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Plutonium

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Sorex

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  • [Release] Black ops II Mapvote for Zombies and Multiplayer
    Sorexundefined Sorex

    Black ops II Mapvote for Zombies and Multiplayer

    Developed by DoktorSAS

    Special thanks to @ZECxR3ap3r & @JezuzLizard for their contributions to the development. Additional thanks to @John Kramer for image editing and birchy for the LUI starting point.

    Introduction

    This project, initiated in March 2020, enables players to vote for the next map and/or game mode in upcoming matches. The project does not provide compiled files; if needed, compile the file using the gsc-tool.

    Black Ops II: multiplayer

    Preview

    How to setup the mapvote step by step

    1. Compile the Script:
      Compile the mapvote.gsc file using a GSC Compiler. This step is not required if you are working with the plutonium client.

    2. Place the Compiled File:
      Copy the compiled file into your directory %localappdata%\Plutonium\storage\t6\scripts\mp\.

    3. Configure Server File:
      Copy the content of mapvote.cfg into your server configuration file (e.g., server.cfg, dedicated_mp.cfg, dedicated.cfg, etc.) that manages the Multiplayer server.

    4. Edit Dvars for Aesthetic Parameters:

      • Set the Dvar mv_maps to specify the maps shown in the mapvote. For example:
        set mv_maps "mp_studio mp_nuketown_2020 mp_carrier mp_drone mp_slums"
        
      • Set the Dvar mv_enable to 1 to activate the mapvote on your Multiplayer server.
      • For random gametypes, set the Dvar mv_gametypes specifying the gametype ID (dm, war, sd, etc.) and the file to run if necessary. For example:
        set mv_gametypes "[email protected] [email protected]"
        
    5. (Plutonium ONLY) LUI UI with mod support:

      • Take the content of the folder T6Mapvote and place it in your folder %localappdata%\Plutonium\storage\t6\mods\
      • Set the dvar fs_game in your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.)
      • Set the dvar mv_lui to in your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.)
    6. Run the Server:
      Start the server and immerse yourself in the map voting experience. You're done!

    Settings: dvars

    Dvar Default Value Description
    mv_enable 1 Enable/Disable the mapvote (1 for enable, 0 for disable).
    mv_maps "" List of maps that can be voted on the mapvote; leave empty for all maps.
    mv_time 20 Time (in seconds) allotted for voting.
    mv_credits 1 Enable/Disable credits of the mod creator.
    mv_socialname "SocialName" Name of the server's social platform (Discord, Twitter, Website, etc.).
    mv_sentence "Thanks for playing" Thankful sentence displayed.
    mv_votecolor "5" Color of the vote number.
    mv_arrowcolor "white" RGB color of the arrows.
    mv_selectcolor "lighgreen" RGB color when a map gets voted.
    mv_backgroundcolor "grey" RGB color of the map background.
    mv_blur "3" Blur effect power.
    mv_gametypes "" Dvar to have multiple gametypes with different maps. Specify gametype IDs and associated files.
    mv_extramaps 0 Enable 6 maps mapvote when set to 1.
    mv_allowchangevote 1 Enable/Disable the possibility to change vote while the time is still running (1 for enable, 0 for disable).
    mv_randomoption 1 If set to 1 it will not display which map and which gametype the last option will be (Random)
    mv_minplayerstovote 1 Set the minimum number of players required to start the mapvote
    mv_lui 1 If set to 1 it will use the LUA/LUI ui interface (It required the mod support and the lua files)

    Black ops II: zombies

    Preview

    How to setup the mapvote step by step

    1. Compile the Script:
      Compile the mapvote.gsc file using a GSC Compiler. This step is not required if you are working with the plutonium client.

    2. Place the Compiled File:
      Copy the file into your directory %localappdata%\Plutonium\storage\t6\scripts\zm\.

    3. Configure Server File:
      Copy the content of mapvote.cfg into your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.) that manages the Zombies server.

    4. Edit Dvars on your configuration file:

      • Set the Dvar mv_maps to specify the maps shown in the mapvote. For example:
        set mv_maps "zm_tomb zm_buried zm_town zm_busdepot zm_farm zm_transit zm_prison zm_highrise zm_nuked"
        
      • Set the Dvar mv_enable to 1 to activate the mapvote on your Zombies server.
    5. Run the Server:
      Start the server and enjoy the map voting experience. You're done!

    Download

    It is possbile to download either the source code or the released code. The source code is not fully test and could run into issue that need to be reported while the release is tested code that could have some bug not fixed but working as intended.

    I highly recommend using the unreleased version and keeping it up to date for implementing features and patching reported bugs.
    The following buttons will direct you to the corresponding pages:

    Download from release

    Download from git

    BO2 Modding Releases & Resources gsc gsc script mapvote

  • [outdated] Zombies Bank Fix
    Sorexundefined Sorex

    Black op II Zombies Bank Fix

    Developed by fed & DoktorSAS

    Through these files it will be possible to get the Zombies Server Bank Fully Working. Implementing the following scripts is very easy, in fact they are only two drag and drop files.

    • fed has dedicated himself to the IW4M plugin in C#
    • DoktorSAS has dedicated itself to the GSC part of the code and the logic of the script

    # Prerequisites

    • IW4M Admin: To have the bank running on a server you must have IW4M

    How this work?

    Everything is done to make it easy to understand the script. This script uses IW4M Admin to store bank information related to a specific user. When a player enters the game IW4M Admin takes the data and sends it to the GSC code that will transform the message of IW4M Admin in the value of the bank of the game. When the player will leave the game on the log file I will be written when the player remains in the bank and IW4M Admin will take this data and update the saved data.

    This is a bank fix the commands to withdraw or/and deposit they will never be implemented.

    How to use it?

    To implement these features takes two minutes, just follow this guide carefully and you will understand how to implement the bank on your servers.

    Step by step
    1. Download the compiled files and not the source code
    2. Take/Copy the BankFix.dll file and put it in the plugins folder of IW4M Admin
    3. Take/Copy the file _zm_banking.gsc and put it in the plutonium zombies folder. Follow the path t6r/maps/mp/ and if the zombies folder doesn't exist you create it and put the file in it, otherwise if the folder already exists you put directly in it.
    4. Start the server and start IW4M Admin and if you have done all the steps correctly then you will have the bank working

    How to disable bank print?

    1. Write on your .cfg file set bank_printing 0

    Video Preview

    https://youtu.be/7UgtPc1LcqU

    Download

    Download the files from Github

    Source Code

    Download and/or read the source files from Github

    Use this forum post to report problems, also for code improvements and new features to implement
    BO2 Modding Releases & Resources

  • [Release] ZM GunGame gamemode v1.0.0
    Sorexundefined Sorex

    Black Ops II GunGame

    Developed by DoktorSAS

    Description

    This mod will allow you to play a gungame mode on Black ops II Plutonium. In fact, this mode allows you to play a gungame mode where you can decide the rotation of the weapons. In fact from the server.cfg you can decide the weapons that will be in the rotation. You can also decide how many points you need to move to the next weapon.

