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Plutonium

JezuzLizardundefined

JezuzLizard

@JezuzLizard
Plutonium Staff
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Recent Best Controversial

  • CoD BO1
    JezuzLizardundefined JezuzLizard

    I know so many people are asking for cod bo1 and the plutonium team don't have plans to add it (I guess they have their reasons), but I'm here to give my reasons why cod bo1 should come to plutonium

    • Not worth buying:

    in 2021 cod bo1 it's a quite bit dead, the only reason there is for the people to keep playing the game is for the zombies mode (I'll touch on this topic later), and the people who keep playing are very few.

    86d5dcaf8be5fae72148feb59869c699.png

    but I know are a bunch of people playing this game in an illegal version so maybe there is more than that

    in that illegal version neither there isn't a client support available (not that I know), so we can't play with friends, play MP, or any game mode online, so have it in plutonium will gather all that illegal players to this stable version and probably that little group of legal players too.

    • Greater security

    as I mentioned before with this newer version of cod bo1 will come illegals players, players that maybe are cheaters or noobs wanting to annoy others, so we have an anti-cheats and that will increase the number of new players and decrease the numbers of cheaters in this cod

    the method to download it will be safer, I been trying to download this cod in pages illegals but I feel I'm downloading 10 GBS of virus, but if comes to plutonium we will know are safe to download.

    • Zombies

    bro, I'll honest with you, we want cod bo1 for the zombies mode, no one will play this MP having the MPs of bo2 or mw3 available in plutonium

    I know we have zombies mode of bo2 but isn't enough, we can't add custom maps to this game or mods (only variants of the same maps) so if the plutonium team will not add bo3, add cod bo1 instead, as the zombies community in cod bo1 is active publishing new custom maps to this game.

    so, please if you can add cod bo1 to plutonium we will be grateful

    PD: you are doing a great job with this project, keep it up ❤ ❤ ❤

    General Discussion

  • [Resource][T6] Stock Scripts
    JezuzLizardundefined JezuzLizard

    This is a topic with a link to the plutoniummod/t6-scripts repo.

    https://github.com/plutoniummod/t6-scripts

    Use this repo as a reference for modifying core game mechanics for T6.

    You can also refer to the wiki on the repo for some useful info.

    BO2 Modding Releases & Resources

  • T4 Custom Zombies Maps GSC Fixes for Dedis
    JezuzLizardundefined JezuzLizard

    All patches go into main_shared/maps unless otherwise specified.
    Some patches may require modifying core scripts which other maps utilize in these cases do not attempt to use the GSC patches while running other maps than what the patches are for.

    Clinic Of Evil
    Fix for infinite loop on player disconnect: https://drive.google.com/file/d/1--2rTE6GkIDVKLH-ubPFJtLwmPzpE_Yv/view?usp=sharing

    Fix for sv_cheats being reset: https://drive.google.com/file/d/1Bwy70MImUOigdbI-Gh25kXiNAzrR9r50/view?usp=sharing

    Leviathan
    Fix for sv_cheats and other cheat commands causing crashes or not working: https://drive.google.com/drive/folders/17K_vfOXksXqpnLbunx1rcOGhTisyjVYV?usp=sharing

    Report any issues with custom maps in this thread related to hosting on a dedicated T4 ZM server.

    More patches coming as soon as I'm aware of more issues I can patch.

    WAW Modding Releases & Resources

  • [Release] [Zombies] GriefFix - Required for Grief Servers
    JezuzLizardundefined JezuzLizard

    I actually made this mod quite some time ago but I never released it since at the time the code to host grief servers wasn't public. Now that the grief code is publicly available I decided to look over my current GriefFix mod and clean it up a bit for a official release on the forums.

    https://github.com/JezuzLizard/Public-BO2-Mods/tree/master/GriefFix

    One notable change from my original version from several months ago is the splitting of the mod into two separate versions so if you don't want the extra settings that go beyond fixing grief to run on a dedicated server you don't have to worry about them.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Bonus Survival Maps for Tranzit
    JezuzLizardundefined JezuzLizard

    Created by JezuzLizard, Cahz, and GerardS0406.

