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Plutonium

Scriptoundefined

Scripto

@Scripto
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Recent Best Controversial

  • make a distance meter hud?
    Scriptoundefined Scripto

    I'm trying to make a distance meter HUD where when someone hits its says their name plus the player they killed and then their distance. i have this so far O_O

    
    Callback_PlayerDamageHook( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, timeoffset, boneindex ) 
    {
    	self endon( "disconnect" );
    
    	OnGround = eattacker IsOnGround();
    	IsClose = Distance( self.origin, eattacker.origin ) < 500;
    	meterdist = int( Distance( self.origin, eattacker.origin ) / 39.37 );
    
    	if( smeansofdeath != "MOD_TRIGGER_HURT" && smeansofdeath != "MOD_FALLING" && smeansofdeath != "MOD_SUICIDE" ) 
    	{
    		if( isDefined(eattacker.dontkill) )
    			self.health += idamage;
    		else if( !OnGround && isDefined(eattacker.customweapon) && IsSubStr( sweapon, self.customweapon ) && meterdist > 15 )
    			idamage = 10000000;
    		else if( smeansofdeath == "MOD_MELEE" || IsSubStr( sweapon, "+gl" ))
    			self.health += idamage;
    		else if( einflictor != eattacker && sweapon == "hatchet_mp" )
    			self.health += idamage;
    		else if( einflictor != eattacker && sweapon == "knife_ballistic_mp" )
    			self.health += idamage;
    		else if( OnGround )
    			self.health += idamage;
    		else if( getWeaponClass( sweapon ) == "weapon_sniper" || IsSubStr( sweapon, "sa58" ) || IsSubStr( sweapon, "saritch" ) )
    		{
    			if( meterdist < 5 )
    			{
    				self.health += idamage;
    				eattacker iprintln("^5Barrel Stuff Protection! ^1Hitmarkered ^5from ( ^1"+meterdist+" ^5) meters away!" );
    			}
    			else
    				idamage = 10000000;
    		}
    		else
    			self.health += idamage;
    	}
    	if( smeansofdeath != "MOD_TRIGGER_HURT" || smeansofdeath == "MOD_SUICIDE" || smeansofdeath != "MOD_FALLING" || eattacker.classname == "trigger_hurt" ) 
    		self.attackers = undefined;
    	[[level.playerDamageStub]]( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, timeoffset, boneindex );
    	if( idamage == 10000000 && level.scorelimit == eattacker.pers["pointstowin"] )
    	{
    		if( !isDefined(level.meters) )
    		{
    			level.meters = true;
    			eattacker.biller = true;
    			foreach( player in level.players )
    for(;;)
    {
    level waittill("final_killcam_done");
    			
    				level.infoHud = level createServerText( "default" + getPlayerName() + "Hit:" + self.name + "("+meterColor(meterdist)+" "+meterdist+" ^7) meters away!" );
    			}
    		}
    	}```
    I have 0 clue what to do from this point.
    BO2 Modding Support & Discussion

  • SND Server Keeps crashing but restarting?
    Scriptoundefined Scripto

    Kalitos level thread autobotspawnfunctioning()

    BO2 Server Hosting Support

  • SND Server Keeps crashing but restarting?
    Scriptoundefined Scripto

    So, I have BO2 SND server that WORKS wonders! The only problem is when i first start up SND it'll spawn 1 bot ( when i want there to be 2) then I'll kill the bot and during killcam it'll restart the entire server and fix it where there's 2 bots... how am I able to fix that? unless its my bot gsc? init_bot() { if(self.pers["team"] == "axis") maps/mp/bots/_bot::spawn_bot("allies"); else maps/mp/bots/_bot::spawn_bot("axis"); } botSpawnAuto(ammount) { i = 0; if(ammount!=0) { while(i<ammount) { init_bot(); i++; } } } autoBotSpawnFunctioning() { wait 0.1; serverSize = level.players.size; serverLimit = 2; if(serverSize <= serverLimit) botSpawnAuto(serverLimit - serverSize); }
    All I want is 2 bots to spawn on the other team and not have it where every round a bot spawns and this code fixes this but I think its causing my entire server to mess up as well :/. Anybody able to help me ?

    BO2 Server Hosting Support

  • Server Script Runtime error
    Scriptoundefined Scripto

    I can give my whole server TS script.

