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Plutonium

Ivobardolfundefined

Ivobardolf

@Ivobardolf
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  • [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.


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

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


  • [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


  • [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 🙂


  • 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;
    }

  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva the zombie function that kills them is disabled, they never regenerate HP even in normal play without scripts.

    How about I add a function that if you hold jump button for 5 seconds it respawn all zombies in the map? that way when you travel you can use it so zombies respawn again with?


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva they never die, even if injured, no need to add regeneration


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva I'll think about it, since it will need more things and I didn't plan for that


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva Try to keep the conversation to the topic, if you have questions join the plutonium discord

    use OAT tools for that:
    https://github.com/Laupetin/OpenAssetTools


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva good to know, the folders are like this:
    MapFolders.PNG

    zm_transit --> Tranzit
    zm_nuked --> Nuketown
    zm_highrise --> Die Rise
    zm_prison --> Mob of the Dead
    zm_buried --> Buried
    zm_tomb --> Origins


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva np 👍
    yeah you have to make a folder for every map so that you can load other maps without having to swap files in and out.

    zombies don't die if they are damaged right?


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva it does both, preventing zombie death from far away & taking damage and not dying on his own, try it and if you find an error let me know 🙂


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva you can run many scripts, it doesn't have to be just one, what I meant is that every map has it's own script that only works there, if you try to run Buried script in Origins errors will happen


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva

    • First, You need to create an empty GSC file, Then copy the entire script of the map that you are going to be playing and paste it inside the file.

    • Second, you need to make a Map folder so the script ONLY loads for the specific map, Otherwise you will get errors if you try to play another map, Every map has a folder specific name:

    zm_transit --> Tranzit
    zm_highrise --> Die Rise
    zm_prison --> Mob of the Dead
    zm_buried --> Buried
    zm_tomb --> Origins

    you make the folder inside the Plutonium T6 folder,
    \AppData\Local\Plutonium\storage\t6\scripts\zm

    • Third, you move the GSC file you made and put it inside the folder of the map, The script should load 🙂

  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Izi selva this script already does that, if you are far or the zombie is damaged he won't die.

    Try it and see 🙂


  • Remove Zombie Dying by Himself
    Ivobardolfundefined Ivobardolf

    Guilherme_INFR the function that kills them doesn't have anything for spawn speed 🙂

    to make the zombies spawn faster, you need to change the level.zombie_vars["zombie_spawn_delay"], 0.08 is the lowest it can go, here is a code that you can add to achieve that:

    init()
    {
        level thread Fast_Spawns();
    }
    
    Fast_Spawns()
    {
        for(;;)
        {
            level waittill("start_of_round");
            wait 0.1;
    		iPrintLn("Zombies spawn Faster");
            level.zombie_vars["zombie_spawn_delay"] = 0.08;
        }
    }
    

    you can add it in the same file 🙂


  • [ZM] Cold War Zombies amount per round similar algorithm!
    Ivobardolfundefined Ivobardolf

    Nice, Having 510 Zombies in round 30 for 4 players is a LOT, changes like this makes high rounds when lots of people are in don't take way too much time and it's all just formulas and math to setup what you want 👍 .


  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    Ivobardolfundefined Ivobardolf

    Maximizer Blake Great things Deserve the wait


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

    Kyber66 Fixed 👍


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

    Xerxes which one 😅

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