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Plutonium

Nathan3197undefined

Nathan3197

@Nathan3197
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Recent Best Controversial

  • [Release] [ZM] Higher Quality Perk Icons
    Nathan3197undefined Nathan3197

    This Replaces the perk icons with a higher quality version found in DLC 2,3,4 as for some reason the base game, DLC 1, Deadshot and PHD all have a lower quality perk icon.

    Since Tombstone, Who's who, Deadshot and PHD never gotten a higher quality version of there perk icon. So i had to upscale them using AI. to match the quality of the other perks icons found in later DLC maps.

    Screenshot:

    Greenrun/nuketown
    Before
    Greenrun_OG_Perks.png
    After
    Greenrun_HQ_Perks.png

    Die Rise
    Before
    DieRise_OG_Perks.png
    After
    DieRise_HQ_Perks.png

    Mob of the Dead
    *Only Deadshot icon was a lower quality
    Before
    MOB_OG_perk.png
    After
    MOB_HQ_perk.png

    Origins
    *Only Deadshot and PHD icon was a lower quality
    Before
    Orgins_OG_Perks.png
    After
    Orgins_HQ_Perks.png

    Install and Download:
    Download

    To install the perks icons, you just need to drag the folder into your root folder of your BO2!
    Gif on how to install
    How to Install perks.gif

    BO2 Modding Releases & Resources

  • [Release] [ZM] Buried Easter Egg Quality of Life improvement
    Nathan3197undefined Nathan3197

    This script makes the Easter Egg achievable with any amount of players in the game session while keeping the original design of each step the same but allowing any player to complete it.

    This can be run in a private match or in a dedicated server.

    Maze step:

    • With less than 4 players when the last switch has been pulled. The game will notify players if a switch is in the correct position.

    Timebomb Step:

    • Require all players in the lobby to be near the location of the timebomb.

    Shooting Gallery Step:
    Depending on how many players are in the lobby when interacting with the fountain outside the courthouse will decide how many targets will be needed to be shot to complete the step.

    • If there are 4 or more players in the lobby - All targets will need to be shot (just like vanilla)
    • If there are 3 players in the lobby - 61 targets will need to be shot (Saloon + outside the candy store + Myster box area (big guy area 22))
    • If there are 2 players in the lobby - 39 targets will need to be shot (Saloon + outside the candy store (20))
    • If there is 1 player in the lobby - 19 targets will need to be shot (Saloon has 19 targets)

    Note: you can make the game tell the player how many targets are left to hit if you uncomment line 117 and recompile the script.

    LINKS:
    SOURCE CODE
    RELEASE

    To Install:

    • Compile the script or for a pre-compile go look in our release
    • Copy the compile files to your AppData/Local/Plutonium/storage/t6/scripts/zm/zm_buried folder (if you don't have a "zm_buried" folder then create one)
    • Once copied you will need to rename each script to remove -complied from their name
    • Start your server or custom game
    BO2 Modding Releases & Resources

  • [Release] [ZM] (UPDATE 15/03/22) Bleed-out Bar V2.0
    Nathan3197undefined Nathan3197

    Add a bleed out bar when you are down and tell you how long you have to live.
    It's kinda like Bo4 and CW bleed out bar.

    What new in V2.0

    • New Cleaner Bleedout Bar
    • 100% Bug-free (Compare to V1.0)
    • Overhaul of 95% of the script

    Bleedout Bar Comparasion
    V2.0
    55d49cc7-301d-445a-a78b-73ad96c29142-image.png

    V1.0
    a036250c-e940-41b6-949a-592a4b434f8f-image.png
    LINKS:
    SOURCE CODE
    RELEASE

    To install:

    • Download or compile the script

    • Place it in your AppData/Local/Plutonium/storage/t6/scripts/zm

    • Add This to your SERVER.cfg

    set bleedout_timer 45
    Change how long do you want your player to be in last stand before dying(Default 45, 2min 120, 3min 180)

    set revive_trigger 75
    How far away do you want to player to be able to revive a down player (Default 75, 128 allow you to get quad feed revive and allow the players to walk round the player)

