<?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] [T5] ZShare - Share with your friends!]]></title><description><![CDATA[<h1>ZShare T5</h1>
<p dir="auto"><strong>Weapon sharing for Black Ops Zombies (Plutonium T5)</strong></p>
<p dir="auto">by Xep</p>
<p dir="auto">Trade guns with a teammate, hand them points, give away a box hit or a Pack-a-Punch you<br />
don't want, and pay for a teammate's perk, spin or pack. All of it from the use button,<br />
with prompts that read like the game's own.</p>
<ul>
<li>Look at a teammate and press <strong>use</strong> to trade weapons. Ammo, the attachment and the<br />
Pack-a-Punch camo go with the gun.</li>
<li><strong>Crouch</strong> first and the same press gives them 1000 points instead.</li>
<li>Crouch and press use at the <strong>box</strong> while the weapon you paid for is up, and anyone can<br />
take it. The same at the <strong>Pack-a-Punch</strong>.</li>
<li>Crouch and press use at a <strong>perk machine</strong>, or at the box or the Pack-a-Punch while<br />
nobody is using it, and the next teammate to use it pays nothing.</li>
</ul>
<p dir="auto">This is the Black Ops port of <a href="https://github.com/Xeptix/ZShare" target="_blank" rel="noopener noreferrer nofollow ugc">ZShare</a>. Every port has the<br />
same settings, with the same names, defaults and meanings.</p>
<hr />
<h2>Download &amp; Source</h2>
<h5>Latest Version Download:</h5>
<p dir="auto"><a href="https://github.com/Xeptix/ZShareT5/releases/latest" target="_blank" rel="noopener noreferrer nofollow ugc">https://github.com/Xeptix/ZShareT5/releases/latest</a></p>
<h5>GitHub Source Code:</h5>
<p dir="auto"><a href="https://github.com/Xeptix/ZShareT5" target="_blank" rel="noopener noreferrer nofollow ugc">https://github.com/Xeptix/ZShareT5</a></p>
<hr />
<h2>Requirements</h2>
<p dir="auto">Plutonium T5 (Black Ops), zombies. No other mods or dependencies.</p>
<p dir="auto"><strong>Only the host needs this file.</strong> Every part of ZShare runs on the host and reaches<br />
everyone else as ordinary server-to-client traffic — the prompts, the swap, the box, the<br />
machines, the points, the sounds. Players joining your game install nothing.</p>
<hr />
<h2>Install</h2>
<p dir="auto">Copy the <strong><code>Plutonium</code></strong> folder from the download into:</p>
<pre><code>%localappdata%
</code></pre>
<p dir="auto">It mirrors your existing <code>%localappdata%\Plutonium</code> exactly, so Windows will ask whether<br />
to merge — say yes. The only thing it replaces is an older <code>zshare.gsc</code>.</p>
<p dir="auto">That puts the file here:</p>
<pre><code>%localappdata%\Plutonium\storage\t5\raw\scripts\sp\zshare.gsc
</code></pre>
<p dir="auto">Black Ops zombies runs on the singleplayer script tree, which is why the folder is <code>sp</code>.<br />
There is no mod packaging for this game — Plutonium's Mods menu is Black Ops II only — so<br />
the script is the whole install.</p>
<h3>Or run the installer</h3>
<p dir="auto">The download has an <strong><code>installer</code></strong> folder, one for each system:</p>
<pre><code>installer\windows\install.bat
installer/linux/install.sh
</code></pre>
<p dir="auto">Each one finds Plutonium's folder, shows you what it is about to copy, and asks once. On<br />
Linux, <code>install.sh</code> looks where Plutonium ends up under Wine or Proton — Steam's<br />
<code>compatdata</code> including a Steam Deck's, Heroic, Lutris, Bottles, plain <code>~/.wine</code>, and the<br />
Flatpak version of each. <code>install.bat -Yes</code> and <code>install.sh --yes</code> copy without asking, <code>-Uninstall</code> / <code>--uninstall</code><br />
removes what an install put there, and <code>-Find</code> / <code>--find</code> only shows what it detects. When it<br />
can't find your game, <code>-To &lt;folder&gt;</code> / <code>--to &lt;folder&gt;</code> points it there.</p>
<p dir="auto">On a Steam Deck, switch to Desktop Mode and double-click<br />
