<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[[Release] Shield Hud BO2 Zombies]]></title><description><![CDATA[<p dir="auto">Hi There! This is my first time creating and sharing a script mod!</p>
<p dir="auto">This mod is an update to the <strong>existing</strong> file obtained from<br />
<a class="plugin-mentions-user plugin-mentions-a" href="/user/tomasfreeman15" aria-label="Profile: TomasFreeman15"><bdi>TomasFreeman15</bdi></a> post, and the original mod is from <a class="plugin-mentions-user plugin-mentions-a" href="/user/teh_bandit" aria-label="Profile: teh_bandit"><bdi>teh_bandit</bdi></a>.</p>
<p dir="auto">I don't know how to compile scripts, so I'm sharing the raw uncompiled text—but it works anyway!.</p>
<p dir="auto">Description:</p>
<ul>
<li>
<ol>
<li>Shield Health: I ran some tests and I noticed the shield's health in TranZit is higher than in later maps (MOTD and Origins); the shield's health in TranZit keeps at 2250, whereas in the other maps it is 1500.</li>
</ol>
</li>
<li>
<ol start="2">
<li>Shield Meter Value: In the original script, a fixed numerical value was displayed (which also adjusts automatically based on the map, as I mentioned earlier); I thought it would be more "better" to scale the shield health from 0 to 100 and have the color change (Green, Yellow, and Red) depending on the shield's damage recieved.</li>
</ol>
</li>
<li>
<ol start="3">
<li>Label: It seems to me that TranZit lacks a native shader specifically for the shield UI—which is why an icon couldn't be used there—so I opted to replace it and use the static "Shield" label instead.</li>
</ol>
</li>
</ul>
<p dir="auto">And that’s it! I hope you find this useful. I decided to place this label on the right side of the screen so it wouldn't interfere with other mods that also display on-screen information.</p>
<p dir="auto">Location you need to put the Script for it to work:</p>
<pre><code>AppData\Local\Plutonium\storage\t6\scripts\zm\shield meter-uncompiled.gsc
</code></pre>
<p dir="auto"><strong>SCRIPT</strong>:</p>
<pre><code>#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\gametypes_zm\_hud_util;

init()
{
	level thread onPlayerConnect();
}

onPlayerConnect()
{
	for(;;)
	{
		level waittill("connected", player);
		player iprintln("^1Shield Meter Loaded");
		player thread onPlayerSpawned();
	}
}

onPlayerSpawned()
{
	level endon("end_game");
	self endon("disconnect");
	for(;;)
	{
		self waittill("spawned_player");
		self thread shield_hud();
	}
}

shield_hud()
{
	self endon("disconnect");
	flag_wait("initial_blackscreen_passed");

	shield_label = newClientHudElem(self);
	shield_label.alignx = "right";
	shield_label.aligny = "bottom";
	shield_label.horzalign = "user_right";
	shield_label.vertalign = "user_bottom";

	shield_label.x = -75;
	shield_label.y = -225;

	shield_label.hidewheninmenu = 1;
	shield_label.fontscale = 1.7;
	shield_label.alpha = 0;
	shield_label settext("Shield: "); 

	shield_text = newClientHudElem(self);
	shield_text.alignx = "right";
	shield_text.aligny = "bottom";
	shield_text.horzalign = "user_right";
	shield_text.vertalign = "user_bottom";
	
	shield_text.x = -55; 
	shield_text.y = -225; 
	
	shield_text.hidewheninmenu = 1;
	shield_text.fontscale = 1.7; 
	shield_text.alpha = 0;
	
	max_health = 1500;
	map = getdvar("mapname");
	
	if(map == "zm_transit") { max_health = 2250; }

	for(;;)
	{
		if (self hasweapon("riotshield_zm") || self hasweapon("alcatraz_shield_zm") || self hasweapon("tomb_shield_zm") )
		{
			shield_label.alpha = 1;
			shield_text.alpha = 1;
		}
		else
		{
			shield_label.alpha = 0;
			shield_text.alpha = 0;
		}
		
