Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

AlexInVrundefined

AlexInVr

@AlexInVr
About
Posts
68
Topics
12
Shares
0
Groups
0
Followers
19
Following
11

Posts

Recent Best Controversial

  • [ZM][RELEASE] Shi no numa first box + timer + movement speed patch
    AlexInVrundefined AlexInVr

    Again, another First box patch by your fav waw modder 😄

    This release adds a timer synchronized with the game without the need for external software

    it also fixes the movement speed to be the same as console

    #include maps\_utility;
    #include common_scripts\utility;
    #include maps\_zombiemode_utility;
    
    //First Box by twitch.tv/AlexInVR
    
    init()
    {
    	 replacefunc(maps\_zombiemode_weapons::treasure_chest_ChooseRandomWeapon, ::custom_treasure_chest_ChooseRandomWeapon);
    	 replacefunc(maps\_zombiemode_weapons::treasure_chest_weapon_spawn, ::custom_treasure_chest_weapon_spawn);
    	 replacefunc(maps\_zombiemode_weapons_sumpf::treasure_chest_ChooseRandomWeapon, ::custom_treasure_chest_ChooseRandomWeapon);
    	 replacefunc(maps\_zombiemode_weapons_sumpf::treasure_chest_weapon_spawn, ::custom_treasure_chest_weapon_spawn);
    	replacefunc(maps\_zombiemode::round_think, ::custom_round_think);
    	thread onConnect();
       
    }
    
    onConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		player thread onPlayerSpawned();
    	}
    }
    
    
    custom_round_think()
    {
    	for( ;; )
    	{
    		level.round_spawn_func = maps\_zombiemode::round_spawning;
    		//////////////////////////////////////////
    		//designed by prod DT#36173
    		maxreward = 50 * level.round_number;
    		if ( maxreward > 500 )
    			maxreward = 500;
    		level.zombie_vars["rebuild_barrier_cap_per_round"] = maxreward;
    		//////////////////////////////////////////
    
    		level.round_timer = level.zombie_vars["zombie_round_time"]; 
    		
    		add_later_round_spawners();
    
    		maps\_zombiemode::chalk_one_up();
    		//		round_text( &"ZOMBIE_ROUND_BEGIN" );
    
    		maps\_zombiemode_powerups::powerup_round_start();
    
    		players = get_players();
    		array_thread( players, maps\_zombiemode_blockers::rebuild_barrier_reward_reset );
    
    		level thread maps\_zombiemode::award_grenades_for_survivors();
    
    		level.round_start_time = getTime();
    		level thread [[level.round_spawn_func]]();
    		level notify("start_of_round");
    
    		maps\_zombiemode::round_wait(); 
    		level.first_round = false;
    		level notify("end_of_round");
    
    		level thread maps\_zombiemode::spectators_respawn();
    
    		//		round_text( &"ZOMBIE_ROUND_END" );
    		level thread maps\_zombiemode::chalk_round_hint();
    
    		wait( level.zombie_vars["zombie_between_round_time"] ); 
    
    		// here's the difficulty increase over time area
    		timer = level.zombie_vars["zombie_spawn_delay"];
    
    		if( timer < 0.08 )
    		{
    			timer = 0.08; 
    		}	
    
    		level.zombie_vars["zombie_spawn_delay"] = timer * 0.95;
    
    		// Increase the zombie move speed
    		level.zombie_move_speed = level.round_number * 8;
    
    		level.round_number++;
    
    		level notify( "between_round_over" );
    	}
    }
    
    custom_treasure_chest_ChooseRandomWeapon(player)
    {
        	if (level.round_number <= 15){
    			if (!(player HasWeapon("tesla_gun"))){
    				return "tesla_gun";
    			}
    
    			if (!(player HasWeapon("zombie_ppsh"))){
    				return "zombie_ppsh";
    			}
    		} else {
    			keys = GetArrayKeys( level.zombie_weapons );
    
    	// Filter out any weapons the player already has
    	filtered = [];
    	for( i = 0; i < keys.size; i++ )
    	{
    		if( player HasWeapon( keys[i] ) )
    		{
    			continue;
    		}
    				
    		//chrisP - make sure the chest doesn't give the player a bouncing betty
    		if(keys[i] == "mine_bouncing_betty")
    		{
    			continue;
    		}
    
