FaZe Flick It wasn't made with the intention of loading through the map selection. It was made with the intention on running on dedicated servers. Feel free to implement that system.
ShepFX
Posts
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[Release] [Zombies] [WIP] Stairway to Hell T5 > T6 Port (v1.3.3) -
[Release] [Zombies] [WIP] Stairway to Hell T5 > T6 Port (v1.3.3)FaZe Flick So you went to mods > selected the mod then went to tranzit and ran it?
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[Release] [Zombies] [WIP] Stairway to Hell T5 > T6 Port (v1.3.3)FaZe Flick Just launch the tranzit map
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[Release] [MP] Firing Range -
[Release] [MP] SummitAbout
Summit, Black Ops 1's research facility on a snowy mountain, ported to Black Ops II multiplayer on Plutonium T6 as its own map. It doesn't replace a stock map: load the mod and Summit shows up in the map list next to the BO2 maps.
Screenshots




Features
- The whole BO1 map: geometry, textures, collision and all 3,526 props (snowy pines, the gondola, crates, consoles, the facility's furniture).
- BO1's snow: the layered snow, ice and grime blended over rock, dirt and concrete with BO1's own blend weights.
- BO1's lighting with sun shadows, plus its sky, minimap and loading screen.
- Breakable windows: shoot a pane and it shatters.
- The gondola: mantle into the cab, just like BO1.
- Proper gunfights: bullet impact and footstep sounds on every surface; barrels, crates, cabinets, consoles, the fuel tank and the shipping containers stop bullets.
- Every mode: spawns and objectives from BO1's map for Team Deathmatch, Free-for-all, Domination, Search & Destroy, Demolition, Capture the Flag, Headquarters, Sabotage and Kill Confirmed.
- Bots: BO1's own path nodes, so bots play the map.
Download
Download: mp_ShepsSummit v1.1
Install
- Extract the zip and copy the
mp_ShepsSummitfolder to%localappdata%\Plutonium\storage\t6\mods\ - Start Plutonium T6 Multiplayer, open Mods and load Summit.
- Create a game and pick Summit from the map list.
Dedicated servers: put the folder in your server's
modsfolder, start with+set fs_game mods/mp_ShepsSummitand usemp_mountainin your rotation. With FastDL set up, players download the mod automatically.Play it now
[CUK] Firing Range & Summit [EU] runs both maps in a TDM / Domination / Kill Confirmed / S&D rotation.
Changelog
v1.1
Lighting fix: some rocks, walls and small surfaces had dark patches along their edges, about half as bright as the surfaces around them. The empty space between lighting regions in BO1’s lightmap is now filled, so these surfaces are lit like their neighbours.v1.0
- First release.
Notes
- The mod sets
g_connectpaths 1for every mode (needed to link the map's path nodes; it doesn't affect stock maps). - The gondola doesn't sway, and BO1's destructible computers, cabinets and tanks are solid but don't break.
- Broken windows vanish with a glass-break sound; there's no flying-shards effect yet.
Credits
- Treyarch: Summit, Black Ops 1 and Black Ops II
- Shep: the BO2 port
- Built with OpenAssetTools
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[Release] [MP] Firing RangeChooch i Certainly will be
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[Release] [MP] Firing RangeI don't get what you are asking
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[Release] [MP] Firing RangeDiegoPollo36 I use Claude to help with porting. Tools i use are OpenAssetTools and Husky. i also have a Bo1 to b02 porter i made for porting weapons which is available on my github
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[Release] [MP] Firing Range
️ Work in progress. First release. The map plays well in Team Deathmatch with bots; the objective modes (S&D, Domination, CTF, etc.) use BO1's own objectives but haven't been fully tested yet. Feedback and bug reports are very welcome.About
Firing Range from Black Ops 1, ported to Black Ops II multiplayer on Plutonium T6. It's its own map (
mp_firingrange), not a replacement for a stock one: load the mod and it shows up in the map list as Firing Range, with its own preview, loading screen and minimap.Screenshots




Change Log
v1.1
Bullet impact, shell casing, footstep and landing sounds. BO2 keeps these in each map's own sound bank, and the map didn't have one, so shots hit surfaces silently.
Props stop bullets: barrels, crates, pallets, cabinets, generators, lockers, tables, electrical boxes, cable reels and the like get collision. The converted props had none, so bullets went straight through cover.
Every surface uses its correct BO1 texture. Some triangles had picked up a neighbouring surface's material.
BO1's layered surfaces are drawn in full: dirt, grime, stains, rust and decal layers blend over the base surfaces using BO1's own blend weights. Before, only the base layer was drawn.
Textures with BO1's DXT3 transparency are converted so BO2 reads their alpha (fences, grates, decals no longer draw as solid blocks).
BO1's destructible props that only show their damage when shot no longer draw the damage pieces all the time.
Map name shows correctly in the map list.v1.2
Lighting fix: some walls, trims and small surfaces had dark patches along their edges, about half as bright as the surfaces around them. The empty space between lighting regions in BO1’s lightmap is now filled, so these surfaces are lit like their neighbours.v1.0
First release: Black Ops 1's Firing Range as its own BO2 multiplayer map, with BO1's geometry, textures, props, lighting, sky, minimap, loading screen, moving range targets, spawns and objectives for every mode, and bot paths.Features
- The whole BO1 map: geometry, textures, collision and all 4,793 props: the jeeps, sandbags, palms, range furniture.
- BO1's own look: its baked lighting and sun, its sky, its minimap and loading screen.
- Moving range targets, running BO1's own script: sliding, flipping and spinning targets that react when you shoot them, and the alley / trailer-window targets that stop while you stand next to them.
- Every mode's spawns and objectives from the original map: Team Deathmatch, Free-for-all, Domination, Search & Destroy, Demolition, Capture the Flag, Headquarters, Sabotage, Kill Confirmed.
- Bot support: BO1's own path nodes, so bots play the map.
Download
Download: Firing Range v1.2
Install
- Extract the zip and copy the
mp_ShepsFiringRangefolder to%localappdata%\Plutonium\storage\t6\mods\. - Start Plutonium T6 Multiplayer, open Mods and load Firing Range.
- Create a game and pick Firing Range from the map list (Standard maps).
Dedicated servers: put the same folder in your server's
modsfolder, start with+set fs_game mods/mp_ShepsFiringRangeand addmp_firingrangeto your rotation. Players download the mod automatically if you have FastDL.Known issues
- The objective modes haven't been fully tested yet. Please report anything broken.
- BO1's mantle-over spots aren't in (BO2 can't run them on a custom-built map), so bots path around low cover instead of vaulting it.
- BO1's destructible cars, barrels and electronics are static.
Credits
- Treyarch: Firing Range, Black Ops 1 and Black Ops II
- Shep: BO2 port
- Built with OpenAssetTools.
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[Release] [ZM] [WIP] Nacht der Untoten T5 ported to T6 (v1.4)
️ First release. The map is complete and playable, but this is v1.4 of a port, so expect rough edges. Feedback and bug reports are very welcome.About
Nacht der Untoten is where zombies started: the bunker, three rooms, no perks, no power. This is the Black Ops version of the map (the one from the Rezurrection pack, with the Black Ops box guns), ported to Black Ops II zombies on Plutonium T6. Everything comes from the Black Ops map: the geometry, the night lighting and fog, the sky and every weapon it has.
Screenshots



Features
- The whole map: the three rooms, the help-room door, both debris routes upstairs, all 12 windows and the Mystery Box in its fixed spot.
- Every weapon of the Black Ops map, ported with the original models, animations and sounds:
- Wall guns: Kar98k, M1 Carbine, Thompson, BAR, Double-Barrelled Shotgun and the Sawed-Off, Trench Gun and Stielhandgranates. The scoped Kar98k is in the weapon cabinet.
- Mystery Box: CZ75 (single and dual), G11, FAMAS, AUG, Commando, Spectre, SPAS-12, HS10, Dragunov, L96A1, Crossbow, RPK, HK21, M72 LAW, China Lake and the Thundergun, alongside the BO2 M1911, Python, Galil, FN FAL, Ray Gun, Ballistic Knife and Cymbal Monkeys.
