Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

codywp92undefined

codywp92

@codywp92
About
Posts
13
Topics
2
Shares
0
Groups
0
Followers
1
Following
0

Posts

Recent Best Controversial

  • I Need Help with Mod that gives you Paralyzer on first box hit - Buried
    codywp92undefined codywp92

    try 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];
    }
    BO2 Modding Support & Discussion

  • I Need Help with Mod that gives you Paralyzer on first box hit - Buried
    codywp92undefined codywp92

    Do you need it to be from the box or would simply giving it to yourself work?

    BO2 Modding Support & Discussion

  • Mod that gives you ray gun mk2 and monkeys/emps on first box
    codywp92undefined codywp92

    @dfgkbjdfgkhjks
    Try this

    init()
    {
        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;
            }
        }
    }
    BO2 Modding Support & Discussion

  • Mod that gives you ray gun mk2 and monkeys/emps on first box
    codywp92undefined codywp92

    @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;
        }
    }
    BO2 Modding Support & Discussion

  • Mod that gives you ray gun mk2 and monkeys/emps on first box
    codywp92undefined codywp92

    @dfgkbjdfgkhjks what exactly are you looking for? are you just wanting to start on round 10?

    BO2 Modding Support & Discussion

  • Mod that gives you ray gun mk2 and monkeys/emps on first box
    codywp92undefined codywp92

    xenocrafter 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" );
    }
    BO2 Modding Support & Discussion

  • Mod that gives you ray gun mk2 and monkeys/emps on first box
    codywp92undefined codywp92

    xenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?

    BO2 Modding Support & Discussion

  • Mod that gives you ray gun mk2 and monkeys/emps on first box
    codywp92undefined codywp92

    Here 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" );
    }
    
    BO2 Modding Support & Discussion

  • Some Perk shaders won't set, shows blank.
    codywp92undefined codywp92

    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.

    BO2 Modding Support & Discussion

  • Some Perk shaders won't set, shows blank.
    codywp92undefined codywp92

    I figured it out.

    BO2 Modding Support & Discussion

  • Some Perk shaders won't set, shows blank.
    codywp92undefined codywp92

    Ivobardolf I tested on Origins and Mob of the Dead and Electric cherry shader still shows blank.

    BO2 Modding Support & Discussion

  • Some Perk shaders won't set, shows blank.
    codywp92undefined codywp92

    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.

    BO2 Modding Support & Discussion

  • BO2 updating perk hud/perk location.
    codywp92undefined codywp92

    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.

    BO2 Modding Support & Discussion
  • 1 / 1
  • Login

  • Don't have an account? Register

  • Login or register to search.
  • First post
    Last post
0
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate