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Plutonium

lIlIlPlIlIlundefined

lIlIlPlIlIl

@lIlIlPlIlIl
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Recent Best Controversial

  • Wonder Weapons "All maps"
    lIlIlPlIlIlundefined lIlIlPlIlIl

    Features
    All 3 Wonder Weapons available at the same time
    Compatible with:
    Die Rise
    Tranzit (Town, Farm, Bus Depot)
    Fixed clientfield error
    Works on dedicated servers
    Optimized and stable code
    Fully open source
    Included Wonder Weapons
    Thundergun
    DG2
    Winter's

    About the Mod
    This version merges all Wonder Weapons into a single system, allowing new strategies and a more dynamic gameplay

    Installation
    Donwload mod

    source code

    This project is open source.
    You are free to:
    Use
    Modify
    Integrate

    Just keep the credits.

    Credits:
    Cowldwink
    Freestyle
    Frozedy
    GabsPuN*

    Version by: _pro7

    BO2 Modding Releases & Resources

  • Blundersplat-T6ZM (with animated pap)
    lIlIlPlIlIlundefined lIlIlPlIlIl

    Blundersplat port for all ZM maps.
    GitHub repository with source code
    Download release.

    BO2 Modding Releases & Resources

  • Wonder Weapons "All maps"
    lIlIlPlIlIlundefined lIlIlPlIlIl

    Dakacko Yes, it's possible to do that, I've even done it myself, but for my dedicated server.

    BO2 Modding Releases & Resources

  • I wanted to add a timer to know how long it took the player to take the round
    lIlIlPlIlIlundefined lIlIlPlIlIl
    high_round_tracker()
    {
    	// marca que está rodando (debug opcional)
    	// iprintlnbold("^2HighRound Tracker ON");
    
    	// thread que informa recordes periodicamente
    	thread high_round_info_giver();
    
    	// Descobre mapa/modo
    	gamemode = gamemodeName(getDvar("ui_gametype"));
    	map = mapName(level.script);
    	if (level.script == "zm_transit" && getDvar("ui_gametype") == "zsurvival")
    	{
    		map = startLocationName(getDvar("ui_zm_mapstartlocation"));
    	}
    
    	// Garante pasta de logs
    	if (!directoryExists("logs"))
    	{
    		createDirectory("logs");
    	}
    
    	filename = "logs/" + map + gamemode + "HighRound.txt";
    
    	// Inicializa arquivo se não existir
    	if (!fileExists(filename))
    	{
    		writeFile(filename, "0;-", false); // false = sobrescreve
    	}
    
    	// Carrega estado
    	text = readFile(filename);
    	if (!isDefined(text) || text == "")
    	{
    		text = "0;-";
    	}
    
    	info = strTok(text, ";");
    	level.HighRound = int(info[0]);
    	level.HighRoundPlayers = isDefined(info[1]) ? info[1] : "-";
    
    	// Espera fim da partida para checar recorde
    	for (;;)
    	{
    		level waittill("end_game");
    
    		if (level.round_number > level.HighRound)
    		{
    			// monta lista de jogadores
    			level.HighRoundPlayers = "";
    			players = get_players();
    			for (i = 0; i < players.size; i++)
    			{
    				if (level.HighRoundPlayers == "")
    					level.HighRoundPlayers = players[i].name;
    				else
    					level.HighRoundPlayers = level.HighRoundPlayers + "," + players[i].name;
    			}
    
    			// feedback
    			foreach (player in level.players)
    			{
    				player tell("Record: ^1" + level.round_number);
    				player tell("Por: ^1" + level.HighRoundPlayers);
    			}
    
    			// persiste no disco e atualiza variáveis
    			log_highround_record(level.round_number + ";" + level.HighRoundPlayers);
    		}
    	}
    }
    
    log_highround_record(newRecord)
    {
    	gamemode = gamemodeName(getDvar("ui_gametype"));
    	map = mapName(level.script);
    	if (level.script == "zm_transit" && getDvar("ui_gametype") == "zsurvival")
    	{
    		map = startLocationName(getDvar("ui_zm_mapstartlocation"));
    	}
    
    	filename = "logs/" + map + gamemode + "HighRound.txt";
    	writeFile(filename, newRecord, false); // sobrescreve com o novo recorde
    
    	// Atualiza na memória
    	info = strTok(newRecord, ";");
    	level.HighRound = int(info[0]);
    	level.HighRoundPlayers = isDefined(info[1]) ? info[1] : "-";
    }
    
    BO2 Modding Support & Discussion

  • [Release] [ZM] [Mod] zm_perks - Adding all perks to maps
    lIlIlPlIlIlundefined lIlIlPlIlIl

    sehteria a good surprise is coming

    BO2 Modding Releases & Resources

  • [Release] [ZM] [Mod] zm_expanded - Combining zm_weapons & zm_perks into 1 mod
    lIlIlPlIlIlundefined lIlIlPlIlIl

    Omg 😶 This is Very insane bro.

    BO2 Modding Releases & Resources

  • [Resource] Sliquifier for Zombies (with PaP)
    lIlIlPlIlIlundefined lIlIlPlIlIl

    made in brazil hehehe

    BO2 Modding Releases & Resources

  • [Tutorial][T6][Zombies] How to Add Custom Playermodels to BO2 Zombies
    lIlIlPlIlIlundefined lIlIlPlIlIl

    Wow, that's incredible! I'm learning how to create mods, I can already carry weapons, add animated camos to maps, and now I'm going to read this tutorial to learn about player models.

    BO2 Modding Releases & Resources

  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    lIlIlPlIlIlundefined lIlIlPlIlIl

    how could I put this mod on a possible online server of mine

    BO2 Modding Releases & Resources

  • Wonder Weapons "All maps"
    lIlIlPlIlIlundefined lIlIlPlIlIl

    J.Maik_ Yes, AcidGat is possible; I did it on my dedicated server. Now, this other weapon would need some kind of port to be able to combine it with those weapons and AcidGat.

    BO2 Modding Releases & Resources
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