    Warning, the mode does not handle when a player buys a perk, opens a door or tries to get a weapon. In fact, a Malus formula is applied. Each time the player pays for one of these, he will increase the points to go to the next weapon. This little thing will make the mode more difficult.

    Warning

    Weapon rotation has not been properly tested. If there are any problems, I would ask the courtesy to report them.

    Guide Setp by Setp

    • Download the mod file
    • Drag and drop the _clientids.gsc in your mod folder ( maps\mp\gamtypes_zm\ )
    • Open your server.cfg and add this line
    // Town Map gun rotation
    set town_guns "m1911_zm,fiveseven_zm,beretta93r_zm,judge_zm,fivesevendw_zm,mp5k_zm,870mcs_zm,rottweil72_zm,saiga12_zm,tar21_zm,fnfal_zm,m14_zm,galil_zm,barretm82_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,judge_upgraded_zm,fivesevendw_upgraded_zm,m1911_upgraded_zm,mp5k_upgraded_zm,870mcs_upgraded_zm,rottweil72_upgraded_zm,saiga12_upgraded_zm,tar21_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,barretm82_upgraded_zm,dsr50_upgraded_zm");
    
    // Town Map gun rotation
    set farm_guns "m1911_zm,fiveseven_zm,beretta93r_zm,judge_zm,fivesevendw_zm,mp5k_zm,pdw57_zm,870mcs_zm,rottweil72_zm,saiga12_zm,tar21_zm,fnfal_zm,m14_zm,galil_zm,barretm82_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,judge_upgraded_zm,fivesevendw_upgraded_zm,m1911_upgraded_zm,mp5k_upgraded_zm,pdw57_upgraded_zm,870mcs_upgraded_zm,rottweil72_upgraded_zm,saiga12_upgraded_zm,tar21_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,barretm82_upgraded_zm,dsr50_upgraded_zm,usrpg_zm,ray_gun_zm,raygun_mark2_zm,usrpg_upgraded_zm,ray_gun_upgraded_zm,raygun_mark2_upgraded_zm"
    
    // Deposit gun rotation
    set deposit_guns "m1911_zm,fiveseven_zm,beretta93r_zm,judge_zm,fivesevendw_zm,mp5k_zm,pdw57_zm,870mcs_zm,rottweil72_zm,saiga12_zm,tar21_zm,fnfal_zm,m14_zm,galil_zm,barretm82_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,judge_upgraded_zm,fivesevendw_upgraded_zm,m1911_upgraded_zm,mp5k_upgraded_zm,pdw57_upgraded_zm,870mcs_upgraded_zm,rottweil72_upgraded_zm,saiga12_upgraded_zm,tar21_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,barretm82_upgraded_zm,dsr50_upgraded_zm,usrpg_zm,ray_gun_zm,raygun_mark2_zm,usrpg_upgraded_zm,ray_gun_upgraded_zm,raygun_mark2_upgraded_zm"
    
    // Mob of the Dead gun rotation
    set motd_guns "m1911_zm,fiveseven_zm,beretta93r_zm,judge_zm,fivesevendw_zm,mp5k_zm,pdw57_zm,870mcs_zm,rottweil72_zm,saiga12_zm,tar21_zm,fnfal_zm,m14_zm,galil_zm,barretm82_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,judge_upgraded_zm,fivesevendw_upgraded_zm,m1911_upgraded_zm,mp5k_upgraded_zm,pdw57_upgraded_zm,870mcs_upgraded_zm,rottweil72_upgraded_zm,saiga12_upgraded_zm,tar21_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,barretm82_upgraded_zm,dsr50_upgraded_zm,usrpg_zm,ray_gun_zm,raygun_mark2_zm,usrpg_upgraded_zm,ray_gun_upgraded_zm,raygun_mark2_upgraded_zm"
    
    // Origins gun rotation
    set origins_guns "c96_zm,fiveseven_zm,beretta93r_zm,fivesevendw_zm,mp40_zm,pdw57_zm,870mcs_zm,fnfal_zm,m14_zm,galil_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,fivesevendw_upgraded_zm,c96_upgraded_zm,mp40_upgraded_zm,pdw57_upgraded_zm,870mcs_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,dsr50_upgraded_zm,ray_gun_zm,raygun_mark2_zm,ray_gun_upgraded_zm,raygun_mark2_upgraded_zm"
    
    // Burried gun rotation
    set burried_guns "m1911_zm,fiveseven_zm,beretta93r_zm,judge_zm,fivesevendw_zm,mp5k_zm,pdw57_zm,870mcs_zm,rottweil72_zm,saiga12_zm,tar21_zm,fnfal_zm,m14_zm,galil_zm,barretm82_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,judge_upgraded_zm,fivesevendw_upgraded_zm,m1911_upgraded_zm,mp5k_upgraded_zm,pdw57_upgraded_zm,870mcs_upgraded_zm,rottweil72_upgraded_zm,saiga12_upgraded_zm,tar21_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,barretm82_upgraded_zm,dsr50_upgraded_zm,usrpg_zm,ray_gun_zm,raygun_mark2_zm,usrpg_upgraded_zm,ray_gun_upgraded_zm,raygun_mark2_upgraded_zm"
    
    // Nuketown gun rotation
    set nuketown_guns "m1911_zm,fiveseven_zm,beretta93r_zm,judge_zm,fivesevendw_zm,mp5k_zm,870mcs_zm,rottweil72_zm,saiga12_zm,tar21_zm,fnfal_zm,m14_zm,galil_zm,barretm82_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,judge_upgraded_zm,fivesevendw_upgraded_zm,m1911_upgraded_zm,mp5k_upgraded_zm,pdw57_upgraded_zm,870mcs_upgraded_zm,rottweil72_upgraded_zm,saiga12_upgraded_zm,tar21_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,barretm82_upgraded_zm,dsr50_upgraded_zm,usrpg_zm,ray_gun_zm,raygun_mark2_zm,usrpg_upgraded_zm,ray_gun_upgraded_zm,raygun_mark2_upgraded_zm"
       
    // Die Rise gun rotation
    set dierise_guns "m1911_zm,fiveseven_zm,beretta93r_zm,judge_zm,fivesevendw_zm,mp5k_zm,pdw57_zm,870mcs_zm,rottweil72_zm,saiga12_zm,tar21_zm,fnfal_zm,m14_zm,galil_zm,barretm82_zm,dsr50_zm,fiveseven_upgraded_zm,beretta93r_upgraded_zm,judge_upgraded_zm,fivesevendw_upgraded_zm,m1911_upgraded_zm,mp5k_upgraded_zm,pdw57_upgraded_zm,870mcs_upgraded_zm,rottweil72_upgraded_zm,saiga12_upgraded_zm,tar21_upgraded_zm,fnfal_upgraded_zm,m14_upgraded_zm,galil_upgraded_zm,barretm82_upgraded_zm,dsr50_upgraded_zm,usrpg_zm,ray_gun_zm,raygun_mark2_zm,usrpg_upgraded_zm,ray_gun_upgraded_zm,raygun_mark2_upgraded_zm"
    
    set points_for_next 2000 // Points needed to reach the next gun
    set kinife_give_points 0 // The kills made with the knife do not make the weapons progress
    
