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Plutonium

Cahzundefined

Cahz

@Cahz
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Recent Best Controversial

  • [Release] [ZM] ZOMBIES++
    Cahzundefined Cahz

    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.


  • [Release] All-In-One Retexture Pack
    Cahzundefined Cahz

    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 %localappdata%\Plutonium\storage\t6\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


  • [Release] [ZM] Nightmode
    Cahzundefined Cahz

    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


  • bo3
    Cahzundefined Cahz

    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.


  • Error: MSVCP140.dll and VCRUNTIME140.dll
    Cahzundefined Cahz

    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


  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Cahzundefined Cahz

    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


  • Website Dark Theme suggestion
    Cahzundefined Cahz

    Screenshot_1.png Screenshot_2.png


  • Quikkster's Ultimate iW5 Plutonium Custom Camos & Assets Pack!
    Cahzundefined Cahz

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


  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Cahzundefined Cahz

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


  • [Release] [ZM] Grenade Cluster Mod
    Cahzundefined Cahz

    GRENADE CLUSTER MOD
    Developer: @ItsCahz
    Github Link

    I've had this ready to go for awhile. It originally started off as a meme, but I've decided to release it for the lolz. Pretty much all it does is spawn a cluster of grenades when a player throws a frag grenade

    https://www.youtube.com/watch?v=cHTW-Ytdl1A&feature=youtu.be

    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/gametypes_zm/_hud_util;
    #include maps/mp/zombies/_zm;
    #include maps/mp/zombies/_zm_utility;
    
    init()
    {
        level thread onplayerconnected();
    }
     
    onplayerconnected()
    {
        for ( ;; )
        {
            level waittill( "connected", player );
            player thread watch_for_grenade_throw();
        }
    }
     
    watch_for_grenade_throw()
    {
        self endon ( "disconnect" );
        level endon ( "end_game" );
        for ( ;; )
        {
            self waittill ("grenade_fire", grenade, weapname);
            if ( weapname == "frag_grenade_zm" )
            {
                grenade thread multiply_grenades();
            }
            wait 0.1;
        }
    }
     
    multiply_grenades()
    {
        self endon ( "death" );
        wait 1.25;
        self magicgrenadetype( "frag_grenade_zm", self.origin + ( 20, 0, 0 ), ( 50, 0, 400 ), 2.5 );
        wait 0.25;
        self magicgrenadetype( "frag_grenade_zm", self.origin + ( -20, 0, 0 ), ( -50, 0, 400 ), 2.5 );
        wait 0.25;
        self magicgrenadetype( "frag_grenade_zm", self.origin + ( 0, 20, 0 ), ( 0, 50, 400 ), 2.5 );
        wait 0.25;
        self magicgrenadetype( "frag_grenade_zm", self.origin + ( 0, -20, 0 ), ( 0, -50, 400 ), 2.5 );
        wait 0.25;
        self magicgrenadetype( "frag_grenade_zm", self.origin, ( 0, 0, 400 ), 2.5 );
    }
    

    HOW TO ADD WITH OTHER MODS

    1. Copy the functions watch_for_grenade_throw() and multiply_grenades()
    2. Thread watch_for_grenade_throw() under onPlayerConnected.

  • [Support] Code for distance meter for trickshots?
    Cahzundefined Cahz

    Duui YT
    When someone dies, does another player not get a kill?
    1 KILL (attacker) = 1 DEATH (self)

    You're literally making no sense when it comes to this. Instead of spamming the forums with questions over and over, how about do some research into the game files and ask YOURSELF, "why is this script behaving like this?" Instead of asking a million questions on the forums. (Which could all be solved on your own if you put a little time into learning)

    I personally don't like the idea of someone running a server that only knows how to copy and paste other people's scripts, but couldn't tell you how any of them work. This is exactly the type of stuff that leads to servers crashing more frequently due to poorly made/unstable scripts being used by someone who doesn't know that it is poorly made/unstable.

    Research GSC there's plenty of information out on the internet.


  • A couple of reasons why AW should get a client
    Cahzundefined Cahz

    Kitchen Gun Now I'm not staff, but I'd imagine the amount of work required wouldn't be worth it because of the tiny playercount for these games. Sure they may have had 12,000+ online at one point in time, but that day is not today.

