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  3. [Release] [GSC] Zombies Custom Powerup | Unlimited Ammo

[Release] [GSC] Zombies Custom Powerup | Unlimited Ammo

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  • GroverFoxundefined Offline
    GroverFoxundefined Offline
    GroverFox
    wrote on last edited by
    #29

    Really like this and hope someday to learn how to do it.

    Ox_undefined 1 Reply Last reply
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    • Ox_undefined Offline
      Ox_undefined Offline
      Ox_
      replied to GroverFox on last edited by
      #30

      GroverFox said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

      Really like this and hope someday to learn how to do it.

      If you're just looking to use it, there's a download the precompiled .gsc you can use.
      How you use this .gsc depends a bit. If you're looking to use it on a Plutionum server, they have a tutorial stickied in here.
      If not on a Plutonium server, you can Google for a tutorial on how to inject it to Steam/Redacted.

      1 Reply Last reply
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      • GroverFoxundefined Offline
        GroverFoxundefined Offline
        GroverFox
        wrote on last edited by
        #31

        No, I'm taking about the coding part 🙂

        Ox_undefined 1 Reply Last reply
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        • Ox_undefined Offline
          Ox_undefined Offline
          Ox_
          replied to GroverFox on last edited by
          #32

          GroverFox said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

          No, I'm taking about the coding part 🙂

          I see.
          Well good luck with with the learning 🙂

          1 Reply Last reply
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          • Optimus Xundefined Offline
            Optimus Xundefined Offline
            Optimus X Contributor
            replied to Ox_ on last edited by
            #33
            This post is deleted!
            Ox_undefined 1 Reply Last reply
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            • Ox_undefined Offline
              Ox_undefined Offline
              Ox_
              replied to Optimus X on last edited by
              #34

              @colorz808 said in [Release] [GSC] Zombies Custom Powerup | Unlimited Ammo:

              Ox_ Are you going to make more custom power ups? I would like to see a perk bottle powerup that gives a perk to all players that leads to gaining all 7 perks on any map or perhaps a pack o punch powerup to upgrade your gun for maps like bus depo or farm that don't have a pack o punch machine. I've used your Unlimited Ammo Powerup and I enjoy it alot when I host my server. Great Work

              Guess I could make more. Just seriously lost motivation when I made the nice shader at the bottom of the screen for the powerup timer and all, just to notice it doesn't work for all maps.

              Ideas are appreciated though, the more complex, the more interesting it is (but that could also result in cba, haha)
              And I don't think I quite understand what your first idea is. Just normal perk bottle powerup, but it also increases the perk cap? Or?
              And for pack-a-punch, seems like Knight made it already, here's his post. Maybe he could share it.

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              • Optimus Xundefined Offline
                Optimus Xundefined Offline
                Optimus X Contributor
                wrote on last edited by
                #35

                Thanks for the info on Knight already making the pap powerup i'll see if he can share but for the perk powerup I was thinking can give perks like flopper etc that are not originally in the map like town or farm. Everytime they grab the perk bottle it gives everyone one random free perk but it's random between 8 perks like the wunderfizz machine on origins

                JezuzLizardundefined 1 Reply Last reply
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                • JezuzLizardundefined Offline
                  JezuzLizardundefined Offline
                  JezuzLizard Plutonium Staff
                  replied to Optimus X on last edited by
                  #36

                  @colorz808 This isn't possible yet not without mod tools. The actual perks aren't on the fast file the map loads so if you do try to give say "specialty_flakjacket" which is flopper the game will crash.

                  Modding is currently limited to whatever is actually on the fast file, if its not on the fast file already and its not a script its not possible. It is possible to bring over scripts from other maps and use their functions in any map but with varying results.

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                  • Optimus Xundefined Offline
                    Optimus Xundefined Offline
                    Optimus X Contributor
                    wrote on last edited by
                    #37

                    Thanks for the information. Hopefully in the future it's possible.

