Thank you for reporting this problem. Did not have time to test it in all maps when i made it this is why i forgot to add leroys damagecallback. it is now fixed and link is updated.
dontknowletspl
Posts
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[Release] [Zombies] Black Ops 2 Alternative Ammo Types -
[Release] [Zombies] Black Ops 1 aim assistAdded support for special zombies like dogs.
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[Release] [Zombies] Bo2 Aim Assist for Controllercode has been updated
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[Release] [Zombies] Black Ops 1 Shared mystery boxTravGG You were right about the unknown function error. It's fixed now and if you want to use the script without hassle there is one version in comments which you place in maps folder.
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[Release] [Zombies] Bo2 Aim Assist for Controller@elkpom Should be fixed now. Report back if it still crash.
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[Release] [Zombies] Black Ops 1 Shared mystery boxEdGotti Which file the one in the post or the one in comments. If you have not tried the one in comments yet do that.
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[Release] [Zombies] Bo2 Aim Assist for Controller@elkpom I tested the script in transit and played to round 20 no crash or issues with mouse and keyboard.
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[Release] [Zombies] Black Ops 1 Shared mystery boxEdGotti Are you maybe using some other mods which could cause this issue? Make sure your file is in correct folder. The one in comments goes to
%localappdata%\Plutonium\storage\t5\maps.It is working fine for me in call of the dead.

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[Release] [Zombies] Black Ops 2 Alternative Ammo Typesguyiguess Fixed
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[Release] [Zombies] Black Ops 1 aim assistXODreams yes
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[Release] [Zombies] Black Ops 2 Alternative Ammo Typesavogadro and afterlife should be fixed. still have to check how nuketown pack a punch work.
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[Release] [Zombies] Black Ops 1 Shared mystery boxKillnil No only the server host has to install it for the server or if private game host need to have it installed.
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[Release] [Zombies] "Custom Survival Maps" option for custom gameschristophre It is not possible atm in this version but in the original post i added option to buy it for 15k from the chair
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[Release] [Zombies] Black Ops 1 aim assist@IcedVenom On ps3 bo2 it has it like that but alot smoother which i don't think is possible with gsc but if you want to remove it here is the code.
//Call of Duty Black ops 1 Aim Assist #include maps\_utility; #include common_scripts\utility; init() { if ( GetDvar( #"zombiemode" ) == "1" ) { level thread onPlayerConnect(); } } onPlayerConnect() { level endon( "end_game" ); for ( ;; ) { if(isDefined(level.player_out_of_playable_area_monitor) && level.player_out_of_playable_area_monitor) //disable death barriers level.player_out_of_playable_area_monitor = 0; if(isDefined(level.player_too_many_weapons_monitor) && level.player_too_many_weapons_monitor) //disable too many weapons check level.player_too_many_weapons_monitor = 0; level waittill( "connected", player ); player thread AimAssist(); player thread onSpawn(); } } onSpawn() { self endon( "disconnect" ); self waittill( "spawned_player" ); wait 5; iprintln( "aim assist enabled" ); } AimAssist() { level endon("end_game"); self endon("disconnect"); for(;;) { if(isDefined( level.zombiemode_using_deadshot_perk ) && level.zombiemode_using_deadshot_perk && self hasperk("specialty_deadshot")) //original perk check tag = "j_head"; else tag = "j_spine4"; view_pos = self GetWeaponMuzzlePoint(); zombies = get_array_of_closest( view_pos, getaispeciesarray("axis", "all"), undefined, undefined, undefined ); range_squared = 500 * 500; for ( i = 0; i < zombies.size; i++ ) { if ( !IsDefined( zombies[i] ) || !IsAlive( zombies[i] ) ) { continue; } enemy_origin = zombies[i].origin; test_range_squared = DistanceSquared( view_pos, enemy_origin ); if ( test_range_squared < range_squared ) { if(zombies[i] player_can_see_me(self)) { if(self adsButtonPressed() && self playerADS() < 0.6 ) { self setPlayerAngles(vectorToAngles((zombies[i] getTagOrigin(tag)) - (self getEye()))); while( self adsButtonPressed() ) { wait .05; } break; } } } } wait 0.05; } } player_can_see_me( player ) { playerangles = player getplayerangles(); playerforwardvec = anglesToForward( playerangles ); playerunitforwardvec = vectornormalize( playerforwardvec ); banzaipos = self.origin; playerpos = player getorigin(); playertobanzaivec = banzaipos - playerpos; playertobanzaiunitvec = vectornormalize( playertobanzaivec ); forwarddotbanzai = vectordot( playerunitforwardvec, playertobanzaiunitvec ); if ( forwarddotbanzai >= 1 ) { anglefromcenter = 0; } else if ( forwarddotbanzai <= -1 ) { anglefromcenter = 180; } else { anglefromcenter = acos( forwarddotbanzai ); } playerfov = getDvarFloat( "cg_fov" ); banzaivsplayerfovbuffer = getDvarFloat( "g_banzai_player_fov_buffer" ); if ( banzaivsplayerfovbuffer <= 0 ) { banzaivsplayerfovbuffer = 0.2; } distance = self check_distance(player); playercanseeme = anglefromcenter <= ( ( playerfov * distance ) * ( 1 - banzaivsplayerfovbuffer ) ); return playercanseeme; } check_distance(player) { if(distance(self.origin, player.origin) < 90) return .45; if(distance(self.origin, player.origin) <= 100) return .4; if(distance(self.origin, player.origin) <= 150) return .3; if(distance(self.origin, player.origin) <= 200) return .25; if(distance(self.origin, player.origin) <= 250) return .225; if(distance(self.origin, player.origin) <= 300) return .2; if(distance(self.origin, player.origin) <= 350) return .175; if(distance(self.origin, player.origin) <= 400) return .15; return .125; } -
[Release] [Zombies] Black Ops 2 Chaos Modesanlano23 yes but i recommend both players use 30 or over seconds timer until the crash issue is fixed.
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[Release] [Zombies] Black Ops 1 aim assistiBest14 No its only meant for zombies
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[Release] [Zombies] Black Ops 2 Chaos ModeColtDragon some models should not be used for zombies and because of this it crash sometimes. i have fixed this in newer version of the mod which i release when i got time to finish it.
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[Release] [Zombies] Rooftop/Bridge - Custom survival mapsPtoZorro If you do what chicken emoji said you should also remove these because deathmachine powerup will take away upgraded minigun if player has it.

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[Release] [Zombies] Black Ops 2 Custom Perk Power upKolaing yes
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BO2 ZM "115" Menu MusicZeroTwoIsMyWife Cool. Bo2 easter egg songs are nice or you can make some cool loop sound like original menu had.