We won't help you negatively effect the experience of our users.

homura (@homura)
About me
Official staff member of Plutonium, RektT5, and IW4x.
Best posts made by homura
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ChaiScript and you.
Hi all! With the announcement of PlutoIW5, I want to follow up with a post about how we have enabled mod support. The dev team have decided to move away from compiled GSC and instead opted to use an external scripting language called ChaiScript. It is similar to GSC and C++, and we recommend reading the documentation here and their cheat sheet here. These 2 sources should be able to get you up and running so you can run mods on your dedicated server.
The developers have also enabled users to extend the functionality and capabilities of ChaiScript, allowing for plugins to be loaded on servers. For example, there can be a plugin that allows for reading and writing of files to and from the disk.
How ChaiScript?
ChaiScript does not allow for external GSC scripts to be included (like how you typically make mods for IW4 or T6), so only internal functions can be called, like
getXuid()
oriPrintlnBold()
. So what does that mean? It means you will have to write your own implementations of functions if they were something you typically referenced in old GSC scripts. Let's write a script that waits for a player to spawn and then sends them a message when they are spawned in:level.onNotify("connected", fun(arguments) { var player = arguments[0]; player.onNotify("spawned_player", fun[player](arguments) { helloWorld(player); }); }); def helloWorld(player) { player.iPrintlnBold("^1Hello, world!"); }
Save the script as
hello.chai
and place the script in%localappdata%\Plutonium\storage\iw5\scripts\
Start your dedicated server and join it, and you should be greeted by something like this once you spawn:
DLL Plugin
As mentioned previously, the developers have enabled us to extend the functionality of ChaiScript through the use of plugins, which need to be programmed in C++. We have a Visual Studio project that is setup, which will be provided near the end of this post. After downloading and extracting the files to make a plugin, open it in Visual Studio and make sure your settings look like this:
PLEASE NOTE: THIS MUST BE COMPILED AS x86 AND AS A RELEASE BUILD!
To get started with adding functionality through our plugin system, please take a look here.
Suggested Plugins
Adds extended functionality to our scripting system, allowing access to more callbacks: https://github.com/xensik/plutoscript
Allows access to the filesystem for reading and writing files to disk: https://github.com/StaRT1337/PlutoniumFilesystem -
It won't happen since the aim of this project is to add modding capabilities, and BO3 already has mod support.
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BEFORE POSTING ANYTHING, READ THESE RULES AND GUIDELINES
Rules
Here are some ground rules for posting in this section that are expected to be adhered to. Failure to abide by these rules may result in an administrative action that staff sees fit.
- Give credit - this is important, make sure people are recognized for the hard work they put in. You wouldn't want someone taking credit for your mod, right? Ensure you have permission to share somebody's work before posting it here.
- Scans - if you release a tool (complied GSC, .exe files .jar files) to the community, you are required to post a virus scan link, from a service like VirusTotal. The scan must be of the actual file and not a .zip containing the file.
- Offsite uploads - Please refrain from uploading files from sites outside of the forums (unless approved by staff, for example, if it's a camo mod that's a few gigs in size), since people may have to register there to even view those files and might even have to meet a certain post amount if the files are on a forum, which is inconvenient.
- BE NICE - constructive criticism is always welcomed to help someone improve, but telling people their release is "shit" with no reason is not helpful and low in quality, meaning your post could be removed. If you think the release is bad, explain why but in a respectful tone.
Guidelines
So you just got done working on that wicked sick mod and want to share it with the community? Here is a general guideline we recommend you follow so others can read it in a clear and concise manner. Please make sure to read the rules of for this section (see above) BEFORE posting.
(Posts made before this sticky will be grandfathered in, but we highly suggest that OPs conform to this guideline.)- Description - please describe your mod.
- Source - release the source code of the mod on a site like GitHub or just upload the uncompiled version.
- Compiled version (optional) - if you want, you can release a pre-compiled version of the script so other users don't have to compile it.
- Upload Format - Files should be put together into a .zip archive and uploaded to the forum, you risk your file being blocked by our forum software if you do not do this.
- Screenshots/videos - it would be cool to see the mod or tool in action. A picture is worth 1000 words.
This should clean up some hard to read posts/threads. Again, failure to abide may result in administrative action.
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We discussed it on Discord. It was located in _hud_message.gsc and he was wondering how to change localized strings. For anyone wondering how:
game[ "strings" ][ "round_win" ] = &"MP_ROUND_WIN_CAPS";
can become
game[ "strings" ][ "round_win" ] = "you just won the round bruh";
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Anyone here have a favorite entry into the series? Personally I love MW2 (IW4).
(Bonus points for why you like the one you picked versus the other ones in the series.)
Latest posts made by homura
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This is tough. For a meme answer, defaultweapon_mp. Pew pew. But realistically I would say the FAL or AUG. But, IW8 did bring the SKS...
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Open the console and type this, see if this fixes it:
r_mode 1920x1080;vid_restart