Nathan3197
Made it
Go to my post
https://forum.plutonium.pw/topic/4333/release-afk-monitor
Sorex
Posts
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[Resolve]Trying to implement a AFK system for zombies but im getting some issues. -
[Release] AFK MonitorAFK Monitor
Developed by DoktorSAS
Black ops II Zombies Version
How to use it?
- Add to your init level thread endgame_fix();
init(){ level thread onPlayerConnect(); level thread endgame_fix(); }- Add on your onPlayerConnect player thread player_is_afk();
onPlayerConnect(){ for(;;){ level waittill("connected", player); player thread onPlayerSpawned(); player thread player_is_afk(); } }- 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 -
[Resolve]Trying to implement a AFK system for zombies but im getting some issues.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
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Unable to recompile a mod menu that I decompiled and fixedDopemp3 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
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Sliding mod@inariVEVO Wdym Slide? Like BO3
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[Release] [Camo's] Black Ops 3 Gem Camo -
BO2 Dedicated Server Mod MenuDARK3 You need decompailer or the source code, you can find it online
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party_maxplayers is not working after the new plutonium updatebroken168
Is all broken for some reason to fix it i executeset party_maxplayers 8 set com_maxclients 8 set sv_maxclients 8 party_maxplayers 8 com_maxclients 8 sv_maxclients 8in console, for some reason work only with all of this lines
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BO2 Dedicated Server Mod MenuDARK3 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 -
Origins and Mob of the Dead Camos to MultiplayerS_Torres0427 look this video
https://www.youtube.com/watch?v=SXUDc6zyCx0You should find the download for the dds to iwi converter
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Origins and Mob of the Dead Camos to MultiplayerS_Torres0427
You can't use an online convert,There a tool able to do it.
There a guide on the forum -
Banned For No Reasonshxttered
Have u used GSC injector or Cheat engine? -
Using r_xxxx dvars through a GSC file?@Dev-Ultimateman beacuse is a client dvar, on server side you need to change client dvar and not common dvar
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Mustang & Selly bug@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
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Using r_xxxx dvars through a GSC file?@Dev-Ultimateman On console you mean in game console?
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Mustang & Selly bugCahz 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
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Mustang & Selly bugMustang & 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

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[Question] Rotating map and using gamesetting confighmikey My mapvote menu set the sv_maprotaton. And work exectly in the last post i sent
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[Question] Rotating map and using gamesetting confighmikey yes is possibile
sv_maprotation "exec file.cfg map mp_map" -
[Release] Cinematic UFO MP & ZMCinematic UFO
Developed by DoktorSASThis 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
