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.

JezuzLizard
Posts
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i have a questionKikaXxz I have a very short question.
What is your question?
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T6 LUI moddingRecently 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.
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[Release] [Zombies] No weapon limits for mystery boxMartix 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.
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[Release] [Zombies] No weapon limits for mystery boxMartix 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.
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[Release] [Zombies] Bonus Survival Maps for Tranzitvidian Did you read the instructions and actually install the mod?
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[Release] [Zombies] Origins 8 Player Crash Fix for Dedicated ServersMartix 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 ?
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Trying to play grief with friends in custom games/public match or setting up a private serverXFER9 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.
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What other .gsc's can be used for custom scripts?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.
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My Thoughts on Plutonium BO2@HackerAlex I agree.
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[Release] [Zombies] Origins 8 Player Crash Fix for Dedicated ServersThis 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.
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[Release] [ZM] ZOMBIES++Amusedd Plutonium doesn't support loading custom scripts, you must name your script after a script that already exists and override it.
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Force out of Afterlife?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" );
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[QUESTION] Removing Fog on TranZitluigistyle 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.
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[QUESTION] Removing Fog on TranZitluigistyle 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
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Removing score hud?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.
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No Drop Cap???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.gscIn order to change rng drops and remove the powerup drop cap we have to modify this function:
powerup_drop( drop_point )
in _zm_powerups.gscIn 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.
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Zombies Walking on Serversomarionr Actually 0 is easy 1 is original.
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[Release] [Zombies] Bonus Survival Maps for TranzitCreated by JezuzLizard, Cahz, and GerardS0406.
This mod adds 5 extra survival maps for Tranzit:
Cornfield
Diner
House
Power Station
TunnelSimply follow the instructions here to install:
https://github.com/JezuzLizard/Bonus-Survival-Maps-for-BO2These maps are not "true" survival maps because they load up on Tranzit for various reasons:
- 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.
- 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 box location and quick revive
Diner wallbuy and quick revive
House wunderfizz
Power wallbuys and barriers
Power pack a punch
Tunnel galvaknuckles, jugg and mystery location
Tunnel tombstone and double tap
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.
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[Release] [Zombies] Wunderfizz Script (All Maps)GerardS0406 Gimme dat sweet sweet rng. Wunderfizz always was cool nice to see it on all maps.