Love this one! Never knew you could call those functions to change model
bhfff
Posts
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[ZM] Deterministic Moon characters -
[ZM] Harder AI ModThis mod slowly increases the reaction time of the zombies/quad up to level 30, this includes them being able to see you behind the barriers from further away (does not affect attack range).
It also makes them 14% faster, both in movement and attack speed.
The more you shoot them the slower they get.It's a simple rewrite of their goal logic, occasionally you may see some standing still. It's a feature, not a bug.
Download
GitHub code: https://github.com/dragitz/Bo1-plutonium-scripts/blob/main/scripts/d_harder_ai.gscClick the download button like shown in the screenshot
Installation
Navigate to
%localappdata%\Plutonium\storage\t5\scripts\sp\zom
and place the mod there.It will work right away for custom games. Only the host needs to have this.
For solo, press "Online" and then go back to "Solo" (otherwise it won't load).
This mod should be compatible with all mods, please report if it breaks something.
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Showcasing my own reimagined BO1 - need feedbackThanks all, I appreciate it a lot! It's a project that I'm still working on from time to time. I'm a solo modder and there are a few bugs that are hard to fix, so right now my focus is to release smaller mods
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[ZM] [LIB] Custom Ragdoll Death Animations (gore mod)SidewaysGamer69 I have not tested any mod with it, so I can not tell. The only thing I can assure is that it's easy to add to any mod
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[ZM] [LIB] Custom Ragdoll Death Animations (gore mod)FaZe Flick Put both the lib in the maps folder and this modified _zombiemode.gsc https://pastebin.com/7FYT6wq0
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[ZM] [LIB] Custom Ragdoll Death Animations (gore mod)FaZe Flick Thank you! The example mod uses
self SetPlayerCollision(0);
so no the hitbox isn't there, but the library itself does not change this as other modders may prefer to keep it thereAs for steam, I haven't loaded gsc via the raw method in years, so I might be rusty on the subject, but since the lib uses vanilla imports I think the only things that needs to be changed is the following import:
#include scripts\sp\zom\lib\d_lib_gore;
to
#include maps\d_lib_gore;
(assuming you put your mods into the maps folder) -
[ZM] [LIB] Custom Ragdoll Death Animations (gore mod)dontknowletspl crazy, I never knew about this trick, thanks !
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[ZM] [LIB] Custom Ragdoll Death Animations (gore mod)GhostRider0125 Only works in private matches, go into one and type in the console
xpartygo
to bypass the minimum player requirement -
[ZM] [LIB] Custom Ragdoll Death Animations (gore mod)GhostRider0125 said in [ZM] [LIB] Custom Ragdoll Death Animations (gore mod):
now thats what im talking about it feels like left for dead now sickk mod man
so should i but the gsc in the script folder of t5?Thank you! I appreciate it a lot
the content of the zip file can be drag and dropped into the
zom
folder -
[ZM] [LIB] Custom Ragdoll Death Animations (gore mod)This mod replaces the boring and repetitive, default death animations with some fresh and dynamic ones.
In the vanilla game, death animations are somewhat mechanical and repetitive and many have complained about it in the past.
What the mod does
Upon the zombie death, it takes the direction of the bullet and based on the damage dealt it applies a force to the limb that got hit.
Then the force propagates towards the rest of the body, meaning that the impact point (limb) absorbed most of the kinetic energy of the bullet.In other words, instead of making the entire body react the same way, the code checks each body part individually (except the head and neck, to avoid weird movements).
There's also a small random factor to make the movements look more natural and less mechanical.Some physics dvar had to be adjusted to prevent instant fall of the corpse. This makes the character's limbs and torso move and fall somewhat realistically, mimicking how a real body would react to the force of the hit.
Full realism ain't no fun, it's still a game, goal is to make it fun in a believable way.
https://www.youtube.com/watch?v=KawoPfHQ0Rk
How to install
Navigate to%localappdata%\Plutonium\storage\t5\scripts\sp\zom
and create a folder namedlib
and drop the file calledd_lib_gore.gsc
By default this is just a lib, meaning it won't do anything unless you tell it to do it. That's why I've included a demo mod that uses this feature.
