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Plutonium

Jon_Trollstenundefined

Jon_Trollsten

@Jon_Trollsten
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  • Zombies Easter Eggs
    Jon_Trollstenundefined Jon_Trollsten

    They only save in private/solo matches (so does your rank and perma-perks).

    General Discussion

  • [Release] [GSC] Zombies Custom Powerup | Unlimited Ammo
    Jon_Trollstenundefined Jon_Trollsten

    Tried improving the code, added ambient sound when powerup is active, and iprintin message about powerup being picked up and being ended. I also tried drawing a hud powerup icon but it doesn't work.
    I also removed zombie blood code because it wasn't working.

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm\_hud_util;
    #include maps\mp\gametypes_zm\_hud_message;
    
    //important include
    #include maps\mp\zombies\_zm_powerups;
    
    init()
    {
    	level thread onPlayerConnect();
        precacheshader( "zom_icon_minigun" ); // tried precaching death machine icon for hud, didn't work for some reason
    	include_zombie_powerup("unlimited_ammo");
    	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
    	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill("connected", player);
    		player thread onPlayerSpawned();
    	}
    }
    
    onPlayerSpawned()
    {
    	self endon("disconnect");
    	level endon("game_ended");
    	for(;;)
    	{
    		self waittill("spawned_player");
    			//only run this when the host spawns in for the very first time
    			if(!isDefined(level.unlimited_ammo_first_spawn))
    			{
    				wait 2;
    				level._zombiemode_powerup_grab = ::custom_powerup_grab;
    				level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
    			}
    			
    	}
    }
    
    //fires when we grab any custom powerup
    custom_powerup_grab(s_powerup, e_player)
    {
    	if (s_powerup.powerup_name == "unlimited_ammo")
    		level thread unlimited_ammo_powerup(s_powerup, e_player);
    	    
    }
    
    unlimited_ammo_powerup(m_powerup, e_player)
    {
    	foreach(player in level.players)
    	{
    		//if powerup is already on, turn it off
    		player notify("end_unlimited_ammo");
            //decided to use stinger from when you get ray gun from box
    		player playsound("mus_raygun_stinger");
    		player thread turn_on_unlimited_ammo();
    		player thread notify_unlimited_ammo_end();
    		player thread sfx_inf_ammo();
                    player thread ammo_hud_create();
    		player iprintln("^2Bottomless Clip!");  
    		wait 30;
    		player iprintln("^1Bottomless Clip has ended!");
    		player playsound("zmb_insta_kill_loop_off");
    
    	}
    	
    }
    
    sfx_inf_ammo()
    {
        level endon("game_ended");
    	self endon("disconnect");
    	self endon("end_unlimited_ammo");
    	inf_ammo_ent = spawn( "script_origin", ( 0, 0, 0 ) ); 
    	inf_ammo_ent playloopsound( "zmb_insta_kill_loop" );
    	wait 30;
    	inf_ammo_ent stoploopsound();
    	inf_ammo_ent destroy();
    
    }
    //my attempt at making a hud icon for it, as expected, it didn't work
    ammo_hud_create()
    {
    	self.ammo_icon = newclienthudelem( self );
    	self.ammo_icon.horzalign = "center";
    	self.ammo_icon.vertalign = "middle";
    	self.ammo_icon.x = -16;
    	self.ammo_icon.y = 16;
    	self.ammo_icon.alpha = 0;
    	width = 64;
    	height = 64;
    	self.ammo_icon setshader( "zom_icon_minigun", width, height );	
            wait 30;
            self.ammo_icon destroy();
    }
    
    turn_on_unlimited_ammo()
    {
    	level endon("game_ended");
    	self endon("disconnect");
    	self endon("end_unlimited_ammo");	
    
        self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
    	
    	for(;;)
    	{
    	    self waittill ("weapon_fired");
    		//simply set the current mag to be full on a loop
    		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
    		wait .02;
    	}
    }
    
    notify_unlimited_ammo_end()
    {
    	level endon("game_ended");
    	self endon("disconnect");
    	self endon("end_unlimited_ammo");
    	//changed duration to 30 because why not 
    	wait 30;
    	self notify("end_unlimited_ammo");
    
    }
    
    
    
    BO2 Modding Releases & Resources

  • [Support] Request: Does anyone have a decent gsc for zombies?
    Jon_Trollstenundefined Jon_Trollsten

    Changing starting weapon is just literally one line

    level.start_weapon = "fiveseven_zm"; //replace fiveseven_zm with any other weapon name
    
    BO2 Modding Support & Discussion

  • [Support] Enabling phd flopper (persistent upgrade) on Die Rise
    Jon_Trollstenundefined Jon_Trollsten

    I fixed the error and code actually runs! The only problem that it actually doesn't give you the flopper for some reason.