- Exploding barrels that chain when one goes up.
- The "Undone" music easter egg: shoot the three barrels.
- Atmosphere: Black Ops' night lighting with moonlight through the windows and the roof, the lamps and lanterns, the fog and Black Ops' own sky
- No perks, no power, no Pack-a-Punch, no hellhounds. Just like the original.
Download
Download: zm_ShepsNacht v1.4
Changelog
v1.4
- The zombies are now Black Ops' own German zombies from Nacht (the Honor Guard uniforms and their four heads) instead of BO2's TranZit zombies, with their own pieces when arms, legs and heads are shot off.
- The zombies have their Black Ops voices, the classic zombie voices from World at War's German zombies.
- The zombies no longer have glowing eyes.
v1.3
- New lighting: the map now uses real lightmaps built from Black Ops' own lighting data instead of being lit per vertex. Moonbeams through the windows and the roof have sharp edges, the fires outside light the rooms next to them orange, and corners and ceilings have real shadows instead of a flat grey.
- Fixed flat panels and triangle-shaped patches on some walls, such as the spawn room's back wall.
- The help-room door is lit properly (it was almost black) and has its "HELP" chalk and blood splat again. A missing chalk message on another wall is back too.
v1.2
- Players can no longer mantle (climb) onto walls and ledges. Some wall tops could be climbed, and you got stuck in the wall.
- Both stairs debris can now be bought from the top of the stairs as well as the bottom.
- Fixed a see-through gap in the upstairs wall next to the box-room stairs.
v1.0
- First release.
Install
- Extract the zip and copy the
zm_ShepsNachtfolder to%localappdata%\Plutonium\storage\t6\mods\.
If you're updating, delete the oldzm_ShepsNachtfolder first. - Start Plutonium T6 Zombies, open Mods and load Sheps Nacht der Untoten.
- Start a TranZit (Classic) game. The mod replaces TranZit's map while it's loaded.
Known issues
- Found a bug? Post it below.
Credits
- Treyarch: the original map
- Shep: BO2 port
- Built with the LJW-Dev OpenAssetTools BSP fork and a customised Husky exporter.
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[Release] [Zombies] [WIP] Stairway to Hell T5 > T6 Port (v1.3.3)I apologise for that, i never seen the original post of you releasing the map i got the maps through a server FASTDL. I’ve added you too the credits, Let me know if you wish for me to remove the post.
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[Release] [Zombies] [WIP] Stairway to Hell T5 > T6 Port (v1.3.3)
️ Work in progress. This is an early release. Most of the map and its features work, but expect bugs, and some things aren't ported yet (see Known issues). Feedback and bug reports are very welcome.v1.4.4
- new lighting
- all four TranZit survivors (one each instead of everyone as Misty) - fix for the spawn hold wiping zombies mid-game
About
Stairway to Hell is Ping998's map, later adapted to Black Ops by HomerJay42: a long climb up 11 floors, each opened by a door at the top of the stairs. I've ported it to Black Ops II zombies on Plutonium T6.
Screenshots





Features
- All 11 floors of the original map, with windows, doors and the power switch.
- 11 perk machines: Juggernog, Speed Cola, Quick Revive, Double Tap, Stamin-Up, Pack-a-Punch, Deadshot, Mule Kick, PhD Flopper, Electric Cherry and Vulture Aid. The last five are the real BO2 perks, jingles included. PhD works like BO1: dive to explode, and no fall damage.
- Mob of the Dead zombies: guards and inmates, as in the original.
- Special rounds: Brutus, leapers and panzers in rotation. Brutus scales with player count and round, and locks perk machines and the Mystery Box.
- The original map's extras: the gravity lever, the buyable ending, and the hidden perk bottle easter egg (shoot them all; they come back for another go and replay the song).
- 14 real Black Ops 1 guns: the PPSh-41, AK-47, Commando, FAMAS, AUG, M4A1, HK21, Stoner63, M60, Mac 10, KS-23, L96A1, WA2000 and Desert Eagle, ported with their original models, animations and sounds. They're in the Mystery Box alongside the BO2 guns, and their Pack-a-Punch versions use the original mod's names and BO1's burning-ember camo.
