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    2. dontknowletsplay

    dontknowletsplay (@dontknowletsplay)

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    Information about dontknowletsplay

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    Best posts made by dontknowletsplay

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

      This Project Add "CUSTOM SURVIVAL MAPS" option to plutonium T6 Zombies custom games lobby which allows easy access to survival maps.

      6cfef319-ca16-4e82-921d-29263d08e10f-kuva.png

      The Project: https://github.com/whydoesanyonecare/Plutonium_T6_Zombies_Custom_Suvival_maps

      Updated download link. Dvar check was setup incorrectly in motd maps.

      Download Link: https://github.com/whydoesanyonecare/Plutonium_T6_Zombies_Custom_Suvival_maps/archive/refs/tags/v1.0.1.zip

      Follow Install Guide.txt to install this mod - https://github.com/whydoesanyonecare/Plutonium_T6_Zombies_Custom_Suvival_maps/blob/main/Install Guide.txt

      Discord

      Survival Maps included:

      TRANSIT CUSTOM SURVIVALS

      Nacht Der Untoten:

      • Round limit removed (can go over round 255)

      • Part of bandits LEGACY MODE (zombies limited to 24 each round and they cant attack from windows)

      • Legacy mode does not have perks or Pack a Punch area

        original release: https://forum.plutonium.pw/topic/16921/release-zombies-black-ops-2-nacht-der-untoten/7

      119008e2-9d46-4904-ab73-b1b224869083-kuva.png

      Diner: (this is modified out of the original release)

      • Find keys to open Pack a Punch area

      • Shootable easter egg

        original release: https://forum.plutonium.pw/topic/11127/release-zombies-diner-custom-survival

      0fb22bec-dfa3-47a3-9cea-1d197ed7db10-kuva.png

      Bus Ride:

      • Shootable easter egg

      • New safe area

        Original release: https://forum.plutonium.pw/topic/14000/release-zombies-the-bus-custom-survival/8

      a1656074-541a-4f0f-9d1c-cafb7fbce1fc-kuva.png

      Burning Forest:

      • Alternative Ammo Types (weapons can be pack a punched more then once) - original release: https://forum.plutonium.pw/topic/16795/release-zombies-black-ops-2-alternative-ammo-types

      • changed perk machines to buckets with perks

      • buildable shield

      ad29de0e-0f32-4e33-b192-471433a1b19d-kuva.png

      81cecbee-2848-458c-92c2-5f3ffcc316bf-kuva.png

      Laboratory:

      • Small One Window Challenge

      7210aaaf-f1a8-4874-a70a-91bfe89ae6a4-kuva.png

      MOB OF THE DEAD CUSTOM SURVIVALS

      Rooftop:

      • Extra Perks PhD Flopper and Mule Kick

      14ccab58-cedc-438a-940a-25f760c44f7a-kuva.png

      Bridge:

      • Extra Perks PhD Flopper and Mule Kick
      • Few challenges to make playing fun

      88c27dd3-e597-42d7-b850-a7a33baef083-kuva.png

      Original release: https://forum.plutonium.pw/topic/14032/release-zombies-rooftop-bridge-custom-survival-maps

      posted in BO2 Modding Releases & Resources
    • [Release] [Zombies] Share Mystery box & Perks in Mysterybox

      These scripts adds option to share weapons with team from mysterybox in Bo2 ZM.

      Shared box only source: https://github.com/whydoesanyonecare/Black-ops-2-shared-mysterybox-and-perks-in-box/blob/main/T6 shared mystery box

      Shared box only compiled file: https://github.com/whydoesanyonecare/Black-ops-2-shared-mysterybox-and-perks-in-box/raw/main/shared_box_compiled.gsc



      2IN1 - Perks in box and shared box SOURCE: https://github.com/whydoesanyonecare/Black-ops-2-shared-mysterybox-and-perks-in-box/blob/main/shared_box_and_perks_in_box.gsc

      Perks in box and shared box COMPILED: https://github.com/whydoesanyonecare/Black-ops-2-shared-mysterybox-and-perks-in-box/raw/main/perks_in_box_compiled.gsc


      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.


      Shared Box:

      shared_box.jpg


      Perks in box:

      perk.jpg

      This Script was made with ZECxR3ap3r <- Thank you for the help.

      PLEASE REPORT ANY BUGS YOU FIND.

      Discord

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

      Ported few aats from bo3 and made few custom ones.

      Pack a Punching multiple times has been enabled for all weapons.

      Ammo types should work in all maps but only transit has working fireworks fx for now.