<strong><code>installer/linux/Install ZShare.desktop</code></strong>. KDE will not run a desktop entry until you<br />
allow it once: right-click it, <strong>Properties</strong> → <strong>Permissions</strong> → tick <strong>Is executable</strong>.</p>
<p dir="auto">It's optional. Dragging the <code>Plutonium</code> folder across yourself is identical.</p>
<p dir="auto">You don't need to restart the game to load a script — just end the current game and start<br />
a new one.</p>
<hr />
<h2>Usage</h2>
<p dir="auto">Every action is a prompt on screen, the same kind the game shows at a door or a wall buy.<br />
What a prompt says is what a press of <strong>use</strong> will do.</p>
<table class="table table-bordered table-striped">
<thead>
<tr>
<th>Prompt</th>
<th>When you see it</th>
<th>What the press does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Hold [use] to trade weapons</code></td>
<td>Looking at a teammate</td>
<td>Offers them the weapon in your hands</td>
</tr>
<tr>
<td><code>Hold [use] to accept the trade</code></td>
<td>Looking at a teammate who offered you a trade</td>
<td>Swaps their offered weapon for the one you're holding</td>
</tr>
<tr>
<td><code>Hold [use] to cancel the trade</code></td>
<td>Looking at the teammate you offered a trade to</td>
<td>Withdraws the offer</td>
</tr>
<tr>
<td><code>Hold [use] to give 1000 points</code></td>
<td><strong>Crouched</strong>, looking at a teammate</td>
<td>Gives them 1000 points</td>
</tr>
<tr>
<td><code>Hold [use] to thank them (100 points)</code></td>
<td><strong>Crouched</strong>, looking at someone who just did you a good turn</td>
<td>Sends them 100 of your points</td>
</tr>
<tr>
<td><code>Hold [use] to share this weapon</code></td>
<td><strong>Crouched</strong> at the box or the Pack-a-Punch, with the weapon you paid for waiting</td>
<td>Lets anyone take it</td>
</tr>
<tr>
<td><code>Hold [use] to take the shared weapon</code></td>
<td>Looking at a box or Pack-a-Punch somebody shared</td>
<td>Takes it</td>
</tr>
<tr>
<td><code>Hold [use] to buy this perk for a teammate [Cost: 2500]</code></td>
<td><strong>Crouched</strong> at a perk machine</td>
<td>Pays for the next drink from it</td>
</tr>
<tr>
<td><code>Hold [use] to buy a spin for a teammate [Cost: 950]</code></td>
<td><strong>Crouched</strong> at the box while nobody is using it</td>
<td>Pays for the next spin</td>
</tr>
<tr>
<td><code>Hold [use] to buy a Pack-a-Punch for a teammate [Cost: 5000]</code></td>
<td><strong>Crouched</strong> at the Pack-a-Punch while nobody is using it</td>
<td>Pays for the next pack</td>
</tr>
<tr>
<td><code>Hold [use] to take back your payment</code></td>
<td><strong>Crouched</strong> at a machine you paid for</td>
<td>Gives you your points back</td>
</tr>
<tr>
<td><code>Hold [use] for a Random Weapon [Cost: 0]</code></td>
<td>At a box a teammate paid for</td>
<td>Spins it for free</td>
</tr>
<tr>
<td>The machine's own prompt, at <code>[Cost: 0]</code></td>
<td>At a perk machine or Pack-a-Punch a teammate paid for</td>
<td>Uses it for free</td>
</tr>
</tbody>
</table>
<p dir="auto">Crouching is the whole modifier. Stand up and every prompt goes back to what it always was;<br />
crouch and it turns into giving. Nothing else changes about how you play.</p>
<p dir="auto">A few chat words, for when you've already walked away:</p>
<table class="table table-bordered table-striped">
<thead>
<tr>
<th>Action</th>
<th>Input</th>
</tr>
</thead>
<tbody>
<tr>
<td>Share the box hit or Pack-a-Punch you paid for</td>
<td>type <code>!share</code></td>
</tr>
<tr>
<td>Thank whoever just did you a good turn</td>
<td><strong>Crouch</strong>, look at them, press <strong>use</strong> — or type <code>!thank</code></td>
</tr>
<tr>
<td>Send any amount of points</td>
<td>type <code>!tip 500</code>, or <code>!tip &lt;name&gt; 500</code></td>
</tr>
</tbody>
</table>
<hr />
<h2>Trading</h2>
