Ivobardolf You need to use getfunction if you want to do it in one file. Otherwise you'll get unresolved externals when loading on a map that doesn't have the functions you reference.
JezuzLizard
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Remove Zombie Dying by Himself -
Mystery Box ScriptsJuliebas There is no weighting system in BO2. All weapons except the Ray Gun Mark II have equal chance of being picked. RGM2 just has a 66% chance on being rolled to reroll for a different gun instead.
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I have a weird "bug" on BO2 *loading* when I enter the gameOreokid Do you have custom images installed?
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[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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[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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Bypass pap camoJeffersonEpstein Requires modifying GSC since that is how the camo is assigned.
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Is it possible to add scripts inside the mods folder@Funny-Fart Yes. Create a folder called mods in %localappdata%/Plutonium/storage/t6/ if you don't have it already. Then make a new folder in the mods folder that will be the mod's name, it can be anything but it needs to be prefixed with zm_ to show in the ingame mods list. Then put your mod menu in the same folders you normally load it from in that mod folder.
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New Mods Section on Black Ops II ZombiesCawldwink Anything that can be loaded from the storage/t6 folder can be loaded from a mods folder.
This includes scripts, you would just use the same folder structure as you would for storage/t6. -
Plutonium RCE exploit?xTecNine Does it only happen on specific servers or any server you play on?
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How to use botbuttonoverride function GSC?creed59
https://github.com/ineedbots/t6_bot_warfare
https://github.com/JezuzLizard/t6-fastfile-mods/blob/feature/zm_ai_pack/zm_ai_pack/pluto_sys.gscThe first link gives example usage in a well made mod made by the developer of Plutonium who added the bot builtins that you want to use.
The second link tells you how to use the current Plutonium builtins. -
how i use install custom sounds or victory themeWolflexZ This is the WAW sub forum...
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Restricted Graphic Content No Matter WhatIts a bit involved on how to set this value on Plutonium as it is not controlled by a dvar, but instead uses Demonware.
First make a mods folder in %localappdata%/Plutonium/storage/t6
In that mods folder create a folder called zm_fix_graphic_content
In the folder called zm_fix_graphic_content create a ui folder, then inside that ui folder create a t6 folder.
Engine.SetProfileVar(0, "cg_blood", 1) Engine.SetProfileVar(0, "cg_mature", 1) CoD.Error = {} CoD.Error.Width = 400 CoD.Error.Height = 250 CoD.Error.SetMessage = function (ErrorPopup, ErrorMessage) ErrorPopup.messageLabel:setText(ErrorMessage) end LUI.createMenu.Error = function (LocalClientIndex) local ErrorPopup = CoD.Menu.NewSmallPopup("Error") ErrorPopup:addTitle(Engine.Localize("MENU_NOTICE_CAPS")) ErrorPopup.setMessage = CoD.Error.SetMessage ErrorPopup.okButton = CoD.ButtonPrompt.new("primary", Engine.Localize("MENU_OK_CAPS"), ErrorPopup, "button_prompt_back") ErrorPopup:addLeftButtonPrompt(ErrorPopup.okButton) ErrorPopup.messageLabel = LUI.UIText.new() ErrorPopup.messageLabel:setLeftRight(true, true, 0, 0) ErrorPopup.messageLabel:setTopBottom(true, false, CoD.Menu.TitleHeight + 10, CoD.Menu.TitleHeight + 10 + CoD.textSize.Condensed) ErrorPopup.messageLabel:setAlpha(CoD.textAlpha) ErrorPopup.messageLabel:setAlignment(LUI.Alignment.Left) ErrorPopup.messageLabel:setFont(CoD.fonts.Condensed) ErrorPopup:addElement(ErrorPopup.messageLabel) return ErrorPopup endNow create a file called error.lua in the t6 folder you created, and paste the above code into it.
Now launch the game, and click online in the mainmenu, there you should see the mods button, click it and load the zm_fix_graphic_content mod.Loading the mod should have reenabled graphic content even when you unload the mod.
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Zombie blood to double points in originsmain() { func = GetFunction( "maps/mp/zm_alcatraz_utility", "check_solo_status" ); if ( !isDefined( func ) ) { func = GetFunction( "maps/mp/zm_tomb_utility", "check_solo_status" ); } if ( isDefined( func ) ) { replaceFunc( func, ::check_solo_status_override, 1 ); } } check_solo_status_override() { level.is_forever_solo_game = true; }Just put this in a script in scripts/zm
It works because we are just overriding the detour placed by Plutonium in the ranked.gsc by setting the priority of our replacefunc to be higher by using a value higher than -1 in the third argument. -
[B02] Survival Variants of Grief-Specific Maps?ZedZerdz_ You can't find any console commands to do this because the way Treyarch designed the gametype/location system is cancer. The only valid gametype/location combinations are the ones they explicitly support in script which they only do a per map basis.
https://github.com/JezuzLizard/Cut-Tranzit-Locations
You can use that above repo to use as a template for your own locations for the other maps.
https://github.com/plutoniummod/t6-scripts This repo is for reference so you can know what the base map's code does.
https://github.com/Laupetin/OpenAssetTools You can also use this for adding CDC/CIA characters to other maps though it is more involved than just using scripts.
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..lately my servers are lagging a little ..Is the lag happening during the match? The hitch warning message is normal if it happened while loading the map.
Also the message "WARNING: sv_enableItemRestriction is DEPRECATED. Please switch to using DSR recipes for long-term support!" means exactly what it says. At some point we will remove that dvar and the restrictions will require using a DSR recipe which you learn about here: https://plutonium.pw/docs/server/t6/loading-recipes/ . -
[GSC] [ZM] HealthBarV2Resxt If you look at what he added in the v3 version that requires the plugin you'll see the only real addition is a top round feature. Really stretches the definition of health bar.
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With Pluto having Mod Tools (as it's in Beta), would there be plans to create Zombies Chronicles Maps for BO2 Zombies and possible T6 Custom Maps (if Radiant is possible)?DerpyBoxDX I like how he made his own Havok Script assembler when the game actually already has a fully working Havok Script COMPILER that Treyarch forgot to remove.
Anyway there isn't any point in discussing Nevis as it will likely never see the light of day.
To answer your question, it is doable but a lot of work.
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With Pluto having Mod Tools (as it's in Beta), would there be plans to create Zombies Chronicles Maps for BO2 Zombies and possible T6 Custom Maps (if Radiant is possible)?Plutonium isn't working on mod tools, they are being worked independently here: https://github.com/Laupetin/OpenAssetTools
Radiant wouldn't even help with porting existing maps only make new maps. In terms of difficulty porting maps from other games which already have radiant is far easier than making the entire map making pipeline for T6 nearly from scratch. It makes far more sense to backport from T7 which already has the entire map making pipeline, and also has all the Chronicles maps anyway.
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[Support] Custom Game Saving? -
How to change my bo1 to Spanish?epvitaxddd Use Steam to change the language, other methods are unsupported.