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  3. [Release] Lua Scripting

[Release] Lua Scripting

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  • Xerxesundefined Xerxes

    Rosamaha Still won't allow you to set blocked commands on clients 😆

    Rosamahaundefined Offline
    Rosamahaundefined Offline
    Rosamaha
    wrote on last edited by
    #9

    Xerxes good that gsc support comes soon ^^ sadly I stopped playing mw3 atm

    1 Reply Last reply
    0
    • mikzyundefined Offline
      mikzyundefined Offline
      mikzy
      Banned
      wrote on last edited by
      #10

      good release 🙂

      1 Reply Last reply
      0
      • fedundefined fed

        Xx_Phoenix_xX i think this is what you mean

        game:onplayerdamage(function(_self, inflictor, attacker, damage, dflags, mod, weapon, point, dir, hitloc)
            if (game:isplayer(attacker) ~= 1 or _self.sessionteam == attacker.sessionteam or _self == attacker) then
                return
            end
        
            local huddamage = game:newclienthudelem(attacker)
            huddamage.alignx = "center"
            huddamage.horzalign = "center"
            huddamage.x = 10
            huddamage.y = 235
            huddamage.fontscale = 1.6
            huddamage.font = "objective"
            huddamage:setvalue(damage)
        
            if (hitloc == "head") then
                huddamage.color = vector:new(1, 1, 0.25)
            end
        
            huddamage:moveovertime(1)
            huddamage:fadeovertime(1)
            huddamage.alpha = 0
            huddamage.x = math.random(25, 70)
            huddamage.y = 235 + math.random(25, 70) * (math.random(0, 1) == 1 and -1 or 1)
        
            game:ontimeout(function()
                huddamage:destroy()
            end, 1000)
        end)
        
        Xx_Phoenix_xXundefined Offline
        Xx_Phoenix_xXundefined Offline
        Xx_Phoenix_xX
        wrote on last edited by
        #11

        fed so how do i implement this on my game?

        1 Reply Last reply
        0
        • fedundefined Offline
          fedundefined Offline
          fed
          wrote on last edited by
          #12

          Put that in a file like Plutonium/storage/iw5/scripts/yourscript/__init__.lua

          Xx_Phoenix_xXundefined 1 Reply Last reply
          0
          • fedundefined fed

            Put that in a file like Plutonium/storage/iw5/scripts/yourscript/__init__.lua

            Xx_Phoenix_xXundefined Offline
            Xx_Phoenix_xXundefined Offline
            Xx_Phoenix_xX
            wrote on last edited by
            #13

            fed does it work on all servers or only my own? btw nice gungame server its lots of fun

            1 Reply Last reply
            0
            • fedundefined fed

              As many of you probably know the current chaiscript scripting is pretty bad and has many limitations. This plugin implements lua scripting in IW5 and fixes all those problems.

              Everything is basically the same as in IW6x (documentation can be found here).

              How

              • Download the latest version from the Releases tab
              • Copy it to %localappdata%/Plutonium/storage/iw5/plugins/
              • Create a __init__.lua file in a folder with a name of your choice in %localappdata%/Plutonium/storage/iw5/scripts/
              • Example %localappdata%/Plutonium/storage/iw5/scripts/myscript/__init__.lua
              • Run the server (preferably with the -no-scripting flag to disable ChaiScript)

              Below are some features that are not available or documented in IW6x

              Chat notifies

              level:onnotify("say", function(player, message)
                  print(player.name .. " said: " .. message)
              end)
              

              or

              level:onnotify("connected", function(player)
                  player:onnotify("say", function(message)
                      print(player.name .. " said: " .. message)
                  end)
              end)
              

              Player damage/killed callbacks

              Callbacks can be added using the game:onplayerkilled or game:onplayerdamage functions:

              Damage can be changed by returning it

              Returning anything other than a number will not do anything (must be an integer)

              game:onplayerdamage(function(_self, inflictor, attacker, damage, dflags, mod, weapon, point, dir, hitloc)
                  damage = 0
              
                  return damage
              end)
              
              game:onplayerkilled(function(_self, inflictor, attacker, damage, mod, weapon, dir, hitloc, timeoffset, deathanimduration)
                  print(attacker.name .. " killed " .. _self.name)
              end)
              

              Arrays

              GSC arrays are supported and can be accessed similarly to gsc:

              local ents = game:getentarray()
              
              for i = 1, #ents do
                  print(ents[i])
              end
              

              To get the array's keys use the getkeys method:

              local keys = player.pers.getkeys()
              
              for i = 1, #keys do
                  print(keys[i])
              end
              

              Structs

              GSC structs are also supported similarly as the arrays.

