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Plutonium

Cahzundefined

Cahz

@Cahz
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Recent Best Controversial

  • Ability to improve graphics for people with lower end pcs
    Cahzundefined Cahz

    ibgh24 The game is limited to what your computer can handle. If your computer cannot run quick enough to output higher resolution, or higher detail, there's no way to force the game to get around that..

    MW3 Modding Support & Discussion

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

    Ox_ SlyJF I never used this mod on Origins for 2 reasons.

    1. There's already all the perks on that map so I never added any extra perks (so didnt test)
    2. I personally just don't like the map so I never tested the mod with it

    I must've copied the "I removed the zombie blood" part of the code that someone else posted in the thread. Oh well. If someone wants to use this mod on Origins, they can try to fix the zombie blood... but I'm not able to fix this at this very moment. 😞 Probably won't be able to fix the code until tomorrow

    BO2 Modding Releases & Resources

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

    Fry I had two different versions of this mod that I had made, and there seems to be mix ups between the two. So if it is in, you should be able to use it. I have it running on my server and it works

    BO2 Modding Releases & Resources

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

    Fry It's split into 4 gscs for anyone who wanted to edit stuff without getting lost in one long file. I use gsc studio to edit it and compile

    BO2 Modding Releases & Resources

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

    Vulture Aid Forced to use models that are on the map. The gamemode isn't grief, thus i cannot load the grief phd flopper model.

    BO2 Modding Releases & Resources

  • Removing MMS & Target Finder Attachments [Bo2]
    Cahzundefined Cahz

    @Vexbane I've never personally tried this, but this post seems to have some sort of fix. Hope it works https://forum.plutonium.pw/topic/506/resource-weapons-and-attachments-restriction-code?_=1587664660896

    BO2 Server Hosting Support

  • [Zombies] Don't lose perks when being revived
    Cahzundefined Cahz

    @peximaximum waittill( "player_revived" );

    BO2 Modding Support & Discussion zombies server gsc

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

    PlzReviveMe I haven't had the PHD and Who's Who crash... and I've played multiple games with 4 players. So unsure about that.
    And as far as the holding grenade, just dont hold it all the way haha.. i could fix it, but there's really no need for something so small

    BO2 Modding Releases & Resources

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

    Jacobean I guess I forgot to take out one line of code. Re-try with the updated files and let me know if you have any more issues
    Updated:https://github.com/Paintball/BO2-Zombies-Mod

    BO2 Modding Releases & Resources

  • [Resource/Release] Zombies List of Mods
    Cahzundefined Cahz

    AdrX003 I took your idea and brought it to life!
    https://forum.plutonium.pw/topic/1005/release-zombies-zombies-mod-extra-perk-machines-powerups-more/4

    BO2 Modding Releases & Resources zombies zombie gsc zombie script

  • [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

    BO2 Modding Releases & Resources

  • [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.

    BO2 Modding Releases & Resources

  • question on making a simple gsc code for "reserved slots"
    Cahzundefined Cahz

    I do believe that this could be made in GSC. Depends on how you want to approach it.

    I feel like it'd be easy to create one "reserved slot" but it would require you to have one less player available in order to allow players to attempt to connect.

    BO2 Modding Support & Discussion

  • [Support] Can you set DVAR so players have VIP when map changes?
    Cahzundefined Cahz

    mikzy that is absolutely correct. I didn't think it would work, but it does

    BO2 Modding Support & Discussion

  • [Support] VIP Dvar system
    Cahzundefined Cahz

    didn't see this thread until now. Gonna repost my answer again

    Cahz said in [Support] Can you set DVAR so players have VIP when map changes?:

    mikzy I don't think the post above was as clear as it could be, so im gonna show you how i got this to work on my server.

