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Plutonium

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Recent Best Controversial

  • Origins Staff Upgrade Helper
    chicken emojiundefined chicken emoji

    This mod helps the player upgrading their staff on origins by telling and indicating the player what he has to do. You can toggle it for yourself by typing "staffhelper" in the chat.

    here would be an example on how it looks like: https://www.youtube.com/watch?v=4Oc8_AAeLL4

    Source + Download: https://github.com/2-Millimeter-Nahkampfwachter/Origins-Staff-Upgrade-Helper

    Tutorial on how to load mods: https://plutonium.pw/docs/modding/loading-mods/

    Note: It uses settext function but i tried to use as few different strings as possible, it also uses replacefunc function so you can only load the mod when you load into origins, otherwise you will get an error, and i only tested it for solo but it should work for multiple people too 🐔

    BO2 Modding Releases & Resources

  • Zombies Counter
    chicken emojiundefined chicken emoji

    We or at least I have seen many zombie counters that didnt work anymore after a while so here we go again lol

    Source + Download: https://github.com/2-Millimeter-Nahkampfwachter/Total-Zombies-Counter

    Follow this guide if you are not aware of how to load custom gsc scripts: https://plutonium.pw/docs/modding/loading-mods/

    Normal:
    Screenshot 2021-08-04 224520.png
    In afterlife:
    Screenshot 2021-08-04 224329.png

    BO2 Modding Releases & Resources

  • SnD Alive Counter
    chicken emojiundefined chicken emoji

    This mod for simplifies tracking player status in SnD by displaying indicators for alive players and for dead ones, along with live player counts for each team (It theoretically works for all modes).
    For some reason it fails to display all HUD elements if there are too many different teams.

    Example of how it looks like in game:
    9283e66f-4b8a-4f12-b862-eab397245c97-grafik.png

    Download

    How to load mods

    BO2 Modding Releases & Resources

  • Drop counter and Next Power Up by increment displays
    chicken emojiundefined chicken emoji

    This mod adds a counter that counts dropped Power Ups per round. I also recreated the way of getting drops by the increment because i could not access the variables in the original and wanted to make a display for when the next Power Up drops by that method.

    Source + Download: https://github.com/2-Millimeter-Nahkampfwachter/Drop-counter

    Picture of the displays:
    081f2a86-3d0a-4049-9f36-55ef9fd4b5f7-image.png

    BO2 Modding Releases & Resources

  • Permanent Afterlife Viewhands
    chicken emojiundefined chicken emoji

    Makes the Player have afterlife hands outside of afterlife

    df53a23b-2fd1-4704-9f3d-a9c926c5ff2e-grafik.png

    Download

    How to load mods

    BO2 Modding Releases & Resources

  • 2x Points
    chicken emojiundefined chicken emoji

    IL0VEMONKEYS this is the shortest i could come up with. you have to copy paste it into a text document and then follow this tutorial https://plutonium.pw/docs/modding/loading-mods/

    init()
    {
    	 level._game_module_point_adjustment = ::doublepoints;
    }
    
    doublepoints(player, zombie_team, player_points){
    	player maps/mp/zombies/_zm_score::add_to_player_score( player_points );
    	player.pers[ "score" ] = player.score;
    }
    
    BO2 Modding Support & Discussion

  • Stamin-Up-and-PhD-on-Mob-for-an-autistic-dog
    chicken emojiundefined chicken emoji

    The mod just adds a Stamin-Up and PhD perk machine on mob. (The machine itself is jug but it gives you the respective perk). I do not play the map so if you experience any problem that is caused by the mod report it here.

