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    2. Cahz

    Cahz (@Cahz)

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    Information about Cahz

    Contributor VIP
    Joined
    Last Online
    Website
    github.com/Paintball
    Location
    Los Angeles, CA
    Age
    24

    About me

    Discord: Cahz#7000

    Best posts made by Cahz

    • [Release] [ZM] ZOMBIES++

      ZOMBIES ++ MOD
      Developer: @ItsCahz
      Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
      Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.

      README
      All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizing set <dvarName> <value>. Almost no need to go and edit the GSC.

      TOGGLE-ABLE FEATURES

      • Zombie Counter on screen
      • Custom Powerup drops
      • Extra Perk Machines

      CUSTOM POWERUPS

      • Money Drop (Random amount of money)
      • Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
      • Unlimited Ammo (Probably the best one. Credit @_Ox)
      • Fast Feet (Super sonic speed)

      EXTRA PERK MACHINES

      • PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
      • Stamin-Up (Nuketown)
      • Mule Kick (Nuketown, Tranzit)
      • Deadshot Daiquiri (Nuketown, Tranzit, Buried)

      Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.

      OTHER FEATURES

      • Force Spawn players on Round 1 (No more having friends spectating until Round 2)

      • Game Length gets displayed at the end of the game (hours and minutes)

      Some Pictures
      I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
      DIERISE_PHD.jpg
      My favorite perk and perk machine!
      all perks die rise.jpg
      All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
      custom perks.jpg
      Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
      MOTD_PHD.jpg
      MOTD PHD Flopper Machine!
      NUKETOWN_MULEKICK.jpg
      Nuketown Mule Kick
      BURIED_PHD.jpg
      BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
      I don't think there's much else to say here other than have fun

      Version 1.2
      should be more stable. Won't know until server owners test it.

      posted in BO2 Modding Releases & Resources
    • [Release] All-In-One Retexture Pack

      Sup guys, I have more free time on my hands than I should, so I decided to make this Pack.

      INFORMATION
      This pack contains textures for ZM and MP. Everything will be in the .iwi format already so that way there is no need to worry about converting the formats.

      INSTRUCTIONS

      1. Download the file from HERE
      2. Extract all the files into your /t6r/data/images directory

      WHAT'S INSIDE?
      Things included in the pack are

      • Main Menu Screen (ZM & MP)
      • Camos (ZM & MP)
      • Perks & Powerups (ZM)
      • Skyboxes (ZM & MP)
      • Other small things for MP

      MENU SCREENS
      MP
      mp_screen.png
      ZM
      zm_screen.png

      ZM CAMOS
      Pack-A-Punch Camo is now chrome on all maps except MoTD & Origins
      chrome_pap.jpg
      MoTD Pack-A-Punch Camo is now Dark Matter. Credit @GerardS0406 for Dark Matter Camo ❤
      motd_pap.jpg

      MP CAMOS
      gold.png
      afterlife.png
      w115.png
      cyborg.png
      dragon.png
      dmh.png
      octane.png
      comics.png
      ukpunk.png
      partyrock.png
      beast.png
      PERK AND POWERUP ICONS (ZM)
      BO3 Styled Shaders.png
      SKYBOXES
      Thanks to @mikey for his Custom Texture Resources post for the skybox texture.
      This is on MOST maps, not all.
      skybox_mp.jpg
      Screenshot_3.png
      Other MP Things
      Key for unlocks instead of "NEW"
      Screenshot_4.jpg
      Prestige Master icon changed, and default calling card changed
      profile.png

      I don't think I'm gonna do any more texturing. This has pushed me to my limit for now. gg

      posted in BO2 Modding Releases & Resources
    • [Release] [ZM] Nightmode

      ZOMBIES NIGHTMODE

      die rise.png

      READ ME
      This mod only tweaks visual dvars and will not impact gameplay in anyway.
      The host of the game/server needs to run this script in order for it to work for everyone in the lobby.

      TUTORIAL FOR LOADING SCRIPTS
      In-depth Custom GSC Script Guide
      To use this mod, take the precompiled file from github and place it in
      %localappdata%/Plutonium/storage/t6/scripts/zm
      If this directory doesn't exist, simply create it.

      Link for Zombies Nightmode: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Nightmode

      nuketown.png
      origins 1.png
      butry.png
      farm.png
      motd.png
      Screenshot_5.png

      posted in BO2 Modding Releases & Resources
    • bo3

      @jocrmn Making a client for BO3 is a surefire way to get the entire Plutonium project shut down by Activision. I highly doubt anyone wants to see that.

      The argument of "Buy the game" is absolutely valid for BO3 because the game is still in a playable state with almost full functionality that a custom client would bring. (Custom maps, dedicated servers, mod support, etc.)