    First we need some utilities in order for this to work. Import this code anywhere into yours.

    setPlayerDvar(player, dvar, value) 
    {
        thedvar = player getXUID() + "_" + dvar;
        setDvar(thedvar, value);
    }
    
    getPlayerDvar(player, dvar) 
    {
        thedvar = player getXUID() + "_" + dvar;
        
        return getDvar(thedvar);
    }
    

    Once that is done, you can add dvars to functions like so.

    func_givevip(player)
    {
    	if(player != self && player.status != "VIP")
    	{
    		player.status = "VIP";
            	setPlayerDvar(player, "VIP", true); //sticky dvar function!!
    	}
    }
    

    Then all you'd need to do is add an if check in your onPlayerConnect to give players with the dvar enabled vip.

    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill("connecting", player);
    		player thread onPlayerSpawned();
    
                    if(getPlayerDvar(player, "VIP") == "")
            	        {}
                    else if(getPlayerDvar(player, "VIP") == true)
            	        player.status = "VIP";
    	}
    }
    

    I found that it had to be done this way because getPlayerDvar does not reliably get the variable when checking for numbers, or true/false.
    So using "" as false, and "true" as true it is able to work properly

    BO2 Modding Support & Discussion

  • [Support] Can you set DVAR so players have VIP when map changes?
    Cahzundefined Cahz

    mikzy I don't think the post above was as clear as it could be, so im gonna show you how i got this to work on my server.

    First we need some utilities in order for this to work. Import this code anywhere into yours.

    setPlayerDvar(player, dvar, value) 
    {
        thedvar = player getXUID() + "_" + dvar;
        setDvar(thedvar, value);
    }
    
    getPlayerDvar(player, dvar) 
    {
        thedvar = player getXUID() + "_" + dvar;
        
        return getDvar(thedvar);
    }
    

    Once that is done, you can add dvars to functions like so.

    func_givevip(player)
    {
    	if(player != self && player.status != "VIP")
    	{
    		player.status = "VIP";
            	setPlayerDvar(player, "VIP", true); //sticky dvar function!!
    	}
    }
    

    Then all you'd need to do is add an if check in your onPlayerConnect to give players with the dvar enabled vip.

    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill("connecting", player);
    		player thread onPlayerSpawned();
    
                    if(getPlayerDvar(player, "VIP") == "")
            	        {}
                    else if(getPlayerDvar(player, "VIP") == true)
            	        player.status = "VIP";
    	}
    }
    

    I found that it had to be done this way because getPlayerDvar does not reliably get the variable when checking for numbers, or true/false.
    So using "" as false, and "true" as true it is able to work properly

    BO2 Modding Support & Discussion

  • [Support] Zombie Counter info
    Cahzundefined Cahz

    SaintAodhan Here's a modified version of the zombies counter.

    just call this inside of init()

    level thread drawZombiesCounter();
    

    Source

    drawZombiesCounter()
    {
        level.zombiesCounter = createServerFontString("hudsmall" , 1.9);
        level.zombiesCounter setPoint("CENTER", "CENTER", "CENTER", 190);
        while(true)
        {
        	enemies = get_round_enemy_array().size + level.zombie_total;
            if( enemies != 0 )
            	level.zombiesCounter.label = &"Zombies: ^1";
            else
            	level.zombiesCounter.label = &"Zombies: ^6";
            level.zombiesCounter setValue( enemies );
            wait 0.05;
        }
    }
    

    This method uses setValue instead of setText to avoid any sort of overflow errors.

    BO2 Modding Support & Discussion

  • Survival?
    Cahzundefined Cahz

    Apoc The developers are probably more focused on getting any dedicated server bugs/glitches fixed. My recommendation would be to play survival through Steam MW3.

    General Discussion

  • a super small feature but i think itd be cool
    Cahzundefined Cahz

    yuno read here: https://forum.plutonium.pw/topic/523/plutonium-iw5-mod-release-information-what-has-changed

    MW3 Client Support

  • a super small feature but i think itd be cool
    Cahzundefined Cahz

    yuno if you read the release post, you would have read that this is already a feature

    MW3 Client Support
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