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Ivobardolf

Ivobardolf

@Ivobardolf
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Recent Best Controversial

  • ATTN ADMINS: Possible Pluto Exploit/RCE???
    Ivobardolf Ivobardolf
    General Discussion

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


  • [Release] [ZM] TechnoOps Collection
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

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


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

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    @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!
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    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
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    Maximizer Blake Great things Deserve the wait


  • Cap the Number of Zombies in the Round to 1 Player
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    Kyber66 Fixed 👍


  • Cap the Number of Zombies in the Round to 1 Player
    Ivobardolf Ivobardolf
    BO2 Modding Releases & Resources

    Xerxes which one 😅


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

    @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?

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