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Plutonium

Nathan3197undefined

Nathan3197

@Nathan3197
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Recent Best Controversial

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

    DovahKunt just updated it to give credit.

    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

  • 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

  • Can you do somthing for me
    Nathan3197undefined Nathan3197

    @Adem-Dz
    This look like the BO4 perk icon. This won't take me to long to port over.

    Edit: There no Tombstone icon in your google drive folder

    Iv made a post with the icons you wanted
    https://forum.plutonium.pw/topic/5044/release-zm-bo4-perk-and-power-up-icons

    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

  • [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

  • [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

  • [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

  • Server list
    Nathan3197undefined Nathan3197

    dapronyagaming F10 key or the Home key. WIll bring back the server browser.

    BO2 Client Support

  • [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

  • [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&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
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