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Plutonium

Ivobardolfundefined

Ivobardolf

@Ivobardolf
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Recent Best Controversial

  • Looking for a potential GSC script for no restrictions on getting the ray gun and ray gun mark 2
    Ivobardolfundefined Ivobardolf

    EnthusedFan4 how is the script behaving? since you can get double rayguns the odds get lower, making you spend much more on average

    BO2 Modding Support & Discussion

  • Looking for a potential GSC script for no restrictions on getting the ray gun and ray gun mark 2
    Ivobardolfundefined Ivobardolf

    Here is a simple script that does it, But keep in mind it also allows all players to get the Wonder Weapons of the map, 4 Paralyzer, 4 Blundergat etc:

    #include common_scripts\utility;
    #include maps\mp\zombies\_zm_utility;
    
    init()
    {
        flag_wait( "initial_blackscreen_passed" );
    
        wait 1;
    
       level.special_weapon_magicbox_check = ::No_Limited_Weapons;
    
    }
    
    No_Limited_Weapons( weapon )
    {
        return true;
    }
    
    BO2 Modding Support & Discussion

  • where do i go
    Ivobardolfundefined Ivobardolf

    https://plutonium.pw/docs/changelog/

    General Discussion

  • Some Perk shaders won't set, shows blank.
    Ivobardolfundefined Ivobardolf

    codywp92 what was it?

    BO2 Modding Support & Discussion

  • Some Perk shaders won't set, shows blank.
    Ivobardolfundefined Ivobardolf

    if the perks themselves are not in the map, you have to add the shaders first I think

    BO2 Modding Support & Discussion

  • [Release][ZM] Any Player Easter Egg Mods
    Ivobardolfundefined Ivobardolf

    Hadi77KSA where should I put this function at? it doesn't work for me as it still shows the balls having the pickup trigger with and without the fix

    BO2 Modding Releases & Resources easter eggs solo coop tranzit die rise buried origins motd mob of the dead

  • [Release][ZM] Any Player Easter Egg Mods
    Ivobardolfundefined Ivobardolf

    I was doing the Die Rise EE and found a lock that prevents you from completing the EE, I think it's a vanilla game bug, it's the step where you choose either:

    Richtofen: having the balls sliquified.
    Maxis: Picking up the balls.

    The bug is that if you sliquified a ball, if you pick the other ball up you no longer can sliquifie it, and the sliquified ball can't be picked up, thus locking yourself out of the EE.

    I have did this fix and it works, by changing the self endon( "sliquified" ) to a level endon, same for the notify, to make it that if you sliquified a ball the other can't be picked up and locking you into Richtofen path, and you already get locked into maxis path if you picked up a ball.

    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\zm_highrise_sq_atd;
    #include maps\mp\zm_highrise_sq_pts;
    #include maps\mp\zombies\_zm_equipment;
    #include maps\mp\zombies\_zm_utility;
    
    main()
    {
        replaceFunc( maps\mp\zm_highrise_sq_slb::lion_ball_enable_pickup, ::lion_ball_enable_pickup );
        replaceFunc( maps\mp\zm_highrise_sq_ssp::watch_model_sliquification, ::watch_model_sliquification );
    }
    
    lion_ball_enable_pickup()
    {
        level endon( "sq_sliquified" );//changed from self endon
    
        while ( true )
        {
            self.can_pickup = 1;
            self.t_pickup = sq_slb_create_use_trigger( self.origin, 32, 70, &"ZM_HIGHRISE_SQ_PICKUP_BALL" );
    
            while ( self.can_pickup )
            {
                self.t_pickup waittill( "trigger", player );
    
                if ( !isdefined( player.zm_sq_has_ball ) )
                {
                    player.zm_sq_has_ball = 1;
                    player.which_ball = self;
                    self.can_pickup = 0;
                    self.player = player;
                    flag_set( "sq_ball_picked_up" );
                    level thread maps\mp\zm_highrise_sq_pts::pts_should_player_create_trigs( player );
                    level notify( "zm_ball_picked_up", player );
                }
            }
    
            self.t_pickup delete();
            self hide();
            self setcandamage( 0 );
            wait 1;
            self.t_putdown = sq_slb_create_use_trigger( self.origin, 16, 70, &"ZM_HIGHRISE_SQ_PUTDOWN_BALL" );
            self.player clientclaimtrigger( self.t_putdown );
            self.player.t_putdown_ball = self.t_putdown;
            self ball_pickup_waittill_change();
            play_spark = 0;
    
            if ( !isdefined( self.t_putdown ) )
            {
                self waittill( "sq_pickup_reset" );
                play_spark = 1;
            }
            else
                self.t_putdown delete();
    
            self.player notify( "zm_sq_ball_putdown" );
    
            if ( play_spark )
            {
                self.sq_pickup_reset = undefined;
                playfx( level._effect["sidequest_flash"], self.origin );
            }
    
            self show();
            self setcandamage( 1 );
            self.player.zm_sq_has_ball = undefined;
            self.player = undefined;
            wait 1;
        }
    }
    
    watch_model_sliquification( n_end_limit, str_complete_flag )
    {
        n_count = 0;
        self setcandamage( 1 );
    
        while ( !flag( str_complete_flag ) )
        {
            self waittill( "damage", amount, attacker, direction, point, mod, tagname, modelname, partname, weaponname );
    
            if ( issubstr( weaponname, "slipgun" ) && !flag( "sq_ball_picked_up" ) )
            {
                n_count++;
    
                if ( n_count >= n_end_limit )
                {
    /#
                    iprintlnbold( "MODEL COMPLETE: " + str_complete_flag );
    #/
                    level notify( "sq_sliquified" );// changed from self notify
    
                    if ( isdefined( self.t_pickup ) )
                        self.t_pickup delete();
    
                    flag_set( str_complete_flag );
                }
                else if ( n_count == 1 )
                    level notify( "ssp1_ball_first_sliquified" );
                else if ( n_count == 10 )
                    level notify( "ssp1_ball_sliquified_2" );
            }
        }
    }```
    BO2 Modding Releases & Resources easter eggs solo coop tranzit die rise buried origins motd mob of the dead