    This mod adds 5 extra survival maps for Tranzit:
    Cornfield
    Diner
    House
    Power Station
    Tunnel

    Simply follow the instructions here to install:
    https://github.com/JezuzLizard/Bonus-Survival-Maps-for-BO2

    These maps are not "true" survival maps because they load up on Tranzit for various reasons:

    1. The map loading dvars required for a true survival map to run are a secret that I do not have permission reveal. This mod will not help you run town or any other similar map.
    2. Not all content works properly when loaded up as a survival map.

    If you really want to run maps like town, farm, or bus depot feel free to make use of our methods to do so. Assuming of course you are willing to put in the effort to make the barriers, wallbuys, perks, spawnpoints and mystery box locations for each one.
    I recommend waiting for the next plutonium update which may or may not allow anyone to run survival maps.
    Nearly all content was added by us, none of it was cut or in the game already ( with exception of the diner barriers which are a part of turned ).

    Cornfield featuring Nacht
    cornfield 1.png

    Cornfield box location and quick revive
    cornfield2.png

    Diner wallbuy and quick revive
    diner.png

    House wunderfizz
    house1.png

    Power wallbuys and barriers
    power1.png

    Power pack a punch
    power2.png

    Tunnel galvaknuckles, jugg and mystery location
    tunnel.png

    Tunnel tombstone and double tap
    tunnel2.png

    Grief coming to each map. No ETA.

    If you have any issues with the mod feel free to post them here. Please make sure you specify if you have modded the mod or are attempting to merge mods.

    BO2 Modding Releases & Resources

  • [ZOMBIES] Server Map Rotation: How to advantage of the new map rotation feature.
    JezuzLizardundefined JezuzLizard

    First before you can run a zombies server make sure you read this guide here:
    https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide.

    In order to properly run a server with rotating maps you'll need these configs from here:
    https://github.com/xerxes-at/T6ServerConfigs.

    In main/dedicated_zm.cfg you'll need to add one new line above "map_rotate" like this:

    sv_maprotation ""
    

    Next you'll need to populate sv_maprotation with maps for your server to run:

    sv_maprotation "exec zm_classic_processing.cfg map zm_buried exec zm_standard_town.cfg map zm_transit exec zm_grief_cellblock.cfg map zm_prison"
    

    In order to change the maps to anything you'd like you'll need to understand the two keywords used. The first keyword "exec" determines which config the server will execute when sv_maprotation is read. The config MUST match the map or else your server won't rotate properly and most likely not be joinable. Configs are in t6r/data/gamesettings and they are named in this pattern: "zm_" + "gametype_" + "location".

    The next keyword is "map" and this determines what map the server will launch. Knowing these two keywords will allow you to setup your server to run whatever maps you'd like. For example if I want to run Origins, MoTD, and Tranzit I would need to create a new sv_maprotation that looks like this:

    sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
    

    Use "//" to create comments like this to title your sv_maprotation so you can easily tell what maps its running:

    //Map Rotation Origins, MoTD, Tranzit
    sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
    

    If you want to only run one map at a time only include a single config and map in sv_maprotation like this:

    //Only running Origins
    sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb"
    
    BO2 Server Hosting Support

  • [ZM] Universal bank for server and custom games
    JezuzLizardundefined JezuzLizard

    I decided to make my own bank mod since it's a heavily requested mod for many server owners.

    This mod uses the player's stats file instead of a database which means it requires no external dependencies nor do you need to store the data yourself. This does mean the max bank amount is 250000 but that is still a lot of points so I personally don't see it as an issue.

    The mod works on all maps including maps without a bank normally. You can access the bank via chat commands which you can find more details about at the repo: https://github.com/JezuzLizard/T6-ZM-Universal-Bank

    You can download the latest compiled release here: https://github.com/JezuzLizard/T6-ZM-Universal-Bank/releases/tag/v1.0

    If you find any bugs while using the mod please report them in this thread.

