Love the idea and I love the grind this is awesome! Please continue this!
Astroolean
Posts
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[2/3/2026 UPDATE] Black Ops 2 Remastered - Audio + Texture Enhancement - Project -
[Tutorial][T6][Zombies] How to Add Custom Playermodels to BO2 ZombiesOk this has my interest lol, highly appreciate the tutorial might try something with this... Thank you, this is awesome!
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Astroolean Approved Modpack - GSC Scripts (2026 Version)Jack Dempsey Yep, that’s planned lol. I didn’t add it yet because I wanted it balanced properly, and that part was the one that kept throwing errors on me. I ended up finishing the other systems first so the whole mod wasn’t held hostage by one stubborn feature, and I’m going back to it.
Also, to clarify what I meant in the file notes after actually reviewing both scripts:
When I wrote “custom_weapons.gsc Weapon-class movement speed scaling and one-time reserve ammo adjustments per weapon pickup, with optional tuning tables for future hooks. Also includes a mapvote-hide listener flag.” I was hinting at a few things. In that file, movement speed is scaled by weapon class (SMGs lighter, LMGs heavier, etc.) using dvars so it’s easy to tune. It also applies a one-time reserve ammo stock adjustment the first time you obtain a weapon that life (it tracks what you’ve already picked up so it doesn’t stack or repeat). That’s the closest I can get with pure/basic GSC right now to making weaker weapons feel better, because I can adjust reserves, but changing a weapon’s actual max magazine size or true max ammo limits isn’t something I can reliably do with straightforward scripting alone. The “optional tuning tables” are real too (damage and headshot multipliers, plus bonus-point hooks), they’re just there for future wiring once I hook into the right callbacks.
The “mapvote-hide listener flag” is literally a listener that waits for the map vote to start and flips a flag so any custom HUD can hide during voting. Bigger picture, that was me hinting at a client-side map vote system for custom games with no server needed. I had it working on Bus Depot, Town, TranZit, Origins, and Die Rise, but other maps were throwing errors, and then I accidentally broke the ones that were working, so that part is still a work in progress. Slowly but steadily I’m trying to push GSC as far as it’ll go.
When I wrote “custom_reload.gsc Reload movement scaling by weapon weight, tactical reload detection bonuses, tactical reload streak stacking, mastery ranks that grant small persistent bonuses for the match, and Speed Cola synergy multipliers. Includes optional HUD helpers if you enable that path.” that’s exactly what it’s doing. While you’re reloading, your movement speed scales based on weapon weight, it detects tactical reloads (reloading with ammo still in the mag), streaks stack up to a cap, and you earn a match-only mastery rank (Novice through Master) based on tactical reloads that gives a small bonus for the rest of that match. Speed Cola multiplies the bonuses, and the HUD helpers are in the file if/when I decide to turn that path on.
And to your leveling question, not fully yet. Right now it’s match-based mastery and streak systems, and the long-term goal is BO3-style progression, but real persistent leveling might take more than just straightforward GSC depending on how deep I want to go with saving and tracking.
custom_counter.gsc
Match tracker plus career totals (kills, downs, headshots, rounds, games), an estimated “Shotguns progress” model, and an optional round summary popup. This does not change gameplay, it tracks and displays.This one is basically the performance and progress overlay. It tracks how you’re doing in the current match (session stats) and also keeps rolling career totals (lifetime totals) saved in dvars. The important part is the per-match rank pacing: the rank it shows is intentionally session-only so it starts fresh each game, and it displays the rank you’re performing at for that specific run. It’s based on reverse-engineered research from Dobby, so instead of trying to perfectly mirror the internal system 1:1 (I couldn’t get an exact clone working cleanly), it uses an estimated model that’s still useful in real gameplay. It reads your current performance and converts it into an on-track rank and a progress readout toward Shotguns. The goal is making Shotguns easier for casual players because you don’t have to guess if you’re playing well enough this match, it tells you what rank pace you’re on right now and how close you are, and the optional round summary popup can quickly recap the run without changing any mechanics.
