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Plutonium

dontknowletsplundefined

dontknowletspl

@dontknowletspl
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Recent Best Controversial

  • I cant join my server, bo2 works, but bo1 dont working
    dontknowletsplundefined dontknowletspl

    Dss0 Is connection with ip ever going to be supported?

    BO1 Server Hosting Support

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

    XODreams yes

    BO1 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 2 Nacht Der Untoten
    dontknowletsplundefined dontknowletspl

    AdrX003 Not sure are you using translator or did you have stroke while writing that message. I have shared some of my maps source code in my forum posts and new comers can learn from the code or by looking to gsc dumps that are shared on forums by jezuzlizard. I learned my self making this stuff while reading other peoples source and gsc dumps.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletsplundefined 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] Black Ops 2 Nacht Der Untoten
    dontknowletsplundefined dontknowletspl

    @whenlamamu AATs mod is working now with this map.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletsplundefined 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] Bo2 Aim Assist for Controller
    dontknowletsplundefined dontknowletspl

    code has been updated

    BO2 Modding Releases & Resources

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

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

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Bo2 Aim Assist for Controller
    dontknowletsplundefined 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 2 Alternative Ammo Types
    dontknowletsplundefined dontknowletspl

    guyiguess Fixed

    BO2 Modding Releases & Resources

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

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

    BO2 Modding Releases & Resources

  • [Release] [Zombies] "Custom Survival Maps" option for custom games
    dontknowletsplundefined 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 2 Chaos Mode
    dontknowletsplundefined 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 2 Chaos Mode
    dontknowletsplundefined 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
    dontknowletsplundefined 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
    dontknowletsplundefined dontknowletspl

    Kolaing yes

    BO2 Modding Releases & Resources

  • BO2 ZM "115" Menu Music
    dontknowletsplundefined 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

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

    Latest issues in comments should now be fix.

    BO2 Modding Releases & Resources
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