      Ammo Types:

      • Blast furnace

      • Fireworks

      • Explosive bullets

      • Thunder wall ( added clientdvar to automatically enable ragdoll which might crash on other version of T6 )

      • Headcutter (this is one of bandits ideas)

      • Cluster

      • Turned


      Known issues:

      Turned zombie overhead icon is broken if zombie goes upstairs etc. the z value is not working properly.

      fireworks hitmarkers shows up next bullet after aat was actived.


      Source: https://github.com/whydoesanyonecare/T6_Zombies_aats/blob/main/src/gsc/bo2_aats.gsc

      Compiled File: https://github.com/whydoesanyonecare/T6_Zombies_aats/releases/download/latest/release.zip

      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.

      Discord

      posted in BO2 Modding Releases & Resources
    • [Release] [Zombies] Black Ops 1 Custom Power ups

      This script add custom power ups to all maps.

      Tested only in solo zombie game

      Power ups:

      • Random perk: This power up give player perks that are already in the perk array. I will later add custom perks to this script.

      4fe26494-b269-48fd-9ff7-1e0e0490a7a2-kuva.png

      • Bonus points player: This power up give extra points to player who picked it up.

      687790ba-eab3-4547-a9ab-d598404784ef-kuva.png

      • Bonus points team: This power up give extra points to all players in the game.

      51172f53-4a2b-40f1-9cf4-dc43f278b2b9-kuva.png

      • Bonfire sale: This power up set pack a punch price to 1000 for 30 seconds.

      61df17d8-de87-4b90-850a-f2e4ab25fb89-kuva.png

      • Random weapon: This power up replace players current weapon with the weapon which model is showed.

      ada2f202-2cb8-4a4c-84a9-9d61a19ffc99-kuva.png

      INSTALL: Copy the code to text editor and save it as you like but the file has to have .gsc extension. Copy the file to %localappdata%\Plutonium\storage\t5\scripts\sp and start your map.

      If you have issues starting Plutonium Black ops 1 while the file is in the folder remove the file and start the game.

      (I could not start the game while the file was already in the folder. I guess it will be fixed later if more people has same issue)

      //Black ops 1 Custom power ups
      
      #include maps\_utility; 
      #include common_scripts\utility;
      #include maps\_zombiemode_utility;
      #include animscripts\zombie_Utility;
      init()
      {
          if ( GetDvar( #"zombiemode" ) == "1" )
      	{
              replacefunc(maps\_zombiemode_powerups::powerup_setup, ::custom_powerup_setup);
      
              level thread onPlayerConnect();
              maps\_zombiemode_powerups::include_zombie_powerup("random_perk"); //custom 
              maps\_zombiemode_powerups::include_zombie_powerup("c_bonus_points_player"); //custom
              maps\_zombiemode_powerups::include_zombie_powerup("c_bonus_points_team"); //custom
              maps\_zombiemode_powerups::include_zombie_powerup("c_bonfire_sale"); //custom
              maps\_zombiemode_powerups::include_zombie_powerup("c_random_weapon"); //custom
              if(level.script == "zombie_pentagon" || level.script == "zombie_theater" || level.script == "zombie_cosmodrome" || level.script == "zombie_coast" || level.script == "zombie_temple" || level.script == "zombie_moon" )
                  maps\_zombiemode_powerups::include_zombie_powerup("free_pap"); //custom | not for waw maps
      
              maps\_zombiemode_powerups::add_zombie_powerup( "random_perk", "zombie_pickup_perk_bottle", &"ZOMBIE_POWERUP_FREE_PERK", false, false, false );
              maps\_zombiemode_powerups::add_zombie_powerup( "c_bonus_points_player", "zombie_z_money_icon", &"ZOMBIE_POWERUP_BONUS_POINTS", true, false, false );
              maps\_zombiemode_powerups::add_zombie_powerup( "c_bonus_points_team", "zombie_z_money_icon", &"ZOMBIE_POWERUP_BONUS_POINTS", false, false, false );
              maps\_zombiemode_powerups::add_zombie_powerup( "c_bonfire_sale", "zombie_pickup_bonfire", &"ZOMBIE_POWERUP_MAX_AMMO", false, false, false );
              maps\_zombiemode_powerups::add_zombie_powerup( "c_random_weapon", "zombie_pickup_minigun", &"ZOMBIE_POWERUP_MINIGUN", false, false, false );
              if(level.script == "zombie_pentagon" || level.script == "zombie_theater" || level.script == "zombie_cosmodrome" || level.script == "zombie_coast" || level.script == "zombie_temple" || level.script == "zombie_moon" )
                  maps\_zombiemode_powerups::add_zombie_powerup( "free_pap", "zombie_pickup_bonfire", &"ZOMBIE_POWERUP_MAX_AMMO", true, false, false );
             