Go back to the
\t5\scripts\sp\zom
folder and drop the fileragdoll_simulator.gsc
into it.This is how it looks like
Download
Current version: bo1_ragdoll_mod_0.1.zip
GitHub repo: https://github.com/dragitz/Bo1-plutonium-scripts/tree/main/scripts
GitHub direct link: https://github.com/dragitz/Bo1-plutonium-scripts/raw/main/scripts/bo1_ragdoll_mod_0.1.zip
How to use it
This mod only works in private matches and only the host needs to have it installed.If you want to try it solo, then go into a private match, open the console (or type it in the cmd window that opens with plutonium) and type
xpartygo
.
This will force the game to start even if there are not enough players.
Compatibility
If you have a mod installed that changes the functionactor_killed_override
(aka what happens when a zombie dies) ragdoll_simulator.gsc will break it, make sure you have a clean mod folder before using it
Developing mods with it (Part 1: ragdoll)
There are two steps to add this mod to yours or your server:In the function
actor_killed_override
place this code like in the screenshot// Ragdoll death if(self.is_zombie || self.isdog) { self SetPlayerCollision(0); self thread ragdoll(vDir, sHitLoc, iDamage, sWeapon, attacker, sMeansOfDeath); }
And you are halfway there. Next I'm assuming you either have used
replaceFunc
or modified the function directly in the maps folder.
Upon player spawn you need to set his physics dvars like this:onplayerspawned() { self endon("disconnect"); self waittill("spawned_player"); level.overrideActorKilled = ::actor_killed_override; self setClientDvar("phys_gravity", "-300"); // make bodies fall slower instead of slamming the ground self setClientDvar("phys_ragdoll_joint_damp_scale", "0.08"); // body rigidness (can be set to 0) self setClientDvar("phys_dragAngular", "4"); // 4 was the original self setClientDvar("phys_userRigidBodies", "0"); //self setClientDvar("ragdoll_max_simulating", "24"); // server can not edit this dvar self setClientDvar("ragdoll_baselerp_time", "600"); // Default time ragdoll baselerp bones take to reach the base pose self setClientDvar("ragdoll_jointlerp_time", "6000"); // Default time taken to lerp down ragdoll joint friction self setClientDvar("ragdoll_bullet_force", "2000"); // how strong bullets are self setClientDvar("ragdoll_explode_force", "30000"); // Explosive force applied to ragdolls self setClientDvar("ragdoll_rotvel_scale", "10"); // Ragdoll rotational velocity estimate scale }
Otherwise it looks ass. If you feel confused check
ragdoll_simulator.gsc
to see how I did it and feel free to copy-paste anything you wish.
Developing mods with it (Part 2: blood)
There's another function that is not included in the demo and it's calledblood()
which should be called like this:self thread blood(sHitLoc);
And it's meant to be placed in
actor_damage_override()
If called like this, it will increase the realism of blood without blinding the player with effects
Developing mods with it (Part 3: exploding limbs)
self thread explode(sHitLoc);
is a function that is called in theragdoll
function.Given a limb tag (or hit location) it will simply explode that body part. Blood loss is an inevitable consequence for the zombie.
NOTE: I've added a 4% chance of the zombie loosing all of its limbs for a more gore-y experience. -
[MEGATHREAD] Organized collection of BO1 mods, releases, tutorials and guidesYuuxzi said in [MEGATHREAD] Organized collection of BO1 releases, tutorials and guides:
anyway to reset the skins ?
The only way is to remove the files
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[MEGATHREAD] Organized collection of BO1 mods, releases, tutorials and guidesNavigate to
%localappdata%\Plutonium\storage\t5\
and create a folder calledimages
then drag n' drop all the.iwi
and.dds
files you downloaded into that folder -
[MEGATHREAD] Organized collection of BO1 mods, releases, tutorials and guidesLast update: 17 December 2024
This thread is made for those who want to quickly find something in particular. Right now the available content is primarily focused on visuals (camos, hud, ..) that's why I've put everything into sub categories
I avoided some threads from a few users because the links where broken, if I forgot yours I'm sorry! Let me know and I'll add it to the list
I will occasionally update the thread from time to time, but you can still message me if you want your release to be added here
Please note, this thread does not include a compatibility list! It's up to the original modder to specify it or you to find out what does and doesn't work
If the download link of a mod inside the developer's thread expires, you can inform me and I'll
strike the linkbut the link to the original thread will still be here, just in case it comes back online--
Gameplay changes
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Campain
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Dead Ops
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Zombies
Winter's Howl Buff
Plutonium Black ops 1 Zombies Custom Mod Menu (Custom Bank and Ranking System)
[BO1] Kino der toten double upgrade and perk update
[Release] Add Missing PhD And Stamina To Maps
[Release] Basic Coop Pause for Zombie Mode
[Release] [ZM] BO1 Remix Mod
[Release] [ZM] Juggernog 100% of the Time (No Man's Land)
[Release] [Zombies] BO1 No Mans Land Challenge map
[Release] [Zombies] BO1 No Mans Land Survival map
[Release] [Zombies] Black Ops 1 Chaos mod
[Release] [Zombies] Black Ops 1 Custom Power ups
[Release] [Zombies] Black Ops 1 Shared mystery box
[Release] [Zombies] Black Ops 1 aim assist
[Release] [Zombies] Xytox Ammomatic
[Release][ZM] CZ75 Dual Wield Crash Fix (Exception Address: 0x00415914)
[Release][ZM] Solo Easter Egg Mods
[ZM] Custom Wallguns - Asc/Five/COTD/Kino Presets.
