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Plutonium

Ivobardolf

Ivobardolf

@Ivobardolf
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Recent Best Controversial

  • [Release] [ZM] TechnoOps Collection
    Ivobardolf 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
    Ivobardolf 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
    Ivobardolf 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

  • Remove Zombie Dying by Himself
    Ivobardolf 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?

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf Ivobardolf

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

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf Ivobardolf

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

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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?

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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 🙂

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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 🙂
    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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 🙂

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf 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 🙂

    BO2 Modding Releases & Resources

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

    BO2 Modding Releases & Resources

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

    Maximizer Blake Great things Deserve the wait

    BO2 Modding Releases & Resources

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

    Kyber66 Fixed 👍

    BO2 Modding Releases & Resources

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

    Xerxes which one 😅

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf Ivobardolf

    @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?

    BO2 Modding Releases & Resources

  • Remove Zombie Dying by Himself
    Ivobardolf Ivobardolf

    WolflexZ They Respawn/Die if they have met certain conditions that I disabled here:
    1 - Zombie is far away
    2 - Zombie is Idle (he stands in place for too long)
    I couldn't find anything related to needing to hit the player

    As you said, many people don't need this script, and it might do them more harm then good, it's intended for some uses and not normal play.

    BO2 Modding Releases & Resources
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