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Plutonium

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  • [ZM] BO3's Three hit system and increased health for Juggernog as well! v3!
    Coronavirus-19undefined Coronavirus-19

    To add this script first copy n' paste this code into Notepad++ then save it as a ".txt" after edit the change ".txt" to ".gsc" -- if you don't know how to do that open up a random folder look for "View" at the top and click it. A drop down menu should appear and you'll see "Show" at the bottom, click it and you'll see "File name extension" and should be able to change ".txt" to ".gsc"

    --You can name the file whatever you want, just make sure it ends with ".gsc"

    After the File name extension change add the ".gsc" to the Plutonium folders by:
    Win + R and Run "%localappdata%" then search for "Plutonium" and go the folders as shown: Local/Plutonium/storage/t6/scripts/zm

    GSC File Download

    Raw Code:

    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    init()
    {
        level thread global_player_connect_handler();
    }
    
    // -------------------------
    // GLOBAL PLAYER CONNECT
    // -------------------------
    global_player_connect_handler()
    {
        for(;;)
        {
            level waittill("connected", player);
    
            // make sure EVERY client gets the code
            player thread player_spawn_handler();
        }
    }
    
    // -------------------------
    // PLAYER SPAWN HANDLER
    // -------------------------
    player_spawn_handler()
    {
        self endon("disconnect");
        level endon("game_ended");
    
        for(;;)
        {
            self waittill("spawned_player");
    
            // ensure each new spawn has these set
            self.jugActive = false;
            self.health_initialized = false;
    
            self thread enforce_health_system();
            self thread monitor_perks();
            self thread revive_handler();
        }
    }
    
    // -------------------------
    // ENFORCE HEALTH (RUNS EVERY 250ms)
    // -------------------------
    enforce_health_system()
    {
        self endon("disconnect");
        level endon("game_ended");
    
        for(;;)
        {
            wait 0.25;
    
            if (self.jugActive)
            {
                if (self.maxhealth != 300)
                {
                    self.maxhealth = 300;
                    self.health = self.maxhealth;
                }
            }
            else
            {
                if (self.maxhealth != 150)
                {
                    self.maxhealth = 150;
                    self.health = self.maxhealth;
                }
            }
        }
    }
    
    // -------------------------
    // PERK MONITOR
    // -------------------------
    monitor_perks()
    {
        self endon("disconnect");
        level endon("game_ended");
    
        for(;;)
        {
            wait 0.25;
    
            currentJug = self hasPerk("specialty_armorvest");
    
            if (!isDefined(self.jugActive) || currentJug != self.jugActive)
            {
                self.jugActive = currentJug;
    
                if (currentJug)
                {
                    self.maxhealth = 300;
                    self.health = self.maxhealth;
                    self IPrintLnBold("^2Juggernog: 300 HP");
                }
                else
                {
                    self.maxhealth = 150;
                    self.health = self.maxhealth;
                    self IPrintLnBold("^1Jug lost: 150 HP");
                }
            }
        }
    }
    
    // -------------------------
    // REVIVE HANDLER
    // -------------------------
    revive_handler()
    {
        self endon("disconnect");
        level endon("game_ended");
    
        for(;;)
        {
            self waittill("player_revived");
    
            // revive resets health → reapply our rules
            self.maxhealth = 150;
            self.health = self.maxhealth;
    
            self IPrintLnBold("^3Revived → HP reset to 150");
        }
    }
    
    
    
    BO2 Modding Releases & Resources

  • it is gonna be possible to play the dlc 5 maps on pc? (black ops 2)
    Coronavirus-19undefined Coronavirus-19

    only on Xenia, as of now!

    BO2 Modding Support & Discussion

  • [ZM] Origins Permasnow (TEST)
    Coronavirus-19undefined Coronavirus-19

    Permanent Snow after Round 1!

    This mod is for anyone that wants the Ice Staff on an earlier round.

    Any issues please state them in the comments!