[ZM] Custom Wallguns
[ZM] Deterministic Moon characters
[ZM] EnCoRe V8 - Mod Menu
[ZM] First box patch + timer + movement speed (Fix for moon)
[ZM] Harder AI Mod
[ZM] Moon Easter Egg mod (Solo & Coop)
[ZM] Nacht Der Untoten Spawn Room Challenge Mod
[ZM] Project 115 Mod by Shippuden1592
[ZM] Zombie + Health Counter BO1
[ZM] [Bo1] Rollon's Gun Mod
[ZM] [Release] Remove Perk Limit
[ZM][FIX] Temporary fix for CZ crash
[ZM][RELEASE] Complete zombies Easter eggs without a full team
[ZM][RELEASE] First EVER box patch for moon + timer + speed patch
[ZM][RELEASE] First box patch + timer + movement speed for ALL maps except moon
[ZM][RELEASE][PLUTO SCRIPT] Backspeed + game and round timer patch
[Zombies] Spawn separately in Two Player 'VerrΓΌckt' -
Multiplayer
[Release][MP] Beamxrz-'s Unofficial Weapon Patch (Black Ops Version)
[MP] EnCoRe V8 - Mod Menu
[MP] Mod Black Ops Zombies in Multiplayer
[Release] iSnip Mod GSC
Camos, Visuals and Sounds
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Zombies
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Packs (camos, hud, textures & maps):
(Official Release) Minecraft Snowy Cabin Asylum Retexture
Japanese Aesthetic Camo Pack
Jason.exe (Friday The 13th Pack)
Minecraft Kino Der Toten
My Custom BO1 pack (Animated camos)π€©
Rainbow Diamond Bow, MP5, and Pap Camo Version
The Black & Blue Moon Project By Reealithy
The Black & Blue Project by Reealithy
The Black & Blue Shang Project
The Dragon Ball Project
[Release] A Ghastly Pack v1
[Release] K-Zombies Texture Pack
[Release] [ZM] Supernovae (Pack 2)
[ZM] BO1 Custom Camo Mega Pack (1000+ Camos for Weapons, Maps, Skins & more!)