    • Start the Server and Play

    Download

    • Download the files here

    Soruce Code

    • Download the source code here

    Image

    BO2 Modding Releases & Resources

  • New Black ops II Mapvote
    Sorexundefined Sorex

    New Black ops II Mapvote

    Developed by DoktorSAS

    As many know I have developed a very simple mapvote usable by everyone. There are many people who want 5 maps and not 3 so I decided to make you happy. is still under development.
    This mapvote is made to be a "drag and drop" file everything in fact can be modified by changing your file server.cfg.

    Suggestions

    I invite you to suggest new things and additional changes so that we can finish the project. Write your ideas directly below this post and I'll be happy to accommodate you.
    I will add the suggestion to the post and put if I accept it and if it has already been implemeted.

    State of a suggestion
    • Not approved: The idea was rejected because of low demand or because it was unfeasible at the time
    • Approved : The idea was accepted
    • Implemented: Your idea is now up and running and ready to use
    • Not Implemented: Your idea is not ready yet and I have not started working on it
    • Work in progress or WIP: I am working on realizing your idea

    Suggestions List

    Suggest by Suggestion State
    gunji Make 5 map version of the Mapvote Approved & Implemented
    gunji Change mapvote colors via cfg Approved & Implemented
    DoktorSAS Change < and > with images Approved & Implemented
    Xerxes Use dvar to control the strength of the background blur Approved & Implemented
    Xerxes Optimization of the map selection by using strTok to split strings Approved & Implemented
    Xerxes Lower the map images on the 3 map design Approved & Implemented
    Xerxes Use a dvar to remove the branding Approved & Implemented
    Xerxes Take the maps from a dvar Approved & Implemented
    DoktorSAS Usa a dvar to enable the mapvote in a server Approved & Implemented
    birchy Have a map/map/random layout that the original game used Not Approved
    DoktorSAS Identify if player have voted with a status Approved & Implemented
    gunji Dvar to don't make vote the current map Approved & Implemented
    gunji Dvar to change votes color Approved & Implemented

    5 Maps Design

    357e3655-3df3-458c-8d89-577c1973236b-image.png

    3 Maps Design

    5e32d05c-33d7-4063-a045-3fb49f4752e6-image.png

    Vote Stauts

    d317d846-6a94-453c-b572-7b37270e6a48-image.png

    Mapvote.cfg

    
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    //  DoktorSAS Mapvote Menu
    //  Twitter: @DoktorSAS
    //  Report any bugs under the right post on the forum
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    
    set isMapvoteEnable 1 // 1 for Mapvote Enable and 0 for Mapvote Disable
    set more_maps 1 // 1 for 5 maps style and 0 for 3 maps style
    set no_current_mp 1 // The current map will not get chosed in the mapvote
    set time_to_vote 25 // Time to vote
    set votes_color "5" // Color of the number inside the [ ]
    
    set blur 1.6 // background blur strength 
    
    set show_social 1 // 1 to show socials and 0 to don't show socials
    set server_sentence "Thanks for Playing on this Server" // sentence on bottom right screen
    set social_name "Discord" // Lhe name of the social of the server if you have it
    set social_link "Discord.gg/Plutonium" // Link of the server social if you have it
    
    /////////////////////////////////////////////////////
    //                                                                    
    // List of valid colors:                                      
    //                                                                  
    /////////////////////////////////////////////////////
    //    1. "red"                                                 
    //    2. "orange"                                            
    //    3. "yellow"                                              
    //    4. "purple"                                              
    //    5. "pink"                                                
    //    6. "cyan"                                                
    //    7. "blue"                                                 
    //    8. "light blue"                                     
    //    9. "green"                                                
    //    10. "light green"                                       
    //    11. "black"    
    //    12. "white"                                          
    /////////////////////////////////////////////////////
    
    set bg_color "cyan" // Image background color
    set select_color "light green" // Select color
    set scroll_color "purple" // Scroll color 
    set arrow_color "white" // Arrows color
    
    //////////////////////////////////////////////////
    // Maps id List                                 //
    // Write the rigth map id inside the dvar       //
    // maps to make the mapvote working             //                        
    //////////////////////////////////////////////////
    //                                              //
    // mp_la                - Aftermath             //
    // mp_dockside          - Cargo                 //
    // mp_carrier           - Carrier               //
    // mp_drone             - Drone                 //
    // mp_express           - Express               //
    // mp_hijacked          - Hijacked              //
    // mp_meltdown          - Meltdown              //
    // mp_overflow          - Overflow              //
    // mp_nightclub         - Plaza                 //
    // mp_raid              - Raid                  //
    // mp_slums             - Slums                 //
    // mp_village           - Standoff              //
    // mp_turbine           - Turbine               //
    // mp_socotra           - Yemen                 //
    //                                              //
    // Bonus Map:                                   //
    // mp_nuketown_2020     - Nuketown 2025         //
    //                                              //
    //////////////////////////////////////////////////
    // REVOLUTION MAP PACK 1                        //
    //////////////////////////////////////////////////
    //                                              //
    // mp_downhill          - Downhill              //
    // mp_mirage            - Mirage                //
    // mp_hydro             - Hydro                 //
    // mp_skate             - Grind                 //
    //                                              //
    //////////////////////////////////////////////////
    // UPRISING MAP PACK 2                          //
    //////////////////////////////////////////////////
    //                                              //
    // mp_concert           - Encore                //
    // mp_magma             - Magma                 //
    // mp_vertigo           - Vertigo               //
    // mp_studio            - Studio                //
    //                                              //
    //////////////////////////////////////////////////
    // VENGEANCE MAP PACK 3                         //
    //////////////////////////////////////////////////
    //                                              //
    // mp_uplink            - Uplink                //
    // mp_bridge            - Detour                //
    // mp_castaway          - Cove                  //
    // mp_paintball         - Rush                  //
    //                                              //
    //////////////////////////////////////////////////
    // APOCALYPSE MAP PACK 4                        //
    //////////////////////////////////////////////////
    //                                              //
    // mp_dig               - Dig                   //
    // mp_frostbite         - Frost                 //
    // mp_pod               - Pod                   //
    // mp_takeoff           - Takeoff               //
    //                                              //
    //////////////////////////////////////////////////
    
    //set maps "mp_pod mp_carrier mp_studio mp_raid mp_slums mp_nuketown_2020" // Maps list, here you can write all maps you want in the mapvote
    set maps "" // if the vause is "" all maps will show in the mapvote
    
    
    I apologize for the English mistakes, I'm not very good at it. If you want to correct the errors do it. For me is also a way to learn better
    
    BO2 Modding Support & Discussion

  • [Release] Volkz Custom Calling Cards Pack V1
    Sorexundefined Sorex

    @twosexy Yes is safe. He is banned for another reason

    BO2 Modding Releases & Resources

  • New Zombies Mapvote Menu
    Sorexundefined Sorex

    New Zombies Mapvote Menu

    Of course can't miss a mapvote for the zombies mode too. I decided to go back and work on it. I don't know if I'll take the old design but I think it's an interesting design. The goal is to make a drag and drop file.

    In fact, thanks to one of the new Plutonium updates it is possible to perform map rotation. This feature that the devs have implemented is wonderful because it provides excellent functionality for a mapvote of this kind.

    Obviously I want to thank all those who have donated to allow us to implement this feature and I want to thank the Plutonium team that has worked on it.
    Another very interesting bounty/feature is about some dvar, if you are interested pass on this link. If you have the willingness to support the project do it, Plutonium does everything for free and in my opinion we must support the project

    Suggestions

    I invite you to suggest new things and additional changes so that we can finish the project. Write your ideas directly below this post and I'll be happy to accommodate you.
    I will add the suggestion to the post and put if I accept it and if it has already been implemeted.

    State of a suggestion
    • Not approved: The idea was rejected because of low demand or because it was unfeasible at the time
    • Approved : The idea was accepted
    • Implemented: Your idea is now up and running and ready to use
    • Not Implemented: Your idea is not ready yet and I have not started working on it
    • Work in progress or WIP: I am working on realizing your idea

    Suggestions List

    Suggest by Suggestion State
    JezuzLizard Make a mapvote also for Zombies Approved & WIP

    Mapvote Preview

    d04458bb-1539-436f-932c-e6f3b9f6c42d-image.png

    BO2 Modding Support & Discussion gsc mapvote zombie

  • [Release] Zombies Mapvote Menu
    Sorexundefined Sorex

    New Zombies Mapvote Menu

    Developed by DoktorSAS & JezuzLizard
    Version 1.0.0
    Of course can't miss a mapvote for the zombies mode too. I decided to go back and work on it. I don't know if I'll take the old design but I think it's an interesting design. The goal is to make a drag and drop file.

    In fact, thanks to one of the new Plutonium updates it is possible to perform map rotation. This feature that the devs have implemented is wonderful because it provides excellent functionality for a mapvote of this kind.

    Obviously I want to thank all those who have donated to allow us to implement this feature and I want to thank the Plutonium team that has worked on it.
    Another very interesting bounty/feature is about some dvar, if you are interested pass on this link. If you have the willingness to support the project do it, Plutonium does everything for free and in my opinion we must support the project

    Insallation Guide

    • Download the file Zombies Mapvote from the github
    • Move the file in your gametypes_zm folder (t6r\data\maps\mp\gametypes_zm\_scoreboard.gsc)
    • Add on your dedicated.cfg file all the this lines and configure your mapvote menu
    • Once loaded the written everything in the cfg and set everything you can start the server and play

    Configuration Lines

    Most of the configuration lines need to be implemented. Without these lines the mapvote menu will not work the way you want it to, but will work in default mode.

    ////////////////////////////////////////////////////////////////////////////////////////////////////
    //  DoktorSAS & JezuzLizard Zombies Mapvote Menu
    //  Twitter: @DoktorSAS
    //  Report any bugs under the right post on the forum
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    
    set mv_IsMapvoteEnable 1 // 1 to mapvote on and 0 for mapvote off
    set mv_NoCurrentMap 1 // The current map will not get chosed in the mapvote
    set mv_TimetoVote 25 // Time to vote
    set mv_IsGriefEnable 0 // Enable Grief gamemode maps in the map rotation
    set mv_Borough 0 // Enable Borough gamemode maps in the map rotation
    set blur 1.6 // Background blur strength 
    
    set mv_ShowSocial 1 // 1 to show socials and 0 to don't show socials
    set mv_ServerSentence "Thanks for Playing on this Server" // Sentence on bottom left screen
    set mv_SocialNane "Discord" // The name of the social of the server if you have it
    set mv_SocialLink "Discord.gg/Plutonium" // Link of the server social if you have it
    
    /////////////////////////////////////////////////////
    //                                                                    
    // List of valid colors:                                      
    //                                                                  
    /////////////////////////////////////////////////////
    //    1. "red"                                                 
    //    2. "orange"                                            
    //    3. "yellow"                                              
    //    4. "purple"                                              
    //    5. "pink"                                                
    //    6. "cyan"                                                
    //    7. "blue"                                                 
    //    8. "light blue"                                     
    //    9. "green"                                                
    //    10. "light green"                                       
    //    11. "black"    
    //    12. "white"                                          
    /////////////////////////////////////////////////////
    
    set mv_SelectColor "light green" // Select color
    set mv_ScrollColor "purple" // Scroll color 
    set mv_ArrowColor "white" // Arrows color
    
    /////////////////////////////////////////////////////
    //                                                                    
    // List of The Maps, 1 for Enable and 0 for Disable:                               
    //                                                                  
    /////////////////////////////////////////////////////
    
    set mv_Origin 1
    set mv_Buried 1
    set mv_Transit 1
    set mv_DieRise 1
    set mv_Motd 1
    set mv_Town 1
    set mv_Farm 1
    set mv_Deposit 1 
    set mv_Nuketown 1
    set mv_Diner 1
    set mv_BusDepot 1
    

    Preview

    1168c7f4-9f80-4d8d-ab01-f4f5835818b6-image.png

    Download

    Press on this to download the mod

    Source Code

    Press on this to see the source code

    Copyright:

    The script was created by DoktorSAS & JezuzLizard and no one else can say they created it. The script is free and accessible to everyone, it is not possible to sell the script. The script has been created to allow everyone to use it and I would like it to be used in the proper way.

    BO2 Modding Releases & Resources

  • [RELEASE] Modern Warfare III Mapvote
    Sorexundefined Sorex

    Plutonium IW5 Mapvote

    Developed by @DoktorSAS

    Special thanks to @KeyZHostHDCopy for the materials and the .iwi

    • Requirements
    • How to setup the mapvote step by step
    • How to add custom maps to the mapvote list

    Preview

    preview

    Requirements

    • The script can only run on Server, It will not work in private games.
    • Server must be hosted on Plutonium client, the script works only on Plutonium client.

