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dontknowletspl

dontknowletspl

@dontknowletspl
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  • [Release] [Zombies] Black Ops 2 Alternative Ammo Types
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

    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.


  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

    Added support for special zombies like dogs.


  • [Release] [Zombies] Black Ops 2 Nacht Der Untoten
    dontknowletspl dontknowletspl
    BO2 Modding Support & Discussion

    DA663R download zip has installion guide in readme.md file. "INSTALL: run double_click_to_open_installion_folder.bat file which opens installion folder then copy nacht_plutonium.gsc to that folder. after this you are done and you can start the game. this map work in transit green run."

    OR just manually copy the gsc file to %localappdata%\Plutonium\storage\t6\scripts\zm

    if you don't have these folders you can create them with double_click_to_open_installion_folder.bat


  • [Release] [Zombies] Bo2 Aim Assist for Controller
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

    code has been updated


  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

    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.


  • [Release] [Zombies] Bo2 Aim Assist for Controller
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

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


  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

    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.


  • [Release] [Zombies] Bo2 Aim Assist for Controller
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

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


  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

    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


  • [Release] [Zombies] Black Ops 2 Alternative Ammo Types
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

    guyiguess Fixed


  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

    XODreams yes


  • [Release] [Zombies] Black Ops 2 Alternative Ammo Types
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

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


  • [Release] [Zombies] Black Ops 1 Shared mystery box
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

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


  • [Release] [Zombies] "Custom Survival Maps" option for custom games
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

    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


  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

    @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 Mode
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

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


  • [Release] [Zombies] Black Ops 1 aim assist
    dontknowletspl dontknowletspl
    BO1 Modding Releases & Resources

    iBest14 No its only meant for zombies


  • [Release] [Zombies] Black Ops 2 Chaos Mode
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

    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.


  • [Release] [Zombies] Rooftop/Bridge - Custom survival maps
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

    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


  • [Release] [Zombies] Black Ops 2 Custom Perk Power up
    dontknowletspl dontknowletspl
    BO2 Modding Releases & Resources

    Kolaing yes

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