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Plutonium

Cahzundefined

Cahz

@Cahz
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Posts
390
Topics
8
Groups
2
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150
Following
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Posts

Recent Best Controversial

  • Please add more normal servers
    Cahzundefined Cahz

    AshtonRocks The developers at Plutonium are not in charge of servers. Players make their own servers, and there happens to be a large amount of players that are trickshotters. So with that, there is a large number of trickshotting servers and much less "regular" servers.

    OPTION 1: Host your own server. You can always host your own server, with your rules, your gametypes, map rotation, everything. You can even load custom scripts for custom gamemodes if you choose to do so.
    Really good tutorial: https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide

    OPTION 2: Try to filter out the trickshotting servers when searching. There are tons of non-trickshotting TDM servers that I can find when I search "TDM".


  • Bo2 Sound Issue on Pc
    Cahzundefined Cahz

    Ninjafish242 if you havent tried reinstalling the latest version of directX, i'd recommend trying that. it fixed the issue on my laptop


  • Image don't load
    Cahzundefined Cahz

    Sorex try precaching ALL the images for your mapvote menu instead of having the defined level.mapvote get precahched. even if they aren't used that game, it should still work with no issues


  • [Release] Vote Kick Menu (GSC)
    Cahzundefined Cahz

    SIMPLE VOTE KICK MENU
    Developer: @ItsCahz
    Multiplayer Vote Kick Menu
    Zombies Vote Kick Menu
    Hey guys, I know that aimbotters are an issue on some server, and that it can be hard to monitor every minute. So I made a simple vote kick menu that can be added to any server.

    I personally don't like the design I went with, but it's straight-forward, easy to use, and can be given to players who don't have the ability to ban players. Of course someone who gets kicked can easily change their name, it still may help when no admins are online for a server.
    To open Press AIM+DOWN DPAD (or whatever your keyboard controls are)

    EDIT
    Version 1.1

    • Added playerDvar to "ban" the player who gets votekicked
    • Added a variable to prevent players from initilizing a vote kick more than once a map
      Version 1.2
      *Added support for Zombies Mode
      *Optimized Code

    vote kick who.jpeg

    NOTE: There is no overflow fix added into the code!


  • [Release] MW3 Style Infection Gamemode *UPDATED 10/20/2020*
    Cahzundefined Cahz

    TheHiddenHour didn't even consider this when making it. Great idea. Updated now 🙂


  • [Release] [Zombies] Configuration Mod for dedicated servers
    Cahzundefined Cahz

    JezuzLizard Really nice release. I just tested it and am going to use this when I play zombies with friends. Thanks


  • [Release] MW3 Style Infection Gamemode *UPDATED 10/20/2020*
    Cahzundefined Cahz

    Kalitos If you wanted to change the first infected weapons, you can change it within the weaponMonitor script.

    if(isDefined(self.infected))
    		{
    			if(level.infectedCount == 1)
    			{
    				if(self getCurrentWeapon() != (level.survivorWeapons[level.survivorPrimary]) && self getCurrentWeapon() != level.survivorSecondary && self getCurrentWeapon() != "none")
    					self thread giveWeapons("Survivor");
    			}
    			else
    			{
    				if(self getCurrentWeapon() != level.infectedPrimary && self getCurrentWeapon() != level.infectedSecondary  && self getCurrentWeapon() != level.infectedTactical && self getCurrentWeapon() != "none")
    					self thread giveWeapons("Infected");
    			 }
    		}
    

    All you'd need to do is change out what is given under if(level.infectedCount == 1)


  • [Support] Controller response curve and deadzone and etc
    Cahzundefined Cahz

    ExtremeWinner I have yet to see anyone else complain about the controller support. Maybe what you're actually concerned about is the no aim-assist for controller. Either way, I'd recommend playing with keyboard and mouse anyways. cheers bud


  • [Support] Controller response curve and deadzone and etc
    Cahzundefined Cahz

    ExtremeWinner I think you're the only person with this problem? I don't even understand what you could be complaining about since the controller stuff is literally plug-and-play. So to be complaining about the response curve is kinda stupid. Especially considering the developers didn't add the controller functionality themselves.


  • [Release] MW3 Style Infection Gamemode *UPDATED 10/20/2020*
    Cahzundefined Cahz

    Ox_ in the initial release, i going to include a random camo on spawn for each person, but I liked the no camo look. It felt like mw3 infected as close as possible lol.

    As for the indentation, i copy pasted from gsc studio without double checking the output into github. I'll fix it when i get some free time later this morning.

    I totally forgot that infected had tac inserts as well!
    And the idea for storing infected names is a great one. I'll definitely add that as well


  • What are you currently listening to?
    Cahzundefined Cahz

    https://soundcloud.com/kaystaxh/lets-talk-about-it
    AYY LETS TALK ABOUT IT


  • No sound
    Cahzundefined Cahz

    MasterMind I'd highly recommend reinstalling the latest version of DirectX. I had the same issue until I reinstalled DirectX
    https://support.microsoft.com/en-us/help/179113/how-to-install-the-latest-version-of-directx


  • [Release] MW3 Style Infection Gamemode *UPDATED 10/20/2020*
    Cahzundefined Cahz

    MW3 STYLED INFECTION
    Developer: @ItsCahz
    Download Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Multiplayer Mods/MW3 Styled Infection
    OLD Screenshot: https://prnt.sc/rtlkzu
    (couldn't get the image to upload)

    Hey guys, I had a few friends who wanted to play infection today, and I couldn't find a working one released to the public. So I decided to make my own version today and release it!