<p dir="auto">What you offer is <strong>the weapon in your hands</strong> when you press. Your teammate can see it<br />
there; nothing needs naming. What you get back is <strong>whatever they're holding</strong> when they<br />
accept — so they switch to the gun they want to give before pressing.</p>
<p dir="auto">An offer stays open for 10 seconds. It lapses on its own if you switch to your other<br />
weapon, if the two of you move more than twice the prompt range apart, or if either of<br />
you goes down. Pressing use on them again withdraws it. Offering to somebody else replaces<br />
it, and both of you are told either way.</p>
<p dir="auto">If they've offered you a trade at the same time, either one of you pressing use completes<br />
it.</p>
<p dir="auto"><strong>What travels with a gun:</strong> the clip, the reserve ammo, the grenade launcher,<br />
flamethrower or masterkey underneath and its ammo, the left-hand gun of a dual wield, the<br />
Pack-a-Punch upgrade, and the exact camo it was rolled with. It arrives as the same weapon<br />
that left.</p>
<p dir="auto"><strong>What can't be traded:</strong> grenades, the knife, placeable mines, equipment such as the<br />
hacker, the Death Machine while you have it, and the revive syrette — each has its own slot<br />
and its own rules, and the box won't take your money for one either.</p>
<p dir="auto"><strong>Same gun twice.</strong> Black Ops never lets you carry a gun and its Pack-a-Punched version<br />
together — the box and the wall both check. A trade that would leave someone holding both<br />
is refused the same way.</p>
<hr />
<h2>Sharing a box hit</h2>
<p dir="auto">You pay, the weapon rises, and for twelve seconds it's yours to take. <strong>Crouch and press<br />
use</strong> at the box and it's everyone's: the box prompt changes for the whole room, and<br />
whoever presses use takes it — you included, if nobody's quicker. The weapon stays up for<br />
the same twelve seconds it always did.</p>
<p dir="auto">This is the state the game already puts a box in after Moon's hacker re-spins it, so the<br />
box is doing nothing it doesn't do on its own.</p>
<h2>Sharing at the Pack-a-Punch</h2>
<p dir="auto">The same at the machine. Crouch and press use while your upgraded weapon is waiting, and<br />
anyone can take it. Whoever does gets it exactly as the machine would have handed it to<br />
you, and their current weapon is replaced as if they'd bought it themselves.</p>
<h2>Giving points</h2>
<p dir="auto">Crouch, look at a teammate, press use: 1000 points move from you to them, with the game's<br />
own points sound and score popup on both sides. Each press is one gift, a second apart, so<br />
three presses is 3000. You need the points to give them.</p>
<hr />
<h2>Paying for a teammate</h2>
<p dir="auto">Crouch at a perk machine, or at the box or the Pack-a-Punch while nobody is using it, and<br />
the prompt turns into an offer to pay for a teammate. Press use and you pay the machine's<br />
price. From then on the machine's prompt reads <strong><code>[Cost: 0]</code></strong>, and the next teammate to<br />
use it pays nothing — a drink from a perk machine, a spin from the box, a pack from the<br />
Pack-a-Punch. Everybody hears about it, and whoever paid is told who used it.</p>
<p dir="auto">One payment waits at a machine at a time. While yours is waiting, crouch at the machine<br />
again and the prompt offers your points back. If you don't own that perk yourself, you can<br />
stand up and drink it too.</p>
<p dir="auto">Paying at the box and at the Pack-a-Punch is the other half of sharing there. Before<br />
anybody uses the machine, a crouched press pays for the next use; while your weapon is<br />
waiting in it, the same press gives the weapon away. The two never overlap, because the<br />
machine can't be used while it spins or upgrades.</p>
<table class="table table-bordered table-striped">
<thead>
<tr>
<th>When</th>
<th>What happens</th>
</tr>
</thead>