- Special weapons: the Thundergun (Zeus Cannon), the Wave Gun (dual Zap Guns), the Scavenger (Hyena Infra-Dead) and Cymbal Monkeys.
- Power-ups: Fire Sale, Death Machine and Bonus Points on top of the usual ones.
- Atmosphere: fog that thickens as you climb, and dust, ash, embers and fire on the way up.
Try it on our server
A server is live if you want to test the map without installing anything:
[CUK] Stairway to Hell [EU]:
37.187.250.23:5067The mod downloads automatically when you join.
Download
Download: zm_StairwayToHell v1.4.4
Changelog
v1.4.4
- new lighting
- all four TranZit survivors (one each instead of everyone as Misty) - fix for the spawn hold wiping zombies mid-game
v1.3.8
- PhD Flopper: the dive explosion now goes off where you land, not the moment you start the dive.
v1.3.3
- Wave Gun (BO1 Moon) in the Mystery Box: the dual Zap Guns kill a zombie with every hit; combine them (aim, or the alt-weapon key) into the Wave Gun, which cooks every zombie in a cone in front of you until they burst. Pack-a-Punch for Porter's X2 Zap Gun and the Max Wave Gun. Brutus and panzers take heavy damage instead of dying outright.
- Electric Cherry: the reload shock now actually damages the zombies it stuns (before, it only did anything when it killed outright).
v1.3.2
- Electric Cherry: the reload shock now has its sounds and a wider reach, and the machine no longer clips into the wall.
- PhD Flopper works like BO1: dive (go prone out of a sprint or a jump) to explode, and no fall damage at all.
- Death Machine power-up now gives the gun, and its HUD icon shows.
- Brutus no longer freezes in place after locking the Mystery Box or a perk machine.
- Vulture Aid: the stink cloud's HUD icon shows properly.
- The perk bottles replay the easter-egg song each time you shoot them all again.
v1.3.0
- Special weapons:
- Thundergun in the Mystery Box. Pack-a-Punch it for the Zeus Cannon, with a new electric blast.
- Scavenger (explosive sniper) in the Mystery Box. Pack-a-Punch it for the Hyena Infra-Dead.
- Cymbal Monkeys in the Mystery Box.
- Pack-a-Punch camo: Pack-a-Punched BO1 guns use BO1's burning-ember camo over each gun's own detail.
- More power-ups: Fire Sale, Death Machine and Bonus Points now drop.
- Brutus locks perk machines and the Mystery Box. Pay to unlock them, as on Mob of the Dead.
- The Mystery Box stays in one spot, as in the original map. The perk-bottle easter egg now repeats: the bottles come back the round after you shoot them all.
- Atmosphere: fog that thickens as you climb, a different look for the lower, middle and upper floors, drifting dust, ash, embers and fire, and ground fog.
- BO1 guns show their proper BO1 icons on the HUD and in the box.
- Stairway to Hell loading screen.
- Gear rustle while reloading the BO1 guns.
- Smaller download: music and jingles are stored compressed, and the sound files are no longer included twice.
v1.2.3
- Electric Cherry fixed: the reload shock now kills or stuns zombies (its damage scales with the round), the machine prompt and HUD icon show properly, and the machine glows red instead of Speed Cola green.
- PhD Flopper and Vulture Aid machine prompts fixed.
v1.2.2
- Zombies don't spawn until a player is actually in the game (no more dying on spawn while the map loads).
- Panzers are much tougher: 15,000 health plus 1,000 per round, headshots do half damage once the helmet is off, and insta-kill no longer weakens them.
- Leaper rounds scale with the round: more leapers (6 per player, plus 1 per player every 5 rounds), up to 3 per player at once, and their health keeps growing (up to 4,000).
v1.2
- 13 more Black Ops 1 guns, real ports like the PPSh, with BO1's models, animations, stats, reload sounds and Stairway to Hell's own firing sounds. All are in the Mystery Box, alongside the BO2 guns:
- Assault rifles: AK-47, Commando, FAMAS, AUG (with its ACOG red dot), M4A1
- LMGs: HK21, Stoner63, M60
- SMG: Mac 10
- Shotgun: KS-23
- Snipers: L96A1, WA2000
- Pistol: Desert Eagle
- Pack-a-Punch: each gun has its Pack-a-Punched version with the original mod's names: AK470000, Predator, G16-GL35, Masonic-4, H115 Oscillator, Stoned69, Marauder6000, Mac n Cheese, Killing Shit 23, Awful Lawton, OVER 9000 and CANNON. The AUG has no upgrade, as in the original mod.
