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Plutonium

Sassundefined

Sass

@Sass
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Recent Best Controversial

  • [Support] Mono Syntax Error
    Sassundefined Sass

    Just out of curiosity, would you mind telling us where you got this code from ? I copy-pasted some random snippets I found to be odd into Google, and it leads me to Black Ops 3 forums.

    BO2 Modding Support & Discussion

  • Contents of the GSC file "_clientids" !Question
    Sassundefined Sass

    I know the file existed back in CoD4, and wasn't even used back then IIRC.

    To clarify, player.clientid's do indeed exist and is (somewhat) used in the game. However this file doesn't handle them at all as you can already tell.

    Edit : level.clientid was probably either supposed to distribute a clientid to every client that connects, or be an array that stores every player's clientid. In the COD4 version of the file, you can find this comment :

    // Is this safe? What if a server runs for a long time and many people join/leave

    BO2 Modding Support & Discussion

  • yo any reason why it wont run
    Sassundefined Sass

    Rerun piry.exe

    BO2 Client Support

  • [Support] How do I find the file path for includes?
    Sassundefined Sass

    The GSC Toolkit you can find on this topic has a GSC Dump. Go in the /Black Ops II GSC Dump/patch_mp folder and you'll find the gsc files with the correct folder hierarchy. From there you can #include whatever file you want with the correct path.

    BO2 Modding Support & Discussion

  • [Support] How do i delete bounces?
    Sassundefined Sass

    This snippet looks good to me

    BO2 Modding Support & Discussion

  • [Support] How do i delete bounces?
    Sassundefined Sass

    loop_ This isn't even correct lmao

    BO2 Modding Support & Discussion

  • [Support] last cooldown wont work
    Sassundefined Sass

    Call this on spawn, not connect

    BO2 Modding Support & Discussion

  • [Support] FPS Dvar
    Sassundefined Sass

    I know that the com_maxfps dvar works fine, but I can't say the same thing about the toggle command.

    Just out of curiosity : Why would you need a toggle that controls your FPS anyway ?

    BO2 Modding Support & Discussion

  • [Support] anti barrel
    Sassundefined Sass

    kuxqi It looks super dumb and ugly but here you go I guess....

        if( (distance(eattacker.origin, self.origin ) ) < 200 )
        {
            eattacker iPrintLnBold("bro ur 2 close bro wtf");
            iDamage = 0;
            return iDamage;
        }
    
    BO2 Modding Support & Discussion

  • [Support] anti barrel
    Sassundefined Sass

    Put this somewhere in your onplayerdamage() function, assuming you already have one :

        if( (distance(eattacker.origin, self.origin ) ) < 200 )
        {
            iDamage = 0;
            return iDamage;
        }
    

    You can change 200 to something higher/lower.

    BO2 Modding Support & Discussion

  • How to change name in game
    Sassundefined Sass

    I suggest you visit the Common Issues and Frequently Asked Questions page. You will find the answer to your question there.

    General Discussion

  • [Support] Hunter Killer Riding Help
    Sassundefined Sass

    Glad to hear that. Locking thread.

    BO2 Modding Support & Discussion

  • [Support] Hunter Killer Riding Help
    Sassundefined Sass

    Hyper Did you use self Unlink(); instead of self detachAll(); ?
    I told you to use Unlink() in my previous reply, I suggest you read it entirely.

    BO2 Modding Support & Discussion

  • [Support] Hunter Killer Riding Help
    Sassundefined Sass

    These mods for trickshotters are getting more and more ridiculous I swear, but who am I to judge.

    Anyway, replacing weapon waittill("death"); by wait X; (replace X by the amount of seconds you want) should do the trick. I'm not sure how you can come up with a "waittill" but not a simple "wait" though...

    You need to replace self detachAll(); by self Unlink(); aswell: detachAll() isn't what you need to use in that situation.

    Also put self enableInvulnerability(); inside your if statement : you don't want to give godmode to people who fires RPGs/SMAWs.

    BO2 Modding Support & Discussion

  • [Support] How do i delete bounces?
    Sassundefined Sass

    You can't do that with the function you have, because it doesn't link "trampoline" to a player entity. Use something like self.trampoline[i] so you can manage them better. i would be an incremented integer.

    BO2 Modding Support & Discussion

  • [Resource] Ladder Mod
    Sassundefined Sass

    Or instead of using level.ladderjump/self.ladderjump, just use one of the dvar's value for your if statement, e.g :

    if( getDvar("jump_ladderPushVel") == 128 )
    {
        self iprintln("Ladder Mod ^1ON");
        setDvar("jump_ladderPushVel", 1024);
        setDvar("bg_ladder_yawcap", 0);
    }
    
    BO2 Modding Releases & Resources

  • [Support] Gsc Support #2
    Sassundefined Sass

    If you want to spawn one bot, the GSC for it is the following :

    self thread maps\mp\bots\_bot::spawn_bot(team);
    // team is either "axis", "allies" or "autoassign" (WITH QUOTES)
    

    If you need to spawn multiple bots, making a function that loops this line would be the way to go, like this :

    self thread spawnBots(NumberOfBots, NameOfTeam); 
    // example : spawnBots(3, "autoassign");
    
    spawnBots(count, team)
    {
        for(i = 0; i < count; i++)
        {
            self thread maps\mp\bots\_bot::spawn_bot(team); 
            wait .5;
        }
    }
    
    BO2 Modding Support & Discussion

  • [Support] Make slides stronger
    Sassundefined Sass

    Just set it to something higher, exeperiment with it yourself until you find a setting you like.

    BO2 Modding Support & Discussion

  • [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

  • [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
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