              To get an entity's struct use the getstruct method:

              local levelstruct = level:getstruct()
              
              levelstruct.inGracePeriod = 10000
              

              Structs in other variables like arrays are automatically converted:

              level:onnotify("connected", function(player)
                  player:onnotify("spawned_player", function()
                      player.pers.killstreaks[1].streakName = "ac130"
                      player.pers.killstreaks[1].available = 1
                  end)
              end)
              

              Note: you cannot create new struct fields but only modify or read existing ones, same thing for arrays

              Functions

              You can call (will not work for every function) functions and methods within the game's gsc scripts using the

              scriptcall(filename, function, ...) method:

              level:onnotify("connected", function(player)
                  player:onnotify("spawned_player", function()
                      local hudelem = player:scriptcall("maps/mp/gametypes/_hud_utils", "createFontString", 1)
                      
                      hudelem:scriptcall("maps/mp/gametypes/_hud_util", "setPoint", "CENTER", nil, 100, 100)
                      hudelem.label = "&Hello world"
                  end)
              end)
              

              Functions in variables such as structs or arrays will be automatically converted to a lua function.

              The first argument must always be the entity to call the function on (level, player...)

              local levelstruct = level:getstruct()
              
              level:onnotify("connected", function(player)
                  player:onnotify("spawned_player", function()
                      levelstruct.killstreakFuncs["ac130"](player)
                  end)
              end)
              
              BO2undefined Offline
              BO2undefined Offline
              BO2
              Contributor Banned
              wrote on last edited by
              #14

              fed It doesn't seem to work for me. I did the Damage Counter Script you made in the above comments. But It never worked, I neither know how to run it. (if you have to run it manually) Any Help?

              fedundefined 1 Reply Last reply
              0
              • BO2undefined BO2

                fed It doesn't seem to work for me. I did the Damage Counter Script you made in the above comments. But It never worked, I neither know how to run it. (if you have to run it manually) Any Help?

                fedundefined Offline
                fedundefined Offline
                fed
                wrote on last edited by
                #15

                @ScottieC111
                1 - Copy the plugin to Plutonium/storage/iw5/plugins/
                2 - Create a file in Plutonium/storage/iw5/scripts/yourscript/__init__.lua and copy the code into it
                3 - Run the server

                1 Reply Last reply
                1
                • naccibundefined Offline
                  naccibundefined Offline
                  naccib
                  wrote on last edited by
                  #16

                  Looks like a great addition, I'll install Pluto IW5 to try this out.

                  I didn't notice any issues or development plan on GitHub. Looking forward to contributing to it.

                  1 Reply Last reply
                  0
                  • st0rmundefined Offline
                    st0rmundefined Offline
                    st0rm
                    VIP
                    wrote on last edited by
                    #17

                    fed Thank you for adding the lua support. I've been trying to get hasperk and unsetperk to work but it seem it crash the server upon loading the script every time.

                    function onPlayerSpawned( player )
                    	if(player:haspek("specialty_grenadepulldeath")) then
                    		print(player.name .. " is using marty")
                    	end	
                    end
                    
                    function onPlayerConnected( player )
                        local spawnListener = player:onnotify("spawned_player", function() onPlayerSpawned(player) end)
                    end
                    
                    level:onnotify("connected", onPlayerConnected)
                    
                    fedundefined 1 Reply Last reply
                    0
                    • st0rmundefined st0rm

                      fed Thank you for adding the lua support. I've been trying to get hasperk and unsetperk to work but it seem it crash the server upon loading the script every time.

                      function onPlayerSpawned( player )
                      	if(player:haspek("specialty_grenadepulldeath")) then
                      		print(player.name .. " is using marty")
                      	end	
                      end
                      
                      function onPlayerConnected( player )
                          local spawnListener = player:onnotify("spawned_player", function() onPlayerSpawned(player) end)
                      end
                      
                      level:onnotify("connected", onPlayerConnected)
                      
                      fedundefined Offline
                      fedundefined Offline
                      fed
                      wrote on last edited by
                      #18

                      st0rm not sure why it crashes but doing this works fine:

                      function onPlayerSpawned( player )
                          game:ontimeout(function()
                              if(player:hasperk("specialty_grenadepulldeath") == 1) then
                                  print(player.name .. " is using marty")
                              end	
                          end, 0)
                      end
                      
                      function onPlayerConnected( player )
                          local spawnListener = player:onnotify("spawned_player", function() onPlayerSpawned(player) end)
                      end
                      
                      level:onnotify("connected", onPlayerConnected)
                      
                      1 Reply Last reply
                      0
                      • st0rmundefined Offline
                        st0rmundefined Offline
                        st0rm
                        VIP
                        wrote on last edited by
                        #19

                        Thanks Fed. That work just fine. I learnt the hard way the mw3 sets death perks in a really dumb way where there is not way to unset them since they're based on death streaks.

