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Plutonium

ak cuh

ak cuh

@ak cuh
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Recent Best Controversial

  • (ZM) wonder weapon spawn for all maps
    ak cuh ak cuh

    XmXd7 yeah, it’s not a full wonder weapon mod. It’s just a GSC script that gives you the wonder weapon for whichever map you’re playing.

    BO1 Modding Releases & Resources

  • (ZM) wonder weapon spawn for all maps
    ak cuh ak cuh

    (UPDATE) i fixed the weapon spawn and for the correct maps

    BO1 Modding Releases & Resources

  • (ZM) wonder weapon spawn for all maps
    ak cuh ak cuh
    #include maps\_utility;
    
    init()
    {
        level thread on_player_connect();
    }
    
    on_player_connect()
    {
        for (;;)
        {
            level waittill("connected", player);
            player thread on_player_spawned();
        }
    }
    
    on_player_spawned()
    {
        self endon("disconnect");
    
        for (;;)
        {
            self waittill("spawned_player");
            wait 0.2;
    
            self give_map_wonderweapon();
        }
    }
    
    give_map_wonderweapon()
    {
        map = getDvar("mapname");
    
        // Kino Der Toten
        if (map == "zombie_theater")
        {
            self giveWeapon("thundergun_zm");
            self giveMaxAmmo("thundergun_zm");
            return;
        }
    
        // Five
        if (map == "zombie_pentagon")
        {
            self giveWeapon("freezegun_zm");
            self giveMaxAmmo("freezegun_zm");
            return;
        }
    
        // Call of the Dead
        if (map == "zombie_coast")
        {
            self giveWeapon("sniper_explosive_zm");
            self giveMaxAmmo("sniper_explosive_zm");
            return;
        }
    
        // Shangri-La
        if (map == "zombie_temple")
        {
            self giveWeapon("shrink_ray_zm");
            self giveMaxAmmo("shrink_ray_zm");
            return;
        }
    
        // Ascension
        if (map == "zombie_cosmodrome")
        {
            self giveWeapon("thundergun_zm");
            self giveMaxAmmo("thundergun_zm");
            return;
        }
    
        // Moon
        if (map == "zombie_moon")
        {
            self giveWeapon("microwavegun_zm");
            self giveMaxAmmo("microwavegun_zm");
            return;
        }
    
        // Nacht der Untoten
        if (map == "zombie_cod5_prototype")
        {
            self giveWeapon("thundergun_zm");
            self giveMaxAmmo("thundergun_zm");
            return;
        }
    
        // Verrückt
        if (map == "zombie_cod5_asylum")
        {
            self giveWeapon("freezegun_zm");
            self giveMaxAmmo("freezegun_zm");
            return;
        }
    
        // Shi no Numa
        if (map == "zombie_cod5_sumpf")
        {
            self giveWeapon("tesla_gun_zm");
            self giveMaxAmmo("tesla_gun_zm");
            return;
        }
    
        // Der Riese
        if (map == "zombie_cod5_factory")
        {
            self giveWeapon("tesla_gun_zm");
            self giveMaxAmmo("tesla_gun_zm");
            return;
        }
    }
    
    BO1 Modding Releases & Resources

  • [ZM] Add the WaveGun to all maps
    ak cuh ak cuh

    hey great mod, i’ve noticed that some fx issues happen when using the wave gun that stay permanently.
    IMG_3149.jpeg

    BO1 Modding Releases & Resources

  • [Resource] Sliquifier for Zombies (with PaP)
    ak cuh ak cuh

    do you think you could do it for all wonder weapons on all maps?

    BO2 Modding Releases & Resources

  • origins buried & mob animated pap camos zm
    ak cuh ak cuh

    said in origins buried & mob animated pap camos zm:

    they don't seem to work, I convert the dds files into iwi and paste them in my images folder and go to pap and its just the default camo.

    nevermind the just don't work with sehteria zm_expanded mod

    BO2 Modding Releases & Resources

  • origins buried & mob animated pap camos zm
    ak cuh ak cuh

    they don't seem to work, I convert the dds files into iwi and paste them in my images folder and go to pap and its just the default camo.

    BO2 Modding Releases & Resources

  • Black Ops 2 Zombies Reimagined
    ak cuh ak cuh

    is there a way to have the original text font and not the new one?

    BO2 Modding Releases & Resources

  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    ak cuh ak cuh

    appreciate what your doing for this community! use to love playing this and kind of got burnt out. since playing with this mod and the perk one its come back. do you have an idea when they mods will be combined?

    BO2 Modding Releases & Resources

  • ZM- raygun mark2 + semtex on spawn
    ak cuh ak cuh

    second script i made.

    semtex only equips on maps that have them.

    how to use in game↓

    WIN+R : %localappdata% -> search plutonium, storage, t6, scripts, zm.
    create the folder if you cannot find the folder scripts or zm.

    #include maps\mp\zombies\_zm_utility;
    #include maps\mp_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm_hud_util;
    #include maps\mp\gametypes_zm_hud_message;
    #include maps\mp\zombies\_zm_weapons;
    
    init()
    {
    	level thread onplayerconnect();
    }
    
    onplayerconnect()
    {
    	for(;;)
    	{
    		level waittill("connected", player);
    		player thread onplayerspawned();
    	}
    }
    
    onplayerspawned()
    {
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill("spawned_player");
    		self giveweapon("raygun_mark2_zm");
    		self switchtoweapon("raygun_mark2_zm");
    		self takeweapon(self get_player_lethal_grenade());
    		self set_player_lethal_grenade("sticky_grenade_zm");
    		self giveweapon(self get_player_lethal_grenade());
    		self setweaponammoclip(self get_player_lethal_grenade(), 4);
    	}
    }
    
    BO2 Modding Releases & Resources
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