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                    • Knightundefined Offline
                      Knightundefined Offline
                      Knight
                      wrote on last edited by Knight
                      #38

                      @colorz808 and Ox_ I'll gladly share my code, to be totally honest it wan't that hard to make the pack a punch perk I used code from Rezhified credit to him for the pap code here is the code:

                      #include maps\mp\_utility;
                      #include common_scripts\utility;
                      #include maps\mp\gametypes_zm\_hud_util;
                      #include maps\mp\gametypes_zm\_hud_message;
                      
                      //important include
                      #include maps\mp\zombies\_zm_powerups;
                      #include maps\mp\zombies\_zm_weapons;
                      
                      //making the code seperate for the Pack-A-Punch Power-Up to make it less confusing.
                      //but they could be merged as I've done before.
                      
                      //Credits
                      // to _Ox for the original code, also thanks for the notes it was really helpful.
                      // and to Rezhified for the pack-a-punch code.
                      
                      init()
                      {
                      	
                      	level thread onPlayerConnect();
                      	 
                      	include_zombie_powerup("upgrade_weapon"); 
                      	
                      	add_zombie_powerup("upgrade_weapon", "zombie_teddybear", &"ZOMBIE_POWERUP_UPGRADE_WEAPON", ::func_should_always_drop, 0, 0, 0);
                      	powerup_set_can_pick_up_in_last_stand("upgrade_weapon", 1);
                      
                      }
                      
                      /*func_should_drop_past_level()
                      {
                      	if ( level.round_number < 5 )
                      	{
                      		return 0;
                      	}
                      	return 1; 
                      }*/
                      
                      onplayerconnect()
                      {
                          for(;;)
                          {
                              level waittill("connected", player);
                              player thread onPlayerSpawned();
                          }
                      }
                      
                      onplayerspawned()
                      {
                          self endon("disconnect");
                      	level endon("game_ended");
                          for(;;)
                          {
                              self waittill("spawned_player");
                              if(self isHost() && !isDefined(level.custom_powerup_first_spawn))
                              {
                              	wait 2;
                              	//store the original custom powerup grab function, 
                              	//if one exists (Origins, Buried, Grief & Turned)
                              	//note that this is not intended for Grief or Turned
                              	//I have no idea what will happen, probably pretty broken
                              	if(isDefined(level._zombiemode_powerup_grab))
                              		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                              		
                              	//delayed defining of the custom function so we're sure to
                              	//override the function Origins and Buried defines for this
                              	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                              	
                              	//message for the host to indicate that it should be all good
                              	wait 2;
                      		self iprintlnbold("^7Custom Powerup Loaded!");
                              	
                              	//gives host the ability to test the powerup at the start of the game
                              	//can be used to make sure it's actually working and all good
                              	//remove the line directly below to disable
                              	self thread test_the_powerup();
                              	
                              	//whatever so this variable isn't undefined anymore
                              	level.custom_powerup_first_spawn = "fortnite!fortnite!!";
                              }
                          }
                      	
                      }
                      
                      test_the_powerup()
                      {
                      	self endon("death");
                      	self endon("disconnected");
                      	self endon("testing_chance_ended");
                      	level endon("game_ended");
                      	wait 3;
                      	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
                      	self thread testing_duration_timeout();
                      	for(;;)
                      	{
                      		if(self secondaryoffhandbuttonpressed())
                      		{
                      			level specific_powerup_drop("upgrade_weapon", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                      			return;
                      		}
                      		wait .05;
                      	}
                      }
                      
                      testing_duration_timeout()
                      {
                      	self endon("death");
                      	self endon("disconnected");
                      	wait 5;
                      	self notify("testing_chance_ended");
                      }
                      
                      //fires when we grab any custom powerup
                      custom_powerup_grab(s_powerup, e_player)
                      {
                      	if (s_powerup.powerup_name == "upgrade_weapon")
                      		level thread upgrade_weapon_powerup();
                      	
                      	//pass args onto the original custom powerup grab function
                      	else if (isDefined(level.original_zombiemode_powerup_grab))
                      		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
                      }
                      
                      
                      upgrade_weapon_powerup()
                      {
                      	foreach(player in level.players)
                      	{
                      		//if powerup is already on, turn it off
                      		//player notify("end_unlimited_ammo");
                      		//small cha ching sound for each player when someone picks up the powerup
                      		//cba'd to come up with anything better and don't have a list of sounds, 
                      		//change to w/e if you want.
                      		