                        Kalitosundefined 1 Reply Last reply
                        0
                        • fedundefined fed

                          As many of you probably know the current chaiscript scripting is pretty bad and has many limitations. This plugin implements lua scripting in IW5 and fixes all those problems.

                          Everything is basically the same as in IW6x (documentation can be found here).

                          How

                          • Download the latest version from the Releases tab
                          • Copy it to %localappdata%/Plutonium/storage/iw5/plugins/
                          • Create a __init__.lua file in a folder with a name of your choice in %localappdata%/Plutonium/storage/iw5/scripts/
                          • Example %localappdata%/Plutonium/storage/iw5/scripts/myscript/__init__.lua
                          • Run the server (preferably with the -no-scripting flag to disable ChaiScript)

                          Below are some features that are not available or documented in IW6x

                          Chat notifies

                          level:onnotify("say", function(player, message)
                              print(player.name .. " said: " .. message)
                          end)
                          

                          or

                          level:onnotify("connected", function(player)
                              player:onnotify("say", function(message)
                                  print(player.name .. " said: " .. message)
                              end)
                          end)
                          

                          Player damage/killed callbacks

                          Callbacks can be added using the game:onplayerkilled or game:onplayerdamage functions:

                          Damage can be changed by returning it

                          Returning anything other than a number will not do anything (must be an integer)

                          game:onplayerdamage(function(_self, inflictor, attacker, damage, dflags, mod, weapon, point, dir, hitloc)
                              damage = 0
                          
                              return damage
                          end)
                          
                          game:onplayerkilled(function(_self, inflictor, attacker, damage, mod, weapon, dir, hitloc, timeoffset, deathanimduration)
                              print(attacker.name .. " killed " .. _self.name)
                          end)
                          

                          Arrays

                          GSC arrays are supported and can be accessed similarly to gsc:

                          local ents = game:getentarray()
                          
                          for i = 1, #ents do
                              print(ents[i])
                          end
                          

                          To get the array's keys use the getkeys method:

                          local keys = player.pers.getkeys()
                          
                          for i = 1, #keys do
                              print(keys[i])
                          end
                          

                          Structs

                          GSC structs are also supported similarly as the arrays.

                          To get an entity's struct use the getstruct method:

                          local levelstruct = level:getstruct()
                          
                          levelstruct.inGracePeriod = 10000
                          

                          Structs in other variables like arrays are automatically converted:

                          level:onnotify("connected", function(player)
                              player:onnotify("spawned_player", function()
                                  player.pers.killstreaks[1].streakName = "ac130"
                                  player.pers.killstreaks[1].available = 1
                              end)
                          end)
                          

                          Note: you cannot create new struct fields but only modify or read existing ones, same thing for arrays

                          Functions

                          You can call (will not work for every function) functions and methods within the game's gsc scripts using the

                          scriptcall(filename, function, ...) method:

                          level:onnotify("connected", function(player)
                              player:onnotify("spawned_player", function()
                                  local hudelem = player:scriptcall("maps/mp/gametypes/_hud_utils", "createFontString", 1)
                                  
                                  hudelem:scriptcall("maps/mp/gametypes/_hud_util", "setPoint", "CENTER", nil, 100, 100)
                                  hudelem.label = "&Hello world"
                              end)
                          end)
                          

                          Functions in variables such as structs or arrays will be automatically converted to a lua function.

                          The first argument must always be the entity to call the function on (level, player...)

                          local levelstruct = level:getstruct()
                          
                          level:onnotify("connected", function(player)
                              player:onnotify("spawned_player", function()
                                  levelstruct.killstreakFuncs["ac130"](player)
                              end)
                          end)
                          
                          Kalitosundefined Offline
                          Kalitosundefined Offline
                          Kalitos
                          wrote on last edited by
                          #20

                          fed I am trying to upload the plugin to the server, but I am getting the following error:

                          a08b266d-a8e6-4b21-9bae-fb25e0c3732c-image.png

                          1 Reply Last reply
                          0
                          • st0rmundefined st0rm

                            Thanks Fed. That work just fine. I learnt the hard way the mw3 sets death perks in a really dumb way where there is not way to unset them since they're based on death streaks.

                            Kalitosundefined Offline
                            Kalitosundefined Offline
                            Kalitos
                            wrote on last edited by
                            #21

                            st0rm And regarding this, I don't know what you want to achieve, but if it works for you, in GSC I use this to deactivate the death streaks

                            onPlayerKilled()
                            {
                                self endon("disconnect");
                                level endon("game_ended");
                                for(;;)
                                {
                                    self waittill("killed_player");
                                    self.pers["cur_death_streak"] = 0; //Stop deathstreak
                                }
                            } 
                            
                            1 Reply Last reply
                            0
                            • Kalitosundefined Offline
                              Kalitosundefined Offline
                              Kalitos
                              wrote on last edited by
                              #22

                              I needed Net Framework 3.5. I already solved it.