<tbody>
<tr>
<td>A paid spin turns up the teddy bear</td>
<td>The spin cost nothing, so the game's own refund is nothing — whoever paid gets their points back instead</td>
</tr>
<tr>
<td>The box moves</td>
<td>The paid spin moves with it</td>
</tr>
<tr>
<td>A fire sale or a bonfire sale is on</td>
<td>Nobody can pay at the machine it discounts, and a payment already waiting holds until the sale ends</td>
</tr>
<tr>
<td>The teammate already holds as many perks as they're allowed</td>
<td>They're refused the way the machine refuses a purchase, and the drink stays paid for</td>
</tr>
<tr>
<td>You're playing solo</td>
<td>There's nobody to pay for, so the prompt never appears</td>
</tr>
</tbody>
</table>
<p dir="auto">Stand up and every machine works exactly as it always has.</p>
<h2>The perk limit</h2>
<p dir="auto"><code>zs_perk_limit</code> sets how many perks a player can hold. <code>0</code>, the default, is the game's own<br />
limit of four. Any other number replaces it, and <code>-1</code> removes the limit.</p>
<p dir="auto">It's one limit whether a perk is bought or paid for by a teammate. A player allowed past<br />
four buys from the same machine, at the same price, with the machine's own prompt.</p>
<hr />
<h2>Configuration</h2>
<p dir="auto">Every setting is at the top of the file under <code>zs_load_config()</code>, and each one is also a<br />
dvar of the same name. The script creates each dvar with its default on load, so you can<br />
set them straight from the console:</p>
<pre><code class="language-bash">zs_points_amount 500
</code></pre>
<p dir="auto">The config is re-read every five seconds while the game runs, and again on every press,<br />
so a change takes effect <strong>almost straight away</strong> — no map restart needed. Anything<br />
already set in your config before the map loads is left alone.</p>
<p dir="auto"><code>set zs_config_print 1</code> in the console prints every setting below with the value it is<br />
currently holding, then puts the switch back so it can be used again.</p>
<table class="table table-bordered table-striped">
<thead>
<tr>
<th>Dvar</th>
<th>Default</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>zs_debug</code></td>
<td><code>0</code></td>
<td>Print what the script decides and why, to the console and to the first player.</td>
</tr>
<tr>
<td><code>zs_trade</code></td>
<td><code>1</code></td>
<td>Trade weapons with a teammate.</td>
</tr>
<tr>
<td><code>zs_trade_offer_time</code></td>
<td><code>10</code></td>
<td>Seconds an offer stays open.</td>
</tr>
<tr>
<td><code>zs_trade_upgraded</code></td>
<td><code>1</code></td>
<td>Pack-a-Punched weapons can be traded. Off, and the prompt says so when you try.</td>
</tr>
<tr>
<td><code>zs_range</code></td>
<td><code>64</code></td>
<td>How close you have to be for the prompt to appear, in units. An offer lapses at twice this.</td>
</tr>
<tr>
<td><code>zs_points</code></td>
<td><code>1</code></td>
<td>Crouch and press use on a teammate to give them points.</td>
</tr>
<tr>
<td><code>zs_points_amount</code></td>
<td><code>1000</code></td>
<td>How many points one press gives.</td>
</tr>
<tr>
<td><code>zs_points_cooldown</code></td>
<td><code>1</code></td>
<td>Seconds between gifts from one player.</td>
</tr>
<tr>
<td><code>zs_thank</code></td>
<td><code>1</code></td>
<td>Thank whoever did you a good turn, and the <code>!tip</code> word.</td>
</tr>
<tr>
<td><code>zs_thank_amount</code></td>
<td><code>100</code></td>
<td>What one thank sends. Comes out of your own points.</td>
</tr>
<tr>
<td><code>zs_thank_time</code></td>
<td><code>30</code></td>
<td>How long a good turn stays thankable, in seconds.</td>
</tr>
<tr>
<td><code>zs_box_share</code></td>
<td><code>1</code></td>
<td>Crouch and press use at the box to share the weapon you paid for.</td>
</tr>
<tr>
<td><code>zs_pap_share</code></td>
<td><code>1</code></td>
<td>The same at the Pack-a-Punch.</td>
</tr>
<tr>
<td><code>zs_perk_pay</code></td>