    		// PI_CHANGE_BEGIN
    		if( isDefined(level.script) && level.script == "nazi_zombie_sumpf")
    		{
    			//make sure box moves once before allowing ray gun to be accessed.
    			if( level.box_moved == false )
    			{
    				if( keys[i] == "ray_gun" )
    				{
    					continue;
    				}
    			}
    		}
    		// PI_CHANGE_END
    		
    		if( !IsDefined( keys[i] ) )
    			continue;
    
    		filtered[filtered.size] = keys[i];
    	}
    	
    	// PI_CHANGE_BEGIN - adjusting the percentages of the ray gun and tesla gun showing up 
    	if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" )
    	{	
    		if( level.box_moved == true )
    		{	
    			if( !(player HasWeapon( "ray_gun" )) )
    			{
    				// increase the percentage of ray gun
    				if( isDefined( level.pulls_since_last_ray_gun ) )
    				{
    					// after 12 pulls the ray gun percentage increases to 15%
    					
    					if( level.pulls_since_last_ray_gun > 11 )
    					{
    						// calculate the number of times we have to add it to the array to get the desired percent
    						number_to_add = .15 * filtered.size;
    						for(i=1; i<number_to_add; i++)
    						{
    							filtered[filtered.size] = "ray_gun";
    						}				
    					}			
    					// after 8 pulls the Ray Gun percentage increases to 10%
    					else if( level.pulls_since_last_ray_gun > 7 )
    					{
    						// calculate the number of times we have to add it to the array to get the desired percent
    						number_to_add = .1 * filtered.size;
    						for(i=1; i<number_to_add; i++)
    						{
    							filtered[filtered.size] = "ray_gun";
    						}				
    					}				
    				}
    			}
    		}
    			
    		// increase the percentage of tesla gun
    		if( isDefined( level.pulls_since_last_tesla_gun ) )
    		{
    			// player has dropped the tesla for another weapon, so we set all future polls to 20%
    			if( isDefined(level.player_drops_tesla_gun) && level.player_drops_tesla_gun == true )
    			{						
    				// calculate the number of times we have to add it to the array to get the desired percent
    				number_to_add = .2 * filtered.size;
    				for(i=1; i<number_to_add; i++)
    				{
    					filtered[filtered.size] = "tesla_gun";
    				}				
    			}
    			
    			// player has not seen tesla gun in late rounds
    			if( !isDefined(level.player_seen_tesla_gun) || level.player_seen_tesla_gun == false )
    			{
    
    				// after round 10 the Tesla gun percentage increases to 20%
    				if( level.round_number > 10 )
    				{
    					// calculate the number of times we have to add it to the array to get the desired percent
    					number_to_add = .2 * filtered.size;
    					for(i=1; i<number_to_add; i++)
    					{
    						filtered[filtered.size] = "tesla_gun";
    					}				
    				}		
    				// after round 5 the Tesla gun percentage increases to 15%
    				else if( level.round_number > 5 )
    				{
    					// calculate the number of times we have to add it to the array to get the desired percent
    					number_to_add = .15 * filtered.size;
    					for(i=1; i<number_to_add; i++)
    					{
    						filtered[filtered.size] = "tesla_gun";
    					}				
    				}						
    			}
    		}
    	}
    	// PI_CHANGE_END	
    
    	// Filter out the limited weapons
    	if( IsDefined( level.limited_weapons ) )
    	{
    		keys2 = GetArrayKeys( level.limited_weapons );
    		players = get_players();
    		for( q = 0; q < keys2.size; q++ )
    		{
    			count = 0;
    			for( i = 0; i < players.size; i++ )
    			{
    				if( players[i] HasWeapon( keys2[q] ) )
    				{
    					count++;
    				}
    
    				// check for last stand weapons that might not be on the player at the time
    				if (players[i] maps\_laststand::player_is_in_laststand())
    				{
    					for( m = 0; m < players[i].weaponInventory.size; m++ )
    					{
    						if (players[i].weaponInventory[m] == keys2[q])
    						{
    							count++;
    						}
    					}
    				}
    			}
    
    			if( count == level.limited_weapons[keys2[q]] )
    			{
    				filtered = array_remove( filtered, keys2[q] );
    			}
    		}
    	}
    
    	return filtered[RandomInt( filtered.size )];
    		}
    }
    
    custom_treasure_chest_weapon_spawn( chest, player )
    {
    	assert(IsDefined(player));
    	// spawn the model
    	model = spawn( "script_model", self.origin ); 
    	model.angles = self.angles +( 0, 90, 0 );
    
    	floatHeight = 40;
    