  • Lava damage/ daño de lava
    Ivobardolfundefined Ivobardolf

    no problem 👍

    Temas De Español

  • [Release] [ZM] [Mod] zm_perks - Adding all perks to maps
    Ivobardolfundefined Ivobardolf

    omabat102 This mod is for Zombies

    BO2 Modding Releases & Resources

  • Lava damage/ daño de lava
    Ivobardolfundefined Ivobardolf

    make a GSC file and paste this in it

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm\_hud_util;
    
    init()
    {
        level thread onPlayerConnect();
    }
    
    onPlayerConnect()
    {
    	level endon( "game_ended" );
    	for(;;)
    	{
    		level waittill( "connected", player);
    		player.ignore_lava_damage = 1;
    	}
    }
    
    Temas De Español

  • [Release][ZM] Mod Menu | Healthbar | Weapons | Perks | Powerups | Upgrade | Night Mode | Teleport | Bank | Stats | Aimbot | Ufo | Freeze Zombies | Sound Menu | Legacy mods | Shader
    Ivobardolfundefined Ivobardolf

    doing the math for bank functions is simple at first glance, but then you have to account for every interaction.

    BO2 Modding Releases & Resources

  • [Release Coming Soon - November 21, 2025] [ZM] Stats Web
    Ivobardolfundefined Ivobardolf

    Great Work, if it works for servers I hope people who don't know how stats stuff work can use it and upgrade their servers with it 👍

    BO2 Modding Support & Discussion

  • Cap the Number of Zombies in the Round to 1 Player
    Ivobardolfundefined Ivobardolf

    _pro7 no need to compile it, pluto does that for you, just run it and it works

    BO2 Modding Releases & Resources

  • Missing interface error
    Ivobardolfundefined Ivobardolf

    diegoenzo244 did you fix it?

    BO2 Client Support

  • Missing interface error
    Ivobardolfundefined Ivobardolf

    I couldn't find anything on the error online, already tried re installing everything, still same error happens f61b6a11-7a2c-40ba-bae1-2a45273b75ad-image.png

    BO2 Client Support

  • [Release] [ZM] TechnoOps Collection
    Ivobardolfundefined Ivobardolf

    interesting, I need to do pwsh or the images lose their colors, and >iwd,mod doesn't worm for me at all.

    I'm trying to take the sehteria weapons port from you since the sound files are up to date, but for some reason the attachments for the ported weapons aren't working, everything works fine except for that, no matter how much I PAP the weapon it doesn't get any attachment, so I thought it was the compression method but was surprised you were not using any.

    BO2 Modding Releases & Resources

  • ATTN ADMINS: Possible Pluto Exploit/RCE???
    Ivobardolfundefined Ivobardolf

    Sheik thanks for the detailed information, hope it gets patched quickly 🙏

    General Discussion

  • [Release] [ZM] TechnoOps Collection
    Ivobardolfundefined Ivobardolf

    what method do you use to compress the files in the mod? I don't see >iwd,mod in the zone file or pwsh in the mod builder

    BO2 Modding Releases & Resources

  • [Release] [ZM] TechnoOps Collection
    Ivobardolfundefined Ivobardolf

    techboy04gaming In maps\mp\zm_alcatraz_craftables.gsc
    Line 76, you can see the code that makes all parts shared, you make the game forever solo or replaceFunc that part 🙂

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva Put this code after the #include and before the main

    #include maps\mp\zombies\_zm_utility;
    
    
    //Code Goes Here
    
    
    main()
    

    if you hold jump for 5 seconds all the zombies on the map except for boss zombies will respawn

    init()
    {
        level.respawning = 0;
        level thread onPlayerConnect();
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread Respawn_Zombies();
    	}
    }
    
    Respawn_Zombies()
    {
    	for(;;)
    	{
            if( level.respawning != 100)
            {
    		    if ( self jumpbuttonpressed() && self.sessionstate == "playing" && !self maps\mp\zombies\_zm_laststand::player_is_in_laststand())
    		    {
    			    level.respawning++;
                    //iPrintLn(level.Respawning);
    		    }
                else
                    level.respawning = 0;
            }
            else if(level.respawning == 100)
            {
                iPrintLn("Respawning Zombies...");
                iPrintLn("Respawning Zombies...");
                iPrintLn("Respawning Zombies...");
                zombies = getaiarray(level.zombie_team);
                level.zombie_total += zombies.size;
        	    foreach(zombie in zombies)
                {
                    if( zombie can_damage())
                        zombie doDamage(zombie.health + 1 , zombie.origin);
                }
                level.respawning = 0;
            }
    		wait 0.05;
    	}
    }    
    
    
    
    can_damage()
    {
    	if( (isdefined(level.sloth) && self == level.sloth) || (isDefined(self.is_avogadro) && self.is_avogadro) 
    	|| (isDefined(self.is_brutus) && self.is_brutus) || (isDefined(self.is_mechz) && self.is_mechz) )
    		return 0;
    	else
    		return 1;
    }
    BO2 Modding Releases & Resources
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