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oilpanbuster

oilpanbuster

@oilpanbuster
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Recent Best Controversial

  • Open Mic Voice Chat
    oilpanbuster oilpanbuster
    BO2 Client Support

    Couldn't you just open console and input

    +talk
    

  • Server Limit between 2 Regions?
    oilpanbuster oilpanbuster
    BO2 Server Hosting Support

    JezuzLizard Does the server limit apply to servers that are not on the server browser? For instance, can I run more than 15 zombies server that do not have server keys set and simply allow people to direct connect via ip?


  • [Release] [ZM] [Mod] zm_expanded - Combining zm_weapons & zm_perks into 1 mod
    oilpanbuster oilpanbuster
    BO2 Modding Releases & Resources

    sehteria Are there any plans to make the extra perks work with grief? I've noticed none of the perk machines show up on the grief mode.


  • Function Detouring / Overriding Multiple Times
    oilpanbuster oilpanbuster
    BO2 Modding Support & Discussion

    So I made a script that successfully sets the gavaknuckles to 1,000,000 damage, the only issue is when I combine this with another script that also detours level.callbackactordamage, one of the detours does not work. Specifically, I am trying to use this in conjunction with
    https://forum.plutonium.pw/topic/32538/release-zm-black-ops-2-custom-perks?_=1721359339869
    I don't see an issue with multiple detours myself, in my mind the first detour would simple execute the second detour's level.callbackactordamage which would then execute the original level.callbackactordamage, though this doesn't seem to be what is happening. How can I make both of these scripts work together? Also, the second script does not call the original function level.callbackactordamagestub, it calls it level.originalcallbackactordamage, which should mean that it is not being overriden.

    init()
    {
    	level.callbackactordamagestub = level.callbackactordamage;
    	level.callbackactordamage = ::buffDamage;
    }
    
    
    buffDamage( inflictor, attacker, damage, flags, meansofdeath, weapon, vpoint, vdir, shitloc, psoffsettime, boneindex )
    {
    	if (isDefined( attacker ) && isplayer( attacker )) {
    		if (weapon == "tazer_knuckles_zm") { 
    			damage = 1000000;
    		}
    	}
    	self [[level.callbackactordamagestub]]( inflictor, attacker, damage, flags, meansofdeath, weapon, vpoint, vdir, shitloc, psoffsettime, boneindex );
    } 
    

  • How to set secondary clip?
    oilpanbuster oilpanbuster
    BO2 Modding Support & Discussion

    Works perfectly, thank you!


  • How to set secondary clip?
    oilpanbuster oilpanbuster
    BO2 Modding Support & Discussion

    Hi, I just had a quick question about setting the ammo in a secondary clip. I can use

    player setweaponammoclip("weapon", 0);
    

    This successfully sets the primary clip's ammo, but how would I do it for a secondary clip? The weapon I'm having trouble with is the five seven dual wield.

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