coco748 https://github.com/JezuzLizard/Public-BO2-Mods/blob/master/GriefFix/grieffix_official.gsc I don't make any guarantees it will work in a custom game though. Also the teams are allocated automatically with each player ending up on the team with the least players or the allies team.
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JezuzLizard
Posts
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How to manage grief teams in zombies without using a dedicated server -
BO2 with friends zombiesapothacy No all players need to be on the same game. Plutonium is entirely separate from the steam version and as such players cannot join each other between the games. Since Plutonium is free I recommend switching over since there are only upsides to playing on Plutonium.
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Zombies Server Money BugDBCooper The config and mapname conbinations are in "Maps and the matching configs" in dedicated_zm.cfg in main. In the server console do set sv_maprotation "exec config map mapname" press enter and then type map_rotate and again press enter.
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[ZOMBIES] Server Map Rotation: How to advantage of the new map rotation feature.First before you can run a zombies server make sure you read this guide here:
https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide.In order to properly run a server with rotating maps you'll need these configs from here:
https://github.com/xerxes-at/T6ServerConfigs.In main/dedicated_zm.cfg you'll need to add one new line above "map_rotate" like this:
sv_maprotation ""
Next you'll need to populate sv_maprotation with maps for your server to run:
sv_maprotation "exec zm_classic_processing.cfg map zm_buried exec zm_standard_town.cfg map zm_transit exec zm_grief_cellblock.cfg map zm_prison"
In order to change the maps to anything you'd like you'll need to understand the two keywords used. The first keyword "exec" determines which config the server will execute when sv_maprotation is read. The config MUST match the map or else your server won't rotate properly and most likely not be joinable. Configs are in t6r/data/gamesettings and they are named in this pattern: "zm_" + "gametype_" + "location".
The next keyword is "map" and this determines what map the server will launch. Knowing these two keywords will allow you to setup your server to run whatever maps you'd like. For example if I want to run Origins, MoTD, and Tranzit I would need to create a new sv_maprotation that looks like this:
sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
Use "//" to create comments like this to title your sv_maprotation so you can easily tell what maps its running:
//Map Rotation Origins, MoTD, Tranzit sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
If you want to only run one map at a time only include a single config and map in sv_maprotation like this:
//Only running Origins sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb"
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[RESOLVED] [Bug] Server hangs upon launchCPL I can confirm that this issue can also occur with the client as well. If it happens to the client its not possible to join any games.
I think this issue has been around since the first release of r791 I believe. I've had this happen to me dozens of times since I need to relaunch my local server frequently for testing mods.
Hopefully it can be fixed once and for all.
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The Plutonium T4 (WAW) Suggestions ThreadH3X1C I went ahead and studied the code for the tesla gun because I've always been certain that it was a bug and wasn't necessarily intended to function the way it currently does.
tesla_pvp_thread() { self endon( "disconnect" ); self endon( "death" ); self waittill( "spawned_player" ); for( ;; ) { self waittill( "weapon_pvp_attack", attacker, weapon, damage, mod ); if( self maps\_laststand::player_is_in_laststand() ) { continue; } if ( weapon != "tesla_gun" && weapon != "tesla_gun_upgraded" ) { continue; } if ( mod != "MOD_PROJECTILE" && mod != "MOD_PROJECTILE_SPLASH" ) { continue; } if ( self == attacker ) { damage = int( self.maxhealth * .25 ); if ( damage < 25 ) { damage = 25; } if ( self.health - damage < 1 ) { self.health = 1; } else { self.health -= damage; } } self setelectrified( 1.0 ); self shellshock( "electrocution", 1.0 ); self playsound( "tesla_bounce" ); } }
This is the code that controls the tesla guns damage against the player. Not only are there no specific mentions of "specialty_juggernaut_zombies" aka jug, the weapon also doesn't affect the players max health. Instead the weapon changes the players current health to a set value depending on how much health the player has.
The actual bug itself is where the tesla gun sets the players health permanently to a value lower than the players max health. This may be an issue with how the game deals with regenerating health if health is set to a specific value instead of damage being dealt. Health resets once a player goes down and is revived/respawned which is why that fixes it.
Edit: I just wanted to point out that it is indeed a bug, but I personally don't think it should be fixed by Plutonium.
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How to remove or add weapons to the mystery box in zombie. ! Help GSCMetalThunder https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts You need the gsc dump.
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Origins white screen glitchceavia Try a solo game instead.
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Rounds Not Starting On Zombies NuketownDylanM Gametype is wrong it should be zstandard.
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Rounds Not Starting On Zombies NuketownDylanM What does your sv_maprotation look like?
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party_maxplayers is not working after the new plutonium updateVvWANABEEvV It would go into the server console or thru an rcon command.
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party_maxplayers is not working after the new plutonium updateSorex If you do this method after the server starts the scoreboard will only display 4 players. As a result the extra players will have no way to see their points.
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No T6r folder?Blankyyz Create the following folders: t6r in the root directory of the server, and data in the t6r folder. Next download the gamesettings folder from the T6ServerConfigs Github linked in the guide and place it in data as well. Inside the data folder place all the other files from T6ServerConfigs Github.
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GSC error whenever I run my zombies serverVvWANABEEvV Try running parts of your code at a time until you figure out what parts are causing the crash.
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Unable to recompile a mod menu that I decompiled and fixedDopemp3 Decompilers aren't perfect they don't produce original source. You'll have to thoroughly study the code for errors in order to even get it to compile.
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plutonium please make a easy way to host the serverspattseheadshot What makes hosting a server so difficult?
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Cannot run the game while hosting serverDandannyG Did you set net_port to a different port than 4976 on your dedicated server?
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Mustang & Selly bugRezTech Basically this is a weapon bug that has existed since BO2 first came out. When you swap an empty mustang and sally( pack-a-punched m1911 ) to another gun it will show a scope briefly.
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Using r_xxxx dvars through a GSC file?@Dev-Ultimateman Its not possible to set dvars on clients from gsc in T6. Clientside dvars need to be set by the client themselves or thru certain internal gsc functions created specifically for setting those dvars.
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How to change the health of panzersoldat?SpicySpider Unfortunately, if you want to modify the health of the panzer you would have to modify _zm_ai_mechz.gsc in zm_tomb_patch/maps/mp/zombies. This is because the health is only set at the init() and then only when the panzer's health is supposed to increase in mechz_health_increases().
It is likely there will be a lot of bugs due to how big the script is so you will have to fix it.