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Plutonium

Sassundefined

Sass

@Sass
Plutonium Staff
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Recent Best Controversial

  • How do I change my level to the one I want?
    Sassundefined Sass
    • statsetbyname plevel # is for prestige levels.
    • statsetbyname rankxp # changes the amount of XP. You can find an XP Table here.
    BO2 Client Support

  • [Support] Code for distance meter for trickshots?
    Sassundefined Sass

    If you want it to show when you kill someone, then don't remove attacker, simple as that. If you want it to show for everyone, maybe do something like a foreach(player in level.players) and use player instead of attacker ?

    I don't know, there are plenty of ways to do this, you have to give it more thought than that.

    BO2 Modding Support & Discussion

  • How do I add bots to my game?
    Sassundefined Sass

    Type bot in the console

    MW3 Client Support

  • [Support] Code for distance meter for trickshots?
    Sassundefined Sass

    Backing up on what Cahz , this is basic GSC knowledge. If you're willing to host servers with mods, you should atleast take the time to learn and comprehend how the script works. We could babysit you through the whole process, but that will never play in your favor and you'll be stuck because of the smallest issues such as this one. You can find plenty of resources and even tutorials with enough searching. Please take some time to learn, it will help you alot.

    BO2 Modding Support & Discussion

  • [Support] Code for distance meter for trickshots?
    Sassundefined Sass

    The script you've made gives point to every player once you get a kill... This isn't about "doing research" at this point, this is about knowing how to script at all.

    The following should work, but PLEASE take some time to LEARN how to do such simple tweaks :

    onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) 
    {
        thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
        foreach(player in level.players)
        	player iPrintLn( attacker.name + " killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
    }
    
    BO2 Modding Support & Discussion

  • MW3/IW5 Survival Mode?
    Sassundefined Sass

    Survival is (in a technical aspect) part of the Singleplayer portion of the game, which we do not work on. The focus of the IW5 client is to offer a Multiplayer experience, therefore the inclusion of Survival or Spec Ops isn't planned.

    MW3 Client Support

  • [Resource] Trickshotting GSC LIST!
    Sassundefined Sass

    frosty Just came from another post where the "Save & Load" scripts caused issues, and from reading your snippet, it has some issues that makes them unusable.

    Here's another script I just quickly came up with. Please make sure your script snippets are tested before posting (and if they already are, test them separated from each other).

    Note : I kept the self.snl stuff purely because it can have some purpose (for VIP functions for example) but it's not mandatory.


    Step 1 :
    Put this in onPlayerConnect() : player.snl = true;
    OR
    Put this in onPlayerSpawned() : self.snl = true;

    Step 2 :
    Put this in onPlayerSpawned() : self thread doSaveAndLoad();

    Step 3 :
    Put this anywhere in your file :

    doSaveAndLoad()
    {
        self endon("death");
        self endon("disconnect");
    
        if( self.snl == true )
        {
            self iPrintLn("Crouch and press [{+actionslot 2}] to save");
            self iPrintLn("Crouch and press [{+actionslot 1}] to load");
        }
        
        for(;;)
        {
            if (self actionSlotTwoButtonPressed() && self getStance() == "crouch" && self.snl == true)
            {
                self.savedOrigin = self.origin;
                self.savedAngles = self.angles;
                self iPrintLn("Position saved");
            }
            if (self actionSlotOneButtonPressed() && self getStance() == "crouch" && self.snl == true)
            {
                self setOrigin(self.savedOrigin);
                self setPlayerAngles(self.savedAngles);
                self iPrintLn("Position loaded");
            }
            wait 0.1;
        }
    }
    
    BO2 Modding Releases & Resources gsc black ops 2 slides

  • [Support] Code for distance meter for trickshots?
    Sassundefined Sass

    I also feel so fucking dumb for not posting the right thing. I thought OP wanted a function that detects a player you almost hit and the distance between the impact and the player, not the distance from the player you just killed...


    Edit )
    Here's what you want to do. I also edited my first reply to include this script instead, sorry for the confusion. While I'm at it I included the "more precise" multiplier too since it seems to cause alot of debate for whatever reason.

    Step 1 - Add the following in init() :

    level.onkillscore = level.onplayerkilled;
    level.onplayerkilled = ::onplayerkilled;
    

    Step 2 - Copy the following somewhere in your file :

    onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) 
    {
        thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
        // ^ this is here so you can still score normally
        
        attacker iPrintLn("You killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
    }
    
    BO2 Modding Support & Discussion

  • When did people stop using common sense?
    Sassundefined Sass

    Over the years some form of paranoia took over in older COD games communities, especially when it's so easy to get cheats for the vanilla version of the game now. Not to mention that gaming communities in general are more and more toxic nowadays.

    Preventing people from hacking is one of our main priorities (if not the top one) and we have a 0 tolerance policy against cheaters. But people got so used to call each other hackers that they'll throw the word around to anyone who outplayed them. Plenty of times we got sent footage that was supposed to look suspicious but was nothing but normal.

    Also, recoil on MW3? Most of the popular weapons in this game have close to no recoil in the first place. MP7s, ACRs and SCARs are literally shooting laser beams.

    General Discussion

  • How do I install the dlc maps?
    Sassundefined Sass

    Just for your information, we are not called IW5X. People (mostly "influencers") are making that name up, but that's not how the project is called.

    Here's a link to the DLC files, it should include a .txt file with the instructions inside : https://mega.nz/folder/CYUkGSrJ#HVa6Cik59Bgi9pp5NBW4fg

    MW3 Client Support

  • [Support] Move Slide Care Package to new Position?
    Sassundefined Sass

    The self endon("death"); is intentional. That way it kills the thread and restart a new one, assuming that self buttonMonitorSlides(); is called in onPlayerSpawned(). This prevents the function to restart over and over again.

    BO2 Modding Support & Discussion

  • Question about voice chat..
    Sassundefined Sass

    That's the closest you'll get to the good old COD robotic voice I think lmao :

    lll

    General Discussion

  • [Support] Code for distance meter for trickshots?
    Sassundefined Sass

    I already changed my post to 40 yesterday. That's more than good enough, it doesn't need to be dead-on precise.

    BO2 Modding Support & Discussion

  • [Support] Code for distance meter for trickshots?
    Sassundefined Sass

    It does work, I tested it just now. I'm not sure what the problem is.

    BO2 Modding Support & Discussion

  • [Support] Best Editor
    Sassundefined Sass

    I use VS Code with the CodScript extension, which is a fork of cod-sense.

    BO2 Modding Support & Discussion

  • [Support] Looking for a way to disable fall damage unless hitting a death barrier
    Sassundefined Sass

    Add self setPerk("specialty_fallheight"); somewhere in your onPlayerSpawned() function (see example below)

    onPlayerSpawned()
    {
        self endon("disconnect");
        level endon("game_ended");
    	
        for(;;)
        {
            self waittill("spawned_player");
            self setPerk("specialty_fallheight");
        }
    }
    
    BO2 Modding Support & Discussion
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