed to need.
                                      You can only fit numbers 0 though 3 into those two bits.

                                      To get past this, you'll need to patch maps\mp\zombies\_zm_afterlife.gsc.
                                      This line specifically in init():

                                      registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                                      

                                      JezuzLizard This is what I am following. I am trying to get afterlife to display two digets or a number larger than 3.

                                      JezuzLizardundefined 1 Reply Last reply
                                      0
                                      • AlexyGalaxyundefined AlexyGalaxy

                                        Ox_ said in [Release] Mob of the Dead Mod: "A cat has 9 lives":

                                        The player_lives clientfield is only allocated two bits, since that's all you're supposed to need.
                                        You can only fit numbers 0 though 3 into those two bits.

                                        To get past this, you'll need to patch maps\mp\zombies\_zm_afterlife.gsc.
                                        This line specifically in init():

                                        registerclientfield("toplayer", "player_lives", 9000, 4, "int"); //patched to allocate 4 bits
                                        

                                        JezuzLizard This is what I am following. I am trying to get afterlife to display two digets or a number larger than 3.

                                        JezuzLizardundefined Offline
                                        JezuzLizardundefined Offline
                                        JezuzLizard
                                        Plutonium Staff
                                        wrote on last edited by
                                        #31

                                        AlexyGalaxy You can try but I don't think this is currently possible. Clientfields need to be synced exactly between client and server. If you want to register a clientfield you also need to register it clientside in CSC. But CSC is not currently supported for loading so it wouldn't be possible to sync the clientfields with new values.

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                                        • techboy04gamingundefined Offline
                                          techboy04gamingundefined Offline
                                          techboy04gaming
                                          wrote on last edited by
                                          #32

                                          This script may be a little outdated so I decided to update it myself 🙂
                                          Actually nothing is changed besides a proper HUD to show the lives... thats overlapped on the Afterlife logo ingame. So it aint perfect but aye, it shows the HUD and it works with the modern way Pluto uses scripts 🙂
                                          https://github.com/techboy04/9Lives-PlutoniumT6

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