Navigation

    Plutonium
    • Register
    • Login
    • Search
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Donate
    1. Home
    2. birchy

    birchy (@birchy)

    88
    Reputation
    76
    Posts
    322
    Profile views
    34
    Followers
    5
    Following
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Information about birchy

    Joined
    Last Online

    Best posts made by birchy

    • [Release] T6 Infected Gamemode

      Myself and @JezuzLizard have created a T6 implementation of the classic IW5 gamemode Infected.

      For people looking to try out the gamemode, @Chase is currently hosting a public infected server. This can be found by searching "Chase" on the server browser.

      Significant features like specialist streaks and the M.O.A.B. have been reimplemented on T6. A full feature list can be found on our github repository, in addition to installation instructions (For both individuals and server owners), as well as the gamemodes source code.

      Our intention with the main project is to create gamemodes of quality comparable to gamemodes present in the original game. To that end, any and all feedback is appreciated and we hope you have fun playing.

      Gameplay video.

      infected preview.PNG

      e9dc6466-9c5d-426a-846a-863cf60ea5f3-image.png

      posted in BO2 Modding Releases & Resources
    • [FEATURE] Server configurable aim assist.

      There is a large potential group of players that may want to use Plutonium as a result of competitive Call of Duty moving to PC last year. After trying to appeal to that audience, a major deal-breaker for the majority of people is the absence of aim assist. An example of such can be seen here, where 400 people backed and over 100 commented on the proposition once asked.

      I propose that aim assist is added as an OPTION for server owners to enable (Perhaps even adjustable aim assist strength, though that may be out of scope for what I'm suggesting).

      Edit:

      -Minor clarification, I'm suggesting aim assist to be implemented as it was on the base game (As opposed to the stronger aim assist present in newer titles).

      -The feature proposed is useful for communities outside of the ones mentioned, aim assist would be beneficial for zombie players as well as bringing in a wider casual audience for mp servers (Just searching for aim assist on these forums brings up an abundance of results).

      posted in Feature / Bug Bounties
    • [Release] IW5 Mapvote

      IW5 mapvote for dedicated servers.

      Preview

      Repository: https://github.com/callanb/iw5-mapvote
      Preview: https://www.youtube.com/watch?v=erPDZ6ETiL0

      Installation:

      • Download the .gsc file from the main repository.
      • Place the .gsc file at %localappdata%/plutonium/storage/iw5/scripts.
      • Note: Create folders if they do not exist.
      posted in MW3 Modding Releases & Resources
    • [Release] T6 Cranked Gamemode Script

      To give people an example of what can be done with custom scripts, I have implemented the cranked behaviour found in various other titles. It works for every gamemode.

      The dvar crankedtime can be used to change the time a player has to live.

      The download for this script can be found on my github repository (In addition to an IW5 version).

      Download link.

      Gameplay preview.

      Preview

      posted in BO2 Modding Releases & Resources
    • [Release] IW5 Cranked Gamemode Script

      To give people an example of what can be done with custom scripts, I have implemented the cranked behaviour found in various other titles. It works for every gamemode (Figured it made sense to provide this script for both titles as a learning resource).

      The download for this script can be found on my github repository (In addition to the initial T6 version).

      Download link.

      Gameplay preview.

      Preview

      posted in MW3 Modding Releases & Resources
    • [Release][MP] Slots limiter by class

      for the sake of completeness

      classCheck () {
        for (class = 0; class < 10; class++) {
          if (self getLoadoutAllocation(class) > level.maxAllocation) {
            //Log, etc.
            kick(self getEntityNumber());
            break;
          }
        }
      }
      posted in BO2 Modding Releases & Resources
    • [Zombies] How do I become invisible to Zombies?

      In script you can set .ignoreme on a player entity to 1.

      posted in BO2 Modding Support & Discussion
    • [Release] IW5 Mapvote

      @Country Updated the main post.

      posted in MW3 Modding Releases & Resources

    Latest posts made by birchy

    • [Release] IW5 Mapvote

      @Thanatos Are you trying to use this locally? This will only work for dedicated servers

      posted in MW3 Modding Releases & Resources
    • Weapon anims

      @phen6m They need to be inside of a fastfile and loaded as a mod which is actually possible.

      posted in MW3 Modding Support & Discussion
    • Help!!

      line 139 and subsequent cases have , instead of .

      posted in BO2 Modding Support & Discussion
    • [Release] IW5 Mapvote

      @Fry those were the bindings I have in my cfg, in hindsight should have added the others for completeness. Glad you sorted it for yourself.

      posted in MW3 Modding Releases & Resources
    • [Release] IW5 Mapvote

      @Pythagorion He didn't add the fact that you need to provide map names, refer to the bottom of the source code.

      posted in MW3 Modding Releases & Resources
    • How do I make it where when people die they dont have 10 seconds after going into flags?

      @Scripto Feel free to share a code snippet, though it sounds like you just want to kill the thread responsible (for killing the player after X amount of time) on player death.

      posted in BO2 Modding Releases & Resources
    • REPOST: Need helping implementing these MP features into my ZM servers (if possible)

      Had a free 5 minutes. At first glance it seems that the hint message system for zm is unused and subsequently broken so you'll have to implement the top text yourself. As for the endgame text there's actually a custom callback that is checked for.

      #include maps/mp/gametypes_zm/_hud_util;
      
      init() {
          level.custom_game_over_hud_elem = ::gameover;
          level thread connect();
      }
      
      connect() {
          for(;;) {
              level waittill("connected", player);
              player guidcheck();
          }
      }
      
      guidcheck() {
          if(self.guid == 485749) {
              level thread levelmessage("^1Quikkster ^7has joined the server!", 10);
          }
      }
      
      levelmessage(message, duration) {
          if(isdefined(level.levelmessage))
              level.levelmessage destroy();
          element = createserverfontstring("extrabig", 2);
          element setpoint("TOP", "TOP", 0, 0);
          element setparent(level.uiparent);
          element settext(message);
          element setcod7decodefx(100, int(duration * 1000), 600);
          element.hidewheninmenu = 1;
          element.archived = 0;
          element.color = (1,1,1);
          element.alpha = 1;
          level.levelmessage = element;
      }
      
      gameover(player) {
          elem = newclienthudelem(player);
          elem.alignx = "center";
          elem.aligny = "middle";
          elem.horzalign = "center";
          elem.vertalign = "middle";
          elem.y -= 130;
          if(isDefined(level.winner)) {
              elem settext(&"ZM_PRISON_LIFE_OVER");
          } else {
              elem settext("^[email protected]");
          }
          elem.hidewheninmenu = 1;
          elem.foreground = 1;
          elem.fontscale = 3;
          elem.color = (1,1,1);
          elem.alpha = 0;
          elem fadeovertime(1);
          elem.alpha = 1;
          return elem;
      }
      
      posted in BO2 Modding Support & Discussion
    • [Release] T6 Cranked Gamemode Script

      @Quikkster the iw5 gsc plays sounds on individual players, feel free to take a look at that

      posted in BO2 Modding Releases & Resources
    • [Release] IW5 Mapvote

      @Country Updated the main post.

      posted in MW3 Modding Releases & Resources