    BO2 Modding Releases & Resources

  • [Release] [ZM] BO4 Perk and power up icons
    Nathan3197undefined Nathan3197

    This was requested by @Adem-Dz
    Icons created by Robit
    This Replaces the perk & power-up icons with the icon found in BO4
    Note: Tombstone doesn't have a custom shader

    Screenshots:
    Perk icons:
    bo4-zombperkicon1.png
    bo4-zombperkicon2.png
    bo4-zombperkicon3.png

    Power-ups:
    Bo4-sale.png Bo4-insta.png Bo4-2x.png Bo4-zomblood.png

    Install and Download:
    Download

    To install the icons, you just need to drag the folder into your root folder of your BO2!
    Gif on how to install
    Install.gif

    BO2 Modding Releases & Resources

  • [Release] [MP] Prestige Icon Pack
    Nathan3197undefined Nathan3197

    Prestige icon pack.png
    This pack replaces the default prestige icons and calling cards in BO2 multiplayer.

    To change your Prestige level type /statsetbyname plevel [NUMBER] in console

    Ingame screenshot
    WAW
    WAW_icon_ingame2.png WAW_icon_ingame.png

    BO1
    Bo1_icon_ingame2.png Bo1_icon_ingame.png

    BO3 MP (With prestige calling cards)
    Bo3_icon_ingame2.png Bo3_icon_ingame.png Bo3_callingcard_ingame.png

    BO3 ZM (With master prestige calling card)
    Bo3ZM_icon_ingame2.png Bo3ZM_icon_ingame.png

    Install and download:
    Download the Pack

    To install the pack, you just need to drag the folder of your choice into your root folder of your BO2!
    GIF on how to install
    Install.gif

    Things to note:
    All icons where rip form BO3. The WAW and BO3 ZM icons where AI upscale due to them being 64x64 in BO3 and they needed to be 128x128 for BO2.

    BO2 Modding Releases & Resources multiplayer prestige icons

  • [Release] [ZM&MP] Xbox One Controller UI
    Nathan3197undefined Nathan3197

    This replaces the outdated Xbox 360 controller UI with the Xbox One controller found in BO3. This work on ZM and MP.

    Ingame Screenshot:
    Xboxone_button_ui3.png Xboxone_button_ui2.png Xboxone_button_ui.png

    Install and download:
    Download the UI

    To install it you just need to drag the t6r folder into your root folder of your BO2!
    GIF on how to install
    Install.gif

    Things to note:
    The only issue is the Button Layout and Thumbstick layout don't line up properly due to the design of the Xbox One controller. I have done my best to align the controller to the lines.

    If you have a Nintendo switch controller iv made controller UI for you guy!
    Nintendo Switch Contoller UI

    BO2 Modding Releases & Resources

  • [Release] [ZM&MP] Nintendo Switch Controller UI
    Nathan3197undefined Nathan3197

    This replaces the Xbox 360 controller UI with Nintendo Switch controller for those that play with Joycons, Pro controller and handle mode.

    Ingame screenshot:
    Screenshot 2021-10-28 002330.png Screenshot 2021-10-28 002302.png Screenshot 2021-10-28 002221.png

    This is great to have installed if you stream BO2 to your modded switch.
    IMG_9683.jpg

    Install and download:
    Download the UI

    To install it you just need to drag the Plutoniumfolder into your Appdata/Local folder
    GIF on how to install:
    install.gif

    Things to note:
    The only issue is the Button Layout and Thumbstick layout don't line up properly due to the design of the Nintendo Switch Pro controller. I have done my best to align the controller to the lines.