      Since all of those already exist in BO3 Steam, there's genuinely no reason for Plutonium BO3 to exist.

      If you cannot afford the $60 to purchase the game, you can look at other third-party websites that sell games for cheaper (G2A for example) to try to find the game for under $60.

      If you cannot afford from a third-party site, then maybe you should just be playing other games that aren't as expensive.

      Games are a privilege, not a right.

      posted in General Discussion
    • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)

      HIGH ROUND TRACKER
      This version can only be used on dedicated servers because it requires a plugin.

      HOW TO ADD INTO YOUR SERVER
      This can easily be added into your _clientids.gsc file.

      1. Add the scripts below into your _clientids.gsc file
      high_round_tracker()
      {
      	thread high_round_info_giver();
      	gamemode = gamemodeName( getDvar( "ui_gametype" ) );
      	map = mapName( level.script );
      	if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" )
      		map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) );
      	//file handling//
      	level.basepath = getDvar("fs_basepath") + "/" + getDvar("fs_basegame") + "/";
      	path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt";
      	file = fopen(path, "r");
      	text = fread(file);
      	fclose(file);
      	//end file handling//
      	highroundinfo = strToK( text, ";" );
      	level.HighRound = int( highroundinfo[ 0 ] );
      	level.HighRoundPlayers = highroundinfo[ 1 ];
      	for ( ;; )
      	{
      		level waittill ( "end_game" );
      		if ( level.round_number > level.HighRound )
      		{
      			level.HighRoundPlayers = "";
      			players = get_players();
      			for ( i = 0; i < players.size; i++ )
      			{
      				if( level.HighRoundPlayers == "" )
      				{
      					level.HighRoundPlayers = players[i].name;
      				}
      				else
      				{
      					level.HighRoundPlayers = level.HighRoundPlayers + "," + players[i].name;
      				}
      			}
      			foreach( player in level.players )
      			{
      				player tell( "New Record: ^1" + level.round_number );
      				player tell( "Set by: ^1" + level.HighRoundPlayers );
      			}
      			log_highround_record( level.round_number + ";" + level.HighRoundPlayers );
      		}
      	}
      }
      
      log_highround_record( newRecord )
      {
      	gamemode = gamemodeName( getDvar( "ui_gametype" ) );
      	map = mapName( level.script );
      	if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" )
      		map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) );
      	level.basepath = getDvar("fs_basepath") + "/" + getDvar("fs_basegame") + "/";
      	path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt";
      	file = fopen( path, "w" );
      	fputs( newRecord, file );
      	fclose( file );
      }
      
      startLocationName( location )
      {
      	if( location == "cornfield" )
      		return "Cornfield";
      	else if( location == "diner" )
      		return "Diner";
      	else if( location == "farm" )
      		return "Farm";
      	else if( location == "power" )
      		return "Power";
      	else if( location == "town" )
      		return "Town";
      	else if( location == "transit" )
      		return "BusDepot";
      	else if( location == "tunnel" )
      		return "Tunnel";
      }
      
      mapName( map )
      {
      	if( map == "zm_buried" )
      		return "Buried";
      	else if( map == "zm_highrise" )
      		return "DieRise";
      	else if( map == "zm_prison" )
      		return "Motd";
      	else if( map == "zm_nuked" )
      		return "Nuketown";
      	else if( map == "zm_tomb" )
      		return "Origins";
      	else if( map == "zm_transit" )
      		return "Tranzit";
      	return "NA";
      }
      
      gamemodeName( gamemode )
      {
      	if( gamemode == "zstandard" )
      		return "Standard";
      	else if( gamemode == "zclassic" )
      		return "Classic";
      	else if( gamemode == "zsurvival" )
      		return "Survival";
      	else if( gamemode == "zgrief" )
      		return "Grief";
      	else if( gamemode == "zcleansed" )
      		return "Turned";
      	return "NA";
      }
      
      high_round_info_giver()
      {
      	highroundinfo = 1;
      	roundmultiplier = 5;
      	level endon( "end_game" );
      	while( 1 )
      	{	
      		level waittill( "start_of_round" );
      		if( level.round_number == ( highroundinfo * roundmultiplier ))
      		{
      			highroundinfo++;
      			foreach( player in level.players )
      			{
      				player tell( "High Round Record for this map: ^1" + level.HighRound );
      				player tell( "Record set by: ^1" + level.HighRoundPlayers );
      			}
      		}
      	}
      }
      
      high_round_info()
      {
      	wait 6;
      	self tell( "High Round Record for this map: ^1" + level.HighRound );
      	self tell( "Record set by: ^1" + level.HighRoundPlayers );
      }
      
      1. Add thread high_round_tracker(); into your init() function
      2. Add player thread high_round_info(); into your onPlayerConnect() function
        unknown.png
      3. Download @fed's t6-gsc-utils plugin and place the .dll file inside gameserver/t6r/data/plugins.