    How to setup the mapvote step by step

    1. Compile the mod with the zonetool

    2. Copy the Compiled mod.ff file in your Directory %localappdata%\Plutonium\storage\iw5\mods\YOURMODNAME (Exemple: ..\mods\mapvote, ..\mods\funserver)

    3. Create the .iwd file with .iwi images in the images folder and put in in your Directory %localappdata%\Plutonium\storage\iw5\mods\YOURMODNAME (Exemple: ..\mods\mapvote, ..\mods\funserver)

    4. Copy the Content of the mapvote.cfg in your .cfg (Exemple: server.cfg, dedicated_mp.cfg, dedicated.cfg, etc ) file that manages the Server.

    5. Edit the Dvars to setup the Server, many Dvars are only for Aesthetic Parameters.

      • set the Dvar mv_maps to decide the maps that will be shown in mapvote, Example:
        • set mv_maps "mp_favela mp_rust mp_terminal_cls mp_alpha mp_bootleg mp_bravo mp_carbon mp_dome mp_exchange mp_hardhat mp_interchange mp_lambeth mp_mogadishu mp_paris mp_plaza2 mp_radar mp_seatown mp_underground mp_village"
      • set the dvar mv_enable to 1 if you want have it active on your server.
      • If you want random gametypes you have to set the dvar mv_gametypefiles specifying the gametype .dsr file name. Exemple:
        • set mv_gametypefiles "TDM_default@FFA_default@SD_default@GG_default"
      • to specify the gamemode name you need also to the fine the gamemode name by editing the dvar mv_gametypenames
        • set mv_gametypenames "Team Deathmatch@Free for all@Search & Destroy@Gungame"

      mv_gametypefiles and mv_gametypenames must have the same number of @ symbols. The elements on mv_gametypefiles
      are linked to the element in mv_gametypenames

    6. Copy the mapvote.gsc and put it %localappdata%\Plutonium\storage\iw5\scripts\

    7. Run the Server and have fun. Done!

    How to add custom maps to the mapvote list

    1. Create a new material file for the preview
    2. Add the preview iwi file in the mapvote.iwd
    3. Edit the case in the getmapname function in mapvote.gsc to add the conversion from mp_mapname to MAPNAME (Like mp_minecraft -> MINECRAFT)
    4. Rebuild the mod with zonetool
    5. Put the mod.ff and the mapvote.iwd in your mods/modfolder (Like mods/mapvote) in your %localappdata%\Plutonium\storage\iw5\mods\

    Download

    Download a available on my github page here

    MW3 Modding Releases & Resources

  • Server Reports
    Sorexundefined Sorex

    The discussion regarding the key limit will be addressed by the Plutonium Staff. The issue is known and will be discussed, so be patient and wait for the decisions that will be made.

    I understand how annoying it is to see server owners who have more servers listed than others who respect the limit. So I ask you to be patient and wait for new decisions. Continue this discussion in this manner is not productive.

    General Discussion

  • how i open the server list??
    Sorexundefined Sorex

    mmutis press F10 or Home button

    BO2 Client Support

  • [Resources] BO2 Trickshot Codes {Last Update: 24/05/2020}
    Sorexundefined Sorex

    In this post i'll realease all mine code
    Is possibile to finde al mine code on github
    Link: https://github.com/DoktorSAS/BO2-GSC

    Animated Welcome
    Developer: DoktorSAS
    Link: https://github.com/DoktorSAS/BO2-GSC/blob/master/AllKindOfWelcome.c
    Description: I made a few functions to make animated welcome messages, all information about the code are inside the code, for any problems write a post under this.

    
    onPlayerSpawned(){
    
    	self endon("disconnect");
    
    	level endon("game_ended");
    
    	self waittill("spawned_player");
    
    	self iprintln("Welcome To *ServerName*\nSecond Line\nThird Line");
    
    	self iprintlnbold("Welcome To *ServerName*\nSecond Line\nThird Line");
    
    	WelcomeMessage("Welcome To *ServerName*\n Second Line");
    
            self thread AnimatedTextCUSTOMPOS("Welcome To *ServerName*", <insertXpos>, <insertYpos>);
    
    	self thread AnimatedTextTOP("Welcome To *ServerName*");
    
    	self thread AnimatedTextCENTER("Welcome To *ServerName*");
    
    	self thread AnimatedTextBOTTOM("Welcome To *ServerName*");
    
            self thread AnimatedTextCUSTOMPOSScrolling("Welcome To *ServerName*", <insertYpos>);
    
    	self thread AnimatedTextTOPScrolling("Welcome To *ServerName*");
    
    	self thread AnimatedTextCENTERScrolling("Welcome To *ServerName*");
    
    	self thread AnimatedTextBOTTOMScrolling("Welcome To *ServerName*");
    
    	for(;;){
    
    		self waittill("spawned_player");
    
    		/*Put There if u need something there*/
    
    	}
    
    }
    
    WelcomeMessage(line1, line2, icon, glow){
    
    	hmb=spawnstruct();
    
    	hmb.titleText=line1;
    
    	hmb.notifyText=line2;
    
    	hmb.iconName=icon;
    
    	hmb.glowColor=glow;
    
    	hmb.hideWhenInMenu=true;
    
    	hmb.archived=false;
    
    	self thread maps\mp\gametypes\_hud_message::notifyMessage(hmb);
    
    }
    
    AnimatedTextCUSTOMPOS(text, x, y){ //Made by DoktorSAS
    
    	textSubStr = getSubStr(text,0,text.size);
    
    	result = "";
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",x, y);
    
    	self.welcome setText("");	
    
    	for(i=0;i<textSubStr.size;i++){
    
    		result = result + textSubStr[i];
    
    		self.welcome setText(result);
    
    		wait 0.5;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    AnimatedTextTOP(text){ //Made by DoktorSAS
    
    	textSubStr = getSubStr(text,0,text.size);
    
    	result = "";
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",0,-200);
    
    	self.welcome setText("");	
    
    	for(i=0;i<textSubStr.size;i++){
    
    		result = result + textSubStr[i];
    
    		self.welcome setText(result);
    
    		wait 0.5;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    AnimatedTextCENTER(text){ //Made by DoktorSAS
    
    	textSubStr = getSubStr(text,0,text.size);
    
    	result = "";
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",0,0);
    
    	self.welcome setText("");	
    
    	for(i=0;i<textSubStr.size;i++){
    
    		result = result + textSubStr[i];
    
    		self.welcome setText(result);
    
    		wait 0.5;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    AnimatedTextBOTTOM(text){ //Made by DoktorSAS
    
    	textSubStr = getSubStr(text,0,text.size);
    
    	result = "";
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",0,200);
    
    	self.welcome setText("");	
    
    	for(i=0;i<textSubStr.size;i++){
    
    		result = result + textSubStr[i];
    
    		self.welcome setText(result);
    
    		wait 0.5;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    AnimatedTextCUSTOMPOSScrolling(text, y){ //Made by DoktorSAS
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",-600,y);
    
    	self.welcome setText("");	
    
