Sheik thanks for the detailed information, hope it gets patched quickly 
Ivobardolf
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ATTN ADMINS: Possible Pluto Exploit/RCE??? -
[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; } -
Remove Zombie Dying by HimselfIzi 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?
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Remove Zombie Dying by HimselfIzi selva they never die, even if injured, no need to add regeneration
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Remove Zombie Dying by HimselfIzi selva I'll think about it, since it will need more things and I didn't plan for that
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Remove Zombie Dying by HimselfIzi 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 HimselfIzi selva good to know, the folders are like this:

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 HimselfIzi 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?
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Remove Zombie Dying by HimselfIzi 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

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Remove Zombie Dying by HimselfIzi 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
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Remove Zombie Dying by Himself-
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.
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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 --> Originsyou 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

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Remove Zombie Dying by HimselfIzi selva this script already does that, if you are far or the zombie is damaged he won't die.
Try it and see

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Remove Zombie Dying by Himself@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

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[ZM] Cold War Zombies amount per round similar algorithm!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
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsMaximizer Blake Great things Deserve the wait
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Cap the Number of Zombies in the Round to 1 Player -
Cap the Number of Zombies in the Round to 1 PlayerXerxes which one

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Remove Zombie Dying by Himself@T-Re-Viento Makes sense now

Regarding the no running, I use the script in testing on every map and never had a no running issue, what round/step the zombie was supposed to run and it didn't?