    Source + Download: https://github.com/2-Millimeter-Nahkampfwachter/Stamin-Up-and-PhD-on-Mob-for-an-autistic-dog

    Follow this guide if you are not aware of how to load custom gsc scripts: The Guide

    The PhD machine is near the spawn:
    Screenshot 2021-07-16 191239.png
    The Stamin-Up machine is near the snipwer tower
    Screenshot 2021-07-16 191306.png

    BO2 Modding Releases & Resources

  • Zombies Counter
    chicken emojiundefined chicken emoji

    KrzMcCurdi I added an easier download and a guide on how to load the mod to the post

    BO2 Modding Releases & Resources

  • Is there a way to turn off HUD in bo2 zm?
    chicken emojiundefined chicken emoji

    NathanielKD You create a text document, copy paste the code and then follow this tutorial https://plutonium.pw/docs/modding/loading-mods/. also change

    level thread toggle_hud()();
    

    to

    level thread toggle_hud();
    

    before you compile the file

    BO2 Modding Support & Discussion bo2 help zombies

  • The only Custom PHD mod you will ever need
    chicken emojiundefined chicken emoji

    This mod allows you to give/take the effect of the PHD perk of any player on every map by changing a variable for the respective player.

    Sources + Download: https://github.com/2-Millimeter-Nahkampfwachter/CustomPHD

    Follow this guide if you are not aware of how to load custom gsc scripts: https://forum.plutonium.pw/topic/6966/how-to-use-a-mod-menu-without-injecting-loading-gsc-scripts-client-sided

    BO2 Modding Releases & Resources

  • I'm trying to make a max ammo reward that's given to players after completing every round. This is what I have so far but it does nothing.
    chicken emojiundefined chicken emoji

    DylanBeast777 You should do the setup within a level scope and you can give the powerup by using

    level maps\mp\zombies\_zm_powerups::specific_powerup_drop( "full_ammo", level.players[0].origin );
    

    so for example this will make the level wait for the end of each round and then give the powerup

    init()
    {
    	level thread maxAmmoEveryRound();
    }
    
    maxAmmoEveryRound(){
    	for(;;){
    		level waittill("end_of_round");
    		level maps\mp\zombies\_zm_powerups::specific_powerup_drop( "full_ammo", level.players[0].origin );
    	}
    }
    

    You dont necessarily have to wait for "end_of_round" you can also use "start_of_round", which will also give the powerup when the first round starts. Alternatively you can use "between_round_over", which i think will give spectators time to respawn before giving the powerup

    BO2 Modding Support & Discussion

  • [RELEASE] [ZM] Black Ops 2 Custom Perks
    chicken emojiundefined chicken emoji

    FPSSovietRussia Yes for each perk that the mod adds it calls the function perk_system which has these parameters

    perk_system( script, pos, model, angles, type, sound, name, cost, fx, perk, bottle)
    

    Find the one of the perk you want to change the price of and change the cost argument

    For example:

    perk_system( "script_model", (847, -1037, 120), "zombie_vending_revive_on", ( 0, 326, 0 ), "custom", "mus_perks_sleight_sting", "Downer's Delight", 3000, "revive_light", "Downers_Delight","zombie_perk_bottle_revive" );
    

    Here the cost is 3000 for the perk called "Downer's Delight" you can change the value to change the cost

    BO2 Modding Releases & Resources

  • Remove HUD target bomb in SND
    chicken emojiundefined chicken emoji

    @rare__ You could use a script for that. Something like this should hide any of the hud elements but that also means that you cant see the progress when you plant or defuse the bomb I cant really test it so you have to say if it works or no

    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init(){
        for(i = 0; i < level.bombzones.size; i++){
            level.bombzones[i] maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
            level.bombzones[i].onuse = ::onuseplantobject;
        }
        level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
    }
    
    onuseplantobject( player )
    {
        if ( !self maps\mp\gametypes\_gameobjects::isfriendlyteam( player.pers["team"] ) )
        {
            self maps\mp\gametypes\_gameobjects::setflags( 1 );
            level thread bombplanted( self, player );
            player logstring( "bomb planted: " + self.label );
    
            for ( index = 0; index < level.bombzones.size; index++ )
            {
                if ( level.bombzones[index] == self )
                    continue;
    
                level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
            }
    
            thread playsoundonplayers( "mus_sd_planted" + "_" + level.teampostfix[player.pers["team"]] );
            player notify( "bomb_planted" );
            level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_PLANTED_BY", player );
    
            if ( isdefined( player.pers["plants"] ) )
            {
                player.pers["plants"]++;
                player.plants = player.pers["plants"];
            }
    
