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Plutonium

JezuzLizardundefined

JezuzLizard

@JezuzLizard
Plutonium Staff
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Recent Best Controversial

  • what
    JezuzLizardundefined JezuzLizard

    tribalwolfe1 I'm not going to fill in the blanks for you. Anyone reading this is going to be just as confused as you are about whatever you are confused about. Maybe try editing your post and title to be more clear as to what you want help with.

    BO2 Modding Support & Discussion

  • i have a question
    JezuzLizardundefined JezuzLizard

    KikaXxz I have a very short question.

    What is your question?

    BO2 Client Support

  • T6 LUI modding
    JezuzLizardundefined JezuzLizard

    Recently a new LUI decompiler for T6 and T7 was released and its quite good. About 90% of the time it produces decompiled lua scripts that can be recompiled with no errors. I can only compile on t7 with the L3ak mod installed on the mod tools linker so I don't know about T6. Since T6 lua files are used in T7 with only minor modifications its likely to be the same for T6.

    The lua decompiler: https://github.com/JariKCoding/CoDHVKDecompiler.

    With LUI modding it would be possible to make a server list fairly easily using the T7 server browser luas as a base. It would also be possible to fix some ui bugs present in zombies, like the score freezing when there are more than 4 players in a server.

    BO2 Modding Support & Discussion

  • [Release] [Zombies] No weapon limits for mystery box
    JezuzLizardundefined JezuzLizard

    Martix If you are interested I'm still working on the 8 p origins fix by adding more features to make it better for 8 players. Basically adding the ability for all 8 players to get staves, fists, beacons, and shovels for example. Dm me on discord if your interested JezuzLizard#7864.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] No weapon limits for mystery box
    JezuzLizardundefined JezuzLizard

    Martix Nice work. Its cool to see other people making use of my scripts. I actually pushed a commit for _zm_magicbox.gsc just now that fixes some bugs. I recommend updating your mod to the latest version so people won't run into any issues on certain maps.

    BO2 Modding Releases & Resources

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

    vidian Did you read the instructions and actually install the mod?

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Origins 8 Player Crash Fix for Dedicated Servers
    JezuzLizardundefined JezuzLizard

    Martix Are you installing the mod correctly?

    Compiling zm_tomb_zmb.gsc as zm_tomb_amb.gsc, and placing in it maps/mp ?

    Compiling zm_tomb_craftables.gsc as zm_tomb_craftables.gsc and placing it in maps/mp ?

    Compiling zm_tomb_dig.gsc as zm_tomb_dig.gsc and placing it in maps/mp ?

    BO2 Modding Releases & Resources

  • Trying to play grief with friends in custom games/public match or setting up a private server
    JezuzLizardundefined JezuzLizard

    XFER9 The grief loading code is secret and grief won't officially be hostable until the next pluto update. Even if you successfully load grief you still need a mod to balance the teams since teams are determined in the lobby screen.

    BO2 Server Hosting Support

  • What other .gsc's can be used for custom scripts?
    JezuzLizardundefined JezuzLizard

    Killerbro Yes you can modify any script for bo2. I have a github where I fix scripts specifically for bo2 so they can be edited. https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer

    Check the manifests for each folder to know the status of different scripts.

    BO2 Modding Support & Discussion

  • My Thoughts on Plutonium BO2
    JezuzLizardundefined JezuzLizard

    @HackerAlex I agree.

    General Discussion

  • [Release] [Zombies] Origins 8 Player Crash Fix for Dedicated Servers
    JezuzLizardundefined JezuzLizard

    This is a mod that fixes the 5+ player crashes that can occur on an Origins server. https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/tree/master/Plutonium specific gsc-related fixes

    Do note that Origins is the least compatible with 8 player zombies in comparison to other maps, and this mod DOES NOT balance or help accommodate more than 4 players. There are some Treyarch related memes such as binding many mechanics to the players character, such as box rewards, which result in the box rewards not working whatsoever for the other 4 Dempseys( the default character on Origins ).

    Despite this I wanted to be able to play Origins without crashing on more than 8 players so I figured the community would be interested in a fix despite some balance issues.

    I do intend on releasing an Origins server improvement mod which fixes a lot of issues related to running the map on a server. Treyarch never thought that people would join/leave as frequently as they do on a pluto server, and this causes some issues related to the main quest among other things.