- BO1 guns show their proper colours: wood and blued metal instead of washed-out grey.
- Silenced guns (Commando, AUG, L96A1) sound silenced.
v1.1
- PPSh-41 (real Black Ops 1 port): the original BO1 gun, not a reskin. It keeps BO1's model, animations, reload sounds, 71-round drum and stats.
- It's back on the secret-room wall, replacing the v1.0 AK-74u placeholder, and is also in the Mystery Box.
- It fires Stairway to Hell's own sounds, taken from the original mod.
- Pack-a-Punch it for the Pee Pee Poo Poo, the original mod's name.
- MP40 added to the Mystery Box, with its Pack-a-Punch version, The Afterburner.
- The PPSh has sharper surface detail (real normal and specular maps).
- Proper names and wall-buy prompts for the new guns.
v1.0
- First release.
Install
- Extract the zip and copy the
zm_StairwayToHellfolder to%localappdata%\Plutonium\storage\t6\mods\.
If you're updating, delete the oldzm_StairwayToHellfolder first. - Start Plutonium T6 Zombies, open Mods and load Stairway to Hell.
- Start a TranZit (Classic) game. The mod replaces TranZit's map while it's loaded.
Known issues / not ported yet
- The Wave Gun's zombies burst with an electric cook and a gore explosion rather than BO1's swell-and-pop (BO2 has no microwave death animations).
- Found a bug? Post it below.
Credits
- Ping998: the original Stairway to Hell map
- HomerJay42: BO1 Stairway to Hell map
- Shep: BO2 port
- Uses Black Ops II assets from Mob of the Dead, Die Rise, Origins and Buried.
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AFK script for zombiesI open source all my scripts, feel free to check out my afk script here:
https://github.com/CoreyUK/T4ZM-Scripts/tree/main/AFKRunning and working on CUKServers
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[ZM] B01 High Round LockUpdated Script that locks a server on a specified round (20), A password is generated to allow friends to join in progress. Password is then removed on game death or when .unlock is used
https://github.com/CoreyUK/T5-scripts/blob/main/Roundlock.gsc
#include common_scripts\utility; #include maps\_utility; main() { // Config level.min_lock_round = 20; // State level.locked = false; level.pin = ""; level.lock_initialized = false; // Ensure server starts unlocked setDvar( "password", "" ); setDvar( "g_password", "" ); // Threads level thread onPlayerConnect(); level thread roundMonitor(); // Level-scope chat listeners (T5 signature: text, player) level thread listenForChatCommands(); // "say" level thread listenForTeamChatCommands(); // "say_team" // Clear password at end of game level thread resetPasswordOnEnd(); } onPlayerConnect() { for ( ;; ) { level waittill( "connected", player ); if ( !isDefined( player ) ) continue; // ADS + 2 input toggle player thread monitorUnlockInput(); } } // Round transitions -> announce state (kill feed) roundMonitor() { level endon( "disconnect" ); for ( ;; ) { level waittill( "between_round_over" ); // First time we reach threshold -> auto-lock (silent action line) if ( isRoundLockActive() && !level.lock_initialized ) { level.lock_initialized = true; level.locked = true; level.pin = generatePin(); setDvar( "g_password", level.pin ); setDvar( "password", level.pin ); } if ( !level.lock_initialized ) continue; if ( level.locked ) { if ( !isDefined( level.pin ) || level.pin == "" ) level.pin = generatePin(); setDvar( "g_password", level.pin ); setDvar( "password", level.pin ); announceAll( getLockedMessage() ); } else { setDvar( "g_password", "" ); setDvar( "password", "" ); announceAll( getUnlockedMessage() ); } } } // ADS + 2 to toggle monitorUnlockInput() { self endon( "disconnect" ); for ( ;; ) { if ( self adsbuttonpressed() && self ActionSlotTwoButtonPressed() ) { setLocked( !level.locked, self ); wait( 0.4 ); // debounce } wait( 0.05 ); } } // Global