    BO2 Modding Releases & Resources

  • Zombies private match doesn't work with more than 2 players
    JezuzLizardundefined JezuzLizard

    zondor11 This is a bug with private matches where you cannot join a private match that has two players already. No eta on a fix, but it will be fixed at some point.

    BO1 Client Support

  • Split screen on zombies
    JezuzLizardundefined JezuzLizard

    nicoveli Really you have working splitscreen? If you have working splitscreen you should share your method and maybe I can take a look at it.

    BO2 Client Support

  • Black ops 1 and 3 admission
    JezuzLizardundefined JezuzLizard

    @GibuZ hahaha bo1 go BRRRRRRRRRRRR

    General Discussion

  • [Resource] Recompileable GSCs for BO2
    JezuzLizardundefined JezuzLizard

    For the past month I have been working on restoring the scripts in patch_zm so that they can be compiled and loaded on dedicated servers. I have had a great deal of success and have learned a lot along the way. I've decided to make the project officially public on the forums because I have completed checking nearly every script in patch_zm/maps/mp/zombies. The scripts in patch_zm/maps/mp/zombies control a great deal of the mechanics of zombies so this is a big deal if you've ever wanted to modify core mechanics of the game like the cost of perks, or something advanced like the behavior of specific powerups.

    The project is currently hosted on my github: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies

    If you encounter any bugs please report them in this topic so that I can get to fixing them. Not all of the scripts have been tested since its already time consuming enough to check them. They should all compile and are very likely to be stable if buggy.

    If you want stability definitely stick to using scripts in the No Known Errors category since they have been tested to a degree and debugged sufficiently to the point where I haven't encountered any errors anymore.

    If you would like to contribute to the project make sure you study how I have checked the scripts already available that way consistency is maintained.

    BO2 Modding Releases & Resources

  • Crosshair Remove
    JezuzLizardundefined JezuzLizard

    DE4DF1NGER

    Step 1. Set sv_cheats to 1
    Step 2. Set cg_drawCrosshair to 0

    More potentially useful dvars here:
    http://gmzorz.com/bo2dvars.html

    BO2 Modding Releases & Resources

  • [Release]TCS For Private Matches
    JezuzLizardundefined JezuzLizard

    TCS stands for T6 Command System. It is a fairly complex mod that allows you to execute chat commands while in game or through dvars. MP and ZM are both supported though ZM has exclusive commands and there are no exclusive MP commands yet.

    Check out the readme for more information: https://github.com/JezuzLizard/T6-Command-System-For-Private-Match#readme

    You can get the latest release here: https://github.com/JezuzLizard/T6-Command-System-For-Private-Match/releases

    If you have any issues please report them here. Same with any suggestions.

    I am working on a different version that uses fed's t6-gsc-utils for servers only. I don't recommend using this mod for your server wait for the server edition.

    BO2 Modding Releases & Resources

  • Plutonium T7 or 8 any time in the future?
    JezuzLizardundefined JezuzLizard

    @DrinkUrPotatoes Now technically the admins did change their minds on T4 after about a year of nos. The issue with new cods is the closer you get to the latest cod, the more likely Activision will care enough to send a cease and desist letter. There are always reasons to make a custom client for any cod game but in T7's case most of what a cod client would do is already done. Custom clients exist to provide updates to patch security flaws and exploits, and add new features such as dedicated servers, mod support, and anti-cheat measures. T7 already has mod support and dedicated servers( though not for zombies ), as well as an anti-cheat. While there are probably exploits they aren't as well known and as abused as say IW5 or T6.

    Additionally, if Plutonium cannot improve enough beyond what the base game already has going for it, it is unlikely that the client will attract many players other than people who just want the game for free.

    The most important thing to note is that custom clients are never intended to just be free versions of the base game. If the admins wanted to they could add steam checks at any time.

    Right now Plutonium supports 3 games and any additional games would require more developers to maintain consistent updates. Plutonium is a hobby project, so every developer is working on it in their free time.