<td><code>1</code></td>
<td>Crouch and press use at a perk machine to pay for a teammate's drink. Off stops new payments; one already waiting still works and can still be taken back.</td>
</tr>
<tr>
<td><code>zs_box_pay</code></td>
<td><code>1</code></td>
<td>The same at the box, for the next spin.</td>
</tr>
<tr>
<td><code>zs_pap_pay</code></td>
<td><code>1</code></td>
<td>The same at the Pack-a-Punch, for the next pack.</td>
</tr>
<tr>
<td><code>zs_perk_limit</code></td>
<td><code>0</code></td>
<td>How many perks a player can hold. <code>0</code> is the game's own limit, a number replaces it, <code>-1</code> is no limit. See <a href="#the-perk-limit">The perk limit</a>.</td>
</tr>
<tr>
<td><code>zs_show_hint</code></td>
<td><code>1</code></td>
<td>Tell players what the prompts do, once, shortly after they spawn.</td>
</tr>
<tr>
<td><code>zs_messages</code></td>
<td><code>1</code></td>
<td>The one-line messages — who traded with whom, who shared or paid for what, who gave points. Off leaves the prompts and the sounds.</td>
</tr>
<tr>
<td><code>zs_offer_sound</code></td>
<td><code>zmb_perks_packa_ready</code></td>
<td>Played to the player an offer is made to. <code>none</code> = silent.</td>
</tr>
<tr>
<td><code>zs_trade_sound</code></td>
<td><code>zmb_whoosh</code></td>
<td>Played to both players when a trade goes through. <code>none</code> = silent.</td>
</tr>
<tr>
<td><code>zs_share_sound</code></td>
<td><code>zmb_perks_packa_ready</code></td>
<td>Played to everyone else when a weapon is shared or a machine is paid for. <code>none</code> = silent.</td>
</tr>
<tr>
<td><code>zs_points_sound</code></td>
<td><code>zmb_cha_ching</code></td>
<td>Played when points are given, paid or handed back. <code>none</code> = silent.</td>
</tr>
<tr>
<td><code>zs_deny_sound</code></td>
<td><code>zmb_no_cha_ching</code></td>
<td>Played when a press can't do what the prompt said — not enough points, a weapon that can't be traded. <code>none</code> = silent.</td>
</tr>
</tbody>
</table>
<h3>Sounds</h3>
<p dir="auto">All five are stock aliases, so the script stays a single drop-in file. A custom sound<br />
would have to be installed by <strong>every player</strong> rather than just the host, so ZShare uses<br />
the game's own audio instead.</p>
<p dir="auto">The defaults are what the game itself uses them for: <code>zmb_perks_packa_ready</code> is the chime<br />
the Pack-a-Punch plays when your weapon is ready, <code>zmb_cha_ching</code> is the points sound<br />
behind every purchase, and <code>zmb_no_cha_ching</code> is its refusal. Other aliases worth trying,<br />
all played by the common zombies scripts and so present on every map:</p>
<table class="table table-bordered table-striped">
<thead>
<tr>
<th>Alias</th>
<th>What it is</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>zmb_box_poof</code></td>
<td>The magic box vanishing.</td>
</tr>
<tr>
<td><code>zmb_perks_power_on</code></td>
<td>Power switch coming on.</td>
</tr>
<tr>
<td><code>evt_perk_deny</code></td>
<td>A perk machine's buzzer.</td>
</tr>
<tr>
<td><code>deny</code></td>
<td>The Pack-a-Punch's refusal.</td>
</tr>
</tbody>
</table>
<p dir="auto">Swap one in from the console, or silence one with <code>none</code>:</p>
<pre><code class="language-bash">zs_trade_sound zmb_box_poof
</code></pre>
<hr />
<h2>How this port differs</h2>
<p dir="auto">The same features with the same settings as every other port, allowing for what Black Ops<br />
gives a script:</p>
<ul>
<li><strong>No mod packaging.</strong> Plutonium's Mods menu is Black Ops II only, so this port has no mod<br />
copy and none of the two settings that choose between the copies.</li>
<li><strong>The free box prompt is ZShare's own words.</strong> The box's own line has no price in it to<br />
set to 0, so a paid spin reads <code>Hold [use] for a Random Weapon [Cost: 0]</code>.</li>
<li><strong>A paid drink is poured from ZShare's prompt on the machine</strong>, with the machine's own<br />
