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Plutonium

4ringsundefined

4rings

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Recent Best Controversial

  • Camo swap broken in update
    4ringsundefined 4rings

    What happened to camo swap ? why does it not work on new update (also why even update)

    BO2 Modding Support & Discussion

  • Spawntrap bullet pen (Better than ORION)
    4ringsundefined 4rings

    With this script you can hit many more variations of traps. For whatever reason this script seems to 'penetrate' more than normal ones I have experienced.

    Test at your own will.

    init()
    {
    // Maximize bullet penetration settings
    setDvar("bullet_penetration_enabled", 1); // Enable penetration
    setDvar("perk_bulletPenetrationMultiplier", 50); // Extreme penetration boost
    setDvar("penetrationCount", 20); // Pierce many surfaces
    setDvar("penetration_depth", 500); // Deep penetration distance
    setDvar("bullet_ricochet_enabled", 0); // No ricochet, just penetration

    // Boost damage for one-shot kills
    setDvar("player_meleeDamageMultiplier", 100); // Melee boost
    setDvar("player_bulletDamageMultiplier", 100); // Bullet damage boost
    
    level thread onPlayerConnect();
    

    }

    onPlayerConnect()
    {
    for(;;)
    {
    level waittill("connected", player);
    player thread onPlayerSpawned();
    }
    }

    onPlayerSpawned()
    {
    self endon("disconnect");

    for(;;)
    {
        self waittill("spawned_player");
        self thread setupWallbangOneShot();
    }
    

    }

    setupWallbangOneShot()
    {
    self endon("death");
    self endon("disconnect");

    // Apply FMJ-like perk for max penetration (specialty_bulletpenetration is valid in BO2)
    self setPerk("specialty_bulletpenetration");
    
    // Ensure one-shot kills by monitoring damage
    self thread monitorDamage();
    

    }

    monitorDamage()
    {
    self endon("death");
    self endon("disconnect");

    while (true)
    {
        self waittill("damage", amount, attacker, direction_vec, point, type);
        if (isDefined(attacker) && attacker != self && type != "MOD_MELEE")
        {
            // Use doDamage to apply lethal damage
            self doDamage(9999, self.origin, attacker, attacker, "none", "MOD_RIFLE_BULLET", 0);
        }
        wait 0.05;
    }
    

    }

    BO2 Modding Releases & Resources
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