    Basically the game works exactly as you would expect from Infected on MW3.
    This mod runs best with Team Deathmatch as the gamemode.
    The goal of Infected is to stay alive as long as possible.

    SURVIVORS
    Random Primary (mtar, msmc, m27, or remington)
    Secondary (fiveseven)

    INFECTED
    First Infected gets survivor loadout until there is more than one person infected.
    Knife and Tomahawk only afterwards.

    EDITING LOADOUTS
    Customizable DVARS that can be used to edit the game settings. You can copy paste these DVARS into your dedicated.cfg file and edit values.

    ALL DVARS ARE SET TO THEIR CURRENT DEFAULTS

    IF YOU DON'T ADD THESE INTO YOUR CFG FILE -- IT WILL LOAD THESE DEFAULT DVARS

    scr_scorestreaks 0
    set infectedTimelimit 10
    set enableFirstInfectedLoadout 1
    
    set survivorPrimary "hk416_mp+reflex+extclip,insas_mp+extclip+rf,pdw57_mp+silencer+extclip"
    set survivorSecondary "fiveseven_mp+fmj,fnp45_mp+fmj"
    set survivorTactical "flash_grenade_mp,willy_pete_mp"
    set survivorGrenade "bouncingbetty_mp,sticky_grenade_mp,frag_grenade_mp,hatchet_mp"
    set enableScavenger 1
    
    set infectedPrimary "knife_mp"
    set infectedSecondary "hatchet_mp"
    set enableTacInsert 1
    

    EDIT
    Version 1.1

    • Added tactical insertions for infected team

    • Added a string table for infected people's names, checks if they were already infected on connect (Great idea Ox_)

    • Removed Overflowfix - didn't run into any issues when testing without overflowfix

    EDIT
    Version 1.2

    • Changed the infected table to save players xuid values instead of names (Great idea TheHiddenHour)

    EDIT
    Version 2.0

    • Edited and moved scripts into tdm.gsc for stablility
    • Added customizable DVARS for gamesettings and loadouts
    • Added a waiting function for players to be in the game

  • [Release] Overwrite Default Class (GSC)
    Cahzundefined Cahz

    Kalitos there we go. I was looking for the level.inGracePeriod yesterday and couldn't find it! Thanks for sharing your find


  • [Support] Server Side Support
    Cahzundefined Cahz

    Farzad if you are using the "change class mid game" script, it will cause bots to not spawn in on multiple rounds of SND because of this line

    self.pers[ "class" ] = undefined;
    

    if you called the script on a bot, their loadout for the next round is non-existent, thus they dont spawn in.

    As for the team changing issue, I have no idea what your code looks like, so i cannot say for sure how to fix.


  • [Release] Overwrite Default Class (GSC)
    Cahzundefined Cahz

    Kalitos you can easily add another function that checks if the weapon has been fired and if it has, to change self.StopClassChange to true . I'm sure that there is also another function to check if a grenade/stun has been thrown. But I personally dont need this type of script setup myself. So im not going to take the time to make it... Just recommend how it could be done


  • [Resource] BO2 GSC Animated Welcome Messages
    Cahzundefined Cahz

    Kalitos I think this is because you're testing all of them at once, and they all seem to use

    self.welcome
    

    so im pretty sure if you change them up to be different, it would work.

    self.welcome1
    self.welcome2, ect.
    

  • [Release] Overwrite Default Class (GSC)
    Cahzundefined Cahz

    Kalitos This can easily be fixed if you add another variable to check if the player should be allowed to switch classes.

    Basically what I was picturing is add a 10 second wait after spawn, then create a variable like self.ClassSwitch = false;
    and then add if(isDefined(self.ClassSwitch)) into the doChangeClass function.

    onPlayerSpawned()
    {
    	self endon("disconnect");
    	level endon("game_ended");
    	for(;;)
    	{
    		self waittill("spawned_player");
    		
    		if(isDefined(self.RandomClass))
    			self thread doLoadout();
    		self thread playerDeath();
    		wait 10;
    		self.StopClassChange = true;
    	}
    }
    
    playerDeath()
    {
    	self endon("self_died");
    	level endon("game_ended");
    	for(;;)
    	{
    		self waittill("death");
    		self.StopClassChange = undefined;
    		wait 0.05;
    		self notify("self_died");
    	}
    }
    
    doChangeClass()
    {
       	self endon("disconnect");
    	for(;;)
    	{
    		self waittill("changed_class");
    		if ( !isDefined(self.StopClassChange) )
    		{
    			if(self.pers[ "class" ] == "CLASS_SMG")
    			{
    				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
    				self thread doRandomClass();
    				self.RandomClass = true;
    			}
    			else
    			{
    				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
    				self.RandomClass = undefined;
    			}
    		}
    	}
    }
    

    This will give players the full 10 seconds to decide on a class after spawn, but not allow to change mid round like you said.

    The only problem with this setup is that every time the player spawns, they have 10 seconds to change classes. But if you're trying to use this in SND, it shouldn't be an issue for you.


  • [Support] Request, _TEAMS.GSC file for BO2
    Cahzundefined Cahz

    Xerxes gotcha. didnt see it posted on plutonium forums, but I also didn't check that deep. Thanks

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