    Case in point until someone gives a better justification than "i want gaym freeeeeeee" I highly doubt any of the newer cods will be worked on now or in the future.

    General Discussion

  • T6 LUI modding
    JezuzLizardundefined JezuzLizard

    Recently a new LUI decompiler for T6 and T7 was released and its quite good. About 90% of the time it produces decompiled lua scripts that can be recompiled with no errors. I can only compile on t7 with the L3ak mod installed on the mod tools linker so I don't know about T6. Since T6 lua files are used in T7 with only minor modifications its likely to be the same for T6.

    The lua decompiler: https://github.com/JariKCoding/CoDHVKDecompiler.

    With LUI modding it would be possible to make a server list fairly easily using the T7 server browser luas as a base. It would also be possible to fix some ui bugs present in zombies, like the score freezing when there are more than 4 players in a server.

    BO2 Modding Support & Discussion

  • [Release] [Zombies] Origins 8 Player Crash Fix for Dedicated Servers
    JezuzLizardundefined JezuzLizard

    This is a mod that fixes the 5+ player crashes that can occur on an Origins server. https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/tree/master/Plutonium specific gsc-related fixes

    Do note that Origins is the least compatible with 8 player zombies in comparison to other maps, and this mod DOES NOT balance or help accommodate more than 4 players. There are some Treyarch related memes such as binding many mechanics to the players character, such as box rewards, which result in the box rewards not working whatsoever for the other 4 Dempseys( the default character on Origins ).

    Despite this I wanted to be able to play Origins without crashing on more than 8 players so I figured the community would be interested in a fix despite some balance issues.

    I do intend on releasing an Origins server improvement mod which fixes a lot of issues related to running the map on a server. Treyarch never thought that people would join/leave as frequently as they do on a pluto server, and this causes some issues related to the main quest among other things.

    Anyway, the actual reason Origins was broken for 8 player in the first place was due to clientfields not being registered for more than 4 players but the method for setting clientfields for more than 8 players was supported.

    For example in maps/mp/zm_tomb_craftables.gsc

    	bits = getminbitcountfornum( 5 );
    	registerclientfield( "world", "staff_player1", 14000, bits, "int", undefined, 0 );
    	registerclientfield( "world", "staff_player2", 14000, bits, "int", undefined, 0 );
    	registerclientfield( "world", "staff_player3", 14000, bits, "int", undefined, 0 );
    	registerclientfield( "world", "staff_player4", 14000, bits, "int", undefined, 0 );
    

    Only clientfields for 4 players are registered, and these clientfields control which player the ui displays owning a staff.

    The method for setting looks like this:

    			n_player = e_owner getentitynumber() + 1;
    			level setclientfield( "staff_player" + n_player, 1 );
    

    Basically if a player picks up a staff the gsc will tell the ui thru setlientfield() to update and display that player as the owner of the staff. The same thing happens when the player no longer owns the staff. The issue arises when setclientfield() is called on a clientfield that hasn't been registered. staff_player8 doesn't exist so when the game goes to tell the ui to update it crashes the server instead. In Origins's case there are 16 playernumber specific clientfields registered and used throughout the game.

    In order to fix the crashes I simply created if statements checking if the playernumber would be higher than 4 to determine whether the clientfield should be set. This does mean players in the 5+ slot don't get shovel, golden helmet, staff, and crystal clientfields. Meaning ownership of those items isn't diplayed in the scoreboard ui nor do the shovel, and golden helmet icons show up for those players( though they still work ).

    If you discover any bugs while using this mod feel free to report them here. I tested the mod up to the 3 robots main quest step step and encountered zero crashes or game breaking glitches.

    BO2 Modding Releases & Resources

  • CoD BO1
    JezuzLizardundefined JezuzLizard

    Plutonium T5?