chat (T5 signature: text, player) listenForChatCommands() { level endon( "disconnect" ); for ( ;; ) { level waittill( "say", text, player ); if ( !isDefined( text ) || !isDefined( player ) ) continue; // Exact matches if ( text == ".unlock" ) { setLocked( false, player ); } else if ( text == ".lock" ) { setLocked( true, player ); } } } // Team chat (T5 signature: text, player) listenForTeamChatCommands() { level endon( "disconnect" ); for ( ;; ) { level waittill( "say_team", text, player ); if ( !isDefined( text ) || !isDefined( player ) ) continue; if ( text == ".unlock" ) { setLocked( false, player ); } else if ( text == ".lock" ) { setLocked( true, player ); } } } // Set lock state and announce via kill feed. // actor: optional player who triggered the change. setLocked( shouldLock, actor ) { actorName = getActorName( actor ); // Block locking until the minimum round is reached if ( shouldLock && !isRoundLockActive() ) { if ( isDefined( actor ) ) actor iPrintLn( "^3Locking is disabled until round ^5" + level.min_lock_round ); return; } if ( shouldLock ) { level.lock_initialized = true; level.locked = true; level.pin = generatePin(); setDvar( "g_password", level.pin ); setDvar( "password", level.pin ); announceAll( actorName + " ^7locked the server. Password ^5" + level.pin ); } else { level.locked = false; setDvar( "g_password", "" ); setDvar( "password", "" ); announceAll( actorName + " ^7unlocked the server." ); } } // Helpers isRoundLockActive() { return isDefined( level.round_number ) && level.round_number >= level.min_lock_round; } getLockedMessage() { return "Server is now ^1LOCKED^7. Use password ^5" + level.pin + " ^7to rejoin. Unlock with ^5ADS + 2^7 or type ^5.unlock^7"; } getUnlockedMessage() { return "Server remains ^2unlocked^7 - to lock again do ^5.lock^7 (or press ^5ADS + 2^7)"; } // Kill feed broadcast announceAll( message ) { players = getPlayersSafe(); for ( i = 0; i < players.size; i++ ) players[i] iPrintLn( message ); } // Safe actor name getActorName( actor ) { if ( isDefined( actor ) && isDefined( actor.name ) ) return actor.name; return "Someone"; } // 4-digit PIN generatePin() { str = ""; for ( i = 0; i < 4; i++ ) str = str + randomInt( 10 ); return str; } // Safe players array getter getPlayersSafe() { if ( isDefined( level.players ) ) return level.players; return getEntArray( "player", "classname" ); } // Clear password on game end resetPasswordOnEnd() { level endon( "disconnect" ); level waittill( "end_game" ); setDvar( "g_password", "" ); setDvar( "password", "" ); } -
[Release] [ZM] High Round TrackerAfter searching for a script that could track and save the highest round records for each player count (solo, duo, trio, and 4-player teams), I came across an older script from 2020: ZM Highest Round Tracker. which I have used as a reference for this script as it had become outdated. This script requires T6 utils https://github.com/alicealys/t6-gsc-utils
Script can be found below or at my github: https://github.com/CoreyUK/T6ZM-Scripts/blob/main/RoundSaver/CUKRoundSaver.gsc
I'm no GSC god so don't expect too much from me


#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\gametypes_zm\_hud_message; init() { level.highRoundOnePlayer = 0; level.highRoundTwoPlayers = 0; level.highRoundThreePlayers = 0; level.highRoundFourPlayers = 0; level.highRoundPlayersOne = "None"; level.highRoundPlayersTwo = "None"; level.highRoundPlayersThree = "None"; level.highRoundPlayersFour = "None"; level thread high_round_tracker(); level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread high_round_info(); } } high_round_tracker() { thread high_round_info_giver(); gamemode = gamemodeName( getDvar( "ui_gametype" ) ); map = mapName( level.script ); if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" ) map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) ); //file