[ZM] Hazardous Camo Pack
[ZM] Shark Camo Pack
[ZM] Watchful Wolf Texture Pack -
Weapons:
(Danganrompa) Junko MPL
(Danganrompa) Monokuma Tgun
(Danganrompa) Usami AK74U
(FNAF) Freddy Fazbear Tommy
(FNAF) Nightmare Circus Baby & Babygeist FAL + Clay
(FNAF) Springtrap Colt & M14
(FNAF) Springtrap/William Afton RPK
(FNAF) Twisted Foxy Galil
(Kill La Kill) Ryuko MPL
(Multi Dimension Camo) Trunks Crying Commando
2 Doubled Aesthetic Weapons
Animated Camos V2.0 [ZM]
Animated Judgement Cut End Claymore
Anime Claymore (Toriyamas Tribute)
BO1 (Pap) The numbers camo/texture
BO1 The Numbers camo/texture
Cartigan Caviar Galil
Cherry Fizz ZM Bo1 - Cam Out2u
Dark Sonic Spectre
Deku's Prodigy (MPL)
Deluxe Sailor Moon Claymore
Ethereal Space Ocean Clay
FNAF Shadow Bonnie AUG + Clays
FaZe Flicks Colt
Final Fantasy IX Spectre
Flicks Cherry Blossom Pap Camo Collection
Green Hill Zone Act 1 Galil
Improved Jason Tommy (Thompson)
Iron Maiden Galil
Jesus Claymore
Koi Blossom Spectre
Lightning FNFAL and RPK
Lightning Red AK74U and Lightning Purple and White MP5K
Louis Vuitton x Playboy Collection Pack
MODS Colt (Public Version)
Mutlicolored Blood Pap Camos
My L96
Naga - Ghost of War M16
Neon CZ75 and Emerald RayGun
Origin Fizz Pack A Punch Camo
Pap Camo Color Variations FaZe Edition
Pink Blood Splatter Pap Camos
Polychromatic Dots Pap Camo
Rainbow Afterlife Release (T5)
Remade Spongebob MP40
Remastered Royal Red Crimson CZ'S
Rose Gold Pap Camos
SS3 Mui Goku & God Vegeta Clay
Sailor Moon AUG 2.0 + Stars Muzzle Flash
Sakura Blossom Petals Pap Camos
Sonics Energetical Discfunktion (MPL)
Spaceboi Carti Colt & M14
The Iron Dragon Pap Camos
The Matrix Variety Pap Camos
The Sopranos (TV Show) Pistol & PaP Camo
[MP/ZM] BO1GAP [Gold PAP/MP Pap Camo]
[Release] [ZM] Black Ops 1 Orion Pack-A-Punch Camo!
[Release] [ZM] Blacks Ops 1 Thundergun Custom Camo
[ZM] Among Us Animated Camo
[ZM] Animated Camo Semi-Pack
[ZM] Fire Animated Camo
[ZM] Fofferman Camo Pack
[ZM] Hotrod Camo Pack
[ZM] Lightning Animated Camo
[ZM] M1911 Damascus BO1
[ZM] Magma Animated Camo
[ZM] Misono Mika animated Claymore
[ZM] PAP Void Camo BO1
[ZM] PBs PaP Camos Pack
[zm] nsfw camos
Claymore Betty Earth gif like -
Icons, Perks and HUD:
(Release) Bo4 Hud for Bo1 Zombs
(ZM) Gold Rush Perk Icons
(ZM) Upscaled and cleaned up powerup icons
Anime Perk Icons
Astolfo Perk Icons BO1 ZM!
BO1 ACNH Cats Perk Icons + Cat Skull Insta-kill Icon
BO1 custom perk galaxy perk Hud
Black Ops 2 Perk & Power-Up shader pack for Black Ops 1
Black Ops 4 Perk Icons For BO1
Custom Colored Bo4 Themed Perks
Knights Medal Perk Icons for Bo1
MW3 Zombies Drop Icons
[ ZM ] CSM ..π©Έ MAKIMA HUD π©Έ.. for Bo1
[ ZM ] Custom UI/HUD elements + a few M1911 skins I made
[ ZM ] Default Perk Icons (no background)
[RELEASE] Postal 2 HUD Perks, Viewmodel, Powerups, Font (BO1)
[Release] DevPorts v1.1
[Release] [ZM]BO1_Perks Icons_Pack_ByFolbix
[Release] [Zombies] Cold War modern perk icons for Bo1
[ZM] BO1-Styled Perk Icons
[ZM] BO2 Perk Shaders for BO1
[ZM] Black Ops Cold War HUD
[ZM] Black Ops Cold War Perk & Power Up Icons
[ZM] Pack a Punch Camo Pack + Bottlecap Perk Icons
[ZM] [Black Ops 1] Neon Perk Icons
my perk icon pack
perk machines by @0taku -
Gloves and Characters:
Misty glove fingerless (works both bo1 and 2)
bo1 gloves
[ZM] Sarah Black Gloves Reworked
ZM- OG Crew Gloves/Character Reskin
ZM- Ultimus/Five Gloves
Spider-gwen camoοΈοΈ
All Gloves Camo Pack
[ZM] Loona Helluva Boss Gloves For Dempsey and Five Crew
(ZM) Sports Sniper Team Gloves
Driplock Emo Gloves for Dempsey & Nikolai
Richtofen Polychromatic LV Gloves -
Other:
(ZM) Anime Five Monitors!
(NSFW) Explicit Five Screens
(Release) Kino Der Toten Cat posters!