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Astroolean Approved Modpack - GSC Scripts (2026 Version)It’s almost 4am and I’ve got work tomorrow, so I’m exhausted and didn’t have enough time to get proper screenshots or record a video. Sorry if this seems rushed. Over the years I’ve found a bunch of broken or abandoned mods, and I tried to bring some of them back to life while also making a few new ones alongside them, so this is basically me dumping what I could get done before passing out.
Best regards,
AstrooleanP.S no braincells were harmed in the making of this
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Astroolean Approved Modpack - GSC Scripts (2026 Version)Astroolean Approved Modpack - GSC Scripts (2026 Version)
Created by Astroolean
This BO2 Zombies Plutonium mod pack is a full gameplay and HUD overhaul built to feel modern while staying true to the original flow, featuring named zombie health bars, smarter round pacing, custom weapon handling, faster and more responsive reload and movement tuning, expanded perks including permanent perks, perk animations, and box perk support, upgraded powerups and ammo behavior, a solo self revive system with safeguards, a ranked progression setup with a live on screen tracker for stats, progress, and session summaries, map style extras like snow and lava effects where supported, and a simple reset tool that backs up and resets your saved mod stats and settings cleanly when you want a fresh start.
Features at a glance
HUD and feedback
- Named zombie health bars with throttled, safe updates to avoid configstring spam issues
- Hitmarker feedback on damage and death
- Perk icon pop-up animation when perks are granted
- Live match tracking, career totals, and an estimated progression model
- Featuring round-completion summary with saved personal bests
Gameplay systems
- Cold War-style total zombie spawns per round with a tuned, player-count aware curve
- Rebuilt powerup cycle pacing with weighted “next drop” logic
- Late-round powerup tweaks so drops stay useful
- Reload-based movement bonuses, tactical reload streaks, and reload mastery ranks
- Speed Cola+ and Deadshot+ expansions that add handling bonuses and reward loops
Utility and extras
- Charge-based solo self revive system with safeguards and tuning options
- Transit-family lava protection toggle
- Origins snow forced from Round 1 with optional falling-snow visuals
- Reset tool that backs up and wipes only this pack’s DVAR lines from your configs
What’s included (module breakdown)
This section is a straight “what each file does” list so you know exactly what you’re installing.
HUD and tracking
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custom_healthbars.gsc
Floating health bar for the last zombie you damaged, optional name/text modes, throttled text updates, and digit-based exact HP rendering to avoid overflow issues. Includes hitmarker HUD feedback and simple chat commands for display options. -
custom_counter.gsc
Match tracker plus career totals (kills, downs, headshots, rounds, games), an estimated “Shotguns progress” model, and an optional round summary popup. This does not change gameplay, it tracks and displays. -
custom_perkanim.gsc
Hooks perk-grant flow and adds a centered perk icon pop-up animation when a perk is awarded. Underlying perk logic remains stock. -
custom_summary.gsc
“Round Complete” summary overlay starting at Round 2 with round time/eliminations, saved personal bests, and a status line for new bests. Built for zm_tomb.
Perks
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custom_speed.gsc
When Speed Cola is owned, automatically grants extra handling bonuses (fast ADS, fast swap, faster equipment use, faster melee recovery) and an optional movement multiplier. Cleanly removes bonuses when Speed Cola is lost. -
custom_deadshot.gsc
When Deadshot is owned, grants handling helpers and adds a headshot reward loop (bonus points, small heal, streak milestones). Cleans up on perk loss/death. -
custom_permaperks.gsc
Forces the personal-upgrades (permaperks) system active, registers supported upgrades, and writes client stats to threshold values so upgrades are awarded immediately. This is intentionally a “force awards” file.