                      		player playsound("zmb_cha_ching");
                      		player thread upgrade_players_weapon();
                      		
                      		//player thread turn_on_unlimited_ammo();
                      		//player thread unlimited_ammo_on_hud();
                      		//player thread notify_unlimited_ammo_end();
                      	}
                      }
                      
                      //Rezhified pack-a-punch code. Rezhified.#3039 on discord. [Link To His Source](https://cabconmodding.com/threads/black-ops-2-gsc-managed-code-list.158/post-43365)
                      upgrade_players_weapon() 
                      {
                      	level endon("game_ended");
                      	self endon("disonnect");
                      	
                          baseweapon = get_base_name(self getcurrentweapon());
                          weapon = get_upgrade(baseweapon);
                          if(IsDefined(weapon))
                          {
                              self takeweapon(baseweapon);
                              self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                              self switchtoweapon(weapon);
                              self givemaxammo(weapon);
                          }
                      }
                      
                      get_upgrade(weapon)
                      {
                          if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))
                              return get_upgrade_weapon(weapon, 0 );
                          else
                              return get_upgrade_weapon(weapon, 1 );
                      }
                      
                      
                      /*Un-Pack-a-Punches current weapon
                      DowngradeWeapon()
                      {
                          baseweapon = self getcurrentweapon();
                          weapon = get_base_weapon_name(baseweapon, 1);
                          if( IsDefined(weapon))
                          {
                              self takeweapon(baseweapon);
                              self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                              self switchtoweapon(weapon);
                              self givemaxammo(weapon);
                          }
                      }*/
                      

                      I was trying to figure out how to put something in to stop the perk from being spawned in at low rounds but couldn't figure it out. Maybe someone could figure it out. Thanks again Ox_ for making your code public, your an amazing coder. Would love to see this being used in servers especially if a round limiter is implemented.

                      Well looks like I left the func_should_drop_past_level() function in by mistake it should work now, but will always drop sorry about that. 😅

                      Optimus Xundefined JezuzLizardundefined 2 Replies Last reply
                      1
                      • Optimus Xundefined Offline
                        Optimus Xundefined Offline
                        Optimus X Contributor
                        replied to Knight on last edited by
                        #39

                        Knight Thank You, Knight. I will use this when I host my server. Be perfect for farm and bus depot. Wish I knew how to get those map working correctly on my server. Any help you can give would be greatly appreciated

                        1 Reply Last reply
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                        • JezuzLizardundefined Offline
                          JezuzLizardundefined Offline
                          JezuzLizard Plutonium Staff
                          replied to Knight on last edited by
                          #40

                          Knight I believe you'll have to modify _zm_powerups.gsc itself to manually set conditions for drops. Its possible since fire sale is an example of one such powerup. I have a _zm_powerups.gsc that compiles but will have errors with custom powerups you'll have to fix it if you want it to work with your powerup but it shouldn't be that difficult.

                          https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies/tree/master/patch_zm
                          If you do manage to figure out why the function custom_powerup_grab doesn't run make a pull request, otherwise I'll probably fix it later today after I finish working on _zm.gsc.

                          Oh yeah I guess I should also explain how you make use of recompileable .gscs. Just compile it as _zm_powerups.gsc and place it maps/mp/zombies. The game will run this version of _zm_powerups.gsc instead of the base version allowing for total customization of the base powerups.

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                          • ElotitoGameplayundefined Offline
                            ElotitoGameplayundefined Offline
                            ElotitoGameplay
                            replied to Ox_ on last edited by ElotitoGameplay
                            #41
                            This post is deleted!
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                            • MisterX2003undefined Offline
                              MisterX2003undefined Offline
                              MisterX2003
                              wrote on last edited by
                              #42
                              This post is deleted!
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                              • AdrX003undefined Offline
                                AdrX003undefined Offline
                                AdrX003
                                replied to Ox_ on last edited by
                                #43

                                Ox_ I play grief and turned...

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                                • Vin Sorenundefined Offline
                                  Vin Sorenundefined Offline
                                  Vin Soren
                                  wrote on last edited by
                                  #44

                                  intento agregar caulquiera de los anteriores codigos a un servidor propio y no funcionan, los power ups aparecen pero no hacen nada, y en partidas locales si funcionan bien, alguien me puede ayudar??

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