    Anyway, the actual reason Origins was broken for 8 player in the first place was due to clientfields not being registered for more than 4 players but the method for setting clientfields for more than 8 players was supported.

    For example in maps/mp/zm_tomb_craftables.gsc

    	bits = getminbitcountfornum( 5 );
    	registerclientfield( "world", "staff_player1", 14000, bits, "int", undefined, 0 );
    	registerclientfield( "world", "staff_player2", 14000, bits, "int", undefined, 0 );
    	registerclientfield( "world", "staff_player3", 14000, bits, "int", undefined, 0 );
    	registerclientfield( "world", "staff_player4", 14000, bits, "int", undefined, 0 );
    

    Only clientfields for 4 players are registered, and these clientfields control which player the ui displays owning a staff.

    The method for setting looks like this:

    			n_player = e_owner getentitynumber() + 1;
    			level setclientfield( "staff_player" + n_player, 1 );
    

    Basically if a player picks up a staff the gsc will tell the ui thru setlientfield() to update and display that player as the owner of the staff. The same thing happens when the player no longer owns the staff. The issue arises when setclientfield() is called on a clientfield that hasn't been registered. staff_player8 doesn't exist so when the game goes to tell the ui to update it crashes the server instead. In Origins's case there are 16 playernumber specific clientfields registered and used throughout the game.

    In order to fix the crashes I simply created if statements checking if the playernumber would be higher than 4 to determine whether the clientfield should be set. This does mean players in the 5+ slot don't get shovel, golden helmet, staff, and crystal clientfields. Meaning ownership of those items isn't diplayed in the scoreboard ui nor do the shovel, and golden helmet icons show up for those players( though they still work ).

    If you discover any bugs while using this mod feel free to report them here. I tested the mod up to the 3 robots main quest step step and encountered zero crashes or game breaking glitches.

    BO2 Modding Releases & Resources

  • [Release] [ZM] ZOMBIES++
    JezuzLizardundefined JezuzLizard

    Amusedd Plutonium doesn't support loading custom scripts, you must name your script after a script that already exists and override it.

    BO2 Modding Releases & Resources

  • Force out of Afterlife?
    JezuzLizardundefined JezuzLizard

    techboy04gaming This is a bit harder to do since I assume you don't want to completely disable the afterlife system. The script you will need to edit is this one: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/blob/master/zm_prison_patch/maps/mp/zm_alcatraz_classic.gsc

    I think you would need to modify the give_afterlife function as its what puts players in afterlife at the beginning.

    Alternatively, instead of disabling the afterlife start you could delay your code giving weapons and points until all players have revived themselves. I would recommend looking thru that script to see if there is a notify you could use to check if all players are out of afterlife. Either that or check if the round has started level waittill( "start_of_round" );.

    BO2 Modding Support & Discussion

  • [QUESTION] Removing Fog on TranZit
    JezuzLizardundefined JezuzLizard

    luigistyle So in bo2 there are 3 types of dvars: public dvars which can be changed in the console, cheat dvars which can only be changed by setting their values in the gscs, and read only dvars which can only be changed when developer mode is active or by directly editing memory. If those 2 dvars aren't already working in a gsc its because they are read only which means they are not changeable unless developer mode is active. Unfortunately as far as I am aware developer mode cannot be used in plutonium or redacted.

    Perhaps you can ask rekti or another plutonium developer if they can make the dvars changeable in the console or gsc in the next update.

    BO2 Modding Support & Discussion

  • [QUESTION] Removing Fog on TranZit
    JezuzLizardundefined JezuzLizard

    luigistyle In _zm_devgui.gsc in patch_zm/maps/mp/zombies there is a function which the devs used to disable fog in no clip.

    These are the dvars used to disable fog in that function:

    		setdvar( "scr_fog_disable", "1" );
    		setdvar( "r_fog_disable", "1" );
    

    if these dvars aren't already working its likely that they are read only which means the only way for them to work is for developer mode to be active

    BO2 Modding Support & Discussion

  • Removing score hud?
    JezuzLizardundefined JezuzLizard

    techboy04gaming Its not possible to remove the score hud since it is determined in the .lua files. Currently there is no lua compiler for bo2, nor does redacted or pluto support loading lua files as of right now. It is possible to disable the hud completely like hardcore mode though.

