EnthusedFan4 how is the script behaving? since you can get double rayguns the odds get lower, making you spend much more on average
Ivobardolf
Posts
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Looking for a potential GSC script for no restrictions on getting the ray gun and ray gun mark 2 -
Looking for a potential GSC script for no restrictions on getting the ray gun and ray gun mark 2Here 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; } -
where do i go -
Some Perk shaders won't set, shows blank.codywp92 what was it?
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Some Perk shaders won't set, shows blank.if the perks themselves are not in the map, you have to add the shaders first I think
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[Release][ZM] Any Player Easter Egg ModsHadi77KSA 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
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[Release][ZM] Any Player Easter Egg ModsI 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 alevel 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" ); } } }``` -
Lava damage/ daño de lavano problem

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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsomabat102 This mod is for Zombies
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Lava damage/ daño de lavamake 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; } } -
[Release][ZM] Mod Menu | Healthbar | Weapons | Perks | Powerups | Upgrade | Night Mode | Teleport | Bank | Stats | Aimbot | Ufo | Freeze Zombies | Sound Menu | Legacy mods | Shaderdoing the math for bank functions is simple at first glance, but then you have to account for every interaction.
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[Release Coming Soon - November 21, 2025] [ZM] Stats WebGreat 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

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Cap the Number of Zombies in the Round to 1 Player_pro7 no need to compile it, pluto does that for you, just run it and it works
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Missing interface errordiegoenzo244 did you fix it?
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Missing interface errorI couldn't find anything on the error online, already tried re installing everything, still same error happens

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[Release] [ZM] TechnoOps Collectioninteresting, I need to do pwsh or the images lose their colors, and
>iwd,moddoesn'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.
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ATTN ADMINS: Possible Pluto Exploit/RCE???Sheik thanks for the detailed information, hope it gets patched quickly

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[Release] [ZM] TechnoOps Collectionwhat method do you use to compress the files in the mod? I don't see
>iwd,modin the zone file orpwshin the mod builder -
[Release] [ZM] TechnoOps Collectiontechboy04gaming 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
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Remove Zombie Dying by HimselfIzi 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; }