words at <code>[Cost: 0]</code>. So is a drink past four when <code>zs_perk_limit</code> allows one.</li>
<li><strong>No re-packs and no Grief.</strong> Black Ops has neither, so neither has a rule here.</li>
<li><strong><code>none</code> silences a sound.</strong> An empty dvar can't be set from in game on this engine.</li>
</ul>
<hr />
<h2>How it works</h2>
<p dir="auto"><strong>The prompts on players are the game's own use triggers.</strong> Every player carries one per<br />
teammate, linked to them the way the ballistic knife's retrieval trigger links to what it<br />
lands in, so it follows them and only lights up when that teammate looks at them. Because<br />
they're real triggers, the engine decides which prompt wins when two overlap, exactly as it<br />
does for a door beside a wall buy.</p>
<p dir="auto"><strong>A weapon changes hands piece by piece.</strong> Black Ops has no helper that reads a weapon<br />
whole, so ZShare reads what the game's own last stand reads — the clip, the left-hand clip,<br />
the reserve — plus the attachment's ammo and the render options that hold the Pack-a-Punch<br />
camo, and gives the gun back with all of it.</p>
<p dir="auto"><strong>The box already knows how to be shared, and how to be free.</strong> After Moon's hacker<br />
re-spins a box, the stock code marks it <code>box_rerespun</code> and hands the weapon to whoever<br />
presses use; sharing sets that flag. After the hacker summons a box, the stock code marks it<br />
<code>auto_open</code> and <code>no_charge</code> and opens it for the next player without charging; a paid spin<br />
sets those two. Black Ops writes the box's grab into its think loop, so that loop is<br />
replaced — through Plutonium's <code>replaceFunc</code> — with a copy of itself that decides who sees<br />
the box and notices a paid spin opening.</p>
<p dir="auto"><strong>The Pack-a-Punch reads its price off its trigger on every press.</strong> A paid pack holds that<br />
price at zero until somebody uses it. The machine's loop is replaced with a copy that runs<br />
ZShare's own decisions about who sees it, and its take loop carries the share branch.</p>
<p dir="auto"><strong>A paid drink goes through the game's own drinking code.</strong> Black Ops keeps a perk's price<br />
inside the machine's loop, so a teammate drinking a paid perk uses a second prompt on the<br />
machine, with the machine's own words, and drinks it through the stock bottle, animation and<br />
perk code. The machine's visibility loop is replaced so its own prompt steps aside for<br />
exactly that player.</p>
<p dir="auto"><strong>Points go through the game's own score helpers</strong>, which draw the popups. A gift doesn't<br />
count as points you earned.</p>
<p dir="auto"><strong>Every prompt is one of a fixed handful of strings.</strong> Hint strings are configstrings, a<br />
pool that doesn't recycle, so a weapon name or a player name never goes on a prompt. Names<br />
go in the chat line, which isn't one.</p>
<hr />
<h2>Notes</h2>
<ul>
<li><strong>Prompts and other prompts.</strong> A teammate standing in front of a door or a perk machine<br />
shares the space with it; the engine shows whichever prompt you're looking at most<br />
directly, the way it always has. Step around them if you get the door.</li>
<li><strong>Crouching over a downed teammate</strong> revives them. The pay prompt steps aside for a<br />
revive, the same way the machine's own prompt does.</li>
<li><strong>Trading mid-reload or mid-throw.</strong> A trade waits a beat for a weapon switch or a<br />
grenade throw to finish, and then goes through.</li>
<li><strong>Downed players</strong> have no prompt and can't accept one. Going down lapses an open offer<br />
in either direction.</li>
<li><strong>Moon's hacker.</strong> A box the hacker has re-spun is already anyone's; sharing it again<br />
