kuoftheza write this code in any filename of your choice followed by the extension .gsc at %AppData%\Local\Plutonium\storage\t6\raw\scripts
Keyhart1997
Posts
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Enhanced Double Tap -
Enhanced JuggernogJack Dempsey I'm not sure, and I'm too bad at the game to verify myself (the farthest I've ever gotten was round 11 on nuketown). Looking at the documentation, it might?
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Enhanced Juggernogyou know it never once occured to me in the development of this mod that juggernog was a 5 hit down in black ops 2
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Enhanced Double Taplarrygood007
Inglés: Thank you so much for replying to my post! However, I've already tested this script out and it works for me on maps like Farm. I noticed the only thing you did was remove my whitespace, but if it works for you, all the power to you! Thanks for discovering my work and wanting to make it even better than before.Español: ¡Muchísimas gracias por responder a mi publicación! Ya probé este script y me funciona en mapas como Farm. Me di cuenta de que lo único que hiciste fue eliminar los espacios en blanco, pero si te funciona, ¡genial! Gracias por descubrir mi trabajo y por querer mejorarlo.
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Enhanced Double TapThis script makes the double tap perk do 50% weapon fire rate, instead of its usual 33%. This means that the double bullet damage and double fire rate make it Quadruple Tap really. I promise you, you will feel the difference.
Perk-detection code by Enhanced Speed Cola by Demios4w4
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; init() { level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill( "connected", player ); player thread monitorDoubleTapPerks(); } } monitorDoubleTapPerks() { self endon( "disconnect" ); for(;;) { self waittill_any( "perk_acquired", "perk_lost" ); if ( self HasPerk( "specialty_rof" ) ) { setdvar("perk_weapRateMultiplier", "0.5"); } else { setdvar("perk_weapRateMultiplier", "1"); } } } perk_give_override( perk ) { self SetPerk( perk ); if ( perk == "specialty_rof" ) { setdvar("perk_weapRateMultiplier", "0.5"); } } perk_lose_override( perk ) { self UnsetPerk( perk ); if ( perk == "specialty_rof" ) { setdvar("perk_weapRateMultiplier", "1"); } } -
Enhanced StaminUpThis script allows for unlimited sprint when you have StaminUp. Script was based off my Enhanced Quick Revive which in turn was based off of Enhanced Speed Cola
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; init() { level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill( "connected", player ); player thread monitorStaminUpPerks(); } } monitorStaminUpPerks() { self endon( "disconnect" ); for(;;) { self waittill_any( "perk_acquired", "perk_lost" ); if ( self HasPerk( "specialty_longersprint" ) ) { if ( !self HasPerk( "specialty_unlimitedsprint" ) ) { self SetPerk( "specialty_unlimitedsprint" ); } } else { if ( self HasPerk( "specialty_unlimitedsprint" ) ) { self UnsetPerk( "specialty_unlimitedsprint" ); } } } } perk_give_override( perk ) { self SetPerk( perk ); if ( perk == "specialty_longersprint" ) { self SetPerk( "specialty_unlimitedsprint" ); } } perk_lose_override( perk ) { self UnsetPerk( perk ); if ( perk == "specialty_quickrevive" ) { self UnsetPerk( "specialty_unlimitedsprint" ); } } -
Enhanced JuggernogThis is an original script that makes Juggernog give you 300 health instead of 250, allowing for a 5 hit down like Black Ops 3 and above.
