youngrevvy Go to your %localappdata%/Plutonium/storage/t6/scripts/zm
and delete everything inside that folder except for ranked.gsc.
youngrevvy Go to your %localappdata%/Plutonium/storage/t6/scripts/zm
and delete everything inside that folder except for ranked.gsc.
luddishxd Do you have any programs like chest engine running in the background or external frame cappers?
NexRX Nice script! Works like charm! No problems reported yet, nice work!
s1kaneki76 Plutonium doesn't do unbans under any circumstances. Next time make sure you're in LAN mode. https://plutonium.pw/docs/anticheat/
Pistakilla Amazing mod! This is a huge game changer! Not only is this a beautiful mod, but looking at the source code taught me how to properly build fast files by calling the init() function on level in _zombiemode.gsc. 10/10 mod and thank you for indirectly teaching me!
JezuzLizard Don't mean to necropost, but I just want to say thank you for your help once again!
I kind've understood what you were saying then, but for some reason my braindead ass forgot r_lodbiasrigid
and r_lodbiasskinned
were defaulted to "0" in the config file... Revisited it and had the biggest "ohhhhhh" moment of my life lol. Took me 2 1/2 months to realize it LMAO. Keep doing what you're doing! You help out this community tremendously!
Decided I would make a post on the forum since I can't find anything useful about this online.
Last night, my buddies and I did the Buried EE (Richtofen Side) on my server. Everything went as expected, nothing out of the ordinary. Today, I get on to test something out and noticed that the 2 of the Guillotine parts, the Crystal and the Satellite Dish didn't spawn.
I tried a few things, including running the server without any scripts, using brand new storage files/stat files/server config file, and basically temporarily clearing out any recently modified files that could've changed from last nights completion. I then hopped into a solo game and checked to see if it was solely a server sided issue, it was not. They didn't spawn in solo either. I did the same thing for client side files with no luck.
The only 2 posts I've found on this issue say it has something to do with the previous Easter Egg completion, however this didn't appear to be the case.
So my question is, do those 2 parts (or certain parts for 4p EE's) only spawn if the map is initialized/restarted with 4 players? I've never had an issue like this whatsoever. Any help is greatly appreciated as this has truly stumped the living hell out of me. Thanks in advance!
JezuzLizard That makes perfect sense. Thank you for the quick reply and answer. How would one allow the client to modify specific cheat protected DVAR's without enabling devmap
? Not asking for a hand holding tutorial, but if you wouldn't mind pointing me in the right direction for that, it would be greatly appreciated. Thanks for your time.
Edit: Did some more reading, and it seems the only way to do so is by coding a plugin in C++ which I have neither the brain power or time to do lmao.
mxve Basically I'm trying to set the DVAR's on player spawn. Made a working script to do so in BO1 and BO2. However r_lodbiasrigid -1000
and DVAR's of that nature are cheat protected on WaW. If a player exec's a custom config with different values for those DVAR's after spawn, they will take player precedence. For example, I set r_fog 0
for town, and everyone that joins has fog disabled. If they would like to change the value to 1 after spawning, the fog will reappear.
For WaW however, DVAR's of that nature are protected by sv_cheats 1
and will not set without that or devmap <mapname>
. I'm just curious if there's a way around that. Thanks for the reply!
Curious on how I would go about setting cheat protected DVAR's such as r_lodbiasrigid -1000
and r_lodbiasskinned -1000
for a dedicated server without using devmap
.
Here is what I have so far:
onPlayerSpawned()
{
level endon( "game_ended" );
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
self thread starting_message();
self thread der_riese_waffe_fix_message();
self thread client_dvars();
self thread starting_message_map();
self.num_perks = -5;
}
}
client_dvars()
{
self SetClientDvars( "cg_deadChatWithDead", "1",
"cg_deadChatWithTeam", "1",
"cg_deadHearTeamLiving", "1",
"cg_deadHearAllLiving", "1",
"cg_everyoneHearsEveryone", "1",
"r_dof_enable", "0",
"r_fog", "0",
"cg_drawSpectatorMessages", "1",
"r_lodbiasrigid", "-1000",
"r_lodbiasskinned", "-1000" );
}
When players load in, all the non-cheat protected DVAR's set, however the cheat protected ones do not. If someone wouldn't mind pointing me in the right direction that would be wonderful! Thanks in advance!
Sorex Worked like a charm! Thank you very much!
