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Plutonium

Sorexundefined

Sorex

@Sorex
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Recent Best Controversial

  • [Resolve]Trying to implement a AFK system for zombies but im getting some issues.
    Sorexundefined Sorex

    Nathan3197
    Made it
    Go to my post
    https://forum.plutonium.pw/topic/4333/release-afk-monitor

    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

  • [Resolve]Trying to implement a AFK system for zombies but im getting some issues.
    Sorexundefined Sorex

    Nathan3197 I will make it, your afk system is to weird, you can make a smaller code, just check the player origin. And don't put it on god mode, put it on spectator mode and when he go back you can remove him from spectator mode

    BO2 Modding Support & Discussion

  • Unable to recompile a mod menu that I decompiled and fixed
    Sorexundefined Sorex

    Dopemp3 if you copiled with GSC studio the project is automaticaly compiled, try to open the _clientids.gsc if you see weird things thats mean is compiled

    BO2 Modding Support & Discussion

  • Sliding mod
    Sorexundefined Sorex

    @inariVEVO Wdym Slide? Like BO3

    BO2 Modding Support & Discussion

  • [Release] [Camo's] Black Ops 3 Gem Camo
    Sorexundefined Sorex

    Dss0 Jood job
    DovahKunt Nice camo, is really clean, i like it ❤

    BO2 Modding Releases & Resources

  • BO2 Dedicated Server Mod Menu
    Sorexundefined Sorex

    DARK3 You need decompailer or the source code, you can find it online

    BO2 Modding Support & Discussion

  • party_maxplayers is not working after the new plutonium update
    Sorexundefined Sorex

    broken168
    Is all broken for some reason to fix it i execute

    set party_maxplayers 8
    set com_maxclients 8
    set sv_maxclients 8
    party_maxplayers 8
    com_maxclients 8
    sv_maxclients 8
    

    in console, for some reason work only with all of this lines

    BO2 Server Hosting Support

  • BO2 Dedicated Server Mod Menu
    Sorexundefined Sorex

    DARK3 Your file is already compiled, you don't need to compile it again.
    And if you want give yourself the menu you need to edit the menu because in a server you are not the host

    BO2 Modding Support & Discussion

  • Origins and Mob of the Dead Camos to Multiplayer
    Sorexundefined Sorex

    S_Torres0427 look this video
    https://www.youtube.com/watch?v=SXUDc6zyCx0

    You should find the download for the dds to iwi converter

    BO2 Modding Releases & Resources

  • Origins and Mob of the Dead Camos to Multiplayer
    Sorexundefined Sorex

    S_Torres0427
    You can't use an online convert,There a tool able to do it.
    There a guide on the forum

    BO2 Modding Releases & Resources

  • Banned For No Reason
    Sorexundefined Sorex

    shxttered
    Have u used GSC injector or Cheat engine?

    General Discussion

  • Using r_xxxx dvars through a GSC file?
    Sorexundefined Sorex

    @Dev-Ultimateman beacuse is a client dvar, on server side you need to change client dvar and not common dvar

    BO2 Modding Support & Discussion

  • Mustang & Selly bug
    Sorexundefined Sorex

    @Mr-Android If there any gsc fix thats can be cool, because i can emulate this animation using pistols model, but is not the best solution.

    Idk if is client side bug or server side or something else

    BO2 Client Support

  • Using r_xxxx dvars through a GSC file?
    Sorexundefined Sorex

    @Dev-Ultimateman On console you mean in game console?

    BO2 Modding Support & Discussion

  • Mustang & Selly bug
    Sorexundefined Sorex

    Cahz I know is visual bug, im just asking if in wa future update will be possibile to fix it.
    The animation is differnet then default animations, something go wrong.

    Is not a big problem but is annoyng on zm xD

    BO2 Client Support

  • Mustang & Selly bug
    Sorexundefined Sorex

    Mustang & Selly bug

    I know is a tiny bug with i want ask if in a future update this bug can be solved, this gun make a lot of glicthes effect.

    Im just reporting that. Thanks for reading

    5083d212-c72e-45b9-b1a5-c1760bf8cd16-image.png

    BO2 Client Support

  • [Question] Rotating map and using gamesetting configh
    Sorexundefined Sorex

    mikey My mapvote menu set the sv_maprotaton. And work exectly in the last post i sent

    BO2 Modding Support & Discussion

  • [Question] Rotating map and using gamesetting configh
    Sorexundefined Sorex

    mikey yes is possibile

    sv_maprotation "exec file.cfg map mp_map"
    
    BO2 Modding Support & Discussion

  • [Release] Cinematic UFO MP & ZM
    Sorexundefined Sorex

    Cinematic UFO
    Developed by DoktorSAS

    This is a simple ufo mode but is really cool for making cinematic on Plutonium, is nothing to hard to make or to hard to use.
    To implement the code on your GSC mods just add player thread enable_ufo_mod() in onPlayerConnect().

    Like:

    onPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread onPlayerSpawned();
            player thread enable_ufo_mod();
        }
    }
    
    vector_scal(vec, scale){
        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
        return vec;
    }
    doUFOMode(){
        self endon("EndUFOMode");
        self.Fly = 0;
        UFO = spawn("script_model",self.origin);
        for(;;){
            if(self FragButtonPressed()){
           	 	self setclientuivisibilityflag( "hud_visible", 0 );
            	self disableweapons();
                self playerLinkTo(UFO);
                self.Fly = 1;
            }else{
            	self setclientuivisibilityflag( "hud_visible", 1 );
                self unlink();
                self enableweapons();
                self.Fly = 0;
            }
            if(self.Fly == 1){
                Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),
                											  20 // Change this vaule to move slower and faster, this is how dustance far you go when you move
                											  );
                UFO moveTo(Fly,
                		   .1 // Change this vaule to move slower and faster, thi is the wait time to go from A pos To B pos
                );
            }
            wait .001;
        }
    
    }
    enable_ufo_mod(){
    	ufo_state = false;
    	for(;;){
    		if(self actionslotonebuttonpressed() && self adsbuttonpressed() && !ufo_state){
    			self iprintln("UFO Mode ^2ON");
    			ufo_state = true;
    			self thread doUFOMode();
    		}else if(ufo_state && self actionslotonebuttonpressed() && self adsbuttonpressed()){
    			self iprintln("UFO Mode ^1OFF");
    			ufo_state = false;
    			self notify("EndUFOMode");
    		}
    		wait .001;
    	}
    
    }
    
    

    To go out of the map without dyng on Zombies just add level.player_out_of_playable_area_monitor = 0; inside your init

    Like:

    init(){
           level.player_out_of_playable_area_monitor = 0;
    }
    
    To turn on and off ufo mod just press:
    • Action slot 1 button
    • Aim/Scope button
    BO2 Modding Releases & Resources
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