Mystery Box, weapons, reload, core feel
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custom_boxperks.gsc
Adds perk bottles into the Mystery Box roll pool using a 1-in-N chance, prevents duplicates, respects perk limits, and includes safe helper stubs to avoid crashing on builds missing certain stock helpers. Auto-sets:
perks_in_box, perk_limit, box_perk_roll_range -
custom_weapons.gsc
Weapon-class movement speed scaling and one-time reserve ammo adjustments per weapon pickup, with optional tuning tables for future hooks. Also includes a mapvote-hide listener flag. -
custom_reload.gsc
Reload movement scaling by weapon weight, tactical reload detection bonuses, tactical reload streak stacking, mastery ranks that grant small persistent bonuses for the match, and Speed Cola synergy multipliers. Includes optional HUD helpers if you enable that path.
Rounds and powerups
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custom_rounds.gsc
Replaces the round spawn handler so total zombies per round follow a Cold War-like curve. Early rounds use fixed totals by player count; Round 6+ scales with per-player values and round multipliers with caps. Optional mixed spawns can inject specials at very low odds when enabled. -
custom_powerups.gsc
Rebuilds the powerup “next drop” cycle each round using weighted rules, adjusts pacing and per-round caps, adds late-round tweaks (Carpenter points scaling, Nuke percentage-style damage plus bonus), and prevents Double Points from sitting in the next-slot while Insta-Kill is already active.
Pack-a-Punch
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custom_instant.gsc
Replaces the default upgrade trigger with a custom radius trigger and instantly upgrades the weapon in-hand for a configurable price:
pap_price -
custom_ammo.gsc
Multi-Pack-a-Punch upgrade flow with cost handling and ammo preservation, plus Alternate Ammo Types (AAT) assigned to upgraded weapons with an on-HUD display. Routes zombie damage through an AAT callback to trigger effects like Thunder Wall, Fireworks, Turned, Cluster, Headcutter, Explosive, and Blast Furnace. Includes map-specific safety notes.
Survivability and map extras
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custom_selfrevive.gsc
Charge-based self revive system that cancels the lethal down, heals instantly, plays a syrette flow, and grants a short invulnerability window. Tunable via:
sr_charges and sr_invuln_ms
Includes safeguards to prevent double-use and stuck states. -
custom_lava.gsc (Transit family maps)
Prevents lava/fire damage and strips burn overlay/FX/sound with a two-layer approach (preemptive flagging plus reactive cleanup). Includes a D-pad Right toggle and DVARs:
lava_protection and lava_max_height -
custom_snow.gsc (Origins only)
Forces real snow weather state immediately (including Round 1) and optionally forces falling snow particles so you see the weather. Tunable via:
perma_snow, perma_snow_rate, perma_snow_particles
Client and backend file (optional)
- ranked.gsc
Dedicated-server focused detours and safety fixes via replaceFunc/GetFunction. Targets ranking/stats reliability, menu response hardening, spawnpoint selection, ready checks with timeout, and a few map-specific patches. This is optional, and I do not provide full dedicated-server support, but it’s included for those who want it.
Reset utility
- custom_reset_gui.ps1
ASCII UI reset tool that locates your T6 player configs, creates timestamped backups, removes only matching mod DVAR lines by prefix, and verifies the wipe. Includes a speed multiplier so the output is readable.
Installation
Step 0 (recommended)
Close Plutonium completely before copying scripts.Method A: Drop-in scripts (most common)
- Delete compiled cache so scripts rebuild clean:
%localappdata%\Plutonium\storage\t6\scripts\compiled- Copy the .gsc files into one of these (depends on your Plutonium build):
Newer:
%localappdata%\Plutonium\storage\t6\raw\scripts\zmOlder:
%localappdata%\Plutonium\storage\t6\scripts\zm- Map-specific scripts go in their map folders. Example (Origins):
%localappdata%\Plutonium\storage\t6\scripts\zm\zm_tomb- Launch Plutonium and start Zombies.