    You can use either:
    self setclientuivisibilityflag( "hud_visible", 0 );
    or
    self setclienthudhardcore( 1 );
    where self is the player.

    Do note that having too many hud elems can cause an string overflow which kicks players out randomly without an overflow fix.

    BO2 Modding Support & Discussion

  • No Drop Cap???
    JezuzLizardundefined JezuzLizard

    PlzReviveMe There are two ways in which the game decides to make a zombie drop a powerup. The first way is by rng, more specifically every zombie has a 2% chance on death to drop a powerup. The second way is by points earned by players, which is level.zombie_vars["zombie_powerup_drop_increment"] = 2000; with 2000 points total being the default value. The rng drops remain constant throughout the game, however the drop increment increases by 1.14 multiplicatively every time a powerup drops if the powerup dropped due to the drop increment points being met. This means the only way to maintain a consistent amount of drops per round is to change the rng drop rate directly. Additionally, if you wanted a truly infinite maximum amount of drops per round the only way to do that is remove the limit completely.

    The way you would do both is by modifying _zm_powerups.gsc from here:
    https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/blob/master/patch_zm/maps/mp/zombies/_zm_powerups.gsc

    In order to change rng drops and remove the powerup drop cap we have to modify this function: powerup_drop( drop_point ) in _zm_powerups.gsc

    In this function look for the following if statement: ```

    if ( level.powerup_drop_count >= level.zombie_vars[ "zombie_powerup_drop_max_per_round" ] )
    {
         return;
    }
    

    and remove it.

    Next in order to change the powerup rng drop rate you'll need to look for this if/else statement

    if ( rand_drop > 2 )
    {
    	if ( !level.zombie_vars[ "zombie_drop_item" ] )
    	{
    		return;
    	}
    	debug = "score";
    }
    else
    {
    	debug = "random";
    }
    

    Now in order to change the random drop rate you'll need to change the 2 to another number. Higher numbers increase the likelihood a powerup will drop and lower, the opposite. If you remove the if/else statement entirely you can make every zombie that dies always drop a powerup.

    Finally you need to compile _zm_powerups.gsc as _zm_powerups.gsc and place it maps/mp/zombies

    If you have any more questions feel free to ask.

    BO2 Modding Support & Discussion

  • Zombies Walking on Servers
    JezuzLizardundefined JezuzLizard

    omarionr Actually 0 is easy 1 is original.

    BO2 Modding Support & Discussion

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

    Created by JezuzLizard, Cahz, and GerardS0406.

    This mod adds 5 extra survival maps for Tranzit:
    Cornfield
    Diner
    House
    Power Station
    Tunnel

    Simply follow the instructions here to install:
    https://github.com/JezuzLizard/Bonus-Survival-Maps-for-BO2

    These maps are not "true" survival maps because they load up on Tranzit for various reasons:

    1. The map loading dvars required for a true survival map to run are a secret that I do not have permission reveal. This mod will not help you run town or any other similar map.
    2. Not all content works properly when loaded up as a survival map.

    If you really want to run maps like town, farm, or bus depot feel free to make use of our methods to do so. Assuming of course you are willing to put in the effort to make the barriers, wallbuys, perks, spawnpoints and mystery box locations for each one.
    I recommend waiting for the next plutonium update which may or may not allow anyone to run survival maps.
    Nearly all content was added by us, none of it was cut or in the game already ( with exception of the diner barriers which are a part of turned ).

    Cornfield featuring Nacht
    cornfield 1.png

    Cornfield box location and quick revive
    cornfield2.png

    Diner wallbuy and quick revive
    diner.png

    House wunderfizz
    house1.png

    Power wallbuys and barriers
    power1.png

    Power pack a punch
    power2.png

    Tunnel galvaknuckles, jugg and mystery location
    tunnel.png

    Tunnel tombstone and double tap
    tunnel2.png

    Grief coming to each map. No ETA.

    If you have any issues with the mod feel free to post them here. Please make sure you specify if you have modded the mod or are attempting to merge mods.

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Wunderfizz Script (All Maps)
    JezuzLizardundefined JezuzLizard

    GerardS0406 Gimme dat sweet sweet rng. Wunderfizz always was cool nice to see it on all maps.

    BO2 Modding Releases & Resources
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