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JezuzLizardundefined

JezuzLizard

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

    @Hobo-Tim Sure my discord is JezuzLizard#7864 if you would like to dm. Hopefully if I can fix your issues it will mean my mod can updated with any fixes I end up using to help you.

    BO2 Modding Releases & Resources

  • help figure out whats wrong with my script code.
    JezuzLizardundefined JezuzLizard

    LordCurtis Another error is #include maps\mp\zombies_zm_utility; doesn't exist either its actually #include maps\mp\zombies\_zm_utility; both of your errors are caused by this include missing.

    Also it would appear you have used a decompiler to obtain some of my code even though its fully open sourced: https://github.com/JezuzLizard/Public-BO2-Mods/tree/master/MapRestartWorkaround

    Perhaps for future reference don't copy paste code without also double checking it and also try and see if you can find the original source for any given project since many projects posted on the forums generally include full source.

    BO2 Modding Support & Discussion

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

    @Hobo-Tim IT Should be working now with the latest update if not its less likely to be on my end since I did successfully test the max health setter myself and it works from the config.

    BO2 Modding Releases & Resources

  • [Release] [Source] One Room Die Rise (Buyable Ending)
    JezuzLizardundefined JezuzLizard

    mikzy If your still interested in setting up spawnpoints manually I have a method you can use.

    Download the _zm_gametype.gsc in my github: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/tree/master/patch_zm/maps/mp/gametypes_zm

    Next look for the functions onspawnplayer() and get_player_spawns_for_gametype() once you've found them look for the lines involving spawnpoints: spawnpoints[ spawnpoints.size ] = structs[ i ]; in onspawnplayer() and player_spawns[ player_spawns.size ] = structs[ i ]; in get_player_spawns_for_gametype()

    Now what you need to do is set spawnpoints[ spawnpoints.size ] = yourCustomArrayOfSpawnpoints for the initial spawn and player_spawns[ player_spawns.size ] = yourCustomArrayOfRespawnpoints and next populate yourCustomArrayOfSpawnpoints and yourCustomArrayOfRespawnpoints with your own spawnpoints.

    To do that you need to follow this example:

            yourCustomArrayOfSpawnpoints = [];
    	yourCustomArrayOfSpawnpoints [ 0 ] = spawnstruct();
    	yourCustomArrayOfSpawnpoints [ 0 ].origin = ( -11196, -837, 192 );
    	yourCustomArrayOfSpawnpoints [ 0 ].angles = ( 0, -94, 0 );
    	yourCustomArrayOfSpawnpoints [ 0 ].radius = 32;
    	yourCustomArrayOfSpawnpoints [ 0 ].script_int = 1; //this is used for spawn randomization and spawnpoint distance checking
    

    To properly override the initial spawnpoints you need to find the code between the lines if ( !isDefined( spawnpoint ) ) and if ( !isDefined( spawnpoints ) || spawnpoints.size == 0 ) and replace it with a for loop populating spawnpoints[ spawnpoints.size] with your custom spawpoints arrays values.

    To override the respawn points replace all the code in get_player_spawns_for_gametype() except for this line return player_spawns; and again use a for loop to set player_spawns[ player_spawns.size ] to each of your respawn points arrays values.

    For each spawnpoint you'll need to make you'll need to do spawnstruct() for each index of the array. Make sure you make at least 8 spawnpoints in total both initial spawn and respawn points. Otherwise since we're not using the original array whatsoever, since otherwise players might spawn normally, players will be forced spawned at 0, 0, 0 or not be able to spawn at all.

    While _zm_gametype has been thoroughly tested it may still have some bugs depending on the map so use at your own risk. This is the only way to set actual spawn points without access to radiant. You could also use setOrigin to set the origin of the player but that method can't make use of the system that treyarch uses to to randomize spawns and prevent double spawns on the same place.