    Files: Plutonium/storage/t6/scripts/zm/zm_tomb

    Raw Code:

    init()
    {
        level thread force_snow_weather();
    }
    
    force_snow_weather()
    {
        // Wait for Origins weather controller to start
        wait 5;
    
        // Stop Origins from cycling weather
        level.weather_cycle_enabled = false;
        level.weather_state = "snow";
    
        setDvar("weather", "snow");
        setDvar("weather_state", "snow");
    
        // Loop to keep overriding anything the game tries to change
        while (1)
        {
            level.weather_state = "snow";
            setDvar("weather", "snow");
            setDvar("weather_state", "snow");
            wait 5;
        }
    }
    
    
    BO2 Modding Releases & Resources

  • [ZM] Iron Fist on Round 1 of Origins
    Coronavirus-19undefined Coronavirus-19

    The Iron Fists/ One Inch Punch has been my favorite melee since it's debut. I know the steps to require it can take some time and by the time to get it the Iron Fist is a two-hit kill!

    • CREDIT: https://forum.plutonium.pw/topic/16828/resource-gsc-give-yourself-the-one_inch_punch-correctly

    • I updated the code and also allowed the Iron Fist to be a one-shot kill for further rounds!

    • I will make an update for the upgraded version and the elemental versions too!

    • Iron Fist and Damage Mod for it was be separate in-case you just want the fist by itself!

    • Command will be through in-game chat by typing and entering "#fist"

    • Setup for the correct placements for the scripts:

    Put the iron_fist.gsc and iron_fist_infdmg.gsc in zm_tomb, so it should be "Plutonium/storage/t6/scripts/zm/zm_tomb".
    Create a new folder within zm, so it should be "Plutonium/storage/t6/scripts/zm/replaced", and put infdmgfist.gsc in there!

    NOTE you can edit the damage, have fun and enjoy! 😄

    All Files

    Raw Code:

    #include maps\mp\_utility;
    #include maps\mp\zombies\_zm_weap_one_inch_punch;
    
    init()
    {
        level thread on_player_connect();
        level thread command_bar();
    }
    
    on_player_connect()
    {
        for (;;)
        {
            level waittill("connected", player);
            player thread on_player_spawned();
        }
    }
    
    on_player_spawned()
    {
        self endon("disconnect");
        for (;;)
        {
            self waittill("spawned_player");
        }
    }
    
    command_bar()
    {
        level endon("end_game");
        prefix = "#";
    
        for (;;)
        {
            level waittill("say", message, player);
            if (!isDefined(message) || !isDefined(player))
                continue;
    
            message = toLower(message);
            if (message[0] == prefix)
            {
                args = strtok(message, " ");
                command = getSubStr(args[0], 1);
    
                switch (command)
                {
                    case "fist":
                        player thread give_iron_fist();
                        break;
                }
            }
        }
    }
    
    give_iron_fist()
    {
        self endon("disconnect");
    
        self freezecontrols(true);
    
        current_weapon = self getcurrentweapon();
        if (isDefined(current_weapon))
            self takeweapon(current_weapon);
    
        // Optional flourish animation
        self giveweapon("zombie_one_inch_punch_upgrade_flourish");
        self switchtoweapon("zombie_one_inch_punch_upgrade_flourish");
        wait 1.5;
    
        self freezecontrols(false);
        self takeweapon("zombie_one_inch_punch_upgrade_flourish");
    
        // Give & activate regular Iron Fist
        self giveweapon("one_inch_punch_zm");
        self switchtoweapon("one_inch_punch_zm");
    
        // Enable proper Iron Fist melee handling
        self thread monitor_melee_swipe();
    
        self iprintlnbold("Iron Fist Equipped!");
    }
    
    monitor_melee_swipe()
    {
        self endon("disconnect");
        for (;;)
        {
            self waittill("melee");
            // add hit effect logic here if desired
        }
    }
    
    
    BO2 Modding Releases & Resources
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