      wait 2;
              level._zombiemode_powerup_grab = ::custom_powerup_grab;
      	}
      }
      
      custom_powerup_grab(s_powerup)
      {
          wait .1;
      	e_player = s_powerup.power_up_grab_player;
      	if(s_powerup.powerup_name == "c_bonus_points_team")
      	{
      		level thread maps\_zombiemode_powerups::bonus_points_team_powerup( s_powerup );
      		e_player thread maps\_zombiemode_powerups::powerup_vo( "bonus_points_team" ); 
      	}
      	if(s_powerup.powerup_name == "c_bonfire_sale")
      	{
      		level thread maps\_zombiemode_powerups::start_bonfire_sale( s_powerup );
      		e_player thread maps\_zombiemode_powerups::powerup_vo("firesale");
      	}
      	if(s_powerup.powerup_name == "c_random_weapon")
      	{
      		if ( !level maps\_zombiemode_powerups::random_weapon_powerup( s_powerup, e_player ) )
      		{
      		}
      	}
      	if(s_powerup.powerup_name == "c_bonus_points_player")
      	{
      		level thread maps\_zombiemode_powerups::bonus_points_player_powerup( s_powerup, e_player );
      		e_player thread maps\_zombiemode_powerups::powerup_vo( "bonus_points_solo" );
      	}
      	if(s_powerup.powerup_name == "random_perk")
      	{
              players = get_players();
      	    for(i=0;i<players.size;i++)
      	    {
                  players[i] maps\_zombiemode_perks::give_random_perk();
                  
      	    }
              level thread powerup_hud("FREE PERK!", false);
      	}
          if(s_powerup.powerup_name == "free_pap")
      	{
      		current_weapon = e_player getCurrentWeapon();
      		if(e_player maps\_zombiemode_weapons::is_weapon_upgraded( current_weapon ) || e_player maps\_laststand::player_is_in_laststand())
      		{
      			e_player maps\_zombiemode_score::add_to_player_score( 500 );
      			return;
      		}
      		if ( "microwavegun_zm" == current_weapon )
      		{
      			current_weapon = "microwavegundw_zm";
      		}
      		if(!isdefined(level.zombie_weapons[current_weapon].upgrade_name))
      		{
      			return;
      		}
      		upgrade_weapon = level.zombie_weapons[current_weapon].upgrade_name;
      
      		e_player takeweapon( current_weapon );
      		e_player playsound( "zmb_perks_packa_upgrade" );
      		e_player GiveWeapon( upgrade_weapon, 0, e_player maps\_zombiemode_weapons::get_pack_a_punch_weapon_options( upgrade_weapon ) );
      		e_player GiveStartAmmo( upgrade_weapon );
      		e_player switchtoweapon( upgrade_weapon );
      		e_player thread powerup_hud("FREE PACK A PUNCH", true);
      	}
      }
      
      powerup_hud(text, solo)
      {
      	self endon ("disconnect");
          if(solo)
          {
              hudelem = create_simple_hud( self );
              hudelem.fontscale = 2;
      		hudelem.foreground = true; 
      		hudelem.sort = 2; 
      		hudelem.hidewheninmenu = false; 
      		hudelem.alignX = "center"; 
      		hudelem.alignY = "bottom";
      		hudelem.horzAlign = "user_center"; 
      		hudelem.vertAlign = "user_bottom";
              hudelem.x = 0;
              hudelem.y = -100;
          }
          else
          {
              hudelem = maps\_hud_util::createFontString( "objective", 2 );
              hudelem maps\_hud_util::setPoint( "TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
              hudelem.sort = 0.5;
          }
          hudelem.alpha = 0;
          hudelem fadeovertime(0.5);
          hudelem.alpha = 1;
          hudelem settext(text);
          wait 0.5;
      	move_fade_time = 1.5;
      	hudelem FadeOverTime( move_fade_time ); 
      	hudelem MoveOverTime( move_fade_time );
          if(solo)
          {
      	    hudelem.y = -150;
          }
          else
          {
              hudelem.y = 270;
          }
      	hudelem.alpha = 0;
      
      	wait move_fade_time;
      
      	hudelem destroy();
      }
      
      onPlayerConnect()
      {
      	level endon("end_game");
          for(;;)
          {
              level waittill("connected", player);
              player thread onPlayerSpawned();
          }
      }
      
      onPlayerSpawned()
      {
          self endon("disconnect");
      	level endon("end_game");
      	self waittill("spawned_player");
          wait 6;
          self iprintln("Custom power ups has been added to the game.");
         
      }
      
      
      custom_powerup_setup( powerup_override )
      {
      	powerup = undefined;
      	
      	if ( !IsDefined( powerup_override ) )
      	{
      		powerup = maps\_zombiemode_powerups::get_valid_powerup();
      	}
      	else
      	{
      		powerup = powerup_override;
      
      		if ( "tesla" == powerup && maps\_zombiemode_powerups::tesla_powerup_active() )
      		{
      			powerup = "minigun";
      		}
      	}	
      
      	struct = level.zombie_powerups[powerup];
      
      	if ( powerup == "c_random_weapon" )
      	{
      		self.weapon = maps\_zombiemode_weapons::treasure_chest_ChooseWeightedRandomWeapon();
      
      		self.base_weapon = self.weapon;
      		if ( !isdefined( level.random_weapon_powerups ) )
      		{
      			level.random_weapon_powerups = [];
      		}
      		level.random_weapon_powerups[level.random_weapon_powerups.size] = self;
      		self thread maps\_zombiemode_powerups::cleanup_random_weapon_list();
      
      		if ( IsDefined( level.zombie_weapons[self.weapon].upgrade_name ) && !RandomInt( 4 ) ) // 25% chance
      		{
      			self.weapon = level.zombie_weapons[self.weapon].upgrade_name;
      		}
      
      		self SetModel( GetWeaponModel( self.weapon ) );
      		self useweaponhidetags( self.weapon );
      
      		offsetdw = ( 3, 3, 3 );
      		self.worldgundw = undefined;
      		if ( maps\_zombiemode_weapons::weapon_is_dual_wield( self.weapon ) )
      		{
      			self.worldgundw = spawn( "script_model", self.origin + offsetdw );
      			self.worldgundw.angles  = self.angles;
      			self.worldgundw setModel( maps\_zombiemode_weapons::get_left_hand_weapon_model_name( self.weapon ) );
      			self.worldgundw useweaponhidetags( self.weapon );
      			self.worldgundw LinkTo( self, "tag_weapon", offsetdw, (0, 0, 0) );
      		}
      	}
      	else
      	{
      		self SetModel( struct.model_name );
      	}
      
      	playsoundatposition("zmb_spawn_powerup", self.origin);
      
      	self.powerup_name 		= struct.powerup_name;
      	self.hint 				= struct.hint;
      	self.solo 				= struct.solo;
      	self.caution 			= struct.caution;
      	self.zombie_grabbable 	= struct.zombie_grabbable;
      
      	if( IsDefined( struct.fx ) )
      	{
      		self.fx = struct.fx;
      	}
      
      	self PlayLoopSound("zmb_spawn_powerup_loop");
      }
      
      

      Discord

      posted in BO1 Modding Releases & Resources
    • [Release] [Zombies] Black Ops 2 Nacht Der Untoten

      Nacht Der Undoten map for T6 Zombies || Transit ||

      This map has already shared mysterybox script

      UPDATE: Fixed jetgun overheat crashing game

      UPDATE 2: added nacht der untoten [updated].gsc file to the download link zip which has minor fixes and upgrades. This file is also included with aim assist which is only enabled if player is using controller.

      UPDATE 3: Changed how pack a punch work and now it also work with bo2 aats mod. LINK: https://forum.plutonium.pw/topic/16795/release-zombies-black-ops-2-alternative-ammo-types

      Download: https://github.com/whydoesanyonecare/Nacht-Der-Untoten-T6-Zombies/archive/refs/heads/main.zip

      USE THIS -> 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.

      OR

      USE THIS -> Added "double_click_to_open_installion_folder.bat" file for noobs to easily open / copy gsc file to correct folder. (this can be found in downloaded zip file)

      Tip: never run anything before checking what it does.

      outside_nacht.jpg

      This map has round fix which allows go over round 255.

      The map is not perfect but it is playable.

      WARNING: Explosive barrels can kill player in some cases.

      box_nacht.jpg

      #LEGACY MODE

      Used some parts from Bandits Legacy mode release.

      legacy mode can be enabled by typing set legacy 1 in console and restarting map if game is running.

      In legacy mode there is no perk machines or pack a punch area and zombies amount has been limited to 24 each round also zombies cant attack behind barriers anymore.
      After round 10 weapons damage start increasing to keep up with the increased zombie health.

      nacht_start.jpg

      Thanks to Bandit for taking these awesome pictures.

      Thanks to ZECxR3ap3r for these nice visions dvars and fixed roof.