    If you have an Xbox One controller iv made controller UI for you guy!
    Xbox Controller UI

    credits:
    Switch Button Icons and Controls by Zacksly

    BO2 Modding Releases & Resources

  • someone knows how to remove the fog from Tranzit šŸ˜“
    Nathan3197undefined Nathan3197

    This is quite easy

    If running Custom Game
    In Console

    /sv_cheats 1
    
    /r_fog 0
    

    If running on Dedi or want to add it to your script.
    Add this in any function In your GSC script (init(), onplayerspawn(), etc)

    // Dissable fog on all Transit loc
    if (level.script == "zm_transit")
    {
         // Tell the player that fog is disable 
         self iprintln("Fog disable ");
         // Disable the Fog
         setdvar( "r_fog", "0" );
    }
    

    Note: pop-in for models and LOD changes will be more noticeable with the fog disable.

    BO2 Modding Support & Discussion

  • [Release] [ZM] Milestone & AFK
    Nathan3197undefined Nathan3197

    Merry Christmas to everyone from the land down under. I hope you are enjoying Christmas this year.

    These were the first two scripts I created for Pluto, These have been on the Stick Gaming servers since the beginning of the year. I always wanted to release this to the public whenever I felt like these were complete. Since it is Christmas I wanted to give you guys something cool to add to your servers.

    This script pack contains my AFK system and Milestone system.

    Features
    AFK Beta 4.3.2

    • Togable AFK mode

    • when AFK milestones won't be rewarded (require milestone script)

    • list itemAuto turn on AFK mode when a player isn't moving

    • Auto turn off AFK mode

    • Auto kick feature

    • Tell other players if the player is AFK

    • Message to the AFK person that they are AFK

    • Auto-restart if a player joins when the whole alive team is AFK

    • Changes Player Clan Tag to [AFK] when AFK

    • Custom Kick message

    • Easy to config

    Milestone 0.5.1 (kinda like cold war but more useful)

    • Easy to config

    • Give points to the player on milestone round

    • Give extra perk slot on milestone round

    • Give random perk to the player on milestone round

    • Give a random power-up on milestone round

    • Give a max ammo on milestone round

    • Preset milestone rounds up and rewards up to round 40

    • Rewards GUI for milestone round

    LINKS:
    Source code
    Release

    Requirements:
    AFK - You will need Feddddd t6-gsc-utils install on your server in order for AFK script to work.

    Install:
    Compile the script or for a pre-compile go look in our release

    Copy the compile files to your AppData/Local/Plutonium/storage/t6/scripts/zm folder

    Once copied you will need to rename each script to remove -complied from their names

    Add this to your server .cfg file (if using AFK script)

    //////////////////////////
    // AFK System beta 4.3 ///
    //////////////////////////
    set afk_cooldown 30 		       // Cooldown untill player can turn on afk again (1min - 60, 2min - 90, 3min - 180, 4min - 240, 5min - 300)
    set afk_autokick 300		       // Timer to Auto kick the player if they in AFK for to long (5min - 300, 10min - 600, 15min - 900, 30min - 1800, 45min - 2700)
    set afk_distoturnoff 15                // the amount of distance the player need to move before AFK mode will turn off
    set afk_AutoAFK 60                     // Timer for auto afk to turn on when player is not moving or pressing a button
    set afk_allowautoAFK 1		       // Turn off auto AFK system (0 = off, 1 = on)
    

    Start your server.

    BO2 Modding Releases & Resources

  • [Support] Making Custom GSC Scripts For You Guys
    Nathan3197undefined Nathan3197

    Noxde This will give the player money when they ADS and Melee at the same time.

