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Plutonium

JezuzLizardundefined

JezuzLizard

@JezuzLizard
Plutonium Staff
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Recent Best Controversial

  • [Release] Shotgun Rank/Max Bank/All Perma-Perks
    JezuzLizardundefined JezuzLizard

    @XenoMars https://callofduty.fandom.com/wiki/Persistent_Upgrades This link has a lot of information about perma perks.

    BO2 Modding Releases & Resources

  • Mod menus rules
    JezuzLizardundefined JezuzLizard

    mossdickson 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.

    BO2 Client Support

  • [Release] [Zombies] Bonus Survival Maps for Tranzit
    JezuzLizardundefined JezuzLizard

    Tupac Sadly we lost interest in working on the mod.

    BO2 Modding Releases & Resources

  • Battle Royale
    JezuzLizardundefined JezuzLizard

    kaipulla 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?

    General Discussion

  • Is there a way to freeroam around a zombies map?
    JezuzLizardundefined JezuzLizard

    Scrqffy Please reread the first tutorial. It very clearly explains how to load scripts for T6.

    BO2 Modding Support & Discussion

  • Is there a way to freeroam around a zombies map?
    JezuzLizardundefined JezuzLizard

    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.

    BO2 Modding Support & Discussion

  • Running Script Once People Leave Spectator Mode
    JezuzLizardundefined JezuzLizard

    Doob 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
            }
    }
    
    BO2 Modding Support & Discussion

  • My Give All Perks Script Isn't Working
    JezuzLizardundefined JezuzLizard

    Doob 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.

    BO2 Modding Support & Discussion

  • Command to give yourself a weapon?
    JezuzLizardundefined JezuzLizard

    @Sklaxtik https://forum.plutonium.pw/topic/7860/feature-t6zm-t6mp-reimplementation-of-sv_cheats-dvars-and-commands Command is going to be reimplemented.

    BO2 Modding Support & Discussion

  • how can i load up a mod menu on lan play
    JezuzLizardundefined JezuzLizard

    @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.

    BO2 Modding Support & Discussion

  • [Support] On-Screen Information Movement. GSC Code
    JezuzLizardundefined JezuzLizard

    MrMcyeet 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);.

    BO2 Modding Support & Discussion

  • Is there still a way to get and use a mod menu?
    JezuzLizardundefined JezuzLizard

    LudaBeats13 https://forum.plutonium.pw/topic/6966/how-to-use-a-mod-menu-without-injecting-loading-gsc-scripts-client-sided

    BO2 Modding Support & Discussion

  • [Release] [Zombies] Configuration Mod for dedicated servers
    JezuzLizardundefined JezuzLizard

    TTV_WIZEQC You are following this guide to install https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts correct?

    BO2 Modding Releases & Resources

  • how can i load up a mod menu on lan play
    JezuzLizardundefined JezuzLizard

    sxlentszn https://forum.plutonium.pw/topic/6966/how-to-use-a-mod-menu-without-injecting-loading-gsc-scripts-client-sided

    BO2 Modding Support & Discussion

  • [Release] [Zombies] Configuration Mod for dedicated servers
    JezuzLizardundefined JezuzLizard

    TTV_WIZEQC What dvars are you setting?

    BO2 Modding Releases & Resources

  • My Give All Perks Script Isn't Working
    JezuzLizardundefined JezuzLizard

    Doob 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_permanently to 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.

    BO2 Modding Support & Discussion

  • [Release] [Zombies] Configuration Mod for dedicated servers
    JezuzLizardundefined JezuzLizard

    TTV_WIZEQC Did you modify the mod? I just tested on the current production build and the mod still loads fine.

    BO2 Modding Releases & Resources

  • [Release] Black ops II Mapvote for Zombies and Multiplayer
    JezuzLizardundefined JezuzLizard

    Nice to see this is complete. Is it possible for you to make a zombies version in a similar way?

    BO2 Modding Releases & Resources gsc gsc script mapvote

  • Looking forward to alter weapons stats & perks in zombies
    JezuzLizardundefined JezuzLizard

    coco748 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=sharing

    There 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.

    BO2 Modding Support & Discussion

  • cant jump in zombies at times?
    JezuzLizardundefined JezuzLizard

    Twossday Upload it to Google Drive and then post the link here.

    BO2 Client Support
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