/*
* --------------------------------------------------------------------------------
* --- 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;
}
}
}
}
}

Astroolean
Posts
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WAW Health script/mod to get 3 hit down? -
[Alpha-Release] Chronicles Reawakened Mod V1.4 [NEW UPDATE]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 V1.4 [NEW UPDATE]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.
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[Release] [ZM] BO2 Zombies: Town AI Premade PackI will be taking a break to test things and tend to things IRL, however I will continue this project...
For download go to the GitHub, I am unable to edit my original post.
Everything was modified and further enhanced via ChatGPT & Gemini.Download
You can download the full setup directly from here on GitHub:
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[Release] [ZM] BO2 Zombies: Town AI Premade Pack[MASSIVE UPDATE]
π§ [Release] [ZM] BO2 Zombies: Town AI Premade Pack
Hey everyone,
I'm excited to release another major update for my custom Zombies setup β featuring a brand-new Exfil System, a Cold War-style Custom Round System, Alternate Ammo Types, and more!
This update is all about adding variety, challenge, and polish to your Black Ops 2 Zombies experience.
οΈ New Feature: Custom Exfil System (
custom_exfil.gsc
)Escape instead of endlessly surviving.
Unlocks on Round 11, then appears every 5 rounds
οΈ Interact with the Exfil Point (usually a radio) to start a vote
All living players must vote yes within 15 seconds
Exfil Challenge:
οΈ Zombies become faster and more aggressive
- π§ Up to 40 zombies spawn during the sequence
Map minibosses (e.g. Brutus, Mechz) will appear
οΈ You have 120 seconds to clear all enemies
Success Conditions:
After clearing all zombies, the Exfil Portal opens
Players must reach the portal before time runs out
All inside = Exfil Successful
οΈ Anyone outside = Downed + Exfil Failed
Custom Rounds System (
custom_rounds.gsc
)Mimics Cold War's round pacing and enemy scaling.
Round progression formula inspired by Cold War Zombies
Rounds 1β5 have static counts for early-game accuracy
οΈ Later rounds scale using multipliers and increment rules
Dynamic zombie count adjusts based on player count
Custom Ammunition System (
custom_ammo.gsc
)Pack-a-Punch gets a full upgrade.
Dynamic pricing: 5000 / 2500 / 1000 depending on PaP tier
οΈ Third-person animations, ammo refill, and interaction changes
Randomly assigns one of seven AATs when PaPβing:
π§ͺ Alternate Ammo Types:
Effect Color Description Thunder Wall Cyan Blasts zombies backward, high force Fireworks Green Spawns a temp auto-firing weapon Turned Pink Turns one zombie into an ally Cluster Brown Spawns multiple grenades Headcutter Magenta Deals head damage + AoE Explosive Blue Bullets deal splash damage Blast Furnace Red Sets groups of zombies on fire οΈ Each AAT has individual cooldowns
Effects scale by round number
- π§ New HUD element shows your AAT in real-time
Custom Sprint System (
custom_sprint.gsc
)Always sprint, always fast.
Unlimited sprint from game start
Applied on every spawn automatically
HUD message: βUnlimited Sprint Activated!β
Screenshots
Linked Mods & Resources
Final Thoughts
I hope you all enjoy this update β especially the new Exfil System, which brings a completely new way to finish a match besides endless survival. I spent the entire day today setting this up. A special thanks to those linked above for making all of this possible. Long live black ops 2...
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[Release] [ZM] BO2 Zombies: Town AI Premade PackSniperCHYF25 That would be awesome, so right now i'm working on adding more new stuff to this setup, another update coming soon, but after imma start attempting the shaders again. Be warned any and all code was modified by AI so i'm unsure how clean the code is... Also I don't even compile because Plutonium does it automatically... All I do basically is give the code to AI and say please help me do this and that. I'm limited with free AI though because you cant send large amounts of code; without sending it in parts and sections. All in all everything is labeled within the code but might not be organized... My discord name is the same on here Astroolean
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[Release] [ZM] BO2 Zombies: Town AI Premade Pack[MASSIVE UPDATE]
π§ [Release] [ZM] BO2 Zombies: Town AI Premade Pack
οΈ
custom_menu.gsc
Version 2 UpdatesZombie Counter & HUD
- Zombie Counter is now a standalone GSC script, no longer embedded in the Control Panel Menu.
- HUD elements relocated to the top-left of the screen, showing:
- Player Level
- Point Scaling
- Bullet Damage
- Highest Round Reached
- Instructions for the Control Panel Menu
- HUD text updated for ranking up point scaling, bullet damage, and level.