    You just need to put this in your _clientids.gsc script then compile
    Code:
    Put this in your OnPlayerSpawned function

    OnPlayerSpawned()
    {
       self thread GiveMoney();
    }
    

    Then put this somewhere in your script

    GiveMoney()
    {
    	level endon( "game_ended" );
    	self endon( "disconnect" );
    	self.pointsToGive = 1000; // <-- Set points to be given (change me)
    	for (;;)
    	{
    	  if(self MeleeButtonPressed() && self AdsButtonPressed()) // if the player presses Melee and ADS than run down below
    	  {
    		self.score+= self.pointsToGive; // this give money to the player
                    wait 1;
    	  }
    	wait 0.05;
    	}
    }
    
    BO2 Modding Support & Discussion

  • [Release] [ZM&MP] [Camo] Red/yellow Weaponized 115 For MP & Red/yellow Origins PAP
    Nathan3197undefined Nathan3197

    This changes the colour of the Weaponized 115 camo for MP & The Origins PAP camo, To a Red & yellow version of it.

    You can apply it to ZM,MP or both!

    Screenshots:
    MP
    115-MP-Red-yellow-1.png 115-MP-Red-yellow.png

    ZM
    115-Zm-Red-yellow-3.png 115-Zm-Red-yellow-1.png 115-Zm-Red-yellow.png

    Install and download:
    Download the Camo

    To install the camo, you just need to drag the folder of your choice into your root folder of your BO2!
    GIF on how to install
    alt text

    Things to note:
    The Origins PAP camo uses the same textures as the Ice Staff crystal. So changing the camo will also change the Ice Staff Crystal texture too.

    BO2 Modding Releases & Resources

  • [Release] [ZM&MP] [Camo's] Camo Pack 1
    Nathan3197undefined Nathan3197

    Over the past year, I had made some custom camo for myself but decided to share with the world to see.

    Camo list:
    Rainbow Afterlife [ZM/MP] - Replace the Afterlife and mob pap camo
    BO3 Weaponized115 [ZM/MP] - Replace the weaponized 115 and origins camo
    Crusted/slime-115 [ZM] - Replace the PAP camo on Tranzit crew maps
    Missing textures [MP] - Replace the coyote camo

    Rainbow Afterlife
    Preview
    Screenshot 2021-01-19 160901.png Screenshot 2021-01-19 160617.png Screenshot 2021-01-19 160234.png Screenshot 2021-01-19 154540.png Screenshot 2021-01-19 141328.png Screenshot 2021-01-19 134554.png Screenshot 2021-01-19 131624.png

    BO3 Weaponized115
    Preview
    Screenshot 2021-01-19 013615.png Screenshot 2021-01-19 013057.png Screenshot 2021-01-19 013027.png

    Crusted/slime-115
    Preview
    Screenshot 2021-01-19 163159.png

    Missing textures
    Preview
    Screenshot 2021-01-19 112923.png

    Install and download:
    Download the Pack

    To install the camo, you just need to drag the folder of your choice into your root folder of your BO2!
    GIF on how to install
    Install.gif

    Things to note:
    The Origins PAP camo uses the same textures as the Ice Staff crystal. So changing the camo will also change the Ice Staff Crystal texture too.

    BO2 Modding Releases & Resources camos zombies multiplayer

  • Does anyone known how to change loading for zombies
    Nathan3197undefined Nathan3197

    @Adem-Dz Here is your loading screen for nuketown.

    Download

    Put the t6r folder into your BO2 install folder

    BO2 Modding Support & Discussion

  • Alpha Tester Applications Thread
    Nathan3197undefined Nathan3197

    What is your Discord Name? (Include the # and numbers after the name)
    Nathan3197#3197

    What timezone are you located in?
    Australia (AEST)

    Are you able to troubleshoot software problems effectively?
    Yes, I have troubleshoot many software, scripts, hardware & etc. I go out of my way to find a solution to the problem when it comes to myself or others.

    Do you have a good understanding of the English language in both written and spoken form?
    Only speak and Write in English

    Are you able to follow instructions and behave maturely when required?
    Yes.

    Can you attend voice chats? (Having a microphone is preferred but not required)
    Yes I can, I also have a mic.

