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Plutonium

Decundefined

Dec

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Recent Best Controversial

  • [Release] [ZM] [Mod] zm_perks - Adding all perks to maps
    Decundefined Dec

    Yass69200 crazy statement

    BO2 Modding Releases & Resources

  • [Release] [ZM] High Round Tracker
    Decundefined Dec

    w script

    BO2 Modding Releases & Resources

  • HATSUNE MIKU QUICK REVIVE (Machine, Bottles, Icons)
    Decundefined Dec

    10/10

    BO2 Modding Releases & Resources

  • Stats Reset
    Decundefined Dec

    Pretty sure this is due to playing on servers with mods, whenever i joined a modded game and leave it resets my stats but i could be wrong but if im not just play servers that use no mods!

    BO2 Client Support

  • [Release] WAW ACNH Cats Perk Icons + Cat Skull Insta-kill Icon
    Decundefined Dec

    Looks pretty cool!

    WAW Modding Releases & Resources

  • Discord Server for Hosting Servers and finding server with no bots
    Decundefined Dec

    moxegameng message me on discord: weedliketosmoke

    got some things to talk to you about!

    General Discussion bo1 server discord servers discord

  • Free website templates
    Decundefined Dec

    Here's some templates for free theyre all essentially the same im using them all for hosting my game servers if you want the front end you can take it!

    Previews on the github page!

    https://github.com/WeedLikeTooSmoke/WebsiteDesigns

    General Discussion

  • Discord Server for Hosting Servers and finding server with no bots
    Decundefined Dec

    moxegameng People already sell hosting for their own servers with their own mods, but a serverlist with voting would be cool to see, people will instantly flock to servers with the best ping and most activity

    General Discussion bo1 server discord servers discord

  • I love you <3
    Decundefined Dec

    sorted

    General Discussion

  • Rank System From My Z-tavern Simpled
    Decundefined Dec

    DirkRockface can you add me on discord?, would like to speak with you.

    weedliketosmoke

    BO2 Modding Releases & Resources

  • .Rankup system
    Decundefined Dec

    CoDLost heres a score multiplier you can adjust with whatever rank system youre using

    https://forum.plutonium.pw/topic/39818/score-multipler/8?_=1740059751209

    BO2 Client Support

  • yo guys and girls im back😆 (and sorry again😅)
    Decundefined Dec

    welcome back!

    General Discussion

  • Anyone know a gsc script that gives 2x points when killing a zombie
    Decundefined Dec

    https://forum.plutonium.pw/topic/39818/score-multipler/10?_=1739795580352

    if for some reason it does not work i believe the way i got it to work is to give the player points as soon as they join or none like

    self.player += 0;

    no idea why it only works with that but if u need help drop me a message on here!

    BO2 Modding Support & Discussion

  • Score multipler
    Decundefined Dec

    asunaqq

    same

    BO2 Modding Releases & Resources

  • Score multipler
    Decundefined Dec

    Chiky-158

    #include maps\mp\zombies\_zm_score;
    
    main() {
    	replaceFunc(maps\mp\zombies\_zm_score::player_add_points, ::new_player_add_points);
    }
    
    init()
    {
        // Add 'set score_multiplier 10' to your config file
        level.ClipstoneZombies["score_multiplier"] = GetDvar("api_password");
    }
    
    new_player_add_points( event, mod, hit_location, is_dog, zombie_team, damage_weapon )
    {
        if ( level.intermission )
            return;
    
        if ( !is_player_valid( self ) )
            return;
    
        player_points = 0;
        team_points = 0;
        multiplier = get_points_multiplier( self );
    
    	switch ( mod )
    	{
    		case "MOD_MELEE":
    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
    			break;
            case "MOD_GRENADE":
                self.score += 10 * int(self.pers["level"]);
    			break;
    	}
    
        switch ( event )
        {
            case "death":
                player_points = get_zombie_death_player_points();
                team_points = get_zombie_death_team_points();
                points = self player_add_points_kill_bonus( mod, hit_location );
    