i should also let yall know i have no idea what im doing when i include certain files at the beginning
will this become a series where i mod more perks? maybe.#include common_scripts\utility; #include maps\mp\_utility; init() { level.juggHealthBonus = getDvarIntDefault( "juggHealthBonus", 300 ); level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.juggHealthBonus; } -
Enhanced Quick ReviveThis script uses a unused perk
specialty_healthregento make you heal almost instantly (does not affect the time it takes to start healing). you can check it using a health hud of your choice. Write this code in your %localappdata%\Plutonium\storage\t6\raw\scripts\zm folder, naming it anything with a .gsc prefix.Was inspired and used code from Enhanced SpeedCola by Demios4w4
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; init() { level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill( "connected", player ); player thread monitorQuickRevivePerks(); } } monitorQuickRevivePerks() { self endon( "disconnect" ); for(;;) { self waittill_any( "perk_acquired", "perk_lost" ); if ( self HasPerk( "specialty_quickrevive" ) ) { if ( !self HasPerk( "specialty_healthregen" ) ) { self SetPerk( "specialty_healthregen" ); } } else { if ( self HasPerk( "specialty_healthregen" ) ) { self UnsetPerk( "specialty_healthregen" ); } } } } perk_give_override( perk ) { self SetPerk( perk ); if ( perk == "specialty_quickrevive" ) { self SetPerk( "specialty_healthregen" ); } } perk_lose_override( perk ) { self UnsetPerk( perk ); if ( perk == "specialty_quickrevive" ) { self UnsetPerk( "specialty_healthregen" ); } } -
[GSC Release] Ultimate T6 Zombies Overhaul: Modern HUD, Hitmarkers, Auto-Reload & Advanced Commandsi made a mistake in this post, it is from lines 614 to 665. the code is supposed to override the initalization of ezz_bars_hud().
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[GSC Release] Ultimate T6 Zombies Overhaul: Modern HUD, Hitmarkers, Auto-Reload & Advanced CommandsRtd888 I just realized I also added a couple more lines in the file that was to add me to spawn in with a shotgun,
Just find the "self endon disconnect" line around that section
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[GSC Release] Ultimate T6 Zombies Overhaul: Modern HUD, Hitmarkers, Auto-Reload & Advanced CommandsRtd888 What seems to be the error? is there a particular line?
all im saying is that that code should overwrite the lines, not be appended onto because the code has no closing indent, i only posted what i changed. -
[GSC Release] Ultimate T6 Zombies Overhaul: Modern HUD, Hitmarkers, Auto-Reload & Advanced Commandstrying this out, it looks quite well! i rewrote some code for myself to move the health hud to the bottom left instead of the middle. if you wanna test it out overwrite lines 625 to 676 with the following
self endon("disconnect"); flag_wait("initial_blackscreen_passed"); bar_width = 130; hp_height = 6; shield_height = 3; bg_padding = 4; y_bottom_anchor = 20; self.hp_text = newClientHudElem(self); self.hp_text.alignX = "left"; self.hp_text.alignY = "bottom"; self.hp_text.horzAlign = "left"; self.hp_text.vertAlign = "bottom"; self.hp_text.x = 0; self.hp_text.y = y_bottom_anchor - hp_height - shield_height - bg_padding - 2; self.hp_text.fontscale = 1.1; self.hp_text.label = &"^5Health"; self.hp_text.sort = 2; self.hp_bg = newClientHudElem(self); self.hp_bg.alignX = "left"; self.hp_bg.alignY = "bottom"; self.hp_bg.horzAlign = "left"; self.hp_bg.vertAlign = "bottom"; self.hp_bg.x = 0; self.hp_bg.y = y_bottom_anchor; self.hp_bg setShader("white", bar_width + bg_padding, hp_height + shield_height + bg_padding); self.hp_bg.color = (0, 0, 0); self.hp_bg.alpha = 0.6; self.hp_bg.sort = 1; self.hp_bar = newClientHudElem(self); self.hp_bar.alignX = "left"; self.hp_bar.alignY = "bottom"; self.hp_bar.horzAlign = "left"; self.hp_bar.vertAlign = "bottom"; self.hp_bar.x = (bg_padding/2); self.hp_bar.y = y_bottom_anchor - (bg_padding/2); self.hp_bar setShader("white", bar_width, hp_height); self.hp_bar.sort = 3; self.shield_bar = newClientHudElem(self); self.shield_bar.alignX = "left"; self.shield_bar.alignY = "bottom"; self.shield_bar.horzAlign = "left"; self.shield_bar.vertAlign = "bottom"; self.shield_bar.x = (bg_padding/2); self.shield_bar.y = y_bottom_anchor - (bg_padding/2) - hp_height; self.shield_bar setShader("white", bar_width, shield_height); self.shield_bar.color = (0, 0.6, 1); self.shield_bar.sort = 4;