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Plutonium

callmejafundefined

callmejaf

@callmejaf
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  • why can’t I include base game GSC files in my custom scripts?
    callmejafundefined callmejaf

    Hadi77KSA Thanks for the reply! I will try getFunction and we'll see if it works 🙂

    I do want to ask, what's the difference between scripts/sp/zom and raw/scripts/sp?

    when I put any scripts in the scripts/sp/zom folder they just don't execute at all. They only work in raw/scripts/sp.

    inside scripts/sp/zom there is a zm_spawn_fix.gsc file with a comment saying

    // this is intentionally blank as we moved the location of the file
    

    The populated file is in raw/scripts/sp , so I assumed scripts/sp/zom was depreciated?

    EDIT:

    fn = getFunction("maps/_zombiemode_powerups", "specific_powerup_drop");
    

    This worked thank you. I am still inside raw/scripts though.

    BO1 Modding Support & Discussion

  • why can’t I include base game GSC files in my custom scripts?
    callmejafundefined callmejaf

    Hello, I'm new to GSC and I’m trying to write a simple script that lets me drop zombies power ups with keybinds, but I’m struggling with including existing Treyarch GSC files.

    For example:

    #include maps\_zombiemode_powerups;
    

    or

    level thread maps\_zombiemode_powerups::specific_powerup_drop("nuke", org);
    

    throws:

    Could not find script 'maps/_zombiemode_powerups'
    

    I can copy all the base scripts from the T5 modding GitHub so that I have:

    %localappdata%\Plutonium\storage\t5\raw\maps\_zombiemode_powerups.gsc
    

    but then _zombiemode_powerups.gsc includes other files (like maps\_zombiemode_utility, animscripts\zombie_utility, etc.), and those eventually depend on assets from fastfiles.
    Once the chain reaches animtrees and FX, the game just crashes with missing asset errors.

    So I’m probably missing something obvious here. Am I writing my scripts in the wrong place? raw/scripts/sp
    Is there a way to reference Treyarch’s stock scripts that are already loaded in the game, without having to manually copy every dependency into raw?

    Basically: why do the base GSCs seem to be out of scope when referenced from inside raw/scripts?
    Is there a proper way to include or call those existing methods?

    BO1 Modding Support & Discussion
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