Updated the Bank transfer prompt.
codywp92
Posts
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[Release][ZM] Configurable Bank Script to Disable bank/teller for each map and do Custom teller cost/fee/amount. -
[Release][ZM] Configurable Bank Script to Disable bank/teller for each map and do Custom teller cost/fee/amount.I seen people looking for a script to disable the bank, this you can choose which maps can have the bank/teller enabled/disabled and also set the teller cost/fee/transfer amount.
https://github.com/codywp92-png/BO2-Scripts/blob/main/ConfigurableBankScript.gsc



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need help with a gsc file that makes it to where you get Paralyzer first box hit.Try this, the box perma-perk was the culprit I believe since it calls a different box function than the default.
#include maps\mp\zombies\_zm_magicbox; #include common_scripts\utility; main() { replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_chooseweightedrandomweapon,::new_treasure_chest_chooseweightedrandomweapon); } init() { level thread onplayerconnect(); level.pers_box_weapon_lose_round = 1; } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); } } new_treasure_chest_chooseweightedrandomweapon( player ) { keys = array_randomize( getarraykeys( level.zombie_weapons ) ); if ( isdefined( level.customrandomweaponweights ) ) keys = player [[ level.customrandomweaponweights ]]( keys ); pap_triggers = getentarray( "specialty_weapupgrade", "script_noteworthy" ); for ( i = 0; i < keys.size; i++ ) { if ( level.chest_accessed == 0 && level.script == "zm_buried") { if ( treasure_chest_canplayerreceiveweapon( player, "slowgun_zm", pap_triggers ) ) return "slowgun_zm"; } if ( treasure_chest_canplayerreceiveweapon( player, keys[i], pap_triggers ) ) return keys[i]; } return keys[0]; } -
need help with a gsc file that makes it to where you get Paralyzer first box hit. -
I Need Help with Mod that gives you Paralyzer on first box hit - Buriedtry this, save this in a file with the .gsc extension and place it in AppData\Local\Plutonium\storage\t6\scripts\zm
#include maps\mp\zombies\_zm_magicbox; #include common_scripts\utility; main() { replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_chooseweightedrandomweapon,::new_treasure_chest_chooseweightedrandomweapon); } init() { level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); } } new_treasure_chest_chooseweightedrandomweapon( player ) { keys = array_randomize( getarraykeys( level.zombie_weapons ) ); if ( isdefined( level.customrandomweaponweights ) ) keys = player [[ level.customrandomweaponweights ]]( keys ); pap_triggers = getentarray( "specialty_weapupgrade", "script_noteworthy" ); for ( i = 0; i < keys.size; i++ ) { if (level.chest_accessed == 0 && level.script == "zm_buried") { if ( treasure_chest_canplayerreceiveweapon( player, "slowgun_zm", pap_triggers ) ) return "slowgun_zm"; } if ( treasure_chest_canplayerreceiveweapon( player, keys[i], pap_triggers ) ) return keys[i]; } return keys[0]; } -
I Need Help with Mod that gives you Paralyzer on first box hit - BuriedDo you need it to be from the box or would simply giving it to yourself work?
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Mod that gives you ray gun mk2 and monkeys/emps on first box@dfgkbjdfgkhjks
Try thisinit() { level thread onplayerconnect(); level thread setround(); } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); } } setround() { round = 10; level.first_round = round; level.start_round = round; level.round_number = round; if ( level.gamedifficulty == 0 ) level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier_easy"]; else level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier"]; if ( level.round_number == 1 ) level.zombie_move_speed = 1; else { for ( i = 1; i <= level.round_number; i++ ) { timer = level.zombie_vars["zombie_spawn_delay"]; if ( timer > 0.08 ) { level.zombie_vars["zombie_spawn_delay"] = timer * 0.95; continue; } if ( timer < 0.08 ) level.zombie_vars["zombie_spawn_delay"] = 0.08; } } } -
Mod that gives you ray gun mk2 and monkeys/emps on first box@dfgkbjdfgkhjks
init() { level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); level.round_number=10; } } -
Mod that gives you ray gun mk2 and monkeys/emps on first box@dfgkbjdfgkhjks what exactly are you looking for? are you just wanting to start on round 10?
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Mod that gives you ray gun mk2 and monkeys/emps on first boxxenocrafter ok i made the script start you with both rayguns.
#include maps\mp\zombies\_zm_utility; init() { level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); self takeWeapon("m1911_zm"); self thread player_give_raygun(); self thread player_give_raygun_mark2(); self thread player_give_cymbal_monkey(); //self thread player_give_emp(); } } player_give_raygun() { self giveweapon( "ray_gun_zm" ); self SwitchToWeapon("ray_gun_zm"); } player_give_raygun_mark2() { self giveweapon( "raygun_mark2_zm" ); } player_give_cymbal_monkey() { self giveweapon( "cymbal_monkey_zm" ); self set_player_tactical_grenade( "cymbal_monkey_zm" ); self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey(); } player_give_emp() { self giveweapon( "emp_grenade_zm" ); self set_player_tactical_grenade( "emp_grenade_zm" ); } -
Mod that gives you ray gun mk2 and monkeys/emps on first boxxenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?
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Mod that gives you ray gun mk2 and monkeys/emps on first boxHere is a script that gives you the raygun mk2 and monkeys when you spawn in, you can also have it do emps if you edit it, paste this into a text file and name it "spawnitems.gsc" or whatever you want just make sure it has the .gsc extension and place it in AppData\Local\Plutonium\storage\t6\scripts\zm.
#include maps\mp\zombies\_zm_utility; init() { level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); self thread player_give_raygun_mark2(); self thread player_give_cymbal_monkey(); //self thread player_give_emp(); } } player_give_raygun_mark2() { self giveweapon( "raygun_mark2_zm" ); } player_give_cymbal_monkey() { self giveweapon( "cymbal_monkey_zm" ); self set_player_tactical_grenade( "cymbal_monkey_zm" ); self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey(); } player_give_emp() { self giveweapon( "emp_grenade_zm" ); self set_player_tactical_grenade( "emp_grenade_zm" ); } -
Some Perk shaders won't set, shows blank.Ivobardolf the shader name was "specialty_electric_cherry_zombie" for electric cherry and I had to precache the shader, also did the same for the others that wouldn't work.
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Some Perk shaders won't set, shows blank.I figured it out.
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Some Perk shaders won't set, shows blank.Ivobardolf I tested on Origins and Mob of the Dead and Electric cherry shader still shows blank.
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Some Perk shaders won't set, shows blank.I created hud elements for all perks and i can get all perk shaders to set but some, for example i tried doing Electric cherry so i used "minimap_icon_electric_cherry" but it just shows blank, having the same issue with tombstone, vulture aid, and who's who's shaders.
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BO2 updating perk hud/perk location.I copied the code from update_perk_hud() from _zm_perks.gsc and tried running it like i did in my BO1 gsc to set a custom location for my perks but the code seems like it does nothing, is there a different way to set the perk icon location in BO2? also looking for a way to set score and round location aswell, if anyone can point me in the right direction on which gsc or function handles it.