@XenoMars https://callofduty.fandom.com/wiki/Persistent_Upgrades This link has a lot of information about perma perks.
JezuzLizard
Posts
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[Release] Shotgun Rank/Max Bank/All Perma-Perks -
Mod menus rulesmossdickson https://forum.plutonium.pw/topic/6966/how-to-use-a-mod-menu-without-injecting-loading-gsc-scripts-client-sided You do not need a server in order to load mods but you can create one to do so if you want.
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[Release] [Zombies] Bonus Survival Maps for TranzitTupac Sadly we lost interest in working on the mod.
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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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Is there a way to freeroam around a zombies map?Scrqffy Please reread the first tutorial. It very clearly explains how to load scripts for T6.
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Is there a way to freeroam around a zombies map?Scrqffy This is how you load a custom script on Plutonium T6: https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts.
This may also interest you: https://forum.plutonium.pw/topic/6966/how-to-use-a-mod-menu-without-injecting-loading-gsc-scripts-client-sided.
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Running Script Once People Leave Spectator ModeDoob You could do something fairly standard like this:
on_player_connect() { level endon( "end_game" ); //this kills the function when the game ends while ( true ) //this indicates we will keep doing this forever in this case it will call on_player_spawned(); for every player that connects to your server { level waittill( "connected", player ); //this gets the player when they first connect //this function below calls a function with the particular connected player in mind player thread on_player_spawned(); //since this function we are calling is an infinite loop too it needs to be threaded } } on_player_spawned() { level endon( "end_game" ); self endon( "disconnect" ); //we will kill the infinite loop if the player disconnects to tie up loose ends while ( true )//this indicates it will do something for every time a player spawns in { self waittill( "spawned_player" ); //this is the event that occurs when the player first spawns in when a game starts and will also occur each time they spawn in from spectator //call functions you want "self" which in this context is the player to do things with //if you want to give perks every time a player spawns you would do it in this loop below the self waittill() line } } -
My Give All Perks Script Isn't WorkingDoob Its difficult to make it work on mob since mob has its own system with how perks work when you down. What you could do is make the script give the perks every time a player respawns or is revived.
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Command to give yourself a weapon?@Sklaxtik https://forum.plutonium.pw/topic/7860/feature-t6zm-t6mp-reimplementation-of-sv_cheats-dvars-and-commands Command is going to be reimplemented.
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how can i load up a mod menu on lan play@WooxHimself If you load a script the legitimate way thru the guide I posted you cannot use it to cheat whatsoever. GSC only works serverside so unless you are the host or the owner of the server you are playing on the mod menu won't do anything. If someone wants to play with a mod menu they can in their own private game or server.
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[Support] On-Screen Information Movement. GSC CodeMrMcyeet If you want a good idea on the possible inputs of the function look at it here: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/blob/master/patch_mp/maps/mp/gametypes/_hud_util.gsc. To add on to what xerxes said negative x is to the left, and positive x is to the right of the point you set, while negative y is up, and positive y is down.
I recommend trying
setPoint("BOTTOM_RIGHT", "BOTTOM_RIGHT", "CENTER", 175);. -
Is there still a way to get and use a mod menu? -
[Release] [Zombies] Configuration Mod for dedicated serversTTV_WIZEQC You are following this guide to install https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts correct?
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how can i load up a mod menu on lan play -
[Release] [Zombies] Configuration Mod for dedicated serversTTV_WIZEQC What dvars are you setting?
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My Give All Perks Script Isn't WorkingDoob 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_permanentlyto 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. -
[Release] [Zombies] Configuration Mod for dedicated serversTTV_WIZEQC Did you modify the mod? I just tested on the current production build and the mod still loads fine.
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[Release] Black ops II Mapvote for Zombies and MultiplayerNice to see this is complete. Is it possible for you to make a zombies version in a similar way?
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Looking forward to alter weapons stats & perks in zombiescoco748 I looked for an example understandably there isn't one for T6 since T6 doesn't have modding support officially, but I did find a cod4 one: https://callofduty.fandom.com/wiki/Call_of_Duty_Wiki:Ask_A_Veteran/Weapon_Modding_Guide.
I also found a general modding wiki for T5: https://wiki.zeroy.com/index.php?title=Call_of_Duty_7:_Modding.
As well as one for T7: https://wiki.modme.co/wiki/Game-Support-_-Black-Ops-3.html
Here are all the weapon files in T6 zombies/mp:
https://drive.google.com/file/d/1-bt-fGzeUXivYAee1UNO157KuxsdHQX7/view?usp=sharingThere are probably more resources available than these but to answer your question of why they can't be modded is that you need to compile the weapon files which are just text files into a fast file which is kind of like a zip file. Fast files are what most of the assets are contained in and while the data on them can be mostly dumped there isn't currently a tool that can compile them back. Additionally even if you successfully loaded a weapon file without having to compile it in a fast file, which is possible, all clients would have to also have it loaded too. Unfortunately sv_downloads, a feature in older cods, doesn't exist in T6 yet and what it is is the ability for clients to download files from a server they join.
You can modify how much damage guns do to players and zombies by modifying the damage call back override making the damage higher or lower depending on the weapon but you can't do much else.
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cant jump in zombies at times?Twossday Upload it to Google Drive and then post the link here.