Absolute noob coder here. Wrote welcome scripts with what I've gathered from the modding community. So far everything has gone great, except for setting client DVAR's. Here's what I got so far:
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
init()
{
level.clientid = 0;
level.perk_purchase_limit = 9;
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connecting", player);
player thread onPlayerSpawned();
player.clientid = level.clientid;
level.clientid++; // Is this safe? What if a server runs for a long time and many people join/leave
}
}
onPlayerSpawned()
{
level endon( "game_ended" );
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
self.num_perks = -5; //Remove perk limit, must be a negative number
wait ( 10 );
self iPrintLnBold("Welcome to ^1Rimmy's Server^7!");
wait ( 5 );
self iPrintLnBold("^5Perk Limit ^1Removed");
wait ( 5 );
}
}
For setting DVAR's, I've tried adding:
onPlayerConnect()
{
for(;;)
{
level waittill("connecting", player);
player thread onPlayerSpawned();
player.clientid = level.clientid;
level.clientid++; // Is this safe? What if a server runs for a long time and many people join/leave
self SetClientDvars( "cg_deadChatWithDead", "1",
"cg_deadChatWithTeam", "1",
"cg_deadHearTeamLiving", "1",
"cg_deadHearAllLiving", "1",
"cg_everyoneHearsEveryone", "1",
"r_fog", "0",
"cg_drawSpectatorMessages", "1",
"r_lodbiasrigid", "-1000",
"r_lodbiasskinned", "-1000" );
}
}
Along with:
init()
{
level.clientid = 0;
level.perk_purchase_limit = 9;
level thread onPlayerConnect();
level.reset_clientdvars = ::onPlayerConnect_clientDvars;
}
and using a function to define (think that's the right word) level.reset_clientdvars = ::onPlayerConnect_clientDvars;
using the client DVAR's, along with a few other syntax variations. So far no luck. If anyone wouldn't giving a few tips on this it would be much appreciated.
Satoel There is a an option for LAN mode, where anti-cheat is disabled in the Plutonium Launcher. Not dumb at all, it's literally the opposite of dumb, that's if you don't want script kiddies running around. Should be the little tab right next to the game. If you're playing solo only you can still launch the game in LAN mode using a .bat file and continue doing what you were doing offline.
JezuzLizard Good to know, thanks for the quick reply.
I have made lan batch files to start each game, I'm just confused on how I would go about starting it online. I used the -lan parameter, is there a way to add the authentication in order to launch it online? So far when I launch games without the -lan parameter I get the error message Could not authenticate to Plutonium: non-success status code: 401
.
Thanks in advance!
@JNATUS Make a folder called players
in your BO1 Directory and put your config.cfg
in that folder. Then open console in-game and type /exec config.cfg
.
@MommyJett37 Try putting your dedicated_sp.cfg into your main folder. Had the same issue.
So I think I found a workaround. If you want to use /view_inputSensitivity
over the in-game gamepad sensitivity options you'll have to use the command /aim_view_sensitivity_override "sensitivity value"
. Looks like they moved controller sensitivity values over to that command, which actually makes a lot of sense ever since the integration of native advanced gamepad support . I heavily prefer this as it gives the option to fine tune stick sensitivity with decimals rather than strictly integers. As for the /sensitivity
command, I think the dev's took it out, which also makes sense due to redundancy, but also kind of sucks for those who use a universal mouse sensitivity across Plutonium games.
As for /exec
, this command seems to have also been taken out. There are two work arounds for this, one for server, one for client.
For client, instead of /exec custom_config.cfg
, you must use bind P "sv_cheats 1; r_lodBiasRigid -1000"
.
For server side, add the line player setClientDvar("r_lodBiasRigid", "-1000");
to your _clientids.gsc under the onPlayerConnect() function and recompile!
This is pretty much an extension/update to a post I made ~2 Weeks Ago regarding a Dvar that was no longer functional. I think may have found the issue and it lies with the Dvar seta allClientDvarsEnabled "0". I'm not going to pretend to know what changed or if this if even the problem, however setting this to "1" and making the .cfg read only brought back Dvar's such as /sensitivity and /view_inputSensitivity which I thought had been taken out for good. Those Dvar's only showed up after changing the value to "1", but didn't work like they used too. /view_inputsensitivity was a helpful one too as I had an exact value I play on universally. I'm guessing since the addition of advanced controller options (Deadzone, etc.) those commands were scrapped or hidden possibly along with the /exec command?
My main question would be, is it possible to still use these commands via an override command or other means or have they been scrapped permanently? Temporarily? Wanted to make a new thread to see what's going on with those commands and maybe shed some light to others wondering the same!