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Plutonium

Quikksterundefined

Quikkster

@Quikkster
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Recent Best Controversial

  • REPOST: Need helping implementing these MP features into my ZM servers (if possible)
    Quikksterundefined Quikkster

    birchy said in REPOST: Need helping implementing these MP features into my ZM servers (if possible):

    Thanks so much! 🙂

    BO2 Modding Support & Discussion

  • REPOST: Need helping implementing these MP features into my ZM servers (if possible)
    Quikksterundefined Quikkster

    UPDATE: Reposting because I didn't realize my last post seemed like it was just a release, I want to clarify I am trying to see if these are possible in Zombies and I also am not claiming I created this code. Keep this in mind when reading, if you could help me, lmk. Thank you!

    Very short and simple post, I was curious if this custom end game feature (shown below) that I have in my MP servers, would be possible to implement into a Zombies Server.

    The obvious difference being instead of replacing "Victory" or "Round Won" it would be replacing "Game Over" when you die on Zombies.

    I would also like to do this for my function where if I join the server it announces on all players screens. (shown below)

    I have tried both of these in multiple different variations and I just could not figure it out on Zombies.

    Here is the code for custom end game on my MP servers along with screenshots:

    init()
    {
        level thread onPlayerConnect();
    }
    
    //OnPlayerConnect
    onPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread onPlayerSpawned();
            player thread customEndGame();
            //game["strings"]["change_class"] = undefined;
    }
    
    //OnPlayerSpawn
    onPlayerSpawned()
    {
        self endon("disconnect");
        level endon("game_ended");
    }
    
    sendMessagetoServer(message)
    {
        foreach(player in level.players)
           player iprintln(message);
    }
    
    customEndGame()
    {
    	game[ "strings" ][ "draw" ] = "^6@QuikksServers";
    	game[ "strings" ][ "round_draw" ] = "^6@QuikksServers";
    	game[ "strings" ][ "round_win" ] = "^6@QuikksServers";
    	game[ "strings" ][ "round_loss" ] = "^6@QuikksServers";
    	game[ "strings" ][ "victory" ] = "^6@QuikksServers";
    	game[ "strings" ][ "defeat" ] = "^6@QuikksServers";
    	game[ "strings" ][ "game_over" ] = "^6@QuikksServers";
    	game[ "strings" ][ "halftime" ] = "^6@QuikksServers";
    	game[ "strings" ][ "overtime" ] = "^6@QuikksServers";
    	game[ "strings" ][ "roundend" ] = "^6@QuikksServers";
    	game[ "strings" ][ "intermission" ] = "^6@QuikksServers";
    	game[ "strings" ][ "side_switch" ] = "^6@QuikksServers";
    	game[ "strings" ][ "Final_Killcam" ] = "^6@QuikksServers";
    }
    

    d1a443ef-f51d-4324-9f59-33f984d82b7a-image.png

    Here is the code for Staff has joined the server on my MP servers along with screenshots:

    init()
    {
        level thread onPlayerConnect();
    }
    
    //OnPlayerConnect
    onPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread onPlayerSpawned();
            player thread QuikkConnectedNotify("^1Quikkster ^7has joined the server!", 10, (0, 1, 1));
    }
    
    //OnPlayerSpawn
    onPlayerSpawned()
    {
        self endon("disconnect");
        level endon("game_ended");
    }
    
    sendMessagetoServer(message)
    {
        foreach(player in level.players)
           player iprintln(message);
             
    }
    
    // Quikksters Welcome Message //
    QuikkConnectedNotify(text, duration, glowColor) ;
    // Check if player is Quikkster 
    if(self getXuid() == "1234567890") { // my xuid would go here obviously
    // Create notify struct
    notifyData = spawnStruct();
    notifyData.notifyText = text;
    notifyData.duration = duration;
    //notifyData.glowColor = glowColor;
    	        
    // Display notification to players 
    foreach(player in level.players) {
            player thread notifymessage(notifyData);
    }
    }
    }
    

    fd87b745-40eb-401d-ac7c-2b704b1cb11b-image.png

    BO2 Modding Support & Discussion

  • Zombies "Custom End Game" strings & "Staff has joined the server" - Need some help. Thanks!
    Quikksterundefined Quikkster

    @lResxt It wasn't necessarily a release, more of asking for support on transferring these functions / features over to Zombies. Obviously if people want to take these code for themselves they can (I do NOT claim ownership, and did NOT create this - unsure of the original source) but, I just needed help with implementing it into zombies, as previously stated. If you or someone else that sees this could help that would be awesome, thanks!