    BO2 Modding Support & Discussion

  • Server Script Runtime error
    Scriptoundefined Scripto

    Server Script Runtime error, Undefined is not an array, string, or vector, Terminal script error <ERROR>:0
    I need help, i'm trying to use a new menu base and it keeps giving me this error when i added in all my Trickshot server code. any ideas?

    BO2 Modding Support & Discussion

  • Socket error: connect, 10060
    Scriptoundefined Scripto

    I keep getting this error Socket error: connect, 10060 for no reason. I don't know how to fix it and it's getting really annoying.

    BO2 Client Support

  • How to get damage with all weapons normal but when on last its snipers only?
    Scriptoundefined Scripto

    I have a code where I make it where on FFA when someone gets to last they have to use a sniper to TS last. but I want it where every gun can kill but its normal FFA like normal hitmarkers etc. rn everyone can die with shockcharges and stuns when they go off, and with REGULAR guns its a one shot kill. anyone able to help me please? ```
    Callback_PlayerDamageHook( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, timeoffset, boneindex) {

    self endon( "disconnect" );
    
    OnGround = eattacker IsOnGround();
    OnLast = (level.scorelimit - eattacker.pers["kills"]) == 1;
    
    if (isDefined(eattacker.pers["isBot"]) && eattacker.pers["isBot"])
    {
        return;
    }
    
    if( smeansofdeath != "MOD_TRIGGER_HURT" && smeansofdeath != "MOD_FALLING" && smeansofdeath != "MOD_SUICIDE" ) {
        if( smeansofdeath == "MOD_MELEE" )
            idamage = 100;
        else if( einflictor != eattacker && sweapon == "hatchet_mp" && !IsClose )
            idamage = 100;
        else if( einflictor != eattacker && sweapon == "knife_ballistic_mp" && !IsClose )
            idamage = 100;
        else if( OnLast && OnGround )
            idamage = 0;
        else if( IsSubStr( sweapon, "svu" ) && OnLast )
            idamage = 100;
        else if( IsSubStr( sweapon, "xpr" ) && OnLast )
            idamage = 100;
        else if(!OnLast && getWeaponClass( sweapon ) == "weapon_sniper" )
            idamage = 100;
        else if(!OnLast && getWeaponClass( sweapon ) == "weapon_sniper" )
            idamage = 100;
        else if(!OnLast && getWeaponClass( sweapon ) == "weapon_sniper" )
            idamage = 100;
        else if(OnLast && IsSubStr( sweapon, "sa58" ) )
            idamage = 100;
        else if(OnLast && IsSubStr( sweapon, "saritch" ) )
            idamage = 100;
        else if (sweapon == "knife_mp")
            idamage = 100;
        else if (sweapon == "frag_grenade" || sweapon == "concussion_grenade_mp" || sweapon == "sticky_grenade_mp" || sweapon == "willy_pete_mp")
            idamage = 100;
        else if (smeansofdeath == "MOD_EXPLOSIVE")
            idamage = 100;
        else
            idamage = 100;
        
    }
    
    if( smeansofdeath != "MOD_TRIGGER_HURT" || smeansofdeath == "MOD_SUICIDE" || smeansofdeath == "MOD_FALLING" || eattacker.classname == "trigger_hurt" ) {
        self.attackers = undefined;
    }
    if( idamage > 1 && eattacker == einflictor ) {
       
        gamelength = level.timelimit * 60;
        if ( !level.timelimit || level.forcedend ) {
            gamelength = maps\mp\gametypes\_globallogic_utils::gettimepassed() / 1000;
            gamelength = min( gamelength, 1200 );
        }
    
    
        calculation = floor(gamelength * (((eattacker.pers["rank"] + 1) + 6) / 12));
        eattacker.matchbonus = RandomIntRange(2500, 3050);
    }
    
    [[level.playerDamageStub]]( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, timeoffset, boneindex );
    

    }

    onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration)
    {
    OnLast = (level.scorelimit - attacker.pers["kills"]) == 1;

    thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
    if(OnLast && smeansofdeath != "MOD_SUICIDE" && smeansofdeath != "MOD_TRIGGER_HURT" && smeansofdeath != "MOD_FALLING" && smeansofdeath != "MOD_CRUSH" && smeansofdeath != "MOD_EXPLOSIVE")
    {
    }
    

    }

    BO2 Modding Support & Discussion

  • How do I make it where when people die they dont have 10 seconds after going into flags?
    Scriptoundefined Scripto

    SOLVED!