    	//move it up
    	model moveto( model.origin +( 0, 0, floatHeight ), 3, 2, 0.9 ); 
    
    	// rotation would go here
    
    	// make with the mario kart
    	modelname = undefined; 
    	rand = undefined; 
    	for( i = 0; i < 40; i++ )
    	{
    
    		if( i < 20 )
    		{
    			wait( 0.05 ); 
    		}
    		else if( i < 30 )
    		{
    			wait( 0.1 ); 
    		}
    		else if( i < 35 )
    		{
    			wait( 0.2 ); 
    		}
    		else if( i < 38 )
    		{
    			wait( 0.3 ); 
    		}
    
    		rand = custom_treasure_chest_ChooseRandomWeapon( player );
    		
    		/#
    			if( maps\_zombiemode_tesla::tesla_gun_exists() )	
    			{
    				if ( i == 39 && GetDvar( "scr_spawn_tesla" ) != "" )
    				{
    					SetDvar( "scr_spawn_tesla", "" );
    					rand = "tesla_gun";
    				}
    			}
    		#/
    		
    		modelname = GetWeaponModel( rand );
    		model setmodel( modelname ); 
    
    
    	}
    
    	self.weapon_string = rand; // here's where the org get it's weapon type for the give function
    
    	// random change of getting the joker that moves the box
    	random = Randomint(100);
    
    
    	//increase the chance of joker appearing from 0-100 based on amount of the time chest has been opened.
    	if(level.script != "nazi_zombie_prototype" && getdvar("magic_chest_movable") == "1")
    	{
    
    		if(level.chest_accessed < 4)
    		{		
    			// PI_CHANGE_BEGIN - JMA - RandomInt(100) can return a number between 0-99.  If it's zero and chance_of_joker is zero
    			//									we can possibly have a teddy bear one after another.
    			chance_of_joker = -1;
    			// PI_CHANGE_END
    		}
    		else
    		{
    			chance_of_joker = level.chest_accessed + 20;
    			
    			// PI_CHANGE_BEGIN - JMA 
    			if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" )
    			{
    				// make sure teddy bear appears on the 8th pull if it hasn't moved from the attic
    				if( (!isDefined(level.magic_box_first_move) || level.magic_box_first_move == false ) && level.chest_accessed >= 8)
    				{
    					chance_of_joker = 100;
    				}
    				
    				// pulls 4 thru 8, there is a 15% chance of getting the teddy bear
    				// NOTE:  this happens in all cases
    				if( level.chest_accessed >= 4 && level.chest_accessed < 8 )
    				{
    					if( random < 15 )
    					{
    						chance_of_joker = 100;
    					}
    					else
    					{
    						chance_of_joker = -1;
    					}
    				}
    				
    				// after the first magic box move the teddy bear percentages changes
    				if( isDefined(level.magic_box_first_move) && level.magic_box_first_move == true )
    				{
    					// between pulls 8 thru 12, the teddy bear percent is 30%
    					if( level.chest_accessed >= 8 && level.chest_accessed < 13 )
    					{
    						if( random < 30 )
    						{
    							chance_of_joker = 100;
    						}
    						else
    						{
    							chance_of_joker = -1;
    						}
    					}
    					
    					// after 12th pull, the teddy bear percent is 50%
    					if( level.chest_accessed >= 13 )
    					{
    						if( random < 50 )
    						{
    							chance_of_joker = 100;
    						}
    						else
    						{
    							chance_of_joker = -1;
    						}
    					}
    				}
    			}					
    			// PI_CHANGE_END
    		}
    
    		if (random <= chance_of_joker)
    		{
    			model SetModel("zombie_teddybear");
    		//	model rotateto(level.chests[level.chest_index].angles, 0.01);
    			//wait(1);
    			model.angles = self.angles;		
    			wait 1;
    			flag_set("moving_chest_now");
    			level.chest_accessed = 0;
    
    			player maps\_zombiemode_score::add_to_player_score( 950 );
    
    			//allow power weapon to be accessed.
    			level.box_moved = true;
    
    
    		}
    
    	}
    
    	self notify( "randomization_done" );
    
    	if (flag("moving_chest_now"))
    	{
    		wait .5;	// we need a wait here before this notify
    		level notify("weapon_fly_away_start");
    		wait 2;
    		model MoveZ(500, 4, 3);
    		model waittill("movedone");
    		model delete();
    		self notify( "box_moving" );
    		level notify("weapon_fly_away_end");
    	}
    	else
    	{
    		