    Can you show anything you've helped with previously? (A youtube channel, github, moderate a community, run a clan etc)
    I'm an owner of a small Australia gaming community called Stick Gaming which has over 200 members. I manage the Discord, Forum, Game Servers(Gmod, Minecraft, Pluto T6 ZM, etc), etc.
    I do have YouTube channel run under Nathan3197
    I showcase some of my project on my personal website
    I have created a map for BO3 Steam Workshop back in 2016 and earlier this year I ported over IW:ZM perk machines Reddit Post.

    Is there anything else you'd like to say / provide?
    I have some programming knowledge in C# (mostly in Unity) and GSC.

    Announcements

  • [Release] [ZM&MP] [Camo] Red/yellow Weaponized 115 For MP & Red/yellow Origins PAP
    Nathan3197undefined Nathan3197

    AdrX003 No. The Fire staff texture is all Orange.

    BO2 Modding Releases & Resources

  • Someone make a Yellow Afterlife camo
    Nathan3197undefined Nathan3197

    Just created it.
    Screenshot 2020-11-04 201951.png
    Will post download link soon

    BO2 Modding Support & Discussion

  • [Release] [ZM] Milestone & AFK
    Nathan3197undefined Nathan3197

    Swagmaster42 for now you have to configure it though the script it self and then compile it. I’m currently doing a complete overhaul of both scripts which will make it even more configurable.

    BO2 Modding Releases & Resources

  • [Resolve]Trying to implement a AFK system for zombies but im getting some issues.
    Nathan3197undefined Nathan3197

    UPDATE: Nathan3197 said in [Resolve]Trying to implement a AFK system for zombies but im getting some issues.:

    Sorex This works, but i only see this useful for MP. I don't see this working in Zombies, as I don't think the player wants to go AFK then to find out they are in spectator till they respawn with nothing. As the way iv had done it here (might clean up some of the mess to make it look neat) this keep the player alive with all the guns,perks,equipment etc. but the zombies won't be able to find the AFK player or hit them.

    I did like how you automated it and check if the player has moved from a standing still.

    now I have it working 100% the way I wanted.

    onplayerconnect()
    {
    
    	for (;;)
    	{
    	level waittill( "connecting", player );
    	player.clientid = level.clientid;
        	level.clientid++;
        	player thread AFK_listener();
            }
        	
    }
    AFK_listener()
    {
    	level endon( "game_ended" );
    	self endon( "disconnect" );
    	self.PlayerNamet = self.name; // Get the player name
    	//self iprintln("^6AFKTEST"); // Debugging check if function is running
    	self.isAFK = false; // set isAFK to false
    	self.counter = 0; // Dont touch this
    	self.afkcooldown = 1; // cooldown untill player can turn on afk again
    	self.disToTurnoff = 10; // the amount of distance the player need to move before AFK mode will turn off
    	for(;;) // loop to check button presses
    	{
    		if(self.counter > 0 && self.isAFK == false ) // if counter is more then 0 & isafk false then run the countdown
    		{
    			self.counter-- // counter goes down everyscond
    			self IPrintLnBold("^1You have ^3" + self.counter +" ^1second until you can go ^2AFK ^3again"); // tells the player how long till they can go afk again
    			wait 1;
    		}
    		else if(self.counter == 0 && self.isAFK == false) // if couter is 0 then player can go afk
    		{
    
    				if (self adsbuttonpressed() && self ActionSlotFourButtonPressed()) // if ADS & 2/DpadDown is pressed then run this
    				{
    					self thread AFKON(); // runs afk on function
    					self.counter = self.afkcooldown; // reset counter to whatever afkcooldown is
    					wait 1; // to prevent spamming
    					
