Deicide 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.
JezuzLizard
Posts
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[Release] GSC Dump Searcher -
how to re open community browserSpecific Press f10 to open the browser.
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Battle Royalekaipulla For that many players you would want a large map otherwise the game would end very quickly. What game did you have in mind anyway?
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How to disable fov sensitivity?fearfil I don't think this is implemented currently on T5. It may be added at a later date.
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[Release] [Zombies] Black Ops 1 Custom Power ups@dontknowletsplay GSC runs in the SP mainmenu, if you don't want your GSC to run in the SP mainmenu put it in scripts\sp\zom instead.
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[Release] GSC Dump SearcherDeicide Thank you.
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Black Ops II ModdingMetalChan138 Well considering we have an entire sub forum dedicated to modding I'd safely say that yes Plutonium T6 supports mods.
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The Launcher Needs to rememberMrMrE No developer GSC functions exist in T6. They were all cut. You have to manually re add them as a plugin.
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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.
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GSC API Guidesjakedude https://www.3dmappers.com/kunena/tutorials-and-helpful-information/1517-gsc-language-reference This is for T7 but most of it will apply to T5.
The purpose of the t5-scripts repo is to make easily accessible all the scripts the base game uses. You do not need to have them installed as they are just dumped from the game's files so they are always available to be referenced in your scripts.
I recommend perusing the t5-scripts repo to make it easier to learn the syntax and structure of scripts by example.
As for your script you made a mistake in that self does not exist or rather it references the level entity instead of any player entity. You can get the players in a server with the getPlayers() function and it returns an array of players you can call functions on.
If you have further questions you can ask here or dm me on discord JezuzLizard#7864
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[Release] [ZM] ZOMBIES++Yo_Angelo That moment when you decompile an open source project and complain about not being able to recompile it.
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ZombiesSweptingAce Type "zombies_minplayers num_friends" in the console so the game will wait until all players are in. Or map_restart when your friends are all in so everyone starts on round 1.
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I dont know why i got banned please helpYeeterDeleter Just for future reference you cannot get banned by using the console.
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CZ75 Dual Wield Crashes My Game (ZM)Ostrix The update is on production now.
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[Release] [Zombies] Map Restart Clientside Issues Workaroundluigistyle I approved the pull request from Xerxes the mod shouldn't have any problems loading on nuketown and die rise. Download the latest version off the github.
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Die Rise trample steam bugged after latest update?CardboardHugbox I can confirm the trample steam behavior is not correct and it will be fixed at some point.
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is a bo1 client actually being made?Thegun091 Plutonium T5 is Schrodinger's client.
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BO1 Max zombie players amountVex_George BO1 Zombies is limited to 4 players in a single match. This limit would be very hard to increase. If you want to play with more players in a zombies match I recommend playing BO2 zombies which has a player limit of 8.
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[Release] [ZM] ZOMBIES++Amusedd Plutonium doesn't support loading custom scripts, you must name your script after a script that already exists and override it.
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"cg_fovscale" resets to default 1 everytime joining a new game@Ersino23 cg_fovscale will reset every time the map rotates or you start a new game. This is a bug and I will pester Matrix to fix it.
Originally cg_fovscale was cheat protected before the release of T4 so at least you can use it at all now.