    #include maps/mp/zombies/_zm_perk_divetonuke;
    #include maps/mp/zombies/_zm_pers_upgrades_functions;
    #include maps/mp/zombies/_zm_magicbox;
    #include maps/mp/zombies/_zm_perks;
    #include maps/mp/zombies/_zm_weapons;
    #include maps/mp/_visionset_mgr;
    #include maps/mp/zombies/_zm_powerups;
    #include maps/mp/gametypes_zm/_globallogic_score;
    #include maps/mp/zombies/_zm_score;
    #include maps/mp/zombies/_zm_stats;
    #include maps/mp/zombies/_zm_pers_upgrades;
    #include maps/mp/zombies/_zm_utility;
    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps\mp\zombies\_zm_powerups;
    
    init()
    {
        checkthemap();
    }
    
    checkthemap()
    {
        if( getdvar("mapname") == "zm_highrise" )
    	{
        level.pers_upgrade_flopper = 1; 
        level.divetonuke_precache_override_func = divetonuke_precache_override_func;
        level.pers_flopper_divetonuke_func = pers_flopper_explode;
        level.pers_flopper_network_optimized = 1;
    	}
    
    
    }
    
    
    divetonuke_precache_override_func()
    {
    	precacheshader( "specialty_divetonuke_zombies" );
    	level._effect[ "divetonuke_light" ] = loadfx( "misc/fx_zombie_cola_dtap_on" );
    }
    
    pers_flopper_explode( attacker, origin )
    {
    	self endon( "disconnect" );
    	radius = level.zombie_vars[ "zombie_perk_divetonuke_radius" ];
    	min_damage = level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ];
    	max_damage = level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ];
    	if ( isDefined( level.pers_flopper_network_optimized ) && level.pers_flopper_network_optimized )
    	{
    		attacker thread pers_flopper_damage_network_optimized( origin, radius, max_damage, min_damage, "MOD_GRENADE_SPLASH" );
    	}
    	else
    	{
    		radiusdamage( origin, radius, max_damage, min_damage, attacker, "MOD_GRENADE_SPLASH" );
    	}
    	attacker setclientfield( "phd_flopper_effects", 1 );
    	maps/mp/_visionset_mgr::vsmgr_activate( "visionset", "zm_perk_divetonuke", attacker );
    	wait 1;
    	maps/mp/_visionset_mgr::vsmgr_deactivate( "visionset", "zm_perk_divetonuke", attacker );
    	attacker setclientfield( "phd_flopper_effects", 0 );
    }
    

    I don't even know if you actually can make PHD Flopper work on Die Rise, but still worth a try.

    BO2 Modding Support & Discussion

  • [Support] Enabling phd flopper (persistent upgrade) on Die Rise
    Jon_Trollstenundefined Jon_Trollsten

    Alright so, I am a total noob to gsc scripting and I tried to enable flopper (persistent upgrade) for Die Rise.

    As expected, I ran into an error:

    1 script error(s):
     Unresolved external :  "maps/mp/zombies/_zm_pers_upgrades_functions" with 0 parameters in "_clientids" at lines 1,1 
    

    Here's the code:

    
    #include maps/mp/zombies/_zm_perk_divetonuke;
    #include maps/mp/zombies/_zm_pers_upgrades_functions;
    
    init()
    {
    level.pers_upgrade_flopper = 1; 
    level.divetonuke_precache_override_func=::maps/mp/zombies/_zm_pers_upgrades_functions::divetonuke_precache_override_func;
    level.pers_flopper_divetonuke_func = ::maps/mp/zombies/_zm_pers_upgrades_functions::pers_flopper_explode;
    level.pers_flopper_network_optimized = 1;
    }
    
    

    Could someone help me please?

    BO2 Modding Support & Discussion

  • [Release] [GSC] Zombies Custom Powerup | Unlimited Ammo
    Jon_Trollstenundefined Jon_Trollsten

    Hmm... 🤔 maybe add death machine powerup?

    BO2 Modding Releases & Resources
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