handling// level.basepath = getDvar("fs_homepath") + "/"; path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt"; file = fopen(path, "r"); text = fread(file); fclose(file); //end file handling// highroundinfo = strToK( text, ";" ); if ( highroundinfo.size >= 8 ) { level.highRoundOnePlayer = int( highroundinfo[ 0 ] ); level.highRoundTwoPlayers = int( highroundinfo[ 1 ] ); level.highRoundThreePlayers = int( highroundinfo[ 2 ] ); level.highRoundFourPlayers = int( highroundinfo[ 3 ] ); level.highRoundPlayersOne = highroundinfo[ 4 ]; level.highRoundPlayersTwo = highroundinfo[ 5 ]; level.highRoundPlayersThree = highroundinfo[ 6 ]; level.highRoundPlayersFour = highroundinfo[ 7 ]; } else { level.highRoundOnePlayer = 0; level.highRoundTwoPlayers = 0; level.highRoundThreePlayers = 0; level.highRoundFourPlayers = 0; level.highRoundPlayersOne = "None"; level.highRoundPlayersTwo = "None"; level.highRoundPlayersThree = "None"; level.highRoundPlayersFour = "None"; } for ( ;; ) { level waittill ( "end_game" ); players = get_players(); numPlayers = players.size; if ( numPlayers == 1 && level.round_number > level.highRoundOnePlayer ) updateHighRoundRecord(1, players); else if ( numPlayers == 2 && level.round_number > level.highRoundTwoPlayers ) updateHighRoundRecord(2, players); else if ( numPlayers == 3 && level.round_number > level.highRoundThreePlayers ) updateHighRoundRecord(3, players); else if ( numPlayers == 4 && level.round_number > level.highRoundFourPlayers ) updateHighRoundRecord(4, players); } } updateHighRoundRecord( numPlayers, players ) { level.highRoundPlayers = ""; for ( i = 0; i < players.size; i++ ) { if( level.highRoundPlayers == "" ) level.highRoundPlayers = players[i].name; else level.highRoundPlayers = level.highRoundPlayers + ", " + players[i].name; } if( numPlayers == 1 ) { level.highRoundOnePlayer = level.round_number; level.highRoundPlayersOne = level.highRoundPlayers; } else if( numPlayers == 2 ) { level.highRoundTwoPlayers = level.round_number; level.highRoundPlayersTwo = level.highRoundPlayers; } else if( numPlayers == 3 ) { level.highRoundThreePlayers = level.round_number; level.highRoundPlayersThree = level.highRoundPlayers; } else if( numPlayers == 4 ) { level.highRoundFourPlayers = level.round_number; level.highRoundPlayersFour = level.highRoundPlayers; } // Announce new record on left side, staggered foreach( player in level.players ) { player tell( "^1NEW RECORD!" ); wait 2; if( numPlayers == 1 ) player tell( "^21 Player: ^1" + level.highRoundOnePlayer + " ^7(" + level.highRoundPlayersOne + ")" ); else if( numPlayers == 2 ) player tell( "^32 Players: ^1" + level.highRoundTwoPlayers + " ^7(" + level.highRoundPlayersTwo + ")" ); else if( numPlayers == 3 ) player tell( "^53 Players: ^1" + level.highRoundThreePlayers + " ^7(" + level.highRoundPlayersThree + ")" ); else if( numPlayers == 4 ) player tell( "^64 Players: ^1" + level.highRoundFourPlayers + " ^7(" + level.highRoundPlayersFour + ")" ); } log_highround_record( level.highRoundOnePlayer + ";" + level.highRoundTwoPlayers + ";" + level.highRoundThreePlayers + ";" + level.highRoundFourPlayers + ";" + level.highRoundPlayersOne + ";" + level.highRoundPlayersTwo + ";" + level.highRoundPlayersThree + ";" + level.highRoundPlayersFour ); } log_highround_record( newRecord ) { gamemode = gamemodeName( getDvar( "ui_gametype" ) ); map = mapName( level.script ); if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" ) map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) ); level.basepath = getDvar("fs_homepath") + "/"; path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt"; file = fopen( path, "w" ); fwrite( file, newRecord ); fclose( file ); } startLocationName( location ) { if( location == "cornfield" ) return "Cornfield"; else