Anime Kino Der Toten Theater Screen Projections [15 Images]
Five TV Hyena Pack
Mystery box galaxy
Robin Kino Flags
SoNiC.ExE Starting Screen
TFF inspired BO1 wall chalks
Tohru Kino Flags
Verruckt Uncensored
[ ZM ] ..π©Έ ANIME ASCENSION PhD WALL π©Έ..
[ ZM ] ..π©Έ ANIME CHALKMARKS π©Έ..
[ ZM ] ..π©Έ EDWARD DRIPTOFEN!!! PhD WALL ASCENSION π©Έ..
[Release] [BO1] PlayStation DualShock 4 Button Prompts Mod
[Release] [ZM] Kino Der Toten LGBT+ Pictures
[Release] [ZM] Transgender Flag Replacing the bad one
[Release][ZM] Replaced Nazi Symbols
[ZM] BO2-Styled Menu
[ZM] Black Ops Cold War Style Mystery Box & Teddy Bear
[ZM] CaseOh - Quick Revive
[ZM] Five - Australian Flag
[ZM] Hasanabi Ascension Mural
[ZM] Pepsi Machine
[ZM] Rick Hunter Announcer ( Postal dude )
[ZM] Rock Bands Five TV Screens
[ZM] bxnji "bouncin" Five intro
[ZM][FIX] Voicelines on dedicated servers
bo1 kino box map ascension phd wall
christmas hat peepo grenade
green COTD snow
[ZM]&[MP] BLACK OPS ( girls frontline mod )
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Multiplayer
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Weapon camos
[Release] Static Dark Matter [Camo]
[Release] [MP] Multiplayer Background Pack [Bo1]
[MP] Red Nebula Camo
[MP] SRE Camo
[Release] [MP] Black Ops 1 Orion Camo!
[ZM]&[MP] BLACK OPS ( girls frontline mod )
[Release] [MP] Black Ops 1 Coloured Gold Camo Pack!
[MP/ZM] BO1GAP [Gold PAP/MP Pap Camo]
[Release] [MP] BO1 Exclusion Zone Camo!
[MP] Green Nebula Camo
[Release] [MP] Black Ops 1 Chrome camo! -
Other
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Text (translations, subtitles)
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Zombies
Translation bo1 GE/ES/IT/FR/RU
Tutorials, Guides, Coding and Libraries
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Tutorials
Modding tutorials bo1 (English & EspaΓ±ol)
How to install camos
How to port weapons from IW5/T6 to T5
How to install BO1 Mapping and Modding Tools
How to make Black ops 1 Zombies Patches -
Stuff that can be imported into mod tools
[Mod Tools] Soul Boxes
[Mod Tools] Rain
[Mod Tools] Typewriter Intro
[Mod Tools] Napalm
[Mod Tools] Brutus
[Mod Tools] Margwa from Shadows of Evil
[Mod Tools] Avogadro
[Mod Tools] Minecraft Zombies Models
[Mod Tools] Spiders from Zetsubou No Shima
[Mod Tools] Goliath from COD Online
[Mod Tools] KT-4 & Masamune
[Mod Tools] Apothicon Servant
[Mod Tools] Buildable Powerswitch
[Mod Tools] Hitmarkers
[Mod Tools] Minecraft Zombies Models
[Mod Tools] Packs Zombies DLCΒ΄s
[Mod Tools] Pap Camos Shippuden Weapons
[Mod Tools] Cold War Shaders
[Mod Tools] [IW MOD] Magic Wheel -
Coding
[ZM] Function to check if the current held gun is a shotgun
[ZM][RELEASE][PLUTO SCRIPT] Backspeed + game and round timer patch -
Libraries
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Tools
Keep coding people!
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[Tool] BO1 Code explorerHello, I've made a "code explorer" like page, inspired by the one in zeroy
https://dragitz.github.io/Bo1-plutonium-scripts/
The concept is pretty simple
- You CTRL+F the function you want to explore
- You click it
- See all the references
I took the full dump and made a program that automated the search.
Note: the tool I wrote isn't perfect as you might see wrong declarations when it should be a reference, and vice versa.
Happy modding
Update 1: Added a search box so it will be much easier to find what you are looking for!
Update 2: night mode + new font (Fira Code)Check out the megathread with the full list of working mods for BO1
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makefakeai() function causes Exception Code: 0xC0000005I see, it's unfortunate but I'll try to make a work around. Yes indeed I do want to create bots and I know it's complex, but I think it's still possible even if it's kinda ugly.