    		//turn off power weapon, since player just got one
    		if( rand == "tesla_gun" || rand == "ray_gun" )
    		{
    			// PI_CHANGE_BEGIN - JMA - reset the counters for tesla gun and ray gun pulls
    			if( isDefined( level.script ) && level.script == "nazi_zombie_sumpf" )
    			{
    				if( rand == "ray_gun" )
    				{
    					level.box_moved = false;
    					level.pulls_since_last_ray_gun = 0;
    				}
    				
    				if( rand == "tesla_gun" )
    				{
    					level.pulls_since_last_tesla_gun = 0;
    					level.player_seen_tesla_gun = true;
    				}			
    			}
    			else
    			{
    				level.box_moved = false;
    			}
    			// PI_CHANGE_END			
    		}
    
    		model thread timer_til_despawn(floatHeight);
    		self waittill( "weapon_grabbed" );
    
    		if( !chest.timedOut )
    		{
    			model Delete();
    		}
    
    
    	}
    }
    
    timer_til_despawn(floatHeight)
    {
    
    
    	// SRS 9/3/2008: if we timed out, move the weapon back into the box instead of deleting it
    	putBackTime = 12;
    	self MoveTo( self.origin - ( 0, 0, floatHeight ), putBackTime, ( putBackTime * 0.5 ) );
    	wait( putBackTime );
    
    	if(isdefined(self))
    	{	
    		self Delete();
    	}
    }
    
    game_timer()
    {	
    	hud = create_simple_hud( self );
    	hud.foreground = true; 
    	hud.sort = 1; 
    	hud.hidewheninmenu = true; 
    	hud.alignX = "left"; 
    	hud.alignY = "top";
    	hud.horzAlign = "user_left"; 
    	hud.vertAlign = "user_top";
    	hud.x = hud.x - -700; 
    	hud.y = hud.y + 35; 
    	hud.alpha = 1;
    	flag_wait("all_players_spawned");
    	hud setTimerUp(1);
    }
    
    round_timer()
    {	
    	timerHud = create_simple_hud( self );
    	timerHud.foreground = true; 
    	timerHud.sort = 1; 
    	timerHud.hidewheninmenu = true; 
    	timerHud.alignX = "left"; 
    	timerHud.alignY = "top";
    	timerHud.horzAlign = "user_left"; 
    	timerHud.vertAlign = "user_top";
    	timerHud.x = timerHud.x - -700; 
    	timerHud.y = timerHud.y + 45;
    	timerHud.color =  (1, 0, 0);
    	timerHud.alpha = 1;
    	flag_wait("all_players_spawned");
    	for (;;){
    		start_time = GetTime() / 1000;
    		timerHud setTimerUp(0);
    		level waittill("end_of_round");
    		end_time = GetTime() / 1000;
    		time = end_time - start_time;
    		set_time_frozen(timerHud, time); 
    	}
    	
    }
    
    set_time_frozen(hud, time)
    {
    	level endon("start_of_round");
    	time = time - 0.1;
    	while(1)
    	{
    		hud settimer(time);
    		wait(0.5);
    	}
    }
    
    onPlayerSpawned()
    {
    	self endon( "disconnect" ); 
    
    	for( ;; )
    	{
    		
    		level waittill( "connected", player ); 
    		self thread game_timer();
    		self thread round_timer();
    		self SetClientDvars( 
    			"player_backSpeedScale", "1", 
    			"player_strafeSpeedScale", "1");
    		
    		wait 3;
    
    		self IPrintLnBold("First box patch by ^1twitch.tv/^2AlexInVR");
    	}
    	level waittill( "connected", player ); 
    	
    }  
    

    pic of what it looks like upon spawning in the game.

    download (9).jpg
    download (3).jpg

    download (4).jpg

    download (5).jpg

    WAW Modding Releases & Resources

  • [ZM][RELEASE] First Box Patch + Timer + Movement Speed Patch for Verruckt
    AlexInVrundefined AlexInVr

    hindercanrun Thx bro !

    WAW Modding Releases & Resources

  • [ZM][RELEASE] First Box Patch + Timer + Movement Speed Patch for Verruckt
    AlexInVrundefined AlexInVr

    Title says it all, This is a first box patch that will give you the flamethrower and the raygun up until round 20, It also has an integrated timer in it that's synchronized with the game without the need for external software, I can release a version with just the timer and the movement speed if someone would prefer that, just ask me.