    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
    
                if ( level.zombie_vars[self.team]["zombie_powerup_insta_kill_on"] == 1 && mod == "MOD_UNKNOWN" )
                    points = points * 2;
    
                player_points = player_points + points;
    
                if ( team_points > 0 )
                    team_points = team_points + points;
    
                if ( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" )
                {
                    self maps\mp\zombies\_zm_stats::increment_client_stat( "grenade_kills" );
                    self maps\mp\zombies\_zm_stats::increment_player_stat( "grenade_kills" );
                }
    
                break;
            case "ballistic_knife_death":
                player_points = get_zombie_death_player_points() + level.zombie_vars["zombie_score_bonus_melee"];
                self score_cf_increment_info( "death_melee" );
    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "damage_light":
                player_points = level.zombie_vars["zombie_score_damage_light"];
                self score_cf_increment_info( "damage" );
    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "damage":
                player_points = level.zombie_vars["zombie_score_damage_normal"];
                self score_cf_increment_info( "damage" );
    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "damage_ads":
                player_points = int( level.zombie_vars["zombie_score_damage_normal"] * 1.25 );
                self score_cf_increment_info( "damage" );
    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "carpenter_powerup":
            case "rebuild_board":
                player_points = mod;
    			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "bonus_points_powerup":
                player_points = mod;
    			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "nuke_powerup":
                player_points = mod;
                team_points = mod;
    			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "jetgun_fling":
            case "riotshield_fling":
            case "thundergun_fling":
                player_points = mod;
                break;
            case "hacker_transfer":
                player_points = mod;
                break;
            case "reviver":
                player_points = mod;
    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                break;
            case "vulture":
                player_points = mod;
                break;
            case "build_wallbuy":
                player_points = mod;
                break;
            default:
                assert( 0, "Unknown point event" );
                break;
        }
    
        player_points = multiplier * round_up_score( player_points, 5 );
        team_points = multiplier * round_up_score( team_points, 5 );
    
        if ( is_true( level.pers_upgrade_pistol_points ) )
            player_points = self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_pistol_points_set_score( player_points, event, mod, damage_weapon );
    
        self add_to_player_score( player_points );
        self.pers["score"] = self.score;
    
        if ( isdefined( level._game_module_point_adjustment ) )
            level [[ level._game_module_point_adjustment ]]( self, zombie_team, player_points );
    }
    

    Assuming this should work but i have not tested it!

    BO2 Modding Releases & Resources

  • Score multipler
    Decundefined Dec

    asunaqq Not a lot of people use the same system like most people use ranks for levels when they should be levels for example i use "int(self.pers["level"]);" but other people will use something like "player.rank" or "player.pers['rank']" or so on will just add a changeable dvar to make it easier

    BO2 Modding Releases & Resources

  • Score multipler
    Decundefined Dec

    Chiky-158 just got back from college gimmie some time to eat and what not ill write something to make it easier to implement!

    BO2 Modding Releases & Resources

  • how can i hide the modded text in comunityh lobbies
    Decundefined Dec

    Daanw what kinds of text would you want to be set invisible?, either auto messages that pop up in the chat or on screen element texts?

    BO2 Client Support

  • [GSC] to shutdown server after match
    Decundefined Dec

    Never tried this approach but the t6 utils has a couple things you could do

    Debugging
    crash(): Crashes the server.
    breakpoint(message): Pauses the server's execution and shows a message box with the passed message and call stack.
    assert(condition): Throws an error if condition is false.

    then again ive never tried these but you could try them see if itll be something youd need

    the base files could also have something to do what you need i just dont know of any function to do this other than from t6 utils!

    MW3 Modding Support & Discussion

  • Score multipler
    Decundefined Dec

    davidios23

    for every hit on a zombie or window board placed and a couple other actions it will give the player 10 * level

    change "self.score += 10 * int(self.pers["level"]);" to "self.score += 50;" and it will give players + 50 on top of the normal 10 they get per hit and kill

    its what servers use to give multiplied points to players based on actions like hit, nuke, board placed, revived player, zombie death, grenade kill and melee kill pretty sure you can add more if you know the names of the action as well

    BO2 Modding Releases & Resources
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