wialpeduking look at #easter-egg-help

dontknowletspl
Posts
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Diner - Custom Survival -
I cant join my server, bo2 works, but bo1 dont workingDss0 Is connection with ip ever going to be supported?
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[Release] [Zombies] "Custom Survival Maps" option for custom gamesTheZProject115 Bo2 remix mod has those maps and i am pretty sure it's too big with all maps together and would just keep crashing.
I might be wrong but i don't have plans to add those maps.
https://forum.plutonium.pw/topic/20494/release-zm-bo2-remix-mod
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I can't play bo1 zombies onlineInflamedDwarf50 Keep trying every server.. i am able to join around 3 servers only.
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[Release] [Zombies] "Custom Survival Maps" option for custom gamesNvvyGamingTTV There is easter egg hints on discord which you can find in the post.
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[Release] [Zombies] "Custom Survival Maps" option for custom gamesNoResemble Still working fine for me.. Download and extract the zip file in to subfolder after this open the folder you extracted the files in to and double click
install_survivals.bat
after the black window is gone double clickStart Plutonium without update.bat
to start plutonium launcher and start black ops 2.The option is only in custom games.
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[Release] [Zombies] Black Ops 2 Chaos ModeKoisyWoisy That should be fixed now. Also i think you are the one i gave the working script on discord already.
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[Release] [Zombies] Black Ops 2 Chaos ModeIKARUS_ I have updated the script and random models should not crash anymore but im not sure if the crashing issue with 10 seconds tasks still exists.
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[Release] [Zombies] Black Ops 2 Custom Perk Power upSpaceFreak127 It was issue with afterlife giving back weapons and it should be fixed now.
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[Release] [Zombies] Black Ops 2 Custom Perk Power upOaxaco_satin if you meant the installion guide page it was removed for some reason...
installion Guide for Compiled file: Download and copy the compiled file to
%localappdata%/plutonium/storage/t6/scripts/zm
and if you do not have these folders create them. -
[Release] [Zombies] Black Ops 1 Chaos modSweetcolt764403 Here is hotfix which skip cz75 dual wield if it comes out from box or Random Guns task.
update: fixed box not giving weapons
update 2: added few more task and some junk like heathbar and hitmarks to this hotfix.
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can't edit perks limitserranopepper It is there otherwise you would get error when starting zombie game. Its in your game files
raw/maps/_zombiemode_perks.gsc
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.GSC Scripts for Zombies OnlyFor me sp/zom folder scripts only load on server. For now best option for me has been file replace with maps folder.
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[Release] [Zombies] Black Ops 1 aim assistAdded support for special zombies like dogs.
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[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 2 Chaos ModeIKARUS_ There is some tasks that crash together, until the new version is released you can prevent the crash by using timer 30 seconds or over.
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[Release] [Zombies] Black Ops 1 aim assistIcedVenom This part is the range
range_squared = 500 * 500;
lower it as you like. -
[Release] [Zombies] Black Ops 1 aim assistIcedVenom 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; }