                              1 Reply Last reply
                              0
                              • fedundefined fed

                                As many of you probably know the current chaiscript scripting is pretty bad and has many limitations. This plugin implements lua scripting in IW5 and fixes all those problems.

                                Everything is basically the same as in IW6x (documentation can be found here).

                                How

                                • Download the latest version from the Releases tab
                                • Copy it to %localappdata%/Plutonium/storage/iw5/plugins/
                                • Create a __init__.lua file in a folder with a name of your choice in %localappdata%/Plutonium/storage/iw5/scripts/
                                • Example %localappdata%/Plutonium/storage/iw5/scripts/myscript/__init__.lua
                                • Run the server (preferably with the -no-scripting flag to disable ChaiScript)

                                Below are some features that are not available or documented in IW6x

                                Chat notifies

                                level:onnotify("say", function(player, message)
                                    print(player.name .. " said: " .. message)
                                end)
                                

                                or

                                level:onnotify("connected", function(player)
                                    player:onnotify("say", function(message)
                                        print(player.name .. " said: " .. message)
                                    end)
                                end)
                                

                                Player damage/killed callbacks

                                Callbacks can be added using the game:onplayerkilled or game:onplayerdamage functions:

                                Damage can be changed by returning it

                                Returning anything other than a number will not do anything (must be an integer)

                                game:onplayerdamage(function(_self, inflictor, attacker, damage, dflags, mod, weapon, point, dir, hitloc)
                                    damage = 0
                                
                                    return damage
                                end)
                                
                                game:onplayerkilled(function(_self, inflictor, attacker, damage, mod, weapon, dir, hitloc, timeoffset, deathanimduration)
                                    print(attacker.name .. " killed " .. _self.name)
                                end)
                                

                                Arrays

                                GSC arrays are supported and can be accessed similarly to gsc:

                                local ents = game:getentarray()
                                
                                for i = 1, #ents do
                                    print(ents[i])
                                end
                                

                                To get the array's keys use the getkeys method:

                                local keys = player.pers.getkeys()
                                
                                for i = 1, #keys do
                                    print(keys[i])
                                end
                                

                                Structs

                                GSC structs are also supported similarly as the arrays.

                                To get an entity's struct use the getstruct method:

                                local levelstruct = level:getstruct()
                                
                                levelstruct.inGracePeriod = 10000
                                

                                Structs in other variables like arrays are automatically converted:

                                level:onnotify("connected", function(player)
                                    player:onnotify("spawned_player", function()
                                        player.pers.killstreaks[1].streakName = "ac130"
                                        player.pers.killstreaks[1].available = 1
                                    end)
                                end)
                                

                                Note: you cannot create new struct fields but only modify or read existing ones, same thing for arrays

                                Functions

                                You can call (will not work for every function) functions and methods within the game's gsc scripts using the

                                scriptcall(filename, function, ...) method:

                                level:onnotify("connected", function(player)
                                    player:onnotify("spawned_player", function()
                                        local hudelem = player:scriptcall("maps/mp/gametypes/_hud_utils", "createFontString", 1)
                                        
                                        hudelem:scriptcall("maps/mp/gametypes/_hud_util", "setPoint", "CENTER", nil, 100, 100)
                                        hudelem.label = "&Hello world"
                                    end)
                                end)
                                

                                Functions in variables such as structs or arrays will be automatically converted to a lua function.

                                The first argument must always be the entity to call the function on (level, player...)

                                local levelstruct = level:getstruct()
                                
                                level:onnotify("connected", function(player)
                                    player:onnotify("spawned_player", function()
                                        levelstruct.killstreakFuncs["ac130"](player)
                                    end)
                                end)
                                
                                Desempregradoundefined Offline
                                Desempregradoundefined Offline
                                Desempregrado
                                wrote on last edited by
                                #23

                                fed I came here today to ask a question about the lua language in Bo2 Plutonium, I wanted to know another method to change or add custom menus in bo2 Plutonium without having to use the plutonium files that is privategamelobby_project.lua ?

                                I want to load my own lua script into the game, is that possible ? How to do that..?

                                1 Reply Last reply
                                0
                                • Major_Tomundefined Offline
                                  Major_Tomundefined Offline
                                  Major_Tom
                                  wrote on last edited by
                                  #24

                                  Hi
                                  I try to use the 1.8 version when i start the server it crashs without error
                                  i use windows server 2019

                                  1 Reply Last reply
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