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/

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Posts
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Zombies Counter -
Is there a mod where there is only 24 zombies per round?Load a gsc file with this code
init(){ level.max_zombie_func = ::zombies; } zombies(max_num){ return 24; }
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My version of meme perksWhat about vultures aid, electric cherry and tombstone
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Zombies CounterCaptinwill What does that mean exactly?
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Unable to play DLC maps*****punk07t Check if there is anything in %localappdata%\Plutonium\storage\t6\scripts
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[ZM] Into The VoidGreenTea Yes but only you see it
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[ZM] T6 Perkaholic Mod_Eddy-_- Did you try this tutorial on how to load mods into plutonium? https://plutonium.pw/docs/modding/loading-mods/
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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 itBenioteniso You should try to do it without mods it could also be plutoniums fault
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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 itBenioteniso I updated the code yesterday are you sure youre using the updated version?
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Remove HUD target bomb in SND@rare__ You just create a text dokument and change the extension to gsc
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Remove HUD target bomb in SND@rare__ T6 is for bo2 https://plutonium.pw/docs/modding/loading-mods/
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Remove HUD target bomb in SND@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"] ); }
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Remove HUD target bomb in SNDDo you want to hide any hud element that is related to the bombs?
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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 itBenioteniso 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
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Origins disable mud slowdowncocca9032 Look for Getting started with GSC on T6 https://plutonium.pw/docs/modding/loading-mods/
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Origins disable mud slowdownRiktor https://forum.plutonium.pw/topic/27526/origins-mud-removal?_=1687324874584
It appears to beinit() { level.a_e_slow_areas = []; }
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BO2 SetPerk CommandUltimateman I think its specialty_longersprint
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perkaholic? bo2kaipirinha_XD There is a release here https://forum.plutonium.pw/topic/24061/zm-t6-perkaholic-mod?_=1686750935655
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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.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
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Changing starting weapon on TranzitCreate 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>; }