    It also patches your backwards and strafe speed movement to console movement, it is 30% slower on pc by default.

    This can be changed using the console if you prefer otherwise

    player_backSpeedScale X (between 0 and 1 default is 0.7 on pc)

    player_strafeSpeedScale X (between 0 and 1 default is 0.7 on pc)

    anyways, add this script into your scripts folder and enjoy 🙂

    #include maps\_utility;
    #include common_scripts\utility;
    #include maps\_zombiemode_utility;
    
    //First Box by twitch.tv/AlexInVR
    
    init()
    {
    	 replacefunc(maps\_zombiemode_weapons::treasure_chest_ChooseRandomWeapon, ::custom_treasure_chest_ChooseRandomWeapon);
    	 replacefunc(maps\_zombiemode_weapons::treasure_chest_weapon_spawn, ::custom_treasure_chest_weapon_spawn);
    	thread onConnect();
       
    }
    
    onConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		player thread OnPlayerSpawned();
    	}
    }
    
    
    game_timer()
    {	
    	hud = create_simple_hud( self );
    	hud.foreground = true; 
    	hud.sort = 1; 
    	hud.hidewheninmenu = true; 
    	hud.alignX = "left"; 
    	hud.alignY = "top";
    	hud.horzAlign = "user_left"; 
    	hud.vertAlign = "user_top";
    	hud.x = hud.x - -700; 
    	hud.y = hud.y + 35; 
    	hud.alpha = 1;
    	time_text = string(GetTime() / 1000);
    	flag_wait("all_players_spawned");
    	while (1){
    		hud setTimerUp(1);
    		hud setTimer(time_text);
    	}
    	
    }
    
    
    custom_treasure_chest_ChooseRandomWeapon( player )
    {
    	if (level.round_number <= 20){
    		if (!(player HasWeapon("m2_flamethrower_zombie"))){
    			return "m2_flamethrower_zombie";
    		}
    
    		if (!(player HasWeapon("ray_gun"))){
    			return "ray_gun";
    		}
    
    		
    	}
    
    	keys = GetArrayKeys( level.zombie_weapons );
    
    	// Filter out any weapons the player already has
    	filtered = [];
    	for( i = 0; i < keys.size; i++ )
    	{
    		if( player HasWeapon( keys[i] ) )
    		{
    			continue;
    		}
    
    		//chrisP - make sure the chest doesn't give the player a bouncing betty
    		if(keys[i] == "mine_bouncing_betty")
    		{
    			continue;
    		}
    
    		filtered[filtered.size] = keys[i];
    	}
    
    	// Filter out the limited weapons
    	if( IsDefined( level.limited_weapons ) )
    	{
    		keys2 = GetArrayKeys( level.limited_weapons );
    		players = get_players();
    		for( q = 0; q < keys2.size; q++ )
    		{
    			count = 0;
    			for( i = 0; i < players.size; i++ )
    			{
    				if( players[i] HasWeapon( keys2[q] ) )
    				{
    					count++;
    				}
    
    				// check for last stand weapons that might not be on the player at the time
    				if (players[i] maps\_laststand::player_is_in_laststand())
    				{
    					for( m = 0; m < players[i].weaponInventory.size; m++ )
    					{
    						if (players[i].weaponInventory[m] == keys2[q])
    						{
    							count++;
    						}
    					}
    				}
    			}
    
    			if( count == level.limited_weapons[keys2[q]] )
    			{
    				filtered = array_remove( filtered, keys2[q] );
    			}
    		}
    	}
    
    	return filtered[RandomInt( filtered.size )];
    }
    
    custom_treasure_chest_weapon_spawn( chest, player )
    {
    	assert(IsDefined(player));
    	// spawn the model
    	model = spawn( "script_model", self.origin ); 
    	model.angles = self.angles +( 0, 90, 0 );
    
    	floatHeight = 40;
    
    	//move it up
    	model moveto( model.origin +( 0, 0, floatHeight ), 3, 2, 0.9 ); 
    