    Advanced Warfare's player base is so small compared to the Call Of Duty games supported by Plutonium.
    We're talking less than 100 unique players on AW at any given point. (now we also have to assume not all those players will switch to Plutonium)
    e0f29be3-739f-47a3-85aa-dc655b9c3c2c-image.png
    If you compare Black Ops 2, there's 500 unique players on the Steam version as I'm writing this post. None of these players are on Plutonium and T6 Plutonium has been available for quite awhile.
    a947daeb-c194-4d3e-8bce-e5189112e01e-image.png
    Same goes for MW3. Pretty much the same numbers.
    4fb720de-6ca5-4949-8889-71edcf45b43f-image.png
    And with World at War, there's already more players online than both MW3 and BO2.
    4a1c4755-4ad8-4b3e-9b5a-3f49cb1f9c68-image.png

    Comparatively the value WAW brings to Plutonium is significantly higher than what AW would bring.
    AW was just not liked by most Call Of Duty players...


  • [Release] [ZM] ZOMBIES++
    Cahzundefined Cahz

    Jacobean
    blackbeard29
    Since there was some confusion on how to install this mod, I made a RAR file with the premade _clientids and a short tutorial on how to install/use. Hopefully this helps

    Link: https://github.com/Paintball/BO2-Zombies-Mod/blob/master/Zombies%2B%2B COMPILED.rar
    Virustotal: https://www.virustotal.com/gui/file/e568a1d4390b55ca54f7bf5a287d9e5c217c7ef4ef553e9c74029dab1befdbcf/detection


  • [Release] All-In-One Retexture Pack
    Cahzundefined Cahz

    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.


  • Any plans for a T5 (WaW) client?
    Cahzundefined Cahz

    Sesh Steam WAW provides plenty of mod support already, as well as a dedicated server list.
    I don't see any reason for a custom WAW client


  • plutonium.exe and exclusions
    Cahzundefined Cahz

    Jay Q Wait for an answer... You've literally posted the same thing in 3 separate threads.

    Now I'm not 100% certain of course, but based off of everything I've seen on other support threads, 32 bit systems are NOT supported. (maybe staff can confirm)

    Solution: Check if your computer is compatible with 64 bit version of Windows and install if you can.


  • [Release] BO2 Zombie Hitmarkers
    Cahzundefined Cahz

    mikey Updated the github that fixes the damage wrapper issues. never experienced any problems with instakills, but fixed
    the Leroy issues without needing the extra dvar


  • World At War
    Cahzundefined Cahz

    FNAFBOYGAMING CoD WAW on Steam already has Dedicated Servers and Mod Support. There's literally nothing that needs to be added.

    Steam BO2 doesn't have mod support or dedicated servers. Which is why the Pluto T6 Client was made.

    Since WAW already has those things through steam, there's literally no reason for them to waste their time and energy. They can be using their time and energy to work on updating IW5 and T6, instead of working on something that already exists.

    Buy the game on Steam you broke bastard


  • How do I make Paralyzer work?
    Cahzundefined Cahz

    Misumi'El Here's a quick GSC hot-fix for the flying. The paralyzer slow-mo is still broken, and the flying really only works for the player with the paralzyer. But still works well enough to be used.

    1. Add these functions into your GSC file
    paralzyer_flying()
    {
        self endon("disconnect");
        level endon("end_game");
        
        self.flypower = 100;
        for(;;)
        {
            if(self.flypower < 100 && !isDefined(self.flying))
                self.flypower++;
            if(!isDefined(self.flying) && !self isOnGround())
                self.flying = true;
            else if(self isOnGround())
                self.flying = undefined;
            wait .05;
        }
    }
    
    paralzyer_check()
    {
        self endon("disconnect");
        level endon("end_game");
        
        for(;;)
        {
            if(self getCurrentWeapon() == "slowgun_zm" || self getCurrentWeapon() == "slowgun_upgraded_zm")
            {
                if(self attackbuttonpressed())
                {
                    foreach(player in level.players)
                    {
                        if(distance(self.origin, player.origin) < 120 && isDefined(player.flying) && player.flypower > 0)
                        {
                            player.flypower--;
                            if(player getvelocity() [2] < 300)
                                player setvelocity(player getvelocity() + (0,0,41));
                        }
                    }
                }
            }
            wait .05;
        }
    }
    
    1. Add the 2 function threads into your OnPlayerConnect function (like below)
    onPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread paralzyer_flying(); //Add this line
    	player thread paralzyer_check(); //And this line into your GSC
        }
    }
    

  • How Do I Get The Bots To Have Different Weapons
    Cahzundefined Cahz

    Duui YT big brain moves right here. just test it make sure it works

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