      PLEASE REPORT ANY BUGS YOU FIND.

      Discord

      posted in BO2 Modding Releases & Resources
    • [Release] [Zombies] Black Ops 1 Shared mystery box

      This script allow sharing weapon with teammates.

      Tested only in solo zombie game

      d793c67d-d24c-4f5a-a372-81bdb4c46e1f-kuva.png

      INSTALL: Copy the code to text editor and save it as you like but the file has to have .gsc extension. Copy the file to %localappdata%\Plutonium\storage\t5\scripts\sp and start your map.

      If you have issues starting Plutonium Black ops 1 while the file is in the folder remove the file and start the game. After game is running you can place the script back.

      (I could not start the game while the file was already in the folder. I guess it will be fixed later if more people has same issue)

      //Black ops 1 Shared mystery box
      
      #include maps\_utility; 
      #include common_scripts\utility;
      #include maps\_zombiemode_utility;
      #include maps\_zombiemode_audio;
      init()
      {
          if ( GetDvar( #"zombiemode" ) == "1" )
      	{
              level thread CheckForCurrentBox();
              level.shared_box = 0;
          }
      }
      
      CheckForCurrentBox()
      {
          wait 10;
          for(i = 0; i < level.chests.size; i++)
          {
              level.chests[ i ] thread reset_box();
      		if(level.chests[ i ].hidden)
          	{
      			level.chests[ i ] get_chest_pieces();
          	}
      	}
      }
      
      reset_box()
      {
      	self notify("kill_chest_think");
          wait .1;
      	if(!self.hidden)
          {
      		self.grab_weapon_hint = 0;
      	}
      	self thread custom_treasure_chest_think();
      }
      
      get_chest_pieces()
      {
      	self.chest_lid = GetEnt(self.target, "targetname");
      	self.chest_origin = GetEnt(self.chest_lid.target, "targetname");
      	self.chest_box = GetEnt(self.chest_origin.target, "targetname");
      	self.chest_rubble	= [];
      	rubble = GetEntArray( self.script_noteworthy + "_rubble", "script_noteworthy" );
      	for ( i=0; i<rubble.size; i++ )
      	{
      		if ( DistanceSquared( self.origin, rubble[i].origin ) < 10000 )
      		{
      			self.chest_rubble[ self.chest_rubble.size ]	= rubble[i];
      		}
      	}
      }
      
      custom_treasure_chest_think()
      {
      	self endon("kill_chest_think");
      	if( IsDefined(level.zombie_vars["zombie_powerup_fire_sale_on"]) && level.zombie_vars["zombie_powerup_fire_sale_on"] && self [[level._zombiemode_check_firesale_loc_valid_func]]())
      	{
      		self set_hint_string( self, "powerup_fire_sale_cost" );
      	}
      	else
      	{
      		self set_hint_string( self, "default_treasure_chest_" + self.zombie_cost );
      	}
      	self setCursorHint( "HINT_NOICON" );
      
      	user = undefined;
      	user_cost = undefined;
      	self.box_rerespun = undefined;
      	self.weapon_out = undefined;
      
      	while( 1 )
      	{
      		if(!IsDefined(self.forced_user))
      		{
      			self waittill( "trigger", user ); 
      		}
      		else
      		{
      			user = self.forced_user;
      		}
      		if( user in_revive_trigger() )
      		{
      			wait( 0.1 );
      			continue;
      		}
      		if( user is_drinking() )
      		{
      			wait( 0.1 );
      			continue;
      		}
      		if ( is_true( self.disabled ) )
      		{
      			wait( 0.1 );
      			continue;
      		}
      		if( user GetCurrentWeapon() == "none" )
      		{
      			wait( 0.1 );
      			continue;
      		}
      		if( IsDefined(self.auto_open) && is_player_valid( user ) )
      		{
      			if(!IsDefined(self.no_charge))
      			{
      				user maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
      				user_cost = self.zombie_cost; 
      			}
      			else
      			{
      				user_cost = 0;
      			}			
      			
      			self.chest_user = user;
      			break;
      		}
      		else if( is_player_valid( user ) && user.score >= self.zombie_cost )
      		{
      			user maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
      			user_cost = self.zombie_cost; 
      			self.chest_user = user;
      			break; 
      		}
      		else if ( user.score < self.zombie_cost )
      		{
      			user maps\_zombiemode_audio::create_and_play_dialog( "general", "no_money", undefined, 2 );
      			continue;	
      		}
      