    	// rotation would go here
    
    	// make with the mario kart
    	modelname = undefined; 
    	rand = undefined; 
    	for( i = 0; i < 40; i++ )
    	{
    
    		if( i < 20 )
    		{
    			wait( 0.05 ); 
    		}
    		else if( i < 30 )
    		{
    			wait( 0.1 ); 
    		}
    		else if( i < 35 )
    		{
    			wait( 0.2 ); 
    		}
    		else if( i < 38 )
    		{
    			wait( 0.3 ); 
    		}
    
    		rand = custom_treasure_chest_ChooseRandomWeapon( player );
    		modelname = GetWeaponModel( rand );
    		model setmodel( modelname ); 
    
    
    	}
    
    	self.weapon_string = rand; // here's where the org get it's weapon type for the give function
    
    	// random change of getting the joker that moves the box
    	rand = Randomint(100);
    
    
    	//increase the chance of joker appearing from 0-100 based on amount of the time chest has been opened.
    	if(level.script != "nazi_zombie_prototype" && getdvar("magic_chest_movable") == "1")
    	{
    
    		if(level.chest_accessed < 5)
    		{		
    			chance_of_joker = 0;
    		}
    		else
    		{
    			chance_of_joker = level.chest_accessed + 3;
    		}
    
    		if (rand <= chance_of_joker)
    		{
    			model SetModel("zombie_teddybear");
    		//	model rotateto(level.chests[level.chest_index].angles, 0.01);
    			//wait(1);
    			model.angles = level.chests[level.chest_index].angles;		
    			wait 1;
    			flag_set("moving_chest_now");
    			level.chest_accessed = 0;
    
    			player maps\_zombiemode_score::add_to_player_score( 950 );
    
    		}
    
    	}
    
    	self notify( "randomization_done" );
    
    	if (flag("moving_chest_now"))
    	{
    		wait .5;	// we need a wait here before this notify
    		level notify("weapon_fly_away_start");
    		wait 2;
    		model MoveZ(500, 4, 3);
    		model waittill("movedone");
    		model delete();
    		self notify( "box_moving" );
    		level notify("weapon_fly_away_end");
    	}
    	else
    	{
    
    		model thread timer_til_despawn(floatHeight);
    		self waittill( "weapon_grabbed" );
    
    		if( !chest.timedOut )
    		{
    			model Delete();
    		}
    
    
    	}
    }
    
    
    
    timer_til_despawn(floatHeight)
    {
    
    
    	// SRS 9/3/2008: if we timed out, move the weapon back into the box instead of deleting it
    	putBackTime = 12;
    	self MoveTo( self.origin - ( 0, 0, floatHeight ), putBackTime, ( putBackTime * 0.5 ) );
    	wait( putBackTime );
    
    	if(isdefined(self))
    	{	
    		self Delete();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon( "disconnect" ); 
    
    	for( ;; )
    	{
    		level waittill( "connected", player ); 
                    self thread game_timer();
    		self SetClientDvars( 
    			"player_backSpeedScale", "1", 
    			"player_strafeSpeedScale", "1");
    
    		
    		wait 3;
    
    		self IPrintLnBold("First box by ^1twitch.tv/^2AlexInVR");
    	}
    
    }
    

    Here's what it looks like
    download (2).jpg

    WAW Modding Releases & Resources

  • [ZM][FIX] Temporary fix for CZ crash
    AlexInVrundefined AlexInVr

    ATZENMODUS windows + r %LOCALAPPDATA% ----> Plutonium ----> storage ----> t5 ---> zone

    BO1 Modding Releases & Resources

  • [RELEASE] [ZOMBIES] First box patch for shi no numa
    AlexInVrundefined AlexInVr

    Misty thx man !

    WAW Modding Releases & Resources

  • [ZM][FIX] Temporary fix for CZ crash
    AlexInVrundefined AlexInVr

    ~~This is a patch that disables the weapon in the game, I simply commented out the line that includes the weapon in the zombie mode and also disables the checks for dual wield. Should stop you from accidentally picking them up I guess

    Google drive link~~

    EDIT: use BoneCrusher's stuff in the comments, my fix is a very crude and amateur fix, intended just to literally prevent the crash entirely by removing the gun. this is not a proper fix. Bonecrusher has the right fix

    BO1 Modding Releases & Resources

  • cheater/hacker named "CheaterDreamGuy"
    AlexInVrundefined AlexInVr

    I mean.... it's just pve lol, just leave the game that's it. Why should he be banned for modding in zombies lol. Especially if you joined a public server bro....

    General Discussion
  • 1
  • 2
  • 3
  • 4
  • 4 / 4
  • Login

  • Don't have an account? Register

  • Login or register to search.
  • First post
    Last post
0
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate