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Plutonium

chicken emojiundefined

chicken emoji

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  • Zombies Counter
    chicken emojiundefined chicken emoji

    javascript_616 You can only load it in your own matches or on your own servers and you won't get banned if you follow this tutorial https://plutonium.pw/docs/modding/loading-mods/

    BO2 Modding Releases & Resources

  • Is there a mod where there is only 24 zombies per round?
    chicken emojiundefined chicken emoji

    Load a gsc file with this code

    init(){
        level.max_zombie_func = ::zombies;
    }
    
    zombies(max_num){
        return 24;
    }
    
    BO2 Modding Support & Discussion zombies mod

  • My version of meme perks
    chicken emojiundefined chicken emoji

    What about vultures aid, electric cherry and tombstone

    BO2 Modding Releases & Resources

  • Zombies Counter
    chicken emojiundefined chicken emoji

    Captinwill What does that mean exactly?

    BO2 Modding Releases & Resources

  • Unable to play DLC maps
    chicken emojiundefined chicken emoji

    *****punk07t Check if there is anything in %localappdata%\Plutonium\storage\t6\scripts

    BO2 Client Support

  • [ZM] Into The Void
    chicken emojiundefined chicken emoji

    GreenTea Yes but only you see it

    BO2 Modding Releases & Resources

  • [ZM] T6 Perkaholic Mod
    chicken emojiundefined chicken emoji

    _Eddy-_- Did you try this tutorial on how to load mods into plutonium? https://plutonium.pw/docs/modding/loading-mods/

    BO2 Modding Releases & Resources

  • is there a way to bring back the normal zombies so they arent always sprinting? I find it quite annoying personally but everything else in the mod is fantastic and i dont want this one ick to keep me from using it
    chicken emojiundefined chicken emoji

    Benioteniso You should try to do it without mods it could also be plutoniums fault

    BO2 Modding Support & Discussion

  • is there a way to bring back the normal zombies so they arent always sprinting? I find it quite annoying personally but everything else in the mod is fantastic and i dont want this one ick to keep me from using it
    chicken emojiundefined chicken emoji

    Benioteniso I updated the code yesterday are you sure youre using the updated version?

    BO2 Modding Support & Discussion

  • Remove HUD target bomb in SND
    chicken emojiundefined chicken emoji

    @rare__ You just create a text dokument and change the extension to gsc

    BO2 Modding Support & Discussion

  • Remove HUD target bomb in SND
    chicken emojiundefined chicken emoji

    @rare__ T6 is for bo2 https://plutonium.pw/docs/modding/loading-mods/

    BO2 Modding Support & Discussion

  • 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

  • Remove HUD target bomb in SND
    chicken emojiundefined chicken emoji

    Do you want to hide any hud element that is related to the bombs?

    BO2 Modding Support & Discussion

  • is there a way to bring back the normal zombies so they arent always sprinting? I find it quite annoying personally but everything else in the mod is fantastic and i dont want this one ick to keep me from using it
    chicken emojiundefined chicken emoji

    Benioteniso I edited it to make it work with the current version. The Overflow is probably from the mod itself or you set it up incorrectly

    BO2 Modding Support & Discussion

  • Origins disable mud slowdown
    chicken emojiundefined chicken emoji

    cocca9032 Look for Getting started with GSC on T6 https://plutonium.pw/docs/modding/loading-mods/

    BO2 Modding Support & Discussion

  • 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

  • BO2 SetPerk Command
    chicken emojiundefined chicken emoji

    Ultimateman I think its specialty_longersprint

    BO2 Client Support

  • perkaholic? bo2
    chicken emojiundefined chicken emoji

    kaipirinha_XD There is a release here https://forum.plutonium.pw/topic/24061/zm-t6-perkaholic-mod?_=1686750935655

    BO2 Modding Support & Discussion

  • 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

  • Changing starting weapon on Tranzit
    chicken emojiundefined chicken emoji

    Create a file with .gsc extension and copy paste this to the file and replace <weapon> with the name of the weapon you want to be the starting weapon then you just have to load the file

    init(){
        level.start_weapon = <weapon>;
    }
    
    BO2 Modding Support & Discussion
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