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Plutonium

Matheus AC-3undefined

Matheus AC-3

@Matheus AC-3
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Recent Best Controversial

  • Plutonium and Steam
    Matheus AC-3undefined Matheus AC-3

    Resxt I haven't been banned because I haven't even used it yet. That's why I was taking the doubt, to know if there was a problem. (even sorry for any mistakes, because I used a translator

    BO2 Client Support

  • Plutonium and Steam
    Matheus AC-3undefined Matheus AC-3

    Hello, I have original black ops 2 on steam, and I was wondering if there is any risk of vac ban or some other problem, if I use the plutonium launcher on BO2 original Steam

    BO2 Client Support

  • Any mods regarding victis easter eggs solo-able?
    Matheus AC-3undefined Matheus AC-3

    WCKDHaze There's even a mod that solves this here on the forum itself, even for MOB

    BO2 Modding Support & Discussion

  • [Release] All-In-One Retexture Pack
    Matheus AC-3undefined Matheus AC-3

    Cahz it would be awesome if there was a way to add camo dark matter to the victis maps. (tranzit, die, buried)

    BO2 Modding Releases & Resources

  • MP - Medals Bo3 coming soon.....
    Matheus AC-3undefined Matheus AC-3

    0taku consegue as do modo zombie?

    BO2 Modding Support & Discussion

  • (ZM) Pack-A-Punch Galaxy/Space Camo
    Matheus AC-3undefined Matheus AC-3

    @Delta115 wtf? I bought a thompson on the wall and it was invisible, I didn't understand anything

    WAW Modding Releases & Resources

  • Can anyone help me with this script?
    Matheus AC-3undefined Matheus AC-3

    birchy which compiler / decompiler file do you use? because I think mine may be broken

    BO2 Modding Support & Discussion

  • Can anyone help me with this script?
    Matheus AC-3undefined Matheus AC-3

    Dss0 birchy

    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/zombies/_zm;
    #include maps/mp/zombies/_zm_perks;
    #include maps/mp/zombies/_zm_utility;
    #include maps/mp/gametypes_zm/_hud_util;
    #include maps/mp/gametypes_zm/_hud_message;
    init()
    {
    precacheshader( "damage_feedback" );
    precacheshader( "menu_mp_fileshare_custom" );
    level.perk_purchase_limit = getdvarintdefault( "cmPlayerPerkLimit", 9 );
    level.cmperkdoubletapfirerate = getdvarfloatdefault( "cmPerkDoubleTapFireRate", 0,5 );
    setdvar( "perk_weapRateMultiplier", level.cmperkdoubletapfirerate );
    perk_machine_removal( "specialty_rof" );
    perk_machine_removal( "specialty_additionalprimaryweapon" );
    perk_machine_removal( "specialty_flakjacket" );
    perk_machine_removal( "specialty_nomotionsensor" );
    level._random_zombie_perk_cost = undefined;
    level._challenges = undefined;
    setdvar( "player_strafeSpeedScale", 1 );
    setdvar( "player_sprintStrafeSpeedScale", 1 );
    setdvar( "player_backSpeedScale", 1 );
    setdvar( "jump_slowdownEnable", 0 );
    level thread onplayerconnect();

    }

    onplayerconnect()
    {
    for(;;)
    {
    level waittill( "connected", player );
    player iprintln( "^1Cold War Zombies" );
    player thread zombie_health();
    player thread visuals();
    player thread onplayerspawned();
    }

    }

    zombie_health()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    for(;;)
    {
    level waittill( "start_of_round" );
    if( level.zombie_health > 10000 )
    {
    level.zombie_health = 10000;
    }
    wait 0,05;
    }

    }

    visuals()
    {
    self setclientdvar( "r_fog", 0 );
    self setclientdvar( "r_dof_enable", 0 );
    self setclientdvar( "r_lodBiasRigid", -1000 );
    self setclientdvar( "r_lodBiasSkinned", -1000 );
    self setclientdvar( "r_lodScaleRigid", 1 );
    self setclientdvar( "r_lodScaleSkinned", 1 );
    self useservervisionset( 1 );
    self setvisionsetforplayer( "remote_mortar_enhanced", 0 );

    }

    onplayerspawned()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    self waittill( "spawned_player" );
    self setperk( "specialty_unlimitedsprint" );
    self thread drop();
    self thread rof();
    self thread rof_ready();
    self thread quick_revive();
    self thread quick_revive_ready();
    self thread staminup();
    self thread health_bar_hud();

    }

    drop()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    if( self meleebuttonpressed() )
    {
    duration = 0;
    while( self meleebuttonpressed() )
    {
    duration = duration + 1;
    if( duration == 25 )
    {
    weap = self getcurrentweapon();
    self dropitem( weap );
    break;
    }
    wait 0,05;
    }
    }
    wait 0,05;
    ?;//Jump here. This may be a loop, else, continue, or break. Please fix this code section to re-compile.