    Finally, you need to compile _zm_gametype.gsc as _zm_gametype.gsc and place it in maps/mp/gametypes_zm. It will not work as intended otherwise. You'll know you did it right if the server says parsing maps/mp/gametypes_zm/_zm_gametype.gsc

    As for custom placed perks you can use _zm_perks here: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/tree/master/patch_zm/maps/mp/zombies With _zm_perks you can spawn in any number of perk and packapunch machines you just need to specify the data for the game to determine where to place them. Find perk_machine_spawn_init() and look for the line pos[ pos.size ] = structs[ i ];
    replace all the code relating to the structs variable and instead just use a for loop to set pos[ pos.size ] to myCustomArrayOfPerkSpawns[ i ] The data required for a perk to spawn is simply this:

            myCustomArrayOfPerkSpawns[ 0 ] = spawnstruct();
    	myCustomArrayOfPerkSpawns[ 0 ].origin = ( 5394, 6869, -23 );
    	myCustomArrayOfPerkSpawns[ 0 ].angles = ( 0, 90, 0 );
    	myCustomArrayOfPerkSpawns[ 0 ].model = "tag_origin";
    	myCustomArrayOfPerkSpawns[ 0 ].script_noteworthy = "specialty_weapupgrade";
    

    Specialty and Model names for base perks
    :::

          "specialty_quickrevive"
          "zombie_vending_quickrevive"
          "specialty_armorvest"
          "zombie_vending_jugg"
          "specialty_rof"
          "zombie_vending_doubletap2"
          "specialty_fastreload"
          "zombie_vending_sleight"
          "specialty_longersprint"
          "zombie_vending_marathon"
          "specialty_scavenger"
          "zombie_vending_tombstone"
          "specialty_weapupgrade"
          "p6_anim_zm_buildable_pap"
          "specialty_additionalprimaryweapon"
          "zombie_vending_three_gun"
          "specialty_deadshot"
          "zombie_vending_ads"
          "specialty_finalstand"
          "p6_zm_vending_chugabud"
    

    :::

    Replace the .model and .script_noteworthy values with the correct perk specialty and model for each perk you would like to spawn in. If you followed these steps correctly you should have perks spawning with the coordinates and angles you've specified. Do note since you've set the pos array to a totally new array without the original data you will have to add all of the perk spawns by hand. Of course you could also just manually add your perks to the pos array since it can accept duplicates.

    Final word: You can modify quite a few other values and behaviors if you use my recompileable scripts project so if you ever find yourself limited and unable to modify something for whatever reason check and see if I've checked/fixed a script relevant to your current project. I'm open to requests for specific scripts if you need them to be checked, though I don't have enough time generally to debug them since that is a very time consuming activity. Feel free to contact me on discord if you have any questions: JezuzLizard#7864

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Map Restart Clientside Issues Workaround
    JezuzLizardundefined JezuzLizard

    @Hobo-Tim main.gsc is the actual script.

    BO2 Modding Releases & Resources

  • Add Custom Zombie Speed
    JezuzLizardundefined JezuzLizard

    PlzReviveMe I updated my Configuration Mod with support for this feature you can set the run animation directly now. It allows you to set their move animation to walk, run, sprint, super_sprint, and chase_bus( tranzit maps only ).

    https://forum.plutonium.pw/topic/526/release-zombies-configuration-mod-for-dedicated-servers-disable-emp-explosions/19

    Do be warned there is no off setting so once you set the move animation directly its permanent for the remainder of the game.

    BO2 Modding Support & Discussion

  • [Zombies] Don't lose perks when being revived
    JezuzLizardundefined JezuzLizard

    In my Configuration Mod I added a new feature which should allow players to keep their perks when they are revived on most maps excluding MoTD since that map has custom revive logic.

    https://forum.plutonium.pw/topic/526/release-zombies-configuration-mod-for-dedicated-servers-disable-emp-explosions/19

    BO2 Modding Support & Discussion zombies server gsc

  • [Release] [Zombies] Map Restart Clientside Issues Workaround
    JezuzLizardundefined JezuzLizard

    @Hobo-Tim I'm sorry for the confusion but thats not the actual script infact thats the broken part of _zm.gsc that I had fixed with my script. Try downloading the actual script and see if it works.

    BO2 Modding Releases & Resources

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

    @Hobo-Tim I released an update you'll have to use the new mod with the new server config but it should be working now.

    BO2 Modding Releases & Resources

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

    Yo_Angelo That moment when you decompile an open source project and complain about not being able to recompile it.