does nothing new. A box the hacker has summoned is already free, so it can't be paid for.</li>
<li><strong>Moving machines.</strong> Shi No Numa's perk machines, and the Pack-a-Punch on Five, Call of<br />
the Dead and Shangri-La, carry the pay prompt with them.</li>
<li><strong>Dead Ops Arcade</strong> is left alone.</li>
<li><strong>Custom maps</strong> get all of it: the prompts, the box and the machines read nothing but the<br />
stock script structures every Black Ops zombies map is built on.</li>
</ul>
<hr />
<h2>Ports</h2>
<table class="table table-bordered table-striped">
<thead>
<tr>
<th>Game</th>
<th>Repo</th>
</tr>
</thead>
<tbody>
<tr>
<td>Black Ops 4 (T8)</td>
<td><a href="https://github.com/Xeptix/ZShareT8" target="_blank" rel="noopener noreferrer nofollow ugc">ZShareT8</a></td>
</tr>
<tr>
<td>Black Ops III (T7)</td>
<td><a href="https://github.com/Xeptix/ZShareT7" target="_blank" rel="noopener noreferrer nofollow ugc">ZShareT7</a></td>
</tr>
<tr>
<td>Black Ops II (T6)</td>
<td><a href="https://github.com/Xeptix/ZShare" target="_blank" rel="noopener noreferrer nofollow ugc">ZShare</a></td>
</tr>
<tr>
<td>Black Ops (T5)</td>
<td>ZShareT5 — you are here</td>
</tr>
<tr>
<td>World at War (T4)</td>
<td><a href="https://github.com/Xeptix/ZShareT4" target="_blank" rel="noopener noreferrer nofollow ugc">ZShareT4</a></td>
</tr>
</tbody>
</table>
<p dir="auto">Versions are kept in step: the same version number means the same feature set, allowing<br />
for what each engine can actually do.</p>
<p dir="auto"><strong>All five in one download.</strong> The <a href="https://github.com/Xeptix/ZShare/releases/latest" target="_blank" rel="noopener noreferrer nofollow ugc">Treyarch<br />
Bundle</a> carries every game ZShare runs<br />
on, laid out as each drops in — the <code>Plutonium</code> tree for this game and the other two, Black<br />
Ops III's folders, Black Ops 4's mod folder — with one installer that asks which of them to<br />
install.</p>
<hr />
<h2>Credits</h2>
<ul>
<li><strong>Xep</strong> — author</li>
<li><strong>Treyarch</strong> — <code>_zombiemode_weapons.gsc</code>, <code>_zombiemode_perks.gsc</code>, <code>_zombiemode_score.gsc</code>: everything this stands on</li>
<li><strong><a href="https://github.com/plutoniummod/t5-scripts" target="_blank" rel="noopener noreferrer nofollow ugc">plutoniummod/t5-scripts</a></strong> — stock T5 script reference</li>
</ul>
<hr />
]]></description><link>https://forum.plutonium.pw/topic/46578/release-t5-zshare-share-with-your-friends</link><generator>RSS for Node</generator><lastBuildDate>Sat, 03 Oct 2026 04:19:12 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/46578.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 16 Sep 2026 22:52:18 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to [Release] [T5] ZShare - Share with your friends! on Thu, 17 Sep 2026 23:52:47 GMT]]></title><description><![CDATA[<p dir="auto">Would love to try this but it consistently freezes my game over and over again</p>
]]></description><link>https://forum.plutonium.pw/post/179150</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179150</guid><dc:creator><![CDATA[God's Child]]></dc:creator><pubDate>Thu, 17 Sep 2026 23:52:47 GMT</pubDate></item><item><title><![CDATA[Reply to [Release] [T5] ZShare - Share with your friends! on Thu, 17 Sep 2026 06:40:10 GMT]]></title><description><![CDATA[<p dir="auto">Peak<img src="https://forum.plutonium.pw/assets/plugins/nodebb-plugin-emoji/emoji/android/1f64c.png?v=917ad6727af" class="not-responsive emoji emoji-android emoji--raised_hands" style="height:23px;width:auto;vertical-align:middle" title="🙌" alt="🙌" /><br />
But i would say instead of using crouching alot maybe knifing might be better?</p>
]]></description><link>https://forum.plutonium.pw/post/179113</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179113</guid><dc:creator><![CDATA[GhostRider01250]]></dc:creator><pubDate>Thu, 17 Sep 2026 06:40:10 GMT</pubDate></item></channel></rss>