      		wait 0.05; 
      	}
      
      	flag_set("chest_has_been_used");
      	self._box_open = true;
      	self._box_opened_by_fire_sale = false;
      	if ( is_true( level.zombie_vars["zombie_powerup_fire_sale_on"] ) && !IsDefined(self.auto_open) && self [[level._zombiemode_check_firesale_loc_valid_func]]())
      	{
      		self._box_opened_by_fire_sale = true;
      	}
      
      	self.chest_lid thread maps\_zombiemode_weapons::treasure_chest_lid_open();
      
      	self.timedOut = false;
      
      	self.weapon_out = true;
      	self.chest_origin thread maps\_zombiemode_weapons::treasure_chest_weapon_spawn( self, user ); 
      
      	self.chest_origin thread maps\_zombiemode_weapons::treasure_chest_glowfx(); 
      
      	self disable_trigger(); 
      
      	self.chest_origin waittill( "randomization_done" ); 
      
      	if (flag("moving_chest_now") && !self._box_opened_by_fire_sale && IsDefined(user_cost))
      	{
      		user maps\_zombiemode_score::add_to_player_score( user_cost, false );
      	}
      
      	if (flag("moving_chest_now") && !level.zombie_vars["zombie_powerup_fire_sale_on"])
      	{
      
      		self thread maps\_zombiemode_weapons::treasure_chest_move( self.chest_user );
      	}
      	else
      	{
      		self.grab_weapon_hint = true;
      		self.chest_user = user;
              self sethintstring( "Hold ^3&&1^7 for Weapon ^1or ^7Press ^3[{+melee}]^7 to let teammates pick it up" ); 		
      		self setCursorHint( "HINT_NOICON" ); 
      		
      		self thread custom_decide_hide_show_hint( "weapon_grabbed", "shared_weapon" );
      
      		self enable_trigger(); 
      		self thread maps\_zombiemode_weapons::treasure_chest_timeout();
      
      		for( i=0;i<105;i++ )
      		{
      			if(user meleeButtonPressed() && isplayer( user ) && distance(self.origin, user.origin) <= 100)
      			{
      				self notify( "shared_weapon" );
                      self sethintstring( &"ZOMBIE_TRADE_WEAPONS" ); 
                      self setvisibletoall();
      				level.shared_box = 1;
      				for( a=i;a<105;a++ )
      				{
                          players = get_players();
      					for(x=0;x<players.size;x++)
      					{
      						if(players[x] usebuttonpressed() && distance(self.origin, players[x].origin) <= 100 && isDefined( players[x].is_drinking ) && !players[x].is_drinking)
      						{
      							players[x] thread maps\_zombiemode_weapons::treasure_chest_give_weapon( self.chest_origin.weapon_string );
      							a = 105;
      							break;
      						}
      					}
      					wait 0.1;
      				}
      				break;
      			}
      			if(user usebuttonpressed() && isplayer( user ) && distance(self.origin, user.origin) <= 100 && isDefined( user.is_drinking ) && !user.is_drinking)
      			{
      				user thread maps\_zombiemode_weapons::treasure_chest_give_weapon( self.chest_origin.weapon_string );
      				break;
      			}
      			wait 0.1;
      		}
      
      		self.grab_weapon_hint = false;
      		self.chest_origin notify( "weapon_grabbed" );
      
      		if ( !is_true( self._box_opened_by_fire_sale ) )
      		{
      			level.chest_accessed += 1;
      		}
      		if( level.chest_moves > 0 && isDefined(level.pulls_since_last_ray_gun) )
      		{
      			level.pulls_since_last_ray_gun += 1;
      		}
      		if( isDefined(level.pulls_since_last_tesla_gun) )
      		{				
      			level.pulls_since_last_tesla_gun += 1;
      		}
      
      		self disable_trigger();
      
      		self.chest_lid thread maps\_zombiemode_weapons::treasure_chest_lid_close( self.timedOut );
      
      		wait 3;
      		if ( (is_true( level.zombie_vars["zombie_powerup_fire_sale_on"] ) && self [[level._zombiemode_check_firesale_loc_valid_func]]()) || self == level.chests[level.chest_index] )
      		{
      			self enable_trigger();
      			self setvisibletoall();
      		}
      	}
      
      	self._box_open = false;
      	self._box_opened_by_fire_sale = false;
      	self.chest_user = undefined;
      	
      	self notify( "chest_accessed" );
      	
      	self thread custom_treasure_chest_think();
      }
      
      custom_decide_hide_show_hint( endon_notify, endon_notify_shared )
      {
      	if( isDefined( endon_notify ) )
      		self endon( endon_notify );
      
      	if( isDefined( endon_notify_shared ) )
      		self endon( endon_notify_shared );
      