if( location == "diner" ) return "Diner"; else if( location == "farm" ) return "Farm"; else if( location == "power" ) return "Power"; else if( location == "town" ) return "Town"; else if( location == "transit" ) return "BusDepot"; else if( location == "tunnel" ) return "Tunnel"; } mapName( map ) { if( map == "zm_buried" ) return "Buried"; else if( map == "zm_highrise" ) return "DieRise"; else if( map == "zm_prison" ) return "Motd"; else if( map == "zm_nuked" ) return "Nuketown"; else if( map == "zm_tomb" ) return "Origins"; else if( map == "zm_transit" ) return "Tranzit"; return "NA"; } gamemodeName( gamemode ) { if( gamemode == "zstandard" ) return "Standard"; else if( gamemode == "zclassic" ) return "Classic"; else if( gamemode == "zsurvival" ) return "Survival"; else if( gamemode == "zgrief" ) return "Grief"; else if( gamemode == "zcleansed" ) return "Turned"; return "NA"; } high_round_info_giver() { highroundinfo = 1; roundmultiplier = 5; level endon( "end_game" ); while( 1 ) { level waittill( "start_of_round" ); if( level.round_number == ( highroundinfo * roundmultiplier )) { highroundinfo++; players = get_players(); numPlayers = players.size; foreach( player in players ) { player tell( "^7Current High Round Record:" ); wait 2; if( numPlayers == 1 ) player tell( "^21 Player: ^1" + level.highRoundOnePlayer + " ^7(" + level.highRoundPlayersOne + ")" ); else if( numPlayers == 2 ) player tell( "^32 Players: ^1" + level.highRoundTwoPlayers + " ^7(" + level.highRoundPlayersTwo + ")" ); else if( numPlayers == 3 ) player tell( "^53 Players: ^1" + level.highRoundThreePlayers + " ^7(" + level.highRoundPlayersThree + ")" ); else if( numPlayers == 4 ) player tell( "^64 Players: ^1" + level.highRoundFourPlayers + " ^7(" + level.highRoundPlayersFour + ")" ); } } } } high_round_info() { wait 6; self tell( "^7High Round Records:" ); wait 2; self tell( "^21 Player: ^1" + level.highRoundOnePlayer + " ^7(" + level.highRoundPlayersOne + ")" ); wait 2; self tell( "^32 Players: ^1" + level.highRoundTwoPlayers + " ^7(" + level.highRoundPlayersTwo + ")" ); wait 2; self tell( "^53 Players: ^1" + level.highRoundThreePlayers + " ^7(" + level.highRoundPlayersThree + ")" ); wait 2; self tell( "^64 Players: ^1" + level.highRoundFourPlayers + " ^7(" + level.highRoundPlayersFour + ")" ); } -
[Release] (T4ZM/SP) Prevent Players Joining In-Progress After RoundsQuick conversion of my T6 Script, Locks a server on a defined round and then Adds a randomly generated pin after a round so players disconnected can rejoin

https://github.com/CoreyUK/T4ZM-Scripts/blob/main/Join-in-progress-script/PostRoundLock.gsc
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[Release] (T6ZM) Prevent Players Joining In-Progress After RoundsJezuzLizard Added to script

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[Release] (T6ZM) Prevent Players Joining In-Progress After RoundsEDIT: Changed following JezuzLizard comment, Now uses a set round to trigger a lock on the server which is reset when game ends

Cheers
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[Release] (T6ZM) Prevent Players Joining In-Progress After Roundschicken emoji ahh i see i miss understood, i'll give that a try when i have sometime
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[Release] (T6ZM) Prevent Players Joining In-Progress After RoundsJezuzLizard these servers are hosted publicly and I wish for everyone to have access to them, having this script prevents people interrupting an ongoing EE Run or something of that nature, when more players join a game it changes zombie count which a new player can’t possibly pick up the slack as there starting with a pistol. I’d love to have password only servers but nobody is interested in joining a discord for the password so they can remain uninterrupted