    	for(pos=-600;pos<=600;pos = pos + 3){
    
    		self.welcome setPoint("CENTER","CENTER",pos,y);
    
    		self.welcome setText(text);
    
    		wait 0.02;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    AnimatedTextTOPScrolling(text){ //Made by DoktorSAS
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",-600,-200);
    
    	self.welcome setText("");	
    
    	for(pos=-600;pos<=600;pos = pos + 3){
    
    		self.welcome setPoint("CENTER","CENTER",pos,-200);
    
    		self.welcome setText(text);
    
    		wait 0.02;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    AnimatedTextCENTERScrolling(text){ //Made by DoktorSAS
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",-600,0);
    
    	self.welcome setText("");	
    
    	for(pos=-600;pos<=600;pos = pos + 3){
    
    		self.welcome setPoint("CENTER","CENTER",pos,0);
    
    		self.welcome setText(text);
    
    		wait 0.02;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    AnimatedTextBOTTOMScrolling(text){ //Made by DoktorSAS
    
    	self.welcome = self createFontString("objective",2);
    
    	self.welcome setPoint("CENTER","CENTER",-600,200);
    
    	self.welcome setText("");	
    
    	for(pos=-600;pos<=600;pos = pos + 3){
    
    		self.welcome setPoint("CENTER","CENTER",pos,0);
    
    		self.welcome setText(text);
    
    		wait 0.02;
    
    	}
    
    	self.welcome setText("");
    
    }
    
    

    Bots If Empty
    Developer: DoktorSAS
    Link: https://github.com/DoktorSAS/BO2-GSC/blob/master/Trickshot/botsifempty.c
    Description: This code spawn max 8 bots when there less then 4 players in, the bot respawn only when player connect, is a simple code ready to use for all.

    botsifempty(){ //Made by DoktorSAS
    
    	level endon("game_ended");
    
    	level waittill("connected", player);
    
    	wait 1;
    
    	cont = 0;
    
    	contB = 0;
    
    	foreach(p in level.players){
    
    		if(isDefined(p.pers["isBot"]) && p.pers["isBot"]){	
    
    			contB++;
    
    		}else{
    
    			cont++;
    
    		}
    
    	}
    
    
    	if(cont < 5 && contB < 8){
    
    		if(cont == 1 && contB == 0){
    
    			player addBots( 7 );
    
    		}else player addBots( (contB-cont) );
    
    	}
    
    	while(!level.gameended){
    		cont = 0;
    		contB = 0;
    		level waittill("connected", player);
    		foreach(p in level.players){
    			if(isDefined(p.pers["isBot"]) && p.pers["isBot"]){	
    				contB++;
    			}else
    				cont++;
    		}
    		 if(cont > 5 && contB > 0){
    				player kickBots( 1 );
    		}else if(cont <= 12 && contB < 8)
    			player addBots(7-contB);
    	}
    }
    
    kickBots( num ){ //Made by DoktorSAS
    
    	i = level.players.size;
    
    	while(i > -1 && num > 0){
    
    		if(level.players[i].pers["isBot"]){
    
    		    kickSelf(level.players[i]);
    
    			num--;
    
    		}
    
    		i++;
    
    	}
    
    }
    
    kickSelf( p ){ //Made by DoktorSAS
    
    	kick(p getentitynumber(), "EXE_PLAYERKICKED");
    
    }
    
    addBots( num ){ //Made by DoktorSAS
    
    	while(num > -1){
    
    		self thread maps\mp\bots\_bot::spawn_bot("autoassign");
    
    		wait 1;
    
    		num--;
    
    	}
    
    }
    

    Floaters ON/OFF
    Developer: DoktorSAS
    Link: https://github.com/DoktorSAS/BO2-GSC/blob/master/Trickshot/FloatersON%26OFF.c
    Description: This code is not all mine, the floater code is not mine i foudn it online i only added a system to turn it of for a player, exemple if player dont like floater he can turn it of for him selff (tahts mean if he hit the killcam heve no floaters) using menu options or something else

    init(){ //Made by DoktorSAS
    
    	level thread Floaters(); //Remeber to add this line\
    
    }
    
    //Floater
    
    Floaters(){
    
    	level waittill("game_ended");
    
    	foreach(player in level.players){
    
                   if(isAlive(player) && !player isOnGround() && player.fon){
    
                    	player thread FloatDown();
    
                    }
    
            }
    
    }
    
    FloatDown(){
    
        z = 0;
    
        startingOrigin = self getOrigin();
    
        floaterPlatform = spawn("script_model", startingOrigin - (0, 0, 20));
    
        playerAngles = self getPlayerAngles();
    
        floaterPlatform.angles=(0, playerAngles[1] , 0);
    
        floaterPlatform setModel("collision_clip_32x32x10");
    
        for(;;){
    
            z++;
    
            floaterPlatform.origin=(startingOrigin - (0, 0, z*1 ));
    
            wait .01;
    
        }
    
    }
    
    //Floater ON/OFF
    
    floateronoff(){
    
    	if(self.fon == true){
    
    		self iprintln("Floater ^1OFF");
    
    		self.fon = false;
    
    	}else if(self.fon == false){
    
    		self iprintln("Floaters ^2ON");
    
    		self.fon = true;
    
    	}
    
    }
    

    Bots Can't win
    Developer: DoktorSAS
    Link: https://github.com/DoktorSAS/BO2-GSC/blob/master/botcantwin.h
    Description: This code don't remove weapon, but the bot can't reache the score limit, the can kill and get some points but when they reace scorelimit-1 the bot go back to 0

    onPlayerConnect()
    {
        for(;;){
            level waittill("connected", player);
    		/*Remeber to add this 2 Lines in onPlayerConnected function*/
            if(isDefined(player.pers["isBot"]) && player.pers["isBot"])
    			player thread botCantWin();
    		else	
           	player thread onPlayerSpawned();
        }
    }
    
    /*
    	This code don't remove weapon, but the bot can't reache the score limit, the can kill and 
    	get some points but when they reace scorelimit-1 the bot go back to 0
    */
    botCantWin(){ //Made By DoktorSAS
     	self endon("disconnect");
    	level endon("game_ended");
        for(;;)
        {
        	wait 0.25;
        	if(self.pers["pointstowin"] >= level.scorelimit - 1){
        		self.pointstowin = 0;
    			self.pers["pointstowin"] = self.pointstowin;
    			self.score = 0;
    			self.pers["score"] = self.score;
    			self.kills = 0;
    			self.deaths = 0;
    			self.headshots = 0;
    			self.pers["kills"] = self.kills;
    			self.pers["deaths"] = self.deaths;
    			self.pers["headshots"] = self.headshots;
        	}
        }
    }
    
    BO2 Modding Releases & Resources

  • [RELEASE] Black ops Mapvote
    Sorexundefined Sorex

    Plutonium T5 Mapvote

    Developed by @DoktorSAS

    • Requirements
    • How to setup the mapvote step by step
    • How to add custom maps to the mapvote list

    Preview

    preview

    Requirements

    • The script can only run on Server, It will not work in private games.
    • Server must be hosted on Plutonium client, the script works only on Plutonium client.