            maps\mp\_demo::bookmark( "event", gettime(), player );
            player addplayerstatwithgametype( "PLANTS", 1 );
            maps\mp\gametypes\_globallogic_audio::leaderdialog( "bomb_planted" );
            maps\mp\_scoreevents::processscoreevent( "planted_bomb", player );
            player recordgameevent( "plant" );
        }
    }
    
    bombplanted( destroyedobj, player )
    {
        maps\mp\gametypes\_globallogic_utils::pausetimer();
        level.bombplanted = 1;
        team = player.pers["team"];
        destroyedobj.visuals[0] thread maps\mp\gametypes\_globallogic_utils::playtickingsound( "mpl_sab_ui_suitcasebomb_timer" );
        level thread maps\mp\gametypes\sd::bombplantedmusicdelay();
        level.tickingobject = destroyedobj.visuals[0];
        level.timelimitoverride = 1;
        setgameendtime( int( gettime() + level.bombtimer * 1000 ) );
        label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
        setmatchflag( "bomb_timer" + label, 1 );
    
        if ( label == "_a" )
            setbombtimer( "A", int( gettime() + level.bombtimer * 1000 ) );
        else
            setbombtimer( "B", int( gettime() + level.bombtimer * 1000 ) );
    
        bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombplant", label, team );
    
        if ( !level.multibomb )
        {
            level.sdbomb maps\mp\gametypes\_gameobjects::allowcarry( "none" );
            level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
            level.sdbomb maps\mp\gametypes\_gameobjects::setdropped();
            level.sdbombmodel = level.sdbomb.visuals[0];
        }
        else
        {
            for ( index = 0; index < level.players.size; index++ )
            {
                if ( isdefined( level.players[index].carryicon ) )
                    level.players[index].carryicon destroyelem();
            }
    
            trace = bullettrace( player.origin + vectorscale( ( 0, 0, 1 ), 20.0 ), player.origin - vectorscale( ( 0, 0, 1 ), 2000.0 ), 0, player );
            tempangle = randomfloat( 360 );
            forward = ( cos( tempangle ), sin( tempangle ), 0 );
            forward = vectornormalize( forward - vectorscale( trace["normal"], vectordot( forward, trace["normal"] ) ) );
            dropangles = vectortoangles( forward );
            level.sdbombmodel = spawn( "script_model", trace["position"] );
            level.sdbombmodel.angles = dropangles;
            level.sdbombmodel setmodel( "prop_suitcase_bomb" );
        }
    
        destroyedobj maps\mp\gametypes\_gameobjects::allowuse( "none" );
        destroyedobj maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
        label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
        trigger = destroyedobj.bombdefusetrig;
        trigger.origin = level.sdbombmodel.origin;
        visuals = [];
        defuseobject = maps\mp\gametypes\_gameobjects::createuseobject( game["defenders"], trigger, visuals, vectorscale( ( 0, 0, 1 ), 32.0 ), istring( "defuse" + label ) );
        defuseobject maps\mp\gametypes\_gameobjects::allowuse( "friendly" );
        defuseobject maps\mp\gametypes\_gameobjects::setusetime( level.defusetime );
        defuseobject maps\mp\gametypes\_gameobjects::setusetext( &"MP_DEFUSING_EXPLOSIVE" );
        defuseobject maps\mp\gametypes\_gameobjects::setusehinttext( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
        /*defuseobject maps\mp\gametypes\_gameobjects::setvisibleteam( "any" );
        defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "friendly", "compass_waypoint_defuse" + label );
        defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "enemy", "compass_waypoint_defend" + label );
        defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "friendly", "waypoint_defuse" + label );
        defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "enemy", "waypoint_defend" + label );*/
        defuseobject maps\mp\gametypes\_gameobjects::setflags( 1 );
        defuseobject.label = label;
        defuseobject.onbeginuse = maps\mp\gametypes\sd::onbeginuse;
        defuseobject.onenduse = maps\mp\gametypes\sd::onenduse;
        defuseobject.onuse = maps\mp\gametypes\sd::onusedefuseobject;
        defuseobject.useweapon = "briefcase_bomb_defuse_mp";
        player.isbombcarrier = 0;
        bombtimerwait();
        setbombtimer( "A", 0 );
        setbombtimer( "B", 0 );
        setmatchflag( "bomb_timer_a", 0 );
        setmatchflag( "bomb_timer_b", 0 );
        destroyedobj.visuals[0] maps\mp\gametypes\_globallogic_utils::stoptickingsound();
    