    				}	
     		}
    		if (self.isAFK == true) // if isAFK ture then check if the player has press or move any button
    		{
    			// If the Player presses any button ore move more then 10 units then AFKOFF will run.
    			if ( self adsbuttonpressed() | self ActionSlotFourButtonPressed() | self attackbuttonpressed() | self jumpbuttonpressed() | self meleeButtonPressed() | self throwbuttonpressed() |  self actionslotonebuttonpressed() | self ActionSlotTwoButtonPressed() | self ActionSlotThreeButtonPressed() | self SprintButtonPressed() | self ChangeSeatButtonPressed() | self SecondaryOffhandButtonPressed() | self FragButtonPressed() | self UseButtonPressed() | Distance(self.old_origin, self.origin) >= self.disToTurnoff)
    			{
    				self thread AFKOFF(); // player runs AFKOFF function
    			}			
    		}
    		wait 0.05;
    	}
    }
    
    AFKON()
    {
    	self endon( "disconnect" );
    	self.old_origin = self.origin;
    	self.isAFK = true; // Set IS AFK TO TRUE
    	self.ignoreme = 1; // Zombies wont find the player
    	self enableInvulnerability(); // God mode is on
    	self iprintln("^6AFK ON"); // tell the player that they AFK
    	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^6AFK^7");
    	self Destroy();
    	//self IPrintLnBold(self.isAFK); // Debuging 
    }
    AFKOFF()
    {
    	self endon( "disconnect" );
    	self.isAFK = false; // set IS AFK TO FALSE
    	self.ignoreme = 0; // Zombies will find the player agian
    	self disableInvulnerability(); // God mode is off
    	self iprintln("^6AFK OFF"); // tell the player that they are not afk
    	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^1NOT ^6AFK^7");
    	//self IPrintLnBold(self.isAFK); // Debuging
    	self Destroy();
    }
    

    Original Post:
    What im creating here:
    When the player press ADS and another key/button they will enable afk mode which turn on Godmode and make the zombies ingore the player while standing still. This will auto turn off when the player presses any key / button. e.g moving or shooting.

    Summary of the issue I'm having:
    when i press ADS & Actionsslottwobutton (2 key) sometime it will trigger AFK ON and sometime it wont trigger AFK ON. same with when I want to trigger AFK OFF on any button press.

    The only issue im having is when i trying to find if is there a buttonpress for the leftstick/WASD or trying to read the player move speed that is greater then 0;

    my first attempt of making it work

    OnPlayerSpawn() 
    {
    self thread AFKTEST(); // player thread AFKTEST
    }
    
    AFKTEST()
    {
    	self iprintln("^6AFKTEST"); // checking if function is working
    	self.isAFK = false; // set is AFK off
    	for(;;)
    	{
    		if( self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == false) // if ADS button and Action slot two is pressed & isAFK = false then run this
    		{
    		  self iprintln("^6AFK ON"); // Tell player that they are AFK
    		  self.isAFK = true; // set isAFK to true
    		  self.ignoreme = 1; // Make zombies not target the player
    		  self enableInvulnerability(); // Turn on GOD mode
    		}
    		wait 0.50;
    		if (self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == true || self attackbuttonpressed() | self jumpbuttonpressed() | self meleeButtonPressed() | self sprintbuttonpressed() | self fragbuttonpressed() | self throwbuttonpressed() | self actionslotonebuttonpressed() && self.isAFK == true) // if if ADS button and Action slot two is pressed & isAFK = false OR any other button been press then run this
    		{
    		  self iprintln("^6AFK off"); // tell player that they are not AFK
    		  self.isAFK = false; // set is AFK to false
    		  self.ignoreme = 0; // Make the zombies target the player agian
    		  self disableInvulnerability(); // disable GOD mode
    		}
    		wait 0.05;
    	}
    }
    

    I try this as well but found out it take bit longer for it to register a button press.
    my second attempt of making it work.

