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Plutonium

dontknowletspl

dontknowletspl

@dontknowletspl
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Recent Best Controversial

  • [Release] [Zombies] Black Ops 2 Alternative Ammo Types
    dontknowletspl dontknowletspl

    iGuitarRayi

    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.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl

    Added support for special zombies like dogs.

    BO1 Modding Releases & Resources

  • [Release] [Zombies] Bo2 Aim Assist for Controller
    dontknowletspl dontknowletspl

    code has been updated

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl

    TravGG 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.

    BO1 Modding Releases & Resources

  • [Release] [Zombies] Bo2 Aim Assist for Controller
    dontknowletspl dontknowletspl

    @elkpom Should be fixed now. Report back if it still crash.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl

    EdGotti Which file the one in the post or the one in comments. If you have not tried the one in comments yet do that.

    BO1 Modding Releases & Resources

  • [Release] [Zombies] Bo2 Aim Assist for Controller
    dontknowletspl dontknowletspl

    @elkpom I tested the script in transit and played to round 20 no crash or issues with mouse and keyboard.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl

    EdGotti 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.

    45ac6d3d-ca64-49a0-9161-cc3fcb3b22ae-kuva.png

    BO1 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 2 Alternative Ammo Types
    dontknowletspl dontknowletspl

    guyiguess Fixed

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl

    XODreams yes

    BO1 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 2 Alternative Ammo Types
    dontknowletspl dontknowletspl

    avogadro and afterlife should be fixed. still have to check how nuketown pack a punch work.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl

    Killnil No only the server host has to install it for the server or if private game host need to have it installed.

    BO1 Modding Releases & Resources

  • [Release] [Zombies] "Custom Survival Maps" option for custom games
    dontknowletspl dontknowletspl

    christophre It is not possible atm in this version but in the original post i added option to buy it for 15k from the chair

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl

    @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;
    }
    
    BO1 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 2 Chaos Mode
    dontknowletspl dontknowletspl

    sanlano23 yes but i recommend both players use 30 or over seconds timer until the crash issue is fixed.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl

    iBest14 No its only meant for zombies

    BO1 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 2 Chaos Mode
    dontknowletspl dontknowletspl

    ColtDragon 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.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Rooftop/Bridge - Custom survival maps
    dontknowletspl dontknowletspl

    PtoZorro If you do what chicken emoji said you should also remove these because deathmachine powerup will take away upgraded minigun if player has it.

    57c4e073-d134-40db-9791-4d46fc0f35b8-kuva.png

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 2 Custom Perk Power up
    dontknowletspl dontknowletspl

    Kolaing yes

    BO2 Modding Releases & Resources

  • BO2 ZM "115" Menu Music
    dontknowletspl dontknowletspl

    ZeroTwoIsMyWife Cool. Bo2 easter egg songs are nice or you can make some cool loop sound like original menu had.

    BO2 Modding Releases & Resources
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