Method B: Packaged as a Mod
If you prefer enabling/disabling in the Mods menu:%localappdata%\Plutonium\storage\t6\mods\<YourModName>\scripts\zmThen enable it from the Mods menu.
Configuration (quick start)
Box perks (auto-set each match by the script, but you can change values)
set perks_in_box 1 set perk_limit 12 set box_perk_roll_range 5Instant Pack-a-Punch price
set pap_price 5000Self revive tuning
set sr_charges 3 set sr_invuln_ms 700Speed Cola+ options
set sc_move_boost 1.08 set sc_hud 1Deadshot+ options
set ds_hs_points 50 set ds_hs_heal 15 set ds_hud 1Reload system examples
set rl_hud 1 set rl_cola_mult 1.20Origins snow
set perma_snow 1 set perma_snow_particles 1Transit lava protection
set lava_protection 1 set lava_max_height 50Compatibility notes
- This is a full suite. If you already run other scripts that touch perks, powerups, rounds, Pack-a-Punch, HUD, or weapon handling, expect conflicts unless you merge properly.
- Choose one Pack-a-Punch approach: custom_instant.gsc or custom_ammo.gsc.
- ranked.gsc is optional and aimed at dedicated-server scenarios. I primarily support solo/co-op testing, but it’s included for people who want it.
Download
Support
If something breaks, include this so I can reproduce it:
- Map name
- Solo or co-op (I’m not offering full dedicated-server support)
- List of other mods/scripts you’re running
- What you did right before the issue
- Any console errors or screenshots
Credits
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Dobby (reverse-engineered research reference used by the tracker model)
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Guilh_INFR and GerardS0406 (round pacing/spawn concept reference points and implementation notes I used while building my own systems)
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Plutonium community for BO2 Zombies scripting knowledge and testing feedback
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Archived mods over the years and authors no longer active in the scene
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Coronavirus-19 (Origins perma-snow test concept, “running while reloading” illusion approach, and stim-shot style movement concept)
https://forum.plutonium.pw/topic/43195/zm-origins-permasnow-test
https://forum.plutonium.pw/topic/43905/zm-release-running-and-reloading
https://forum.plutonium.pw/topic/43994/release-zm-stim-shot-movement-script -
dontknowletspl (alternative ammo types concept + perks-in-box/share mystery box reference)
https://forum.plutonium.pw/topic/16795/release-zombies-black-ops-2-alternative-ammo-types
https://forum.plutonium.pw/topic/14492/release-zombies-share-mystery-box-perks-in-mysterybox -
Ox_ (custom powerup framework reference, “Unlimited Ammo” powerup)
https://forum.plutonium.pw/topic/70/release-gsc-zombies-custom-powerup-unlimited-ammo -
osmnbtrclk (updated fork reference for BO2 bots/perma-perks behavior), based on GerardS0406’s original work
https://github.com/osmnbtrclk/bo2_zm_bots -
techboy04gaming (perk HUD animation reference and instant Pack-a-Punch reference)
Shoutouts listed by the author: 2 Millimeter and JezuzLizard (help with perk check + HUD scaling)
https://forum.plutonium.pw/topic/27422/release-zm-vanguard-perk-hud-animation
https://forum.plutonium.pw/topic/27420/release-zm-instant-pack-a-punch -
Rise166 (health bar on-screen concept/reference point)
https://forum.plutonium.pw/topic/40569/release-zombies-healthbar-on-the-screen -
Important note: these are inspiration and reference credits. Most systems in this pack were heavily modified, refactored, rebalanced, or fully rewritten to fit my framework, safeguards, and cross-map behavior. Nothing here is intended as a direct reupload.