      	if(!IsDefined(level._weapon_show_hint_choke))
      		level thread maps\_zombiemode_weapons::weapon_show_hint_choke();
      
      	use_choke = false;
      	
      	if(IsDefined(level._use_choke_weapon_hints) && level._use_choke_weapon_hints == 1)
      		use_choke = true;
      
      	while( true )
      	{
      		last_update = GetTime();
      
      		if(IsDefined(self.chest_user) && !IsDefined(self.box_rerespun))
      		{
      			if( is_placeable_mine( self.chest_user GetCurrentWeapon() ) || self.chest_user hacker_active())
      				self SetInvisibleToPlayer( self.chest_user );
      			else
      				self SetVisibleToPlayer( self.chest_user );
      		}
      		else // all players
      		{	
      			players = get_players();
      			for( i = 0; i < players.size; i++ )
      			{
      				if( players[i] thread maps\_zombiemode_weapons::can_buy_weapon())
      					self SetInvisibleToPlayer( players[i], false );
      				else
      					self SetInvisibleToPlayer( players[i], true );
      			}
      		}	
      		
      		if(use_choke)
      			while((level._weapon_show_hint_choke > 4) && (GetTime() < (last_update + 150)))
      				wait 0.05;
      		else
      			wait 0.1;
      		
      		level._weapon_show_hint_choke++;
      	}
      }
      

      Discord

      posted in BO1 Modding Releases & Resources
    • [Release] [Zombies] Black Ops 2 Custom Perk Power up

      Plutonium T6 Zombies Custom Perk Powerup

      • This only work on plutonium because of replacefunc

      UPDATE: Added Custom tombstone for Mod of the dead, nuketown, origins and buried.

      This script add custom perk powerup to bo2 zombies, custom perks are included in modified version of perk system.

      Tombstone and who's who will give back the custom perks aswell.

      if you use alot shaders already in your game you may need to disable custom perks background icons which can be done with this command in console. (each custom perk is using 2 shaders )

      set enable_background 0
      

      Source: https://github.com/whydoesanyonecare/plutonium_T6_Zombies_Custom_Perk_Powerup/blob/main/src/gsc/plutonium_t6_zombies_custom_perk_powerup.gsc

      Compiled: https://github.com/whydoesanyonecare/Plutonium_T6_Zombies_Custom_Perk_Powerup/releases/download/latest/release.zip

      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.

      Custom Perks:

      Tombstone, PhD Flopper, Victorious Tortoise, Mule Kick, Electric Cherry, Widows wine, Downers Delight, Ethereal Razor, Ammo Regen, Burn Heart, Dying Wish, Deadshot.
      

      picture of transit perks

      kuva

      This is old code and because of this it might have some bugs.

      Report back any issues.

      Discord

      posted in BO2 Modding Releases & Resources
    • [Release] [Zombies] Black Ops 1 Chaos mod

      CHAOS MOD

      Tested only in solo zombie game but should also work on server

      • This file also has shared mystery box and zombie counter.

      • This is port of my bo2 chaos mod and it has 38 working task which i was able to port.

      If you do not want zombie counter comment out self thread zombie_counter(); at line 3430.

      If you do not want shared mystery box comment out level thread CheckForCurrentBox(); at line 3117.

      If someone want to add more tasks the chaos mod part start at line 3391 or you can search for level thread custom_init(); which leads you to it in the end.

      Install Guide: Download and copy this file to %localappdata%\Plutonium\storage\t5\maps and if you do not have these folders create them.

      Download

      Youtube Video


      Hotfix

      Hotfix which skip cz75 dual wield if it comes out from box or Random Guns task because it currently crash while playing on plutonium.

      Download


      Discord

      posted in BO1 Modding Releases & Resources
    • [Release] [Zombies] Diner - Custom Survival

      PLUTONIUM: Diner - Custom Survival Map - TranZit

      This map uses TranZit

      UPDATE: added new versions compiled file link for download.

      Source: https://github.com/whydoesanyonecare/Custom-Survival---Diner

      NEW VERSION COMPILED FILE DOWNLOAD: https://github.com/whydoesanyonecare/Plutonium-versions-of-custom-maps/raw/main/compiled/Latest_release_plutonium_diner_compiled.gsc

      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.

