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Plutonium

rvyASVPundefined

rvyASVP

@rvyASVP
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  • Random map rotation
    rvyASVPundefined rvyASVP

    Resxt after hacking some of your code (thanks btw) together for five minutes i got a working randomized script. Good job, keep it up 😄

    for anyone whos interested (all credit obv goes to Resxt) :

    ||

    #include maps\mp\gametypes\_hud_util;
    #include maps\mp\gametypes_zm\_hud_util;
    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    SetDvarIfNotInitialized(dvar, value)
    {
    	if (!IsInitialized(dvar))
        {
            SetDvar(dvar, value);
        }
    }
    
    IsInitialized(dvar)
    {
    	result = GetDvar(dvar);
    	return result != "";
    }
    
    IsMultiplayerMode()
    {
        return !IsDefined(level.zombiemode) || !level.zombiemode;
    }
    
    Init()
    {
    	replaceFunc(maps\mp\gametypes\_killcam::finalkillcamwaiter, ::OnKillcamEnd);
        SetDvarIfNotInitialized("mapvote_default_rotation_maps", "Hijacked:Raid:Nuketown:Carrier:Express:Slums:Cargo:Yemen:Plaza");
        SetDvarIfNotInitialized("mapvote_default_rotation_modes", "war:dom:dm:koth:ctf:onflag:sd:oic:gun:sas");
    }
    
    OnKillcamEnd()
    {
        if (!IsDefined(level.finalkillcam_winner))
    	{
    	    if (isRoundBased() && !wasLastRound())
    			return false;	
    		
    		wait 5;
    		DoRotation();
    		
            return false;
        }
    	
        level waittill("final_killcam_done");
    	if (isRoundBased() && !wasLastRound())
    		return true;
    
    	wait 5;
    	DoRotation();
    
        return true;
    }
    
    GetRandomElementInArray(array)
    {
        return array[GetArrayKeys(array)[randomint(array.size)]];
    }
    
    GetMapCodeName(mapName)
    {
        formattedMapName = ToUpper(mapName);
    
        if (IsMultiplayerMode())
        {
            switch(formattedMapName)
            {
                case "NUKETOWN":
                return "mp_nuketown_2020";
    
                case "HIJACKED":
                return "mp_hijacked";
    
                case "MELTDOWN":
                return "mp_meltdown";
    
                case "EXPRESS":
                return "mp_express";
    
                case "CARRIER":
                return "mp_carrier";
    
                case "OVERFLOW":
                return "mp_overflow";
    
                case "SLUMS":
                return "mp_slums";
    
                case "AFTERMATH":
                return "mp_la";
    
                case "CARGO":
                return "mp_dockside";
    
                case "TURBINE":
                return "mp_turbine";
    
                case "DRONE":
                return "mp_drone";
    
                case "RAID":
                return "mp_raid";
    
                case "STANDOFF":
                return "mp_village";
    
                case "PLAZA":
                return "mp_nightclub";
    
                case "YEMEN":
                return "mp_socotra";
    
                case "UPLINK":
                return "mp_uplink";
    
                case "DETOUR":
                return "mp_bridge";
    
                case "COVE":
                return "mp_castaway";
    
                case "RUSH":
                return "mp_paintball";
    
                case "STUDIO":
                return "mp_studio";
    
                case "MAGMA":
                return "mp_magma";
    
                case "VERTIGO":
                return "mp_vertigo";
    
                case "ENCORE":
                return "mp_concert";
    
                case "DOWNHILL":
                return "mp_downhill";
    
                case "GRIND":
                return "mp_skate";
    
                case "HYDRO":
                return "mp_hydro";
    
                case "MIRAGE":
                return "mp_mirage";
    
                case "FROST":
                return "mp_frostbite";
    
                case "TAKEOFF":
                return "mp_takeoff";
    
                case "POD":
                return "mp_pod";
    
                case "DIG":
                return "mp_dig"; 
            }
        }
        else
        {
            switch(formattedMapName)
            {
                case "BURIED":
                return "zm_buried";
    
                case "DIE RISE":
                return "zm_highrise";
    
                case "MOB OF THE DEAD":
                return "zm_prison";
    
                case "NUKETOWN":
                return "zm_nuked";
    
                case "ORIGINS":
                return "zm_tomb";
    
                case "TRANZIT":
                case "FARM":
                case "TOWN":
                case "BUS DEPOT":
                return "zm_transit";
    
                case "DINER":
                return "zm_transit_dr";
            }
        }
    }
    
    DoRotation()
    {
        modeCfg = GetRandomElementInArray(StrTok(GetDvar("mapvote_default_rotation_modes"), ":"));
        mapName = GetMapCodeName(GetRandomElementInArray(StrTok(GetDvar("mapvote_default_rotation_maps"), ":")));
        SetDvar("sv_maprotationcurrent", "execgts " + modeCfg + ".cfg map " + mapName);
        SetDvar("sv_maprotation", "execgts " + modeCfg + ".cfg map " + mapName);
    }
    

    ||

    BO2 Server Hosting Support

  • Random map rotation
    rvyASVPundefined rvyASVP

    first of all sorry for the late response guys

    Resxt ive seen your work and thought about using it as a base for implementing it through gsc. Til now was too lazy tho 😄
    Ill take a look at it today and hope to finish it. Ig it wont be that hard.

    MSund12 Python? I didnt even know there was a way that python could interfere with the server. Tell me more 😄

    BO2 Server Hosting Support

  • Random map rotation
    rvyASVPundefined rvyASVP

    Hey guys, im trying to somehow randomize the map rotation AND gamemodes.
    Is there any setting i can set to do so or do i need to implement something through gsc's myself?
    (or can i set the rotation to groundwar and add gamemodes?)
    Thank you guys 🙂

    BO2 Server Hosting Support

  • Standalone Gamefolder for Lan-Partys
    rvyASVPundefined rvyASVP

    Should work with this method for LAN-Partys (https://forum.plutonium.pw/topic/33178/play-plutonium-offline-bo1-bo2-mw3-waw/2😞

    • Copy the Appdata/local/Plutonium folder to game directory
    • Change the given script to new paths
    • profit???

    Imma test this later or tomorrow. If you can also level up in this scenario, then im good to go, since we want to start with level 1 and progress through the games on the party.

    BO2 Client Support

  • Standalone Gamefolder for Lan-Partys
    rvyASVPundefined rvyASVP

    Hey guys i got a question.

    is it somehow possible to add the Appdata files and the launcher to the main game directory, so all plutonium related files stay in one folder? Something similar to the old days or IW4X. It would make the distribution of the game in a LAN Party environment alot easier and save some time.

    Thank you 🙂

    BO2 Client Support
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