Player Menu Enhancements
- AFK Mode Toggle moved into the new Player Menu.
- Added new features:
- FOV Slider for adjustable Field of View.
- Zombie ESP Toggle for enhanced enemy visibility.
Perk Shop Introduction
- New Perk Shop allows easy purchase of:
- Juggernog
- Speed Cola
- Double Tap
- Quick Revive
- Stamin-Up
Weapon Options Menu
- Added new options:
- Pack-a-Punch upgrades.
- Buy Max Ammo.
- Spin the Mystery Box directly from the menu.
Costs $2500 to spin, giving you either a regular or a Pack-a-Punched weapon.
You have a 30% chance to receive a powerful Pack-a-Punched weapon, offering high value at a low cost!
Banking Menu Update
- A 10% increment is now available to all bank deposits and withdrawals.
custom_gamble.gsc
Version 2 Updates1. Gamble Mode Selector
- Players can toggle between Standard and High-Roller modes.
- Press
{+speed_throw}
(L2/LT) inside the gamble zone to switch modes. - Mode tracked by variable
self.gamble_mode
.
2. Debt System with Consequences
- Negative points trigger escalating debt levels:
- Level 1: Movement speed reduced for 30 seconds.
- Level 2: Weapons removed; player receives random non-Pack-a-Punch weapon.
- Level 3: Spawns 3 βdebt ghostβ models around the player.
- Level 4: Player shell-shocked; screen color changed for 10 seconds.
- Debt level tracked via
self.player_debt_level
, checked after every gamble.
3. Gamble Costs & Rewards Adjusted
- Gamble cost depends on mode:
- 500 points in Standard mode.
- 2500 points in High-Roller mode.
- Different reward/loss probabilities and ranges per mode.
- Standard mode includes small gains/losses and a small jackpot.
- High-Roller mode has bigger stakes with chances for mega jackpot or bankruptcy.
4. HUD & Interaction Improvements
- Removed
player_gamble_hud_setup()
β HUD now handled externally. - Hint text updated to display controls for gambling and mode switching.
- Button mapping changed from
{+use}
to{+gostand}
for gamble action. - Mode switching toggles
self.gamble_mode
on button press.
5. Additional Changes
- Gambling disabled while player is in debt.
- Uses
randomintrange(min, max)
for reliable random rewards. - HUD message positions fixed β no more X/Y offset issues.
- Slightly increased trigger radius around the totem for easier interaction.
Summary
This update improves gameplay and UI by:
- Separating the Zombie Counter from the Control Panel menu.
- Relocating and enhancing HUD elements for better clarity.
- Enhancing the Player Menu with AFK mode, FOV slider, and Zombie ESP.
- Introducing a streamlined Perk Shop experience.
- Adding weapon management options within the menu.
- Updating the Banking Menu to include a 10% fee on all deposits and withdrawals.
- Revamping
custom_gamble.gsc
with gambling mode switching, layered debt system, and updated reward mechanics. - Improving HUD prompts and interaction controls for gambling.
These improvements bring deeper gameplay mechanics, clearer feedback, and a more polished user experience. A special thanks to SniperCHYF25 for helping make this possible with what he created.
οΈ Images
Despite my best efforts, I ran into a few issues with shaders and custom perks not being recognized correctly. Because of that, those features have been delayed and are planned for a future update. I actually ran into issues with a few other things too... However this is a working an stable version. The next massive update I plan to add even more stuff and improve what is already here. So expect the next update to be another big one.
That said, this update is still a massive improvement overall. Iβve been working on this from 10 AM to 7 PM β and Iβm grateful to be building something like this. Gonna grab some food, test the latest changes in-game, and get some rest. I am hoping to add a lot more stuff got a few more ideas from AI to try as well...
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[Release] [ZM] BO2 Zombies: Town AI Premade PackUPDATE: Massive update dropping tomorrow I wanna finalize things before I release it... Huge thanks to SniperCHYF25 for his creation because if it wasn't for what he made this would not be here today. Massive appreciation for your work, thank you I truly mean that. I added so much stuff and even have some other surprises. Some stuff I cant get to work, but in due time they will. Here are some images:
So, for right now this is what I got... Been working on making this work for the past 8 or more hours or so I think I started roughly 5pm maybe? can't remember... Imma work on it a lot more tomorrow and try to push a massive update. I'm calling this a massive update because the menu itself is like a 1000% improvement. I just gotta go to bed i'm super tired now lmfao