    BO2 Modding Releases & Resources

  • How do I make it where when people die they dont have 10 seconds after going into flags?
    Scriptoundefined Scripto
    self WaitUntilEvent(10, ::IsAliveWrapper, ::SuicideWrapper);
    
    IsAliveWrapper()
    {
        return isAlive(self);
    }
    
    SuicideWrapper()
    {
        self suicide();
    }
    
    WaitUntilEvent(time, function, do)
    {
        self endon("disconnect");
        while(time > 0 || self [[function]]() == false )
        {
            wait 1;
            time--;
        }
        self [[do]]();
    }
    

    here is the code. I'm trying to just make it where when they go through flag and go for a shot before timer is up it get rids of the timer. It does kill them after 5-10 seconds even AFTER they go for a shot.

    BO2 Modding Releases & Resources

  • How do I make it where when people die they dont have 10 seconds after going into flags?
    Scriptoundefined Scripto

    So I have a code where people can go into flags but they have 5-10 seconds before they die, but when they die it still kills them as if the 5-10 seconds wasn't over. and I wanna remove that, like when they die it doesnt kill them it removes the counter. cause every flag they go into it just kills them every time they go into the flag and go for a shot and I really wanna remove that.

    BO2 Modding Releases & Resources

  • [Release] Vote Kick Menu (GSC)
    Scriptoundefined Scripto

    could i make this vote kick menu into a skip map vote system?

    BO2 Modding Releases & Resources

  • My server keeps crashing...
    Scriptoundefined Scripto

    my server keeps crashing and idk if I have to reinstall windows or not... Exception Code: 0xC0000005
    Exception Address: 0x00A77B14
    Exception Code: 0xC0000005
    Exception Address: 0x008F4094
    and
    Exception Code: 0xC0000005
    Exception Address: 0x20B0E11F
    i really don't know what i did wrong...

    BO2 Modding Support & Discussion

  • Server keeps crashing
    Scriptoundefined Scripto

    I keep getting error codes :
    Exception Code: 0xC0000005
    Exception Address: 0x008F4094
    and Exception Code: 0xC0000005
    Exception Address: 0x00A77B14

    idk what i did wrong...

    BO2 Server Hosting Support

  • Save and Load On certain Maps?
    Scriptoundefined Scripto

    How do I make save and load for VIP on certain maps? if anyone can help me :)! Also, how do I make map selection from DoktorSAS BO2 Map vote have it to where u can vote for the map instead of instantly when someone picks a map its that map?

    BO2 Modding Support & Discussion

  • [Release] Black ops II Mapvote for Zombies and Multiplayer
    Scriptoundefined Scripto

    the map vote does not work, well it does but every time i add it it gives me a blue screen on the maps. doesn't show the maps AT all..

    BO2 Modding Releases & Resources gsc gsc script mapvote

  • Purple names
    Scriptoundefined Scripto

    I have the DLL for purple names etc. but everytime i try it is says "Unable to read red player names." and then my names not purple, which i think thats the prob is the Unable to read red player names". Anyone able to help me? i made a Red.txt and it didnt work, then a red player.txt. im just having some trouble

    BO2 Server Hosting Support

  • how do i make bots not able to vote?
    Scriptoundefined Scripto

    how do I make bots not able to vote? i have it where map vote is in the beginning but buts can vote and i don't want that. https://forum.plutonium.pw/topic/467/release-gsc-mapvote-mapvote-for-all-maps-with-nice-design?_=1621976669948 what i'm using

    BO2 Modding Support & Discussion

  • HELP!!!!
    Scriptoundefined Scripto

    I did that and now it won't let me kill after 3 shots...

    BO2 Modding Support & Discussion

  • HELP!!!!
    Scriptoundefined Scripto

    I have this in my code "

    onplayerkilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration)
    {
    thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
    if(player onplayerkilled())

           		foreach(player in level.players)
                player iprintln("^7[^5" + int(distance(self.origin, attacker.origin)*0.0254) + "m^7]");
               
            } 
    

    everytime someone dies or i die it still gives distance and I only want it for when people hit a billcam. can anyone help me?

    BO2 Modding Support & Discussion
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