    BO2 Modding Support & Discussion

  • [Release] T6 Cranked Gamemode Script
    Quikksterundefined Quikkster

    birchy thank you

    BO2 Modding Releases & Resources

  • [Release] T6 Cranked Gamemode Script
    Quikksterundefined Quikkster

    birchy awesome release 🙂 I just put up a server with this. I was wondering if there was a way to play the timer "5,4,3,2,1" sound effect, for only the player running low on time, and not for everyone in the game. When testing, I was able to change the sound effect to a bomb timer sound, but regardless of what sound I use I really don't like how it plays the sound across all players POVs, not just your own.

    BO2 Modding Releases & Resources

  • "Server Disconnected - server script runtime error exceeded maximum number of child server script variables"
    Quikksterundefined Quikkster

    mikey yeah at first I tried out your built in compiler and it was fine but I chose GSC Studio instead because I wanted to implement other mods as well. I only used specific parts of your QOL mod, not the entire build, as you had already stated in the release that it was unfinished and unstable, that is why I chose to do it piece by piece and not include all of your QOL mod

    BO2 Modding Support & Discussion

  • "Server Disconnected - server script runtime error exceeded maximum number of child server script variables"
    Quikksterundefined Quikkster

    Sorex so what should I do in order to fix this specific error code? Is it an overflow error? or do I just have to rename it do _clientids and try that?

    BO2 Modding Support & Discussion

  • "Server Disconnected - server script runtime error exceeded maximum number of child server script variables"
    Quikksterundefined Quikkster

    Sorex here is a link to everything I compiled into _scoreboard.gsc, sorry it's a bit messy I am still sorta new to this. I can also put a screenshot of how I had it laid out just for the hell of it. Thanks btw

    https://drive.google.com/drive/folders/1OPncVTaDdZOJAWNrLwR4PYex9EBLlCfY?usp=sharing

    3b1660ad-607f-493e-9d6f-a7f813a7eec9-image.png

    BO2 Modding Support & Discussion

  • "Server Disconnected - server script runtime error exceeded maximum number of child server script variables"
    Quikksterundefined Quikkster

    My Zombies servers have been non stop crashing for the last two days and it is driving me absolutely INSANE. The most recent error I have been getting is the one posted below. It seems to mainly happen with Transit, Buried, and MotD. For Transit I have my main _scoreboard build with a _clientids.gsc that helps fix various issues such as the Teleporters and JetGun. I have the _zm_transit_utility.gsc to fix tombstone. My origins servers have the 3 files needed to fix various issues (dig, amb & craftables)

    Across all of my zombies servers I have _zm_banking.gsc with the Plugin attached to IW4m for Bank Fix, as well as _zm_audio_announcer.gsc which to be honest is the only file I am not positive works properly, however it seems to crash regardless of whether I remove it or not.

    I am sorry if this post is a bit of a mess, just trying to make it crystal clear all files I am using during these errors I also only have ONE map in rotation per server. And I have literally triple checked everything....![alt text](dad6cefd-1038-445f-8fe9-cada69c339a0-image.png image url)

    (EDIT): It 100% has to be something to do with my _scoreboard.gsc I removed everything related to any specific maps, and all other gsc files, launched up a few different maps and they all gave me this same error codre hopefully this helps someone help me. I am willing to just post my entire _scoreboard if it means soemone can help me find a fix, let me know thank you.

    BO2 Modding Support & Discussion

  • Launcher JSON error
    Quikksterundefined Quikkster

    E m P t Y same here

    Launcher Support
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