    OnPlayerSpawn()
    {
    self thread AFKTEST();  /// player thread AFKTEST
    }
    
    AFKTEST()
    {
    	self iprintln("^6AFKTEST"); // checking if function is working
    	self.isAFK = false; // set is AFK off
    	for(;;)
    	{
    		if( self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == false)  // if ADS button and Action slot two is pressed & isAFK = false then run this
    		{
    		  self iprintln("^6AFK ON"); // Tell player that they are AFK
    		  self.isAFK = true; // set isAFK to true
    		  self.ignoreme = 1; // Make zombies not target the player
    		  self enableInvulnerability(); // Turn on GOD mode
    		}
    		wait 0.50;
    
    		if (self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == true) // if if ADS button and Action slot two is pressed & isAFK = false then run this
    		{
    		  self iprintln("^6AFK off"); // tell player that they are not AFK
    		  self.isAFK = false; // set is AFK to false
    		  self.ignoreme = 0; // Make the zombies target the player agian
    		  self disableInvulnerability(); // disable GOD mode
    		}
    		else if (self attackbuttonpressed() && self.isAFK == true) 
    		{
    		  self iprintln("^6AFK off"); 
    		   self.isAFK = false; 
    		   self.ignoreme = 0; 
    		  self disableInvulnerability(); 
    
    else if (self jumpbuttonpressed() && self.isAFK == true )
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		else if (self meleeButtonPressed() && self.isAFK == true )
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		else if (self throwbuttonpressed() && self.isAFK == true)
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		else if (self actionslotonebuttonpressed() && self.isAFK == true)
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		wait 0.05;
    	}
    }
    

    if I add this then it will constantly run AFK OFF.

    		else if (self GetVelocity() >  && self.isAFK == true)// if player is moving & AFK is on then run this
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    

    UPDATE:
    I manage to make it work every keypress i had to change the wait at the end of the loop to 0.05 for it to pick up every button press. the only thing that I still haven't gotten to work is to turn the AFK off when the player walk,

    Third attempt of making this work.

    OnPlayerSpawn()
    {
    self thread AFKTEST(); //player run the AFKTEST function~~strikethrough text~~
    }
    
    AFKTEST()
    {
    	self iprintln("^6AFKTEST"); // check if function is running
    	self.isAFK = false; // set isAFK to false
    
    	for(;;) // loop to check button presses
    	{
    		if (self.isAFK == false) // if AFK is False then run this
    		{
    
    			if (self adsbuttonpressed() && self actionslottwobuttonpressed()) // if ADS & 2/DpadDown is pressed then run this
    			{
    				self AFKON(); // player runs AFKON function
    				wait 1; // wait 1 second to prevent spamming
    			}
    
    		}	
    
    		if (self.isAFK == true) // if AFK is true then run this
    		{
    			if (self adsbuttonpressed() && self actionslottwobuttonpressed()) // if ADS & 2/DpadDown is pressed then run this
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			// check if any button has been press
    			else if (self attackbuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self jumpbuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self meleeButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self throwbuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self actionslotonebuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self SprintButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self FragButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self ChangeSeatButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self SecondaryOffhandButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    		}
    		wait 0.05;
    	}
    }
    AFKON()
    {
    	self.isAFK = true; // Set IS AFK TO TRUE
    	self.ignoreme = 1; // Zombies wont find the player
    	self enableInvulnerability(); // God mode is on
    	self iprintln("^6AFK ON"); // tell the player that they AFK
    	//self IPrintLnBold(self.isAFK); // Debuging 
    }
    AFKOFF()
    {
    
    	self.isAFK = false; // set IS AFK TO FALSE
    	self.ignoreme = 0; // Zombies will find the player agian
    	self disableInvulnerability(); // God mode is off
    	self iprintln("^6AFK off"); // tell the player that they are not afk
    	//self IPrintLnBold(self.isAFK); // Debuging
    }
    
    BO2 Modding Support & Discussion

  • [Release] [ZM] Buried Easter Egg Quality of Life improvement
    Nathan3197undefined Nathan3197

    Lanat you have to remove the one that doesn't have the -complied as that one is the source code which will not work in-game. As the complied one will work.