    General Discussion

  • My Give All Perks Script Isn't Working
    JezuzLizardundefined JezuzLizard

    Doob I figured I'd make a simple script that would work for all maps giving all perks.
    It uses some of Treyarch's code from buried to work but slightly modified:

    #include maps/mp/zombies/_zm_utility;
    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/zombies/_zm_perks;
    
    init()
    {
        level thread on_player_connect();
    }
    
    on_player_connect()
    {
        level endon( "end_game" );
        while ( true )
        {
            level waittill( "connected", player );
            player thread on_player_spawned();
            player thread sq_give_player_all_perks();
        }
    }
    
    on_player_spawned()
    {
        level endon( "end_game" );
        self endon( "disconnect" );
        while ( true )
        {
            self waittill( "spawned_player" );
        }
    }
    
    sq_give_player_all_perks()
    {
        flag_wait( "initial_blackscreen_passed" );
        if ( level.script != "zm_tomb" )
        {
            machines = getentarray( "zombie_vending", "targetname" );
            perks = [];
            i = 0;
            while ( i < machines.size )
            {
                if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                {
                    i++;
                    continue;
                }
                perks[ perks.size ] = machines[ i ].script_noteworthy;
                i++;
            }
        }
        else 
        {
            perks = level._random_perk_machine_perk_list;
        }
    	foreach ( perk in perks )
    	{
    		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
    		{
    		}
    		else
    		{
    			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
    			{
    			}
    			else
    			{
    				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
    				wait 0.25;
    			}
    		}
    	}
        if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
        {
            if ( !is_true( self._retain_perks ) )
            {
                self thread watch_for_respawn();
                self._retain_perks = 1;
            }
        }
    }
    
    watch_for_respawn()
    {
        level endon( "end_game" );
        self endon( "disconnect" );
        while ( true )
        {
            self waittill_either( "spawned_player", "player_revived" );
            wait_network_frame();
            self thread sq_give_player_all_perks();
            self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
        }
    }
    

    You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

    BO2 Modding Support & Discussion

  • The Plutonium T4 (WAW) Suggestions Thread
    JezuzLizardundefined JezuzLizard

    H3X1C I went ahead and studied the code for the tesla gun because I've always been certain that it was a bug and wasn't necessarily intended to function the way it currently does.

    tesla_pvp_thread()
    {
    	self endon( "disconnect" );
    	self endon( "death" );
    	self waittill( "spawned_player" ); 
    
    	for( ;; )
    	{
    		self waittill( "weapon_pvp_attack", attacker, weapon, damage, mod );
    
    		if( self maps\_laststand::player_is_in_laststand() )
    		{
    			continue;
    		}
    
    		if ( weapon != "tesla_gun" && weapon != "tesla_gun_upgraded" )
    		{
    			continue;
    		}
    
    		if ( mod != "MOD_PROJECTILE" && mod != "MOD_PROJECTILE_SPLASH" )
    		{
    			continue;
    		}
    
    		if ( self == attacker )
    		{
    			damage = int( self.maxhealth * .25 );
    			if ( damage < 25 )
    			{
    				damage = 25;
    			}
    
    			if ( self.health - damage < 1 )
    			{
    				self.health = 1;
    			}
    			else
    			{
    				self.health -= damage;
    			}
    		}
    
    		self setelectrified( 1.0 );	
    		self shellshock( "electrocution", 1.0 );
    		self playsound( "tesla_bounce" );
    	}
    }
    

    This is the code that controls the tesla guns damage against the player. Not only are there no specific mentions of "specialty_juggernaut_zombies" aka jug, the weapon also doesn't affect the players max health. Instead the weapon changes the players current health to a set value depending on how much health the player has.

    The actual bug itself is where the tesla gun sets the players health permanently to a value lower than the players max health. This may be an issue with how the game deals with regenerating health if health is set to a specific value instead of damage being dealt. Health resets once a player goes down and is revived/respawned which is why that fixes it.

    Edit: I just wanted to point out that it is indeed a bug, but I personally don't think it should be fixed by Plutonium.

    Announcements

  • How to rotate CUSTOM maps in T4 zm?
    JezuzLizardundefined JezuzLizard

    You need to do something like this set sv_mapRotation "loadmod \"mods/coolweps\" map nazi_zombie_factory".

    WAW Server Hosting Support
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