        if ( level.gameended || level.bombdefused )
            return;
    
        level.bombexploded = 1;
        bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombexplode", label, team );
        explosionorigin = level.sdbombmodel.origin + vectorscale( ( 0, 0, 1 ), 12.0 );
        level.sdbombmodel hide();
    
        if ( isdefined( player ) )
        {
            destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, player, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
            level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_BLOWUP_BY", player );
            maps\mp\_scoreevents::processscoreevent( "bomb_detonated", player );
            player addplayerstatwithgametype( "DESTRUCTIONS", 1 );
            player recordgameevent( "destroy" );
        }
        else
            destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, undefined, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
    
        rot = randomfloat( 360 );
        explosioneffect = spawnfx( level._effect["bombexplosion"], explosionorigin + vectorscale( ( 0, 0, 1 ), 50.0 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
        triggerfx( explosioneffect );
        thread playsoundinspace( "mpl_sd_exp_suitcase_bomb_main", explosionorigin );
    
        if ( isdefined( destroyedobj.exploderindex ) )
            exploder( destroyedobj.exploderindex );
    
        for ( index = 0; index < level.bombzones.size; index++ )
            level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
    
        defuseobject maps\mp\gametypes\_gameobjects::disableobject();
        setgameendtime( 0 );
        wait 3;
        sd_endgame( game["attackers"], game["strings"]["target_destroyed"] );
    }
    
    
    BO2 Modding Support & Discussion

  • BO3 Weapons textures in BO2
    chicken emojiundefined chicken emoji

    GhostRider0125 Probably what came with the update r3855 https://plutonium.pw/docs/changelog/

    BO2 Modding Support & Discussion

  • MP - damage feedback new style
    chicken emojiundefined chicken emoji

    ingPalta Convert the image into an iwi file and put it in t6r/data/images

    BO2 Modding Releases & Resources

  • Can't find GSA 24/7 NUKETOWN / Hijacked Discord server
    chicken emojiundefined chicken emoji

    This should be their discord: https://discord.gg/29auWbRvdz

    General Discussion

  • Is there a way to turn off HUD in bo2 zm?
    chicken emojiundefined chicken emoji

    NathanielKD it was missing a bracket actually

    #include maps\mp\_utility;
    #include common_scripts\utility;
    
    main()
    {
    	level thread toggle_hud();
    }
    
    toggle_hud()
    {
    	while ( true )
    	{
    		level waittill( "say", message, player, isHidden );
    		if ( message == "tog_hud" && isHidden )
    		{
    			if ( !is_true( player.hud_disabled ) )
    			{
    				player.hud_disabled = true;
    				player setclientuivisibilityflag( "hud_visible", 0 );
    			}
    			else 
    			{
    				player.hud_disabled = false;
    				player setclientuivisibilityflag( "hud_visible", 1 );
    
    			}
    		}
    	}
    }
    

    this should be a working version

    BO2 Modding Support & Discussion bo2 help zombies

  • [Release] [Zombies] Rooftop/Bridge - Custom survival maps
    chicken emojiundefined chicken emoji

    PtoZorro yes in line 1328 in the source it gets removed from the box you can remove that line and it should be in box again but its probably there because the death machine power up uses it

    BO2 Modding Releases & Resources

  • Origins disable mud slowdown
    chicken emojiundefined chicken emoji

    Riktor https://forum.plutonium.pw/topic/27526/origins-mud-removal?_=1687324874584
    It appears to be

    init()
    {
        level.a_e_slow_areas = [];
    }
    
    BO2 Modding Support & Discussion

  • Origins Staff Upgrade Helper
    chicken emojiundefined chicken emoji

    kndhvh try scripts/zm/zm_tomb it works for me at least but thats only if you dont want to get an error when you load other maps

    BO2 Modding Releases & Resources
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