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Posts
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[Help][Dvars] Creating A Simple Dvar Toggle Function -- Not working? -
Removal of Denizens?Muddies It's the first answer
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[Help][Dvars] Creating A Simple Dvar Toggle Function -- Not working?I think you have to use strings like this
LobbySetter(dvar) { if(getDvar(dvar) == "0") { setDvar(dvar, "1"); self iPrintln("ON"); } else { setDvar(dvar, "0"); self iPrintln("OFF"); } }
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Permanent Afterlife ViewhandsFaZe Flick But it uses a gsc
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BO3 Weapons textures in BO2GhostRider0125 Probably what came with the update r3855 https://plutonium.pw/docs/changelog/
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Permanent Afterlife Viewhands -
How can I play MOTD solo?alternatively you can load this as a gsc script, it basically forces the solo features on the map
main(){ replacefunc(maps\mp\zm_alcatraz_utility::check_solo_status, ::solo); } solo(){ level.is_forever_solo_game = 1; }
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Denizen ChangeLord_J The 'screecher_melee_damage' function has weapon specifications for the bowie knife, galve knuckles and normal knife.
if ( player hasweapon( "bowie_knife_zm" ) ) { if ( one_player ) { melee_score = 30; } else { melee_score = 10; } } else if ( player hasweapon( "tazer_knuckles_zm" ) ) { if ( one_player ) { melee_score = 30; } else { melee_score = 15; } } else if ( one_player ) { melee_score = 15; } else { melee_score = 6; }
You can change the second melee_score value (The one that is not inside the if( one_player ) statement) for the respective weapon, to increase or decrease the amount of points the player gets for each attack, with the target points being 30 by default.
I'm actually not sure what the purpose of the 'if statement' is since to me it seems to be checking a local variable that is always false.
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Denizen ChangeIn the game, players and denizens rely on a scoring system to determine their fate. Players score points with knife attacks, while denizens earn points by scratching players. You can customize this system using script overrides in maps/mp/zombies/_zm_ai_screecher.
You could for example override 'screecher_melee_damage' to increase points gained from knifing, enabling players to defeat denizens faster, or you can override 'screecher_check_score' to lower the required score to defeat denizens, making it easier for players to win.
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[RELEASE] [ZM] Black Ops 2 Custom PerksFPSSovietRussia 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
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GSC Script help neededYou could use this script but it will not make the player keep quick revive
init() { onplayerconnect_callback( ::onplayerconnect ); } onplayerconnect() { self._retain_perks = 1; }
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Bug when modding gun.gsczeroconz What does your code look like you probably changed it since the original doesn't have that many lines
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Bug when modding gun.gsczeroconz It works for me. Are you sure you also changed it in this line?
level.gungamekillscore = maps\mp\gametypes\_rank::getscoreinfovalue( "kill_gun" );
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Bug when modding gun.gsczeroconz For this script to work you have to change every / to a \ unless its part of a comment
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SnD Alive CounterThis 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:
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Zombies CounterXerxes I will remove the compiled file and fix it once I have access to my github account
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[Release] Remove Mob of the Dead Lightning/FlashingMuddies Try it with the compiled file
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Zombies CounterBellDolphin Are you trying to load the decompiled version?
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[GSC][ZM]Solo Die Rise (Richtofen)@EvanZombie08 This mod doesn't do that but adding it would be good since it would indicate if it worked or not