    }

    rof()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    rof_hud = newclienthudelem( self );
    rof_hud.alignx = "center";
    rof_hud.aligny = "bottom";
    rof_hud.horzalign = "user_center";
    rof_hud.vertalign = "user_bottom";
    rof_hud.y = rof_hud.y - 35;
    rof_hud.alpha = 0;
    rof_hud.color = ( 1, 1, 1 );
    rof_hud.hidewheninmenu = 1;
    rof_hud setshader( "menu_mp_fileshare_custom", 32, 32 );
    self waittill_any( "perk_acquired", "perk_lost" );
    for(;;)
    {
    while( self getvelocity() >= 1 && self.perks_active.size >= 3 )
    {
    duration = 0;
    rof_hud.alpha = 0;
    self unsetperk( "specialty_rof" );
    while( self getvelocity() == 0 )
    {
    duration = duration + 1;
    if( duration >= 100 )
    {
    rof_hud.alpha = 1;
    self setperk( "specialty_rof" );
    }
    wait 0,05;
    }
    }
    rof_hud.alpha = 0;
    self unsetperk( "specialty_rof" );
    wait 0,05;
    }

    }

    rof_ready()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    rof_ready_hud = newclienthudelem( self );
    rof_ready_hud.alignx = "right";
    rof_ready_hud.aligny = "bottom";
    rof_ready_hud.horzalign = "user_right";
    rof_ready_hud.vertalign = "user_bottom";
    rof_ready_hud.x = rof_ready_hud.x - 155;
    rof_ready_hud.alpha = 0;
    rof_ready_hud.color = ( 1, 1, 1 );
    rof_ready_hud.hidewheninmenu = 1;
    rof_ready_hud setshader( "specialty_doubletap_zombies", 32, 32 );
    self waittill_any( "perk_acquired", "perk_lost" );
    for(;;)
    {
    if( self.perks_active.size >= 3 )
    {
    rof_ready_hud.alpha = 1;
    }
    else
    {
    rof_ready_hud.alpha = 0;
    }
    wait 0,05;
    }

    }

    quick_revive()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    for(;;)
    {
    if( self.health < self.maxhealth && self hasperk( "specialty_quickrevive" ) )
    {
    self.health = self.health + 1;
    }
    wait 0,1;
    }

    }

    quick_revive_ready()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    qr_hud = newclienthudelem( self );
    qr_hud.alignx = "left";
    qr_hud.aligny = "bottom";
    qr_hud.horzalign = "user_left";
    qr_hud.vertalign = "user_bottom";
    qr_hud.x = qr_hud.x + 155;
    qr_hud.alpha = 0;
    qr_hud.color = ( 1, 1, 1 );
    qr_hud.hidewheninmenu = 1;
    qr_hud setshader( "damage_feedback", 32, 32 );
    self waittill_any( "perk_acquired", "perk_lost" );
    for(;;)
    {
    if( getplayers().size <= 1 && self hasperk( "specialty_quickrevive" ) )
    {
    qr_hud.alpha = 1;
    }
    else
    {
    qr_hud.alpha = 0;
    }
    wait 0,05;
    }

    }

    staminup()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    for(;;)
    {
    self waittill_any( "perk_acquired", "perk_lost" );
    if( self hasperk( "specialty_longersprint" ) )
    {
    self setperk( "specialty_movefaster" );
    self setperk( "specialty_fallheight" );
    }
    else
    {
    self unsetperk( "specialty_movefaster" );
    self unsetperk( "specialty_fallheight" );
    }
    }

    }

    health_bar_hud()
    {
    level endon( "end_game" );
    self endon( "disconnect" );
    flag_wait( "initial_blackscreen_passed" );
    health_bar = self createprimaryprogressbar();
    if( level.script == "zm_buried" || level.script == "zm_tomb" )
    {
    health_bar setpoint( undefined, "BOTTOM", -360, -95 );
    }
    else
    {
    health_bar setpoint( undefined, "BOTTOM", -360, -70 );
    }
    health_bar.hidewheninmenu = 1;
    health_bar.bar.hidewheninmenu = 1;
    health_bar.barframe.hidewheninmenu = 1;
    health_bar_text = self createprimaryprogressbartext();
    if( level.script == "zm_buried" || level.script == "zm_tomb" )
    {
    health_bar_text setpoint( undefined, "BOTTOM", -285, -95 );
    }
    else
    {
    health_bar_text setpoint( undefined, "BOTTOM", -285, -70 );
    }
    health_bar_text.hidewheninmenu = 1;
    while( 1 )
    {
    if( IsDefined( self.e_afterlife_corpse ) )
    {
    if( health_bar.alpha != 0 )
    {
    health_bar.alpha = 0;
    health_bar.bar.alpha = 0;
    health_bar.barframe.alpha = 0;
    health_bar_text.alpha = 0;
    }
    wait 0,05;
    continue;
    }
    if( health_bar.alpha != 1 )
    {
    health_bar.alpha = 1;
    health_bar.bar.alpha = 1;
    health_bar.barframe.alpha = 1;
    health_bar_text.alpha = 1;
    }
    health_bar updatebar( self.health / self.maxhealth );
    health_bar_text setvalue( self.health );
    wait 0,05;
    }

    }

    BO2 Modding Support & Discussion

  • Can anyone help me with this script?
    Matheus AC-3undefined Matheus AC-3

    Dss0 no, i just don’t change anything but the line that talks about the fog

    BO2 Modding Support & Discussion

  • Can anyone help me with this script?
    Matheus AC-3undefined Matheus AC-3

    Dss0 It was exactly the "r_fog" line that I removed, but it still gives an error Captura de tela 2021-05-19 134417.png

    BO2 Modding Support & Discussion

  • Can anyone help me with this script?
    Matheus AC-3undefined Matheus AC-3

    I know it's bullshit, but I don't know how to mess with gsc, whenever I remove the line that talks about the fog, I just can't compile the file back, it gives me some error that I can't solve. Anyway, could someone help me remove the line that talks about the fog in this mod?

    https://forum.plutonium.pw/topic/10473/release-zm-cold-war-zombies-mod?_=1621440265104

    BO2 Modding Support & Discussion
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