    How to setup the mapvote step by step

    1. Compile the mod with the black ops mod tool

    2. Copy the Compiled mod.ff file in your Directory %localappdata%\Plutonium\storage\t5\mods\YOURMODNAME (Exemple: ..\mods\mp_mapvote, ..\mods\funserver)

    3. Copy the Content of the mapvote.cfg in your .cfg (Exemple: server.cfg, dedicated_mp.cfg, dedicated.cfg, etc ) file that manages the Server.

    4. Edit the Dvars to setup the Server, many Dvars are only for Aesthetic Parameters.

      • set the Dvar mv_maps to decide the maps that will be shown in mapvote, Example:
        • set mv_maps "mp_array mp_cracked mp_crisis mp_firingrange mp_duga mp_hanoi mp_cairo mp_havoc mp_cosmodrome mp_nuked mp_radiation mp_mountain mp_villa mp_russianbase"
      • set the dvar mv_enable to 1 if you want have it active on your server.
      • If you want random gametypes you have to set the dvar mv_gametypefiles specifying the gametype .cfg file name. Exemple:
        • set mv_gametypes "@@"
      • to specify the gamemode name you need also to the fine the gamemode name by editing the dvar mv_gametypenames
        • set mv_gametypenames "dm@tdm@sd"

      mv_gametypefiles and mv_gametypes must have the same number of @ symbols. The elements on mv_gametypefiles
      are linked to the element in mv_gametypenames

    5. Copy the mapvote.gsc and put it %localappdata%\Plutonium\storage\iw5\scripts\

    6. Run the Server and have fun. Done!

    How to add custom maps to the mapvote list

    1. Create a new material file for the preview [Not mandatory]
    2. Add the preview iwi file in the mapvote.iwd [if you want use the custom preview is mandatory]
    3. Edit the case in the getmapname function in mapvote.gsc to add the conversion from mp_mapname to MAPNAME (Like mp_minecraft -> MINECRAFT)
    4. Rebuild the mod with the Black ops mod tool
    5. Put the mod.ff and the mp_mapvote.iwd in your mods/modfolder (Like mods/mp_mapvote) in your %localappdata%\Plutonium\storage\t5\mods\

    Download

    Download a available on my github page PlutoniumT5Mapvote

    BO1 Modding Releases & Resources

  • [Resource/Release] Zombies List of Mods
    Sorexundefined Sorex

    Black ops II Server Zombies Mod

    Developed by DoktorSAS
    Here I leave you some mods that you can put directly on the server to play with your friends. They are all drag and drop files. Just take them and put them in the correct folders and you are done. Each mod will be composed of two files, one compiled and one not compiled.
    If you don't know how to make the mods, just take the compiled file and put it in the correct folder.

    You can find the source code of all this mods here

    Zombies Simple Mod

    Feature Description
    Restart Fix When the game ends I will automatically restart without having to go out and come back in.
    EMP Disabled EMP grenades have been removed
    Unlimited Perks There no perks limit
    Extra point on spawn When a player enters after the game has already started, 500 points will be added for every 5 rounds, i.e. if the player enters round 20 he will be added (20/5) * 500 points, in this example he will be given 2'000 extra points.

    Download

    Download the code here

    Restart Fix

    Feature Description
    Restart Fix When the game ends I will automatically restart without having to go out and come back in.

    Download

    Download the code here

    Gun Game

    Follow the guide to use this gamemode

    Feature Description
    Restart Fix When the game ends I will automatically restart without having to go out and come back in.
    Gungame Style Each tot point the weapon in your hand will change with the next one in the list. You can also do this by setting the random mode
    Custom Gun Rotation Through the dvars it is possible to modify the rotation of the weapons

    Download

    Download the code here

    BO2 Modding Releases & Resources zombies zombie gsc zombie script

  • ZM - Script usefull
    Sorexundefined Sorex

    Naomi_ I'll hint you to release on github the source code of all the scripts. Or release it just all the source code, the source code its much more usefull then compiled file

    BO2 Modding Support & Discussion

  • [OUTDATED] Gun Locker Fix
    Sorexundefined Sorex

    Black Ops II Plutonium Gun Locker Fix

    Developed by DoktorSAS

    Contributors

    • fed for helping with the plugin

    Through these files it will be possible to get the Gun Locker Fully Working. Implementing the following scripts is very easy. In order to make the IW4M admin plugin work you also need to modify the mod in your server. You will have to add some lines of code

    Prerequisites:

    • IW4M Admin: To have the gun locker running on a server you must have IW4M

    How does this work?

    Everything has been done to make it as simple as possible, in fact it's just a few lines of code to add to a mod and a plugin to insert in the plugin folder of iw4m admin.

    How to use it?

    To implement these features takes two minutes, just follow this guide carefully and you will understand how to implement the bank on your servers.

    Guide

    Step by step

    How to add the the plugin to my IW4M?

    1. Download the compiled files and not the source code
    2. Take/Copy the GunLockerFix.dll file and put it in the plugins folder of IW4M Admin

    How to add the code on my mods?

    1. Open your not compiled mod file with GSC Studio or other text editor
    2. Add to your init function this lines of code
     if (getDvar("mapname") == "zm_buried" || getDvar("mapname") == "zm_highrise" || getDvar("mapname") == "zm_transit") {
    		level thread onPlayerConnect_gun_locker_fix();
    		level thread onEndGame_gun_locker_fix();
    	}
    

    like

    init(){
         if (getDvar("mapname") == "zm_buried" || getDvar("mapname") == "zm_highrise" || getDvar("mapname") == "zm_transit") {
    		level thread onPlayerConnect_gun_locker_fix();
    		level thread onEndGame_gun_locker_fix();
    	}
    }
    