The idea is to clone the player using
clonePlayer
and spawn an ally zombie, then the clone would be attached to the zombie and he would do the walking. (zombie is invisible)I would use a sepatare thread to handle the logic and another one for the animations (like running)
I could put a series of "spots" (just coords) in every zone, and the bot would pick the safest one to go to it's a bit rudimentary but it could work.
Right now I'm simply trying to apply any kind of animations to the cloned guy, but unfortunately I had no success (perhaps we can not do much with it)
Could be a fun project in pure gsc without any plugins.
As for the crashdumps I think I deleted the original ones as I don't see them anymore, but I don't think
makefakeai
will be implemented anytime soon in zm, so it's not necessaryThanks for the reply!
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makefakeai() function causes Exception Code: 0xC0000005Like the title says, this function causes a crash.
Unfortunately, I can not provide the dumps as it reaches the 11mb limit and it's not in the allowed format
Any way I could provide them?
plutonium-r3553-t5sp-2023-07-19_02-34-46.txt
Exception Code: 0xC0000005 Exception Address: 0x005F4604
This should be the minimal code for reproduction:
Note that this was executed in zombies on the map Kino der Toten andself
is the playerbot = spawn( "script_model", self.origin ); bot.angles = self.angles; bot setmodel( self.model ); //bot UseAnimTree( #animtree ); bot makefakeai();
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Showcasing my own reimagined BO1 - need feedbackHello, I'm been working on a side project for a while, I aim on improving black ops zombies.
By improving I mean making it more arcade like.
Features (so far):
Zombies, when killed, fall using the ragdoll system rather than using a predefined animation Infinite amount of weapon upgrades PAP Cost: ** Default is always 5000 ** Then each upgrade ==> 5000 + 2000 * Upgrades Custom upgrade effects and damage (so far): Upgrades > 0: Extra damage for each weapon upgrade ==> damage = damage + Upgrades * 100 upgraded ballistic knife (all variants): - if zombie is 300 units away from the player, zombie will explode - increased damage ( damage = damage * 2 ) At short range shotguns may ONESHOT zombies if: - Distance of the zombie is (420 + 10 * Upgrades) - ZombieHealth < 1100 + 500 * Upgrades + ZombieHealth / 10 Upgrades > 1: Upgrades > 2: Move slightly faster while holding the weapon Upgrades > 3: Use stock ammo instead of clip (ring of fire) Upgrades > 4: Exploding Enemies: Collaterals have a 5% chance of exploding the enemy - probability is increased by 1% for each additional upgrade Increased damage per missing bullet in stock Some weapons will have custom effects, such as: M72 Law & China Lake: Fire two additional bullets L96A1: Fire 8 additional raygun bullets (new wonder weapon) When aiming ==> Bullets have no spread Not aiming ==> Bullets have spread
I also have plans on creating custom perks
Here's a short demo showcasing some of the modifications I've made.
In the demo you can see:- Custom wonder weapon
- Stock and clip ammo are swapped
- Quad zombies instantly explode when killed
- Ragdoll animations
My goal is to make this only using gsc ! Meaning only the host will need to install the mod
If you have suggestions for custom wonder weapons I'd be happy to read them, as I believe all weapons, including the most useless ones need an upgrade.
I don't have any release date for this mod.
p.s. I may add this friendly feature in ascention (old video)
https://youtu.be/6Gsrx07IkmU~Hugs
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Hot joining private zombie matches ?bumping thread
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I created a dedicated server but I can not find it on the listDss0 I'm having the exact same problem, and the weird thing is that I can make servers with other games and I do not have any problems.
I'm thinking that it might be a problem with the plutonium server executable, since my friends can connect to my private matches without a problem.
Since private matches are locally hosted and don't require a server key to run, It also might be a problem with the mechanism behind the server key.
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Hot joining private zombie matches ?Hello, I was wondering if anyone knew a way to hot join private matches.
I tried changing a few dvars, forcing the game into thinking I'm in a coop game, but nothing allowed others to join me.
I've also checked the console and this one is interesting:
calling XNetQosListen( ENABLE ) for session 'gameSession'
This is something that is not accessible via gsc, nor console, and I believe that it what allows players to connect.
In the console you can also see:
Modifying session Session modify complete
So
xupdatepartystate
is probably being sent, which makes me believe hot joining can be enabled via console commands, but that's just a theory..I don't want to @ any admins, but I really wish to know more about it!