    BO2 Modding Releases & Resources

  • Split screen on zombies
    JezuzLizardundefined JezuzLizard

    nicoveli Really you have working splitscreen? If you have working splitscreen you should share your method and maybe I can take a look at it.

    BO2 Client Support

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

    miki I highly recommend reading this guide if you don't know how to install mods:
    https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts

    Dedicated_zm.cfg is located in t6r/data replace it with the one in the github, then modify the dvars to whatever values you'd like.

    BO2 Modding Releases & Resources

  • [Resource] Recompileable GSCs for BO2
    JezuzLizardundefined JezuzLizard

    Deicide Yeah if your interested I am starting the gametypes_zm series of scripts now. Most of them should be similar to their mp counterparts but I've already found some differences between them. I didn't mean to but I uploaded the zm versions of some scripts instead of the mp versions to my patch_mp folder on the github. So now when I upload the real mp versions we'll actually be able to see the differences between them. I've already noticed several scripts don't have much differences between them other than includes using gametypes instead of gametypes_zm and so on.

    If you want to help with the project check out my debugging guide:
    https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies/blob/master/debugging_guide.md

    As well my debugging mod:
    https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies/blob/master/debugging mod/readme.md

    BO2 Modding Releases & Resources

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

    miki The dvars all go into your dedicated_zm.cfg. The mod itself is installed in maps/mp/gametypes_zm.

    The dvars are in the example server config and look like this:

    set maxPowerupsPerRound 4
    
    BO2 Modding Releases & Resources

  • [Resource] Recompileable GSCs for BO2
    JezuzLizardundefined JezuzLizard

    For the past month I have been working on restoring the scripts in patch_zm so that they can be compiled and loaded on dedicated servers. I have had a great deal of success and have learned a lot along the way. I've decided to make the project officially public on the forums because I have completed checking nearly every script in patch_zm/maps/mp/zombies. The scripts in patch_zm/maps/mp/zombies control a great deal of the mechanics of zombies so this is a big deal if you've ever wanted to modify core mechanics of the game like the cost of perks, or something advanced like the behavior of specific powerups.

    The project is currently hosted on my github: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies

    If you encounter any bugs please report them in this topic so that I can get to fixing them. Not all of the scripts have been tested since its already time consuming enough to check them. They should all compile and are very likely to be stable if buggy.

    If you want stability definitely stick to using scripts in the No Known Errors category since they have been tested to a degree and debugged sufficiently to the point where I haven't encountered any errors anymore.

    If you would like to contribute to the project make sure you study how I have checked the scripts already available that way consistency is maintained.

    BO2 Modding Releases & Resources

  • [Release] GSC Dump Searcher
    JezuzLizardundefined JezuzLizard

    Deicide Since my main interest is in zombies I haven't done anything specific to multi yet. But when I get to gametypes_zm I will compare the multi scripts that correspond to the zm scripts killing 2 birds with 1 stone. I make no guarantees however. The more core a script is the harder it is to debug so even if I fix many errors in _globallogic.gsc its unlikely it will work. I'll still do it though since it can be used as a superior reference to any current dump since it will have near parity with the original script.

    I intend on making an initial release of this project probably later today assuming I can check the remaining scripts by then.
    I only have to look thru another 6 scripts, and then I will start gametypes_zm.

    BO2 Modding Releases & Resources

  • [Release] GSC Dump Searcher
    JezuzLizardundefined JezuzLizard

    Deicide Thank you.

    BO2 Modding Releases & Resources

  • [Release] GSC Dump Searcher
    JezuzLizardundefined JezuzLizard

    Deicide Would you be able to upload it to another site? I am unable to download from the current link.

    BO2 Modding Releases & Resources

  • [Release] GSC Dump Searcher
    JezuzLizardundefined JezuzLizard

    Deicide Hey would you happen to have any more of the missing scripts? I'm working on repairing the BO2 scripts to make it possible to recompile them, but I am missing some scripts and the Cerberus Decompiler and fast file explorer does not extract them.

    BO2 Modding Releases & Resources

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

    Capacitor That dvars value is in seconds and its used as a wait in the round_spawning(). In this case lower is better and 0.08 is the default lowest time the game waits by default to spawn a zombie.

    BO2 Modding Releases & Resources
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