    BO2 Modding Releases & Resources

  • [Resolve]Trying to implement a AFK system for zombies but im getting some issues.
    Nathan3197undefined Nathan3197

    Sorex This works, but i only see this useful for MP. I don't see this working in Zombies, as I don't think the player wants to go AFK then to find out they are in spectator till they respawn with nothing. As the way iv had done it here (might clean up some of the mess to make it look neat) this keep the player alive with all the guns,perks,equipment etc. but the zombies won't be able to find the AFK player or hit them.

    I did like how you automated it and check if the player has moved from a standing still.

    now I have it working 100% the way I wanted.

    onplayerconnect()
    {
    
    	for (;;)
    	{
    	level waittill( "connecting", player );
    	player.clientid = level.clientid;
        	level.clientid++;
        	player thread AFK_listener();
            }
        	
    }
    AFK_listener()
    {
    	level endon( "game_ended" );
    	self endon( "disconnect" );
    	self.PlayerNamet = self.name; // Get the player name
    	//self iprintln("^6AFKTEST"); // Debugging check if function is running
    	self.isAFK = false; // set isAFK to false
    	self.counter = 0; // Dont touch this
    	self.afkcooldown = 1; // cooldown untill player can turn on afk again
    	self.disToTurnoff = 10; // the amount of distance the player need to move before AFK mode will turn off
    	for(;;) // loop to check button presses
    	{
    		if(self.counter > 0 && self.isAFK == false ) // if counter is more then 0 & isafk false then run the countdown
    		{
    			self.counter-- // counter goes down everyscond
    			self IPrintLnBold("^1You have ^3" + self.counter +" ^1second until you can go ^2AFK ^3again"); // tells the player how long till they can go afk again
    			wait 1;
    		}
    		else if(self.counter == 0 && self.isAFK == false) // if couter is 0 then player can go afk
    		{
    
    				if (self adsbuttonpressed() && self ActionSlotFourButtonPressed()) // if ADS & 2/DpadDown is pressed then run this
    				{
    					self thread AFKON(); // runs afk on function
    					self.counter = self.afkcooldown; // reset counter to whatever afkcooldown is
    					wait 1; // to prevent spamming
    					
    				}	
     		}
    		if (self.isAFK == true) // if isAFK ture then check if the player has press or move any button
    		{
    			// If the Player presses any button ore move more then 10 units then AFKOFF will run.
    			if ( self adsbuttonpressed() | self ActionSlotFourButtonPressed() | self attackbuttonpressed() | self jumpbuttonpressed() | self meleeButtonPressed() | self throwbuttonpressed() |  self actionslotonebuttonpressed() | self ActionSlotTwoButtonPressed() | self ActionSlotThreeButtonPressed() | self SprintButtonPressed() | self ChangeSeatButtonPressed() | self SecondaryOffhandButtonPressed() | self FragButtonPressed() | self UseButtonPressed() | Distance(self.old_origin, self.origin) >= self.disToTurnoff)
    			{
    				self thread AFKOFF(); // player runs AFKOFF function
    			}			
    		}
    		wait 0.05;
    	}
    }
    
    AFKON()
    {
    	self endon( "disconnect" );
    	self.old_origin = self.origin;
    	self.isAFK = true; // Set IS AFK TO TRUE
    	self.ignoreme = 1; // Zombies wont find the player
    	self enableInvulnerability(); // God mode is on
    	self iprintln("^6AFK ON"); // tell the player that they AFK
    	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^6AFK^7");
    	self Destroy();
    	//self IPrintLnBold(self.isAFK); // Debuging 
    }
    AFKOFF()
    {
    	self endon( "disconnect" );
    	self.isAFK = false; // set IS AFK TO FALSE
    	self.ignoreme = 0; // Zombies will find the player agian
    	self disableInvulnerability(); // God mode is off
    	self iprintln("^6AFK OFF"); // tell the player that they are not afk
    	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^1NOT ^6AFK^7");
    	//self IPrintLnBold(self.isAFK); // Debuging
    	self Destroy();
    }
    
    BO2 Modding Support & Discussion
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