    1. Add the this other funciton where you want in the mod
    onEndGame_gun_locker_fix(){
    	level waittill("end_game");
    	foreach(player in level.players){
    		if(isDefined(player.stored_weapon_data)){
    			new_dvar_value = "IW4MLOCKER;" + player.guid + "," + player.stored_weapon_data["name"] + "," + player.stored_weapon_data["lh_clip"] + "," + player.stored_weapon_data["clip"] + "," + player.stored_weapon_data["stock"] + "," + player.stored_weapon_data["alt_clip"]  + "," + player.stored_weapon_data["alt_stock"];
    			logPrint(new_dvar_value + "\n");
    		}else{
    			new_dvar_value = "IW4MLOCKER;" + player.guid + "," + "none";
    			logPrint(new_dvar_value + "\n");
    		}
    	}
    }
    
    onPlayerConnect_gun_locker_fix(){
        for(;;){
            level waittill("connected", player);
            player thread gun_locker_fix();
            player thread onPlayerDisconnect_gun_locker_fix();
        }
    }
    
    onPlayerDisconnect_gun_locker_fix(){
    	self waittill("disconnect");
    	stored_weapon_data = self.stored_weapon_data;
    	guid = self.guid;
    	if(isDefined(self.stored_weapon_data)){
    		new_dvar_value = "IW4MLOCKER;" + guid + "," + stored_weapon_data["name"] + "," + stored_weapon_data["lh_clip"] + "," + stored_weapon_data["clip"] + "," + stored_weapon_data["stock"] + "," + stored_weapon_data["alt_clip"]  + "," + stored_weapon_data["alt_stock"];
    		logPrint(new_dvar_value + "\n");
    	}else{
    		new_dvar_value = "IW4MLOCKER;" + guid + "," + "none";
    		logPrint(new_dvar_value + "\n");
    	}
    }
    
    gun_locker_fix(){
    	level endon("end_game");
    	self waittill("spawned_player");
    	while(getDvar( "guns_clients_information" ) == "" || !self setLockerGun(  )) // As long as the value of the bank is not valid then it remains in the loop
    		wait 0.001;
    
    }
    
    setLockerGun(  ) {
    	guns_data = strTok(getDvar( "guns_clients_information" ), "-"); // The dvar is divided into many elements so many players are in game
    	for (i = 0; i < guns_data.size; i++) {
    		client_data = strTok(guns_data[i], ","); // Divides each player's data into arrays with 7 values
    		if (int(client_data[0]) == int(self.guid)) { // If the GUID matches the user in analysis then sets the value of the stored weapondata and says that the value is valid
    			weapondata = [];
    			if(client_data[1] != "none"){
            		weapondata[ "name" ] 		= client_data[1];
           			weapondata[ "lh_clip" ] 	= client_data[2];
            		weapondata[ "clip" ] 		= client_data[3];
           		 	weapondata[ "stock" ]	 	= client_data[4];
            		weapondata[ "alt_clip" ] 	= client_data[5];
            		weapondata[ "alt_stock" ]	= client_data[6];
            		self.stored_weapon_data = weapondata;
            		self iprintln("Weapon Set!");
    			}
    			return 1;
    		}
    	}
    	return 0;
    }
    
    1. Compile the file
    2. Put the compiled file in maps\mp\gametypes_zm
    3. Start the server
    4. Start IW4M
    5. END

    Download

    Download the files from Github

    Source Code

    Download and/or read the source files from Github

    Use this forum post to report problems, also for code improvements and new features to implement. I remember it is a pre-release. Everything is in testing phase. In order to release an official version I need people to use this script on their servers.
    BO2 Modding Releases & Resources

  • [Release] [Zombies] Health and Zombie Counter
    Sorexundefined Sorex

    Santitos
    Insteed of

    level waittill( "start_of_round" );
    

    Use

    flag_wait( "initial_blackscreen_passed" );
    

    With this also spectator who join after can see the zombies counter

    BO2 Modding Releases & Resources counter health zombies

  • [Release] Icey Skin, Clean Matter Skin and Digital Light Blue
    Sorexundefined Sorex

    All of this Skin can be used witg MSR
    Put the iwd file in *\Local\Plutonium\storage\iw5\images* the file.iwd to replace base skin of MSR.

    Author: DoktorSAS

    Download: https://github.com/DoktorSAS/MW3-Camos

    Icey Camo

    Icey Camo

    Clean Matter

    Clean Matter

    Digital Light Blue Camo

    Digital Light Blue Camo

    Gold Rain

    Gold Rain

    Pxyc4d3lycs

    Pxyc4d3lycs

    White Heart

    White Heart

    Sunlight

    Sunlight

    MW3 Modding Releases & Resources

  • The Plutonium T4 (WAW) Suggestions Thread
    Sorexundefined Sorex

    If there are .menu files, it would be nice to use those too. I don't know if there is already compatibility with WaW. Some cod use menus in Lua others use .menu . They are very interesting on the server side

    Announcements

  • Spinbot Detection...
    Sorexundefined Sorex

    Deicide u can't make a prefect working GSC anty cheat, because player can simulate spinbot with the mouse. The only way to see if they have hacks is with the game file, u need to see if hacker inject something on his client.

    BO2 Modding Support & Discussion

  • [Release] AFK Monitor
    Sorexundefined Sorex

    AFK Monitor

    Developed by DoktorSAS

    Black ops II Zombies Version

    How to use it?

    1. Add to your init level thread endgame_fix();
    init(){
           level thread onPlayerConnect();
           level thread endgame_fix();
    }
    
    1. Add on your onPlayerConnect player thread player_is_afk();
    onPlayerConnect(){
        for(;;){
            level waittill("connected", player);
            player thread onPlayerSpawned();
            player thread player_is_afk();
        }
    }
    
    1. Add yo your code this functions
    player_is_afk(){ // Made by DoktorSAS
    	self endon("disconnect");
        level endon("end_game");
    	old_origin = self.origin;
    	old_angles = self getPlayerAngles();
    	seconds_to_be_afk = 5; // Change this value to change wait time to be afk
    	counter = 0;
    	wait 5; // Wait time to turn on AFK Script
    	for(;;){
    		old_origin = self.origin;
    		old_angles = self getPlayerAngles();
    		wait 1;
    		if(distance(old_origin, self.origin) <= 5 && old_angles == self getPlayerAngles() && counter < seconds_to_be_afk){
    			counter++;
    		}else if(counter == seconds_to_be_afk){
    			self thread maps/mp/gametypes_zm/_spectating::setspectatepermissions();
        		self.sessionstate = "spectator";
        		self thread print_to_all( self.name + " is ^1AFK^7, now the player is on Spectator");
        		old_origin = self.origin;
        		old_angles = self getPlayerAngles();
        		while(distance(old_origin, self.origin) <= 5 || old_angles != self getPlayerAngles()){
        			old_angles = self getPlayerAngles();
        			wait 0.05;
        		}
        		self.sessionstate = "playing";
        		counter = 0;
    		}else if(counter > seconds_to_be_afk)
    			counter = 0;
    	}
    }
    endgame_fix(){
    	self endon("disconnect");
        level endon("end_game");
        level waittill("connected", player);
        for(;;){
        	wait 1;
        	counter = 0;
        	foreach(player in level.players){
        		if(player.sessionstate == "spectator" || !isAlive(player))
        			counter++;
        	}
        	if(counter == level.players.size)
        		level notify("end_game");
        }
    }
    print_to_all( msg ){
    	foreach( player in level.players)
    		player iprintln( msg );
    }
    
    

    How to change time to be AFK?

    On the code there a variable called seconds_to_be_afk just chaneg the value of this variable to change the time to put afk status a player

    Multiplayer

    Cooming soon
    
    BO2 Modding Releases & Resources
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