@Thecodzombiesgod You can replace any named existing GSC with your own script. Make sure to include the original code when doing so otherwise you may run into issues.
JezuzLizard
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2 mods at once?? -
Recompiling _globallogic.gsc... Progress Made, But Needs A Little Push.Deicide Technically with _globallogic.gsc I goofed and used the one from the beta leak which has a few differences compared to the live version. Also your pastebin link doesn't appear to work.
I'm glad to have anyone to contribute to my project since having proper source scripts to modify is fairly useful to modders. I haven't used _globallogic.gsc in my projects too much so I'm not sure of the issues it may have.
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Bots Adjustment HelpDEADPAIIN The bots on Plutonium T6 are currently broken because of unknown reasons. Since you are willing to pay for a potential fix you could make a bounty here following the instructions in this forum post: https://forum.plutonium.pw/topic/7248/how-to-submit-a-feature-or-bug-bounty
Its not exactly known why the bots are not working properly but from my experience the bots seem to have poor aim and awareness of enemies. They also run into walls regardless of difficulty possibly due to not being able to rotate their cameras.
If you create the bounty I will contribute some amount to it.
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Adding perks to party modes.bil You would have to make a GSC script in order to do this. Use this code
self setperk( "specialty_unlimitedsprint" ); self setperk( "specialty_movefaster" );in an onplayerspawned() function.
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Origins, MOTD and etc. EXEC_CLIENT_FIELD_MISMATCHkikiex_ What do you type in the console to change the map?
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Zombies Starter Weapons and weapon IDs@AmadeusWolf You can use this resource as a reference: https://github.com/JezuzLizard/Public-BO2-Mods/blob/master/Configuration Mod/black ops 2 weapon names.md for the weapon names.
As for setting the start weapon you can use
level.start_weapon = "weapon_name";in your _clientids.gsc init(). -
PHD Flopper on Mob of the Dead?Corralzin Its possible to do so and we originally had it like that but because the perk icon requires a clientfield and you cannot register the clientfields on normal non-grief MoTD. Not registering the clientfields caused instability when using the perk icons since they are typically controlled by clientfields in lua.
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PHD Flopper on Mob of the Dead?Corralzin Are you running it on a dedicated server and did you compile all the files and place them in the correct locations?
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Can you add bots in zombies?HighResolution Bots have no AI in zombies by default. You would have to create a script to give them an AI.
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A cheater on Plutonium T6mikey Yeah hes just good kappa
But seriously that guy was pretty blatantly aim botting.
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PHD Flopper on Mob of the Dead?Corralzin Some of my friends along with myself made a mod that allows for those perk machines to be in our mod which adds survival maps to certain maps: https://github.com/JezuzLizard/Bonus-Survival-Maps-for-BO2 You could technically use the changes we made to port it over to normal MoTD though afterlife does not play well with mule kick.
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Gsc code to call a thread with a string array for a function nameMrMrE There isn't a known limit though I have seen mod menus up to 300 kbs in size uncompiled and they work. #using isn't supported either that's T7 syntax. Though you could do what xerxes had pointed out.
function_array = []; function_array["godmode"] = ::godmode; function_array["noclip"] = ::noclip; if ( isDefined( function_array[message] ) ) { func = function_array[message]; [[func]](parm1, parm2, parm3, parm4, parm5); }Doing it this way you would have to predefine the array for each function.
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Gsc code to call a thread with a string array for a function nameMrMrE #insert is not supported by the current version of the compiler used.
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Gsc code to call a thread with a string array for a function nameMrMrE Unfortunately I've never seen an example of Treyarch doing something like that in any of the scripts I've looked thru. I know what you are trying to do, but I don't think you can do it like that. Basically a function is its own data type like ints, strings or structs etc. So what you are doing is basically denoting a string not a function. Function pointers have to explicitly have
::at compile time to indicate to the GSC vm that it is a function pointer.Now function pointers can be stored in structs and arrays so what you could do is make an array of structs of all the functions so you can identify them individually. Or you could also make a rather large switch that switches between each command and calls a different function depending on the command.
Example of a struct array:
array = []; struct = spawnstruct(); struct.name = "func1"; struct.func = ::func; array[ 0 ] = struct; -
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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[Release] Zombies Mapvote MenuI hope everyone enjoys this mod as much as I enjoyed working on it!
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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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[RELEASE] [ZM] Hellhounds Only ModI thought I would release the Hellhounds Only mod I created almost a year ago publicly after being requested for its release. Its a very simple script only modifying the base round_spawning() function to only spawn hellhounds.
https://github.com/JezuzLizard/Public-BO2-Mods/tree/master/Hellhounds Only
You can further tweak how the hellhounds spawn in and other properties by modifying this file:
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/blob/master/patch_zm/maps/mp/zombies/_zm_ai_dogs.gsc Compile this file as _zm_ai_dogs.gsc and place it in maps/mp/zombies.If you do not know how to install custom scripts I recommend you follow this guide:
https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts/5 -
Zombies Grief -
Cant join friends game