      Using these steps will allow the server to track the highest round achieved on the server, and the players who were in the lobby at the time.

      All high round records will be recorded in .txt files inside gameserver/t6r/data/logs and they will be updated automatically.

      84190184-0ac2-421e-93f5-e1d469bf4481-image.png

      posted in BO2 Modding Releases & Resources
    • Quikkster's Ultimate iW5 Plutonium Custom Camos & Assets Pack!

      @Quikk you took the time to apologize but didn't add credits still smh alt text

      posted in MW3 Modding Releases & Resources
    • [BUG][T6ZM] Working ZM server map rotation.

      @JezuzLizard I'll add $50 if we can get this fixed 🙂

      posted in Feature / Bug Bounties
    • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)

      Reviving this old release as it has been updated.
      High round tracker is fully automatic now.

      posted in BO2 Modding Releases & Resources
    • Website Dark Theme suggestion

      Screenshot_1.png Screenshot_2.png

      posted in General Discussion
    • Error: MSVCP140.dll and VCRUNTIME140.dll

      @Treway99
      download extract it to any location and install the 2 vcredist's and directx
      (you can delete it after installation)

      Try this link: https://drive.google.com/u/0/uc?id=1gG_DXaZfAUETfXaYJzCP36ImvE_bO_x9&export=download

      If first link doesn't work, use this one:
      https://drive.google.com/file/d/1Vj9nBzpb4tdFk2mHxGF2zfBmobXak_MK/view?usp=sharing

      posted in BO2 Client Support

    Latest posts made by Cahz

    • [Release] [Zombies] Bonus Survival Maps 3.0 (Updated January 2022)

      @StarlandUwU You could use set perkSlotIncreaseKills <x> to have perk slots increase by one every <x> amount of kills.
      https://github.com/JezuzLizard/Bonus-Survival-Maps-for-BO2/blob/master/INSTRUCTIONS - Plutonium.md

      posted in BO2 Modding Releases & Resources
    • [Release] All-In-One Retexture Pack

      It has been one year since I made and released this pack.
      I never could have imagined the number of players who would also like it and even download it.

      a1dfde58-d890-4ebc-bf51-627c8fd72377-image.png

      I'd like to thank all the players who have downloaded this, and also Plutonium for the platform to share this creation in the first place.

      posted in BO2 Modding Releases & Resources
    • Russ's First Camo Pack

      @Russkek You should edit the files for the camos that have the colors on them into being 10-20% opacity so that the guns don't reflect so much sunlight when in-game. It will make a huge difference

      posted in BO2 Modding Releases & Resources
    • Made a Battlefield 2042 title emblem in Call of Duty Black ops II

      @IshmamIsty "Battlefeld" ?

      posted in General Discussion
    • Will bo3 be on plutonium.

      @Hypo-cpk Read this

      posted in General Discussion
    • [Release] [ZM] ZOMBIES++

      @DROGOC0P Use version 1.2 files

      posted in BO2 Modding Releases & Resources
    • The only Custom PHD mod you will ever need

      @AdrX003 the init_phd() function doesn't have a loop, so it will only run 1 time, and will run at the start of round 1.
      Long enough after everything is loaded to overwrite the level variables.

      The main issue before was that the custom script would run first, then the level variables would be overwritten by the original game files, causing no actual changes to the game.

      posted in BO2 Modding Releases & Resources
    • [Release] All perk slots unlock script [Zombies]

      @DROGOC0P @JulzBoolz @NickB_05 @AdrX003

      init()
      {
          thread remove_perk_limit();
          for(;;)
          {
              level waittill("connected", player);
              player thread welcome();
          }
      }
      
      remove_perk_limit()
      {
          level waittill( "start_of_round" );
          level.perk_purchase_limit = 9;
      }
      
      welcome()
      {
          self endon("disconnect");
          self waittill("spawned_player");
          wait 7;
      	self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
      }
      

      how to load/use the script

      posted in BO2 Modding Releases & Resources
    • Missing default_mp_controls.cfg

      @MooBenKoe This error is covered in this thread & provides a solution

      posted in BO2 Client Support
    • [Release] [Zombies] Bonus Survival Maps 3.0 (Updated January 2022)

      @VC3N 431d6d17-1ce9-4a53-8bc1-888c8026221e-image.png

      posted in BO2 Modding Releases & Resources