		if (!isdefined(self.shielddamagetaken)) 
		{
			self.shielddamagetaken = 0;
		}

		pct = int( ((max_health - self.shielddamagetaken) / max_health) * 100 );
		
		if (pct &lt; 0)
		{
			shield_text setvalue(0);
		}
		else
		{
			shield_text setvalue(pct);
		}
		
		if (pct &gt; 66) { shield_text.color = (0.2, 1, 0.2); } 
		else if (pct &gt; 33) { shield_text.color = (1, 1, 0.2); } 
		else { shield_text.color = (1, 0.2, 0.2); } 
		
		wait 0.05;
		
		if(self.shielddamagetaken &gt;= max_health)
		{
			shield_text.alpha = 0;
			shield_label.alpha = 0;
		}
	}
}
</code></pre>
<p dir="auto"><strong>SCREENSHOTS</strong>:<img src="/assets/uploads/files/1789417184293-captura-de-pantalla-2026-09-14-131723.png" alt="Captura de pantalla 2026-09-14 131723.png" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1789417184508-captura-de-pantalla-2026-09-14-131738.png" alt="Captura de pantalla 2026-09-14 131738.png" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1789417184684-captura-de-pantalla-2026-09-14-132444.png" alt="Captura de pantalla 2026-09-14 132444.png" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1789417184831-captura-de-pantalla-2026-09-14-133743.png" alt="Captura de pantalla 2026-09-14 133743.png" class=" img-fluid img-markdown" /></p>
]]></description><link>https://forum.plutonium.pw/topic/46553/release-shield-hud-bo2-zombies</link><generator>RSS for Node</generator><lastBuildDate>Fri, 18 Sep 2026 07:29:30 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/46553.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 14 Sep 2026 20:21:21 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to [Release] Shield Hud BO2 Zombies on Thu, 17 Sep 2026 06:27:19 GMT]]></title><description><![CDATA[<p dir="auto">Thats nice dude do you think you could make like bo3 that it shows you your shield health in the hud icon itself <img src="https://forum.plutonium.pw/assets/plugins/nodebb-plugin-emoji/emoji/android/1f643.png?v=917ad6727af" class="not-responsive emoji emoji-android emoji--upside_down_face" style="height:23px;width:auto;vertical-align:middle" title="🙃" alt="🙃" /></p>
]]></description><link>https://forum.plutonium.pw/post/179109</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179109</guid><dc:creator><![CDATA[GhostRider01250]]></dc:creator><pubDate>Thu, 17 Sep 2026 06:27:19 GMT</pubDate></item><item><title><![CDATA[Reply to [Release] Shield Hud BO2 Zombies on Tue, 15 Sep 2026 19:53:09 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/skystar300" aria-label="Profile: SkyStar300"><bdi>SkyStar300</bdi></a> Of course. Just to clarify, the zombie counter and health mod isn't mine, i forgot to disable it when taking the screenshots.<br />
But yes, I can place the shield value and the label at the bottom center of the screen.</p>
]]></description><link>https://forum.plutonium.pw/post/179063</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179063</guid><dc:creator><![CDATA[Just_Lettu]]></dc:creator><pubDate>Tue, 15 Sep 2026 19:53:09 GMT</pubDate></item><item><title><![CDATA[Reply to [Release] Shield Hud BO2 Zombies on Mon, 14 Sep 2026 20:38:56 GMT]]></title><description><![CDATA[<p dir="auto">I love it—it's simple and effective. Do you think it would be possible to place the shield health meter next to the other stats? In the middle, in an order "zombies/shield/health," so that if the shield breaks, the layout doesn't look asymmetrical.</p>
]]></description><link>https://forum.plutonium.pw/post/179020</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179020</guid><dc:creator><![CDATA[SkyStar300]]></dc:creator><pubDate>Mon, 14 Sep 2026 20:38:56 GMT</pubDate></item></channel></rss>