Changelog
v2026.0
- Public release of Astroolean Approved Modpack - GSC Scripts (2026 Version)
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WAW Health script/mod to get 3 hit down?/* * -------------------------------------------------------------------------------- * --- 3 Hit Down GSC Script for Call of Duty: World at War Zombies --- * -------------------------------------------------------------------------------- * * Description: * This script modifies the default player damage rules in Nazi Zombies to allow * players to withstand two zombie hits before going down on the third hit. * This script does not affect the damage boost provided by the Juggernog perk. * * Installation: * 1. Create a new file named "three_hit_down.gsc" in your map's GSC folder, * located at: /root/mods/your_map_name/maps/ * 2. Copy and paste the entire content of this script into the new file. * 3. Open your main map GSC file (e.g., nazi_zombie_mapname.gsc). * 4. At the top of your main map GSC file, add the following line: * #include maps\three_hit_down; * 5. In the main() function of your map's GSC file, add the following line * BEFORE maps\_zombiemode::main(); * thread three_hit_down::init(); * * Your main function should look something like this: * main() * { * // Other pre-zombiemode threads * * thread three_hit_down::init(); * * maps\_zombiemode::main(); * * // Other post-zombiemode code * } * * 6. Re-compile your map and run it. * * -------------------------------------------------------------------------------- */ init() { // This function will wait until all players are connected and then start // the monitoring process for each player. level flag_wait( "all_players_connected" ); for(;;) { level waittill( "connected", player ); player thread onPlayerConnect(); } } onPlayerConnect() { // When a player connects, this function is threaded to them. // It will end if the player disconnects. self endon( "disconnect" ); // Initialize the hit counter for this player self.hit_count = 0; for(;;) { // This is the core loop that monitors player damage. // It waits until the player is damaged. The 'eInflictor' is the entity // that caused the damage (in this case, a zombie). self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags ); // We only care about damage from zombies. We check the attacker's script_noteworthy // to ensure it's a zombie. if ( isdefined( attacker.script_noteworthy ) && attacker.script_noteworthy == "zombie" ) { // We also don't want this to interfere with Juggernog. // If the player has Juggernog, we let the default damage logic handle it. if( !self maps\_zombiemode_perks::player_has_perk("specialty_armorvest") ) { // Increment the hit counter self.hit_count++; // If the hit count is less than 3, we prevent the player from taking damage. if ( self.hit_count < 3 ) { // Setting damage to 0 effectively negates the hit. damage = 0; } else { // On the third hit, we reset the counter and let the player go down. self.hit_count = 0; } } } } }This was made with AI, I just generated it as soon as I saw your question on the forum. No idea if it works havnt tested it, but maybe this could be a template to build off of. I did not write this simply asked AI to make it. Maybe this could work?
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[Alpha-Release] Chronicles Reawakened Mod V2.1 [VERRUKT & NACHT ADDED]DevTheGiantStyle This is literally one of the best call of duty mods ive ever played like ever besides that Tranzit remaster by UltimateMan... the only bad thing I can say about it is the controller support is horrible. I was forced to use keyboard and mouse. Don't get me wrong you can use controller. If you use controller your forced to have a sensitivity you cant change. Like its really buggy and weird. I don't know if its because I'm so used to BO2 and BO3? but I just couldn't use a controller on BO1. I don't know if its possible for you to fix the controller support, but that would be amazing. The only issue with controller support is the sensitivity and its always stuck on the highest setting. You can change it... but wont change. Always stays the same. No idea why. I just spin around super fast and cant see and control anything... its so fast you cant control it. I'm not a big fan of keyboard and mouse but still used it to play this... Is it just BO1 in general with weird controller support? because I even tried WaW and the controller was fine same with the other games. Only BO1 the controller is very very very buggy.
I had an amazing experience playing this and 100% would recommend this to anyone and everyone.
[edit]: so all in all the controller issue has nothing to do with this mod. your mod is fine and amazing. I just wish I could use a controller lol, I think the controller support is messed up with the game itself because even the multiplayer sensitivity wasnt working on BO1 lmfao. So yea that has nothing to do with this mod wanted to throw that out there. Just an issue I personally experienced while spending the night playing.
