420swag Welcome man, enjoy ! you can also place it into raw/sp/scripts/map_folder
AlexInVr
Posts
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[ZM][RELEASE][PLUTO SCRIPT] Backspeed + game and round timer patch -
[ZM][RELEASE] First box patch + timer + movement speed for ALL maps except moonCianRyan Crossbow is 4th on Kino, with raygun being in third, I know I updated the patch to include some new stuff and fixes recently so it might have been done in a prior update, sorry if it causes any disturbances in your runs
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[PAYING] WTB SCRIPT FOR FORCE ROUND 100#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; main() { if ( GetDvar( #"zombiemode" ) == "1" ) { level thread onPlayerConnect(); } } onPlayerConnect() { for(;;) { level waittill ("connecting", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { for(;;) { self waittill("spawned_player"); level.round_number = 100; } }Have fun lol
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[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patchDavid49 Send me your discord
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[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patchUPDATE: 10/22/2025, Implemented custom fix (My own implementation, not Evelyn's) for spawn cancel
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[ZM][RELEASE] Moon Spawn Cancel fixSpecial thanks to TTS4life's video and 5and5's comment
I replaced the RotateTo to ForceTeleport as 5and5 suggested in the video's comments, I also called the
zombie_faller_death_wait() Method again in the method to ensure we always check for deaths correctly.
Also created a custom watcher that makes sure to enable the spawn again, as I was unable to make the spawns work correctly by replacing the moveTo with a ForceTeleport.
How I tested it:
I went in a solo game and spammed the raygun and wavegun at the ceiling spawn, I never managed to cancel the spawn. Removed the patch to be sure, and I was indeed able to cancel the spawn without the patch.
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; main() { if ( GetDvar( #"zombiemode" ) == "1" ) { level thread onPlayerConnect(); replacefunc(maps\_zombiemode_ai_faller::do_zombie_fall, ::custom_do_zombie_fall); } } custom_do_zombie_fall() { self endon("death"); self thread maps\_zombiemode_ai_faller::setup_deathfunc(); // don't drop powerups until we are on the ground self.no_powerups = true; self.in_the_ceiling = true; self.anchor = spawn("script_origin", self.origin); self.anchor.angles = self.angles; self linkto(self.anchor); if ( !IsDefined( self.zone_name ) ) { self.zone_name = self get_current_zone(); } spots = maps\_zombiemode_ai_faller::get_available_fall_locations(); if( spots.size < 1 ) { self unlink(); self.anchor delete(); //IPrintLnBold("deleting zombie faller - no available fall locations"); //can't delete if we're in the middle of spawning, so wait a frame self Hide();//hide so we're not visible for one frame while waiting to delete self delayThread( 0.1, maps\_zombiemode_ai_faller::zombie_faller_delete ); return; } else if ( GetDvarInt(#"zombie_fall_test") ) { // use the spot closest to the first player always player = GetPlayers()[0]; spot = undefined; bestDist = 0.0; for ( i = 0; i < spots.size; i++ ) { checkDist = DistanceSquared(spots[i].origin, player.origin); if ( !IsDefined(spot) || checkDist < bestDist ) { spot = spots[i]; bestDist = checkDist; } } } else { spot = random(spots); } self.zombie_faller_location = spot; //NOTE: multiple zombie fallers could be waiting in the same spot now, need to have spawners detect this // and not use the spot again until the previous zombie has died or dropped down self.zombie_faller_location.is_enabled = false; self thread maps\_zombiemode_ai_faller::zombie_faller_death_wait(); self.zombie_faller_location maps\_zombiemode_ai_faller::parse_script_parameters(); // Start a monitor that will ensure the spot gets re-enabled if this zombie dies early or gets stuck. // This is defensive: it will re-enable on death or after a timeout. self thread zombie_faller_spot_monitor(self, spot); if( !isDefined( spot.angles ) ) { spot.angles = (0, 0, 0); } //Patch begin anim_org = spot.origin; anim_ang = spot.angles; self Hide(); self.anchor moveto(anim_org, .05); self.anchor waittill("movedone"); // face goal target_org = maps\_zombiemode_spawner::get_desired_origin(); if (IsDefined(target_org)) { anim_ang = VectorToAngles(target_org - self.origin); current_pos = self.anchor.origin; // Instantly rotate the anchor instead of waiting for RotateTo self.anchor ForceTeleport(current_pos, (0, anim_ang[1], 0), false, false); } self unlink(); self.anchor delete(); self thread maps\_zombiemode_ai_faller::hide_pop(); // hack to hide the pop when the zombie gets to the start position before the anim starts level thread maps\_zombiemode_ai_faller::zombie_fall_death(self, spot); spot thread maps\_zombiemode_ai_faller::zombie_fall_fx(self); self thread maps\_zombiemode_ai_faller::zombie_faller_death_wait(); //need to thread off the rest because we're apparently still in the middle of our init! self thread maps\_zombiemode_ai_faller::zombie_faller_do_fall(); } zombie_faller_spot_monitor(zombie, spot) { // sanity if ( !IsDefined(spot) ) return; // If the zombie dies cleanly, we re-enable the spot immediately. zombie waittill("death"); // At this point the zombie is dead (or the entity has been freed). if ( IsDefined(spot) ) { spot.is_enabled = true; } // Safety: also ensure we don't leave the spot disabled in pathological cases. wait(0.25); if ( IsDefined(spot) ) spot.is_enabled = true; } onPlayerConnect() { for(;;) { level waittill ("connecting", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { for(;;) { self waittill("spawned_player"); self SetClientDvars( "player_backSpeedScale", "1", "player_strafeSpeedScale", "1"); self iPrintLn("Spawn cancel fix by AlexInZombies"); } } -
Decompiler for custom zombie map .ff file?Try tom's ff extractor
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[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patchGlitchy99 QED's have been added
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[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patchUPDATE 10/20/2025:
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Added QED's as third hit
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Added a condition so raygun only shows up for coop games as 4th hit of the box
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Added round timer
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Jug is always the perk that spawns at NML
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[ZM][RELEASE] First box patch + timer + movement speed for ALL maps except moonbriskoLEGOAT It is possible, but would require me to rewrite the patch entirely as a gsc script, and to do function overrides, which isn't really pretty.... if you would like to commission it, you can send me your discord and we can discuss it, I don't really have time with my full time programmer job to rewrite the patch in GSC
if you don't wanna overwrite your files, if you play with pluto, you can put it inside your zone folder at%localappdata%/Plutonium/storage/t5/zone
This will not overwrite your original game files, but will still run my patch, if you play Steam for example, it won't affect it.
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[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patchGlitchy99 Will do right away
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[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patch_Tome What's your discord
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[ZM][RELEASE] First box patch + timer + movement speed for ALL maps except moonUPDATE 9/11/2025: Added SPH counter
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[ZM][RELEASE] First box patch + timer + movement speed for ALL maps except moonNoKid Replace the common_zombie_patch.ff with the original file
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[ZM][RELEASE] Timer and backspeed patch that follows ZWR rules for ALL mapsMiaa_ see my other patches, they have install instructions
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[ZM][RELEASE] First box patch + timer + movement speed for ALL maps except moonTheCrazedCap recently lost alot of shit with my main ssd dying, I will try to send you that tommorow, no promises.
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[ZM][RELEASE][PLUTO SCRIPT] Backspeed + game and round timer patch -
[ZM][RELEASE][PLUTO SCRIPT] Backspeed + game and round timer patch@Hulkster you're welcome man, enjoy !
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[ZM][RELEASE][PLUTO SCRIPT] Backspeed + game and round timer patch@Hulkster So basically the custom round think is just so I could add in the notifiers for the round timer, I basically copy pasted the regular method, and added 2 notifiers lmao