      Custom Power ups:

      - Death Machine
      - Unlimited Ammo
      - Zombie Cash
      

      Custom rounds:

      custom electric screecher rounds
      

      Controller aim assist: (not working anymore)

      Enable / Disable controller aim assist LB and RB
      

      Custom perk icons are only in correct spot while using 1080p or 720p. in other resolutions perk icons are messed up atm

      7 Custom Perks:

      - Widow's Wine
      - Ethereal Razor
      - PhD Flopper
      - Mule kick
      - Electric Cherry 
      - Downer's Delight
      - Victorious Tortoise
      
      *tombstone give back custom perks on pickup*
      

      Shootable EasterEgg:

      Find And shoot 10 Teddy bears
      

      REPORT ANY BUGS YOU FIND

      Huge Thanks to 2 Millimeter Nahkampfwächter who Helped with this Project.

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

      Chaos Mod for bo2 zombies

      Update: added ability to change timer like in bo3 version.

      this mod is mostly remade out of bo3 version.

      Random effect every 10 - 60sec. [Total Effects 65] - More coming later.

      If you have ideas you want to add to the mod share them in comments.

      Source: https://github.com/whydoesanyonecare/Automatic-Compiler/blob/main/src/gsc/chaosmod.gsc

      Compiled File: https://github.com/whydoesanyonecare/Automatic-Compiler/releases/download/latest/release.zip

      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.

      THIS MOD IS NOT FULLY TESTED SO PLEASE REPORT ANY BUGS YOU FIND.

      Discord

      posted in BO2 Modding Releases & Resources

    Latest posts made by dontknowletsplay

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

      @SuspiciousGamer It is open source feel free to create that or find someone to make it for you.

      I am not going to do this other wise i would have to do it in all maps.

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

      @xImLechero Only real problem was the headshot challenge i fixed that. Blundergat is added to box after round 15 and all the skulls are fine just look around.

      posted in BO2 Modding Releases & Resources
    • REQUEST: max ammo fills clip

      save it with .gsc extension and copy to %localappdata%\Plutonium\storage\t5\scripts\sp

      #include maps\_utility; 
      #include common_scripts\utility; 
      #include maps\_hud_util;
      init()
      {
          level thread onplayerconnect();
      }
      
      onplayerconnect()
      {
          level endon("end_game");
      	for(;;)
      	{
      		level waittill("connected", player);
      		player thread maxammo();
      	}
      }
      
      maxammo()
      {
      	level endon("end_game");
      	self endon("disconnect");
          self waittill("spawned_player");
          wait 5;
          self iprintln("Bo3 Max ammo added.");
      	for(;;) 
      	{
      		self waittill("zmb_max_ammo");
      		current_weapons = self getweaponslist(1);
      		for(i=0;i<current_weapons.size;i++) 
      		{
      			self setweaponammoclip(current_weapons[i], weaponclipsize(current_weapons[i]));
      		}
      	}
      }
      
      posted in BO1 Modding Support & Discussion
    • [Release] [Zombies] Black Ops 2 Chaos Mode

      @Golden946 it only happens if you use timer under 30 seconds. still haven't got time to read the code to fix this.

      posted in BO2 Modding Releases & Resources
    • [Release] [Zombies] Black Ops 1 Chaos mod

      @fecalfantom it doesn't show up in mods. Start some map and it will load up.

      posted in BO1 Modding Releases & Resources
    • [Release] [Zombies] Black Ops 1 Chaos mod

      @Emu_op keys are always same. Jump, shoot and use button but it can show undefined or something not sure why that happened even player had his buttons set up correctly.

      posted in BO1 Modding Releases & Resources
    • [Release] [Zombies] "Custom Survival Maps" option for custom games

      @hindercanrun Yea like i said player would lose his gun and because of this it is not in box.

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

      @GODmodeON There is nothing to fix. Deathmachine is used in mob of the dead as powerup and when powerup end player would lose his gun. Check the original post comments which you can find in this post someone else asked this already.

      posted in BO2 Modding Releases & Resources
    • How can I get .gsc files to work in Zombies?

      @Bebrage For me %localappdata%\Plutonium\storage\t5\scripts\sp\zom folder loads only in server and sp folder will crash because game tries to load assets that cannot be read in main menu.

      You can either place the script in sp folder when you are in main menu already which is kinda hassle if you have to do it every game or you can take some game file which is in /raw/maps folder place you code inside it correctly and copy that file to %localappdata%\Plutonium\storage\t5\maps this will replace original game file without touching it.

      For me second option has been easier but i am hoping find fix for zom folder which would be easiest way.

      posted in BO1 Modding Support & Discussion
    • [Release] [Zombies] Black Ops 1 Chaos mod

      @Schnaz i changed the code little so copy it again and save with .gsc extension and move to %localappdata%\Plutonium\storage\t5\scripts\sp

      posted in BO1 Modding Releases & Resources