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[Alpha-Release] Chronicles Reawakened Mod V2.1 [VERRUKT & NACHT ADDED]DevTheGiantStyle this looks so amazing... you did an amazing job. Thank you for creating this. I was going to try it, but having issues with my pc right now. Got 2tb free on D drive and 70gb free on C drive... yet says I don't have enough space for a 2gb file lmfao... so idk what's happening to be honest, it has nothing to do with you or what you made, just a small pc issue on my end. Imma fix it tonight when I hop back on my pc and try this out. Idk if its the same where your at, but its like 100 degrees outside. I'm sweating just sitting at my pc lol...
Later when the night cools things off imma go back upstairs and try this out it truly looks insane.
Very excited to give this a go...[edit]: managed to get the download working by just uninstalling a few games lol, apparently my hard-drives are bugged or something but got it to work, downloading now imma play it tonight. Very excited, I know I said this already, but this looks amazing.
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Black ops 2 zombies chronicles dlc5Please continue this? I would love to play this... I recently just found out about this dlc5
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[Release] [ZM] BO2 Zombies: Town AI Premade PackAdded a Round Time and Total Time to the HUD display and also changed the prices of the custom perks after testing...
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An actually good BO2 MP server?_puppygutzz The campaign is legendary...
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An actually good BO2 MP server?I play those servers with the bots, like the public servers but with bots, some servers are setup like that it was fun... idk if that helps. I just get really stoned and like to use a sniper... I joined a server called "Brownie" last night because it was legit THE ONLY SERVER that was sniper only but the connection was horrible and I was instantly trash talked the second I said hello in the chat... Oh and they use the hard R language frequently... so that server I would not recommend, but lemme go find the one I was playing yesterday real quick. I'm too old to trash talk just tryna play the game not argue with others about nonsense. People like that need to get a life lol...
This is the one I was playing for a few hours yesterday:
US|CA Chroma _Nuketown 24/7 Bots (full bots and real people if they join...)
or
A M E R I C A S // TDM // Best Maps 6
idk if your from the USA but hope this helps.
I was gonna have some fun and try some of the zombie servers today...
all the multiplayers servers are kinda really bad... you just gotta get lucky and find one. -
Looking for people to add on Plutonium...I don't have discord nitro so cant join any more servers...
Sadly I cannot join the Plutonium discord server because of that.
So, my best bet for finding people to play with is here.
If you wanna add me feel free, if not then all good just ignore this.Just looking for people to play with because i'm tired of playing solo...
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Ultimate BO2 Campaign Mod !Sounds awesome but I have zero idea whether or not it's even possible. If it is I'd play it.
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[Release] [ZM] BO2 Zombies: Town AI Premade PackAnother update made to the github, added 5 new custom powerups not originally in Town... Unlimited Ammo, Blood Money, Fire Sale, Round Skip, and Pay Taxes are all the new powerups. More explained on GitHub
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[Release] [ZM] SpongeBob Announcer VoiceI FINALLY GOT IT TO WORK!!!!
my apologies I was doing it wrong and going to the wrong sounds folder.
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[ZM] Gumball Watterson CIA ArmsThis just made my day... that just gave me a huge wave of nostalgia... I remember coming home from school to play bo2 zombies and watch that show while I play... this is so surreal to see this actually be a thing. You did an amazing job lmfao, and great show! Haven't seen it in years but I used to binge that show as a kid.
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[Release] [ZM] BO2 Zombies: Town AI Premade PackNew update done and uploaded to GitHub... all information can be found there.
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(Release) (ZM) Custom wallguns for all maps (full version)Would be nice to use this to add the jetgun, sliquifier, and blundergat to the map town maybe or is that impossible?
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[Release] [ZM] BO2 Zombies: Town AI Premade PackScratch that, pushing another update today, for future reference ill post all updates on GitHub for now due to being unable to edit my original message. Exo Suit and a complete texture overhaul for Town coming soon maybe more go to GitHub to check it out. Much better improvement.