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JezuzLizard
Posts
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[ZM] Universal bank for server and custom games@Snoopy__ You didn't put the Tranzit specific script that was in zm_transit folder in the zm_transit folder in your server. Map specific scripts need to be in their map specific folder.
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Bots Script for Dedicated Server -
[Release] [ZM] World's Smallest Map Custom Zombies Challenge MapElectroGames The GSC compiler is built in to Plutonium T6. As such we don't allow precompiled GSC releases on the forums anymore. Please make the release and source code available as original source.
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bo2 remove perk limitMrLebgamer Make a GSC script with this code in it
init() { level.perk_purchase_limit = 9; }
Follow this guide:
https://plutonium.pw/docs/modding/loading-mods/#getting-started-with-gsc-on-t6 -
[Release][ZM] Always CIAMisterSipster Nice mod.
FYI compiled GSC loading is planned to be removed at some point because the compiler is built in already. So there is no need to provide a precompiled GSC.
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Get map exclusive weapons for all maps?Fruitsnacs If the weapon/model isn't on the map already it needs to be ported. Unfortunately there are no mod tools or ways to port assets between maps for T6 yet so this isn't possible.
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapssehteria Just an FYI scripts don't need to be precompiled for Plutonium to load them from fastfiles.
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[Support] Custom Game Saving? -
[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsCawldwink GSC scripts can remain uncompiled in the .iwd, or .ff containers. Plutonium will automatically compile the scripts even if they are in those containers.
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Source for learning GSC?EDP445-v2 At the end of the day its still programming so learning C++ can help. Though GSC is a highly simplified scripting language so it doesn't require most C++ syntax nor does it have most of its features.
I do also recommend looking at actual GSC code relevant to the game you want to script for though: https://github.com/ChxseH/MW3-GSC-Dump
You can also dump GSCs with this tool: https://github.com/xensik/gsc-tool/tree/dev
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First Person Dead Ops ScriptSoliderror If you were to use to actual mod tools you could probably make a proper mod to do way more stuff like adding reloadable weapons.
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FOV Bug Der Riese?MrHaram This Treyarch cancer will be fixed in a future update.
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help figure out whats wrong with my script code.LordCurtis Another error is
#include maps\mp\zombies_zm_utility;
doesn't exist either its actually#include maps\mp\zombies\_zm_utility;
both of your errors are caused by this include missing.Also it would appear you have used a decompiler to obtain some of my code even though its fully open sourced: https://github.com/JezuzLizard/Public-BO2-Mods/tree/master/MapRestartWorkaround
Perhaps for future reference don't copy paste code without also double checking it and also try and see if you can find the original source for any given project since many projects posted on the forums generally include full source.
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[Release] GSC Dump SearcherDeicide Hey would you happen to have any more of the missing scripts? I'm working on repairing the BO2 scripts to make it possible to recompile them, but I am missing some scripts and the Cerberus Decompiler and fast file explorer does not extract them.
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GSC POSITION / COORDSdxxniel You can get the origin of a player by doing
print( player.origin );
If you want to get angles you can do
print( player.angles );
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bo1 kino box map ascension phd wallGhostRider0125 Truly one of the camos of all time.
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Wunderwaffe Bug?Clippy95 No the bug is on Shi No Numa as well it just works differently. We tested this with a health hud and verified that the wunderwaffe on Shi No Numa removed roughly 10% of your health every time you zapped yourself with it.
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Force out of Afterlife?techboy04gaming This is a bit harder to do since I assume you don't want to completely disable the afterlife system. The script you will need to edit is this one: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/blob/master/zm_prison_patch/maps/mp/zm_alcatraz_classic.gsc
I think you would need to modify the give_afterlife function as its what puts players in afterlife at the beginning.
Alternatively, instead of disabling the afterlife start you could delay your code giving weapons and points until all players have revived themselves. I would recommend looking thru that script to see if there is a notify you could use to check if all players are out of afterlife. Either that or check if the round has started
level waittill( "start_of_round" );
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High Round Crash, Possible Infinite Loop?Ahrimdon From what I can tell you did something to trigger Scr_DumpScriptThreads() which usually happens when you run out of script variables, or strings or you trigger a terminal script error.
You should post the message popup box which has the actual reason for the issue.