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Plutonium

birchyundefined

birchy

@birchy
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Recent Best Controversial

  • Can anyone help me with this script?
    birchyundefined birchy

    Matheus AC-3 its probably easiest to get help by just pasting your code / screenshotting.

    BO2 Modding Support & Discussion

  • HUD killstreak Player
    birchyundefined birchy

    Sorex what i'm saying is you only get the new value on player_killed, so the HUD won't be updated if the player switches team or dies

    MW3 Modding Releases & Resources

  • HUD killstreak Player
    birchyundefined birchy

    Sorex you'd want to wait for player spawn also, so the value is updated if they die or switch teams

    MW3 Modding Releases & Resources

  • Modding without GSC
    birchyundefined birchy

    Dss0 Nothing inside of the original _clientids.gsc is needed.

    BO2 Modding Support & Discussion

  • Grabbing Current Offhand...
    birchyundefined birchy

    The class of tacticals is the same as the class of lethals, namely weapon_grenade. Could you specify your use case as there's one or two different trains of thought with approach.

    BO2 Modding Support & Discussion

  • [help] any expert on mods to help me?
    birchyundefined birchy

    why have you made a second thread asking the same question when chase told you where to start

    BO2 Modding Support & Discussion

  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    birchyundefined birchy

    Waluijay without seeing your project I can only assume it's either that the variable isn't defined and therefore the message can't be displayed, or that you are not actually reaching the point of displaying the message on screen.

    BO2 Modding Releases & Resources

  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    birchyundefined birchy

    Waluijay if you look at the code he provided it says in the chat to each player at the start of every round (and 6 seconds after they form a connection with the server). if you want something to be persistent you'll have to draw text on screen (or send a message to the chat intermittently).

    BO2 Modding Releases & Resources

  • [Release][MP] Slots limiter by class
    birchyundefined birchy

    LeonFull hence why I put the comment to indicate you can do logging here if you want to

    logprint( "ScriptMaxAlloc;" + self.guid + "\n");
    

    would replace that comment in this case (This approach lets you know which class, if that's of any use).

    BO2 Modding Releases & Resources

  • [Release][MP] Slots limiter by class
    birchyundefined birchy

    for the sake of completeness

    classCheck () {
      for (class = 0; class < 10; class++) {
        if (self getLoadoutAllocation(class) > level.maxAllocation) {
          //Log, etc.
          kick(self getEntityNumber());
          break;
        }
      }
    }
    BO2 Modding Releases & Resources

  • Server keeps crashing with gsc script
    birchyundefined birchy

    Sorex said in Server keeps crashing with gsc script:

        // player.moneyReceived not defined, you have to define it somewhere
        if (message == "m" && !player.moneyReceived) { 
            player.score += 20000;
            player.moneyReceived = true;
        }
    

    Interestingly gsc considers something undefined to be true. So in this case it works out fine, but something to keep in mind for the future.

    BO2 Modding Support & Discussion

  • [Release] T6 Infected Gamemode
    birchyundefined birchy

    Thanks for the feedback everyone, I've added a preview video to the post featuring a fast M.O.A.B. on nuketown 🙂

    BO2 Modding Releases & Resources gamemode infected mod modding

  • [Release] T6 Infected Gamemode
    birchyundefined birchy

    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

    BO2 Modding Releases & Resources gamemode infected mod modding

  • Special characters
    birchyundefined birchy

    Use a shader to achieve what you're trying to do, strings on t6 do not support unicode characters

    BO2 Modding Support & Discussion

  • Can you add bots in zombies?
    birchyundefined birchy

    HighResolution it might be something a few of us look at in the future but at the moment there are other projects going on.

    BO2 Modding Support & Discussion

  • Can you add bots in zombies?
    birchyundefined birchy

    HighResolution You can work on it if its something you want :^)

    BO2 Modding Support & Discussion

  • Help for programs mod menu
    birchyundefined birchy

    Plutonium forbids client injection but you can review this https://forum.plutonium.pw/topic/6966/how-to-use-a-mod-menu-without-injecting-loading-gsc-scripts-client-sided

    BO2 Modding Support & Discussion

  • My Give All Perks Script Isn't Working
    birchyundefined birchy

    Doob

    perkTest(){
        for(;;){
    	self waittill("spawned_player");
            self give_perk("specialty_armorvest");
    	self give_perk("specialty_quickrevive");
    	self give_perk("specialty_fastreload");
    	self give_perk("specialty_rof");
    	self give_perk("specialty_longersprint");
        }
    }
    
    BO2 Modding Support & Discussion
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