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Plutonium

StonedSquidzundefined

StonedSquidz

@StonedSquidz
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  • [ZM] Updated bo2_zm_bots
    StonedSquidzundefined StonedSquidz

    Is there anyway I could manually take over the bot for a short period of time, and be able to interact with things? I noticed the bots aren't able to pick up the stones in Origins, and was wondering if i could take over just to pick up the stones for the bots.

    BO2 Modding Releases & Resources

  • [Release][BO2 GSC] Gr3Zz v4.1 Zombie Mod Menu
    StonedSquidzundefined StonedSquidz

    I made an extra menu that can be added to this mod menu, Just solves the Easter Eggs steps in Origins. Mainly made this for testing purposes. Add this under Upgraded Weapons.

    }
    switch(GetDvar( "mapname" )){
    case "zm_tomb": // Origins
    self MainMenu("Easter Egg Menu","Mod Menu");
    self MenuOption("Easter Egg Menu",0,"Step 1 Zone Captured ",::doEasterEggStep1);
    self MenuOption("Easter Egg Menu",1,"Step 2 Upgraded",::doEasterEggStep2);
    self MenuOption("Easter Egg Menu",2,"Step 3 Placed",::doEasterEggStep3);
    self MenuOption("Easter Egg Menu",3,"Step 4 Crater Opened",::doEasterEggStep4);
    self MenuOption("Easter Egg Menu",4,"Step 5 Mech Fight Over",::doEasterEggStep5);
    self MenuOption("Easter Egg Menu",5,"Step 6 Upgraded Drone Received",::doEasterEggStep6);
    self MenuOption("Easter Egg Menu",6,"Step 7 Punch Snow Zombies Over",::doEasterEggStep7);
    self MenuOption("Easter Egg Menu",7,"Step 8 Kill 100 Zombies Complete",::doEasterEggStep8);
    self MenuOption("Easter Egg Menu",8,"Step 9 Drone Sent End Game",::doEasterEggStep9);
    self MenuOption("Easter Egg Menu",9,"Step 10 Beacon Granted",::doEasterEggStep10);
    self MenuOption("Easter Egg Menu",10,"Turn On Power",::Turnonpowerlazy);
    break;
    }

    // Origins added by StonedSquidz
    doEasterEggStep1()
    {
    switch( level._cur_stage_name )
    {
    case "step_0":
    flag_set( "ee_all_staffs_crafted" );
    flag_set( "all_zones_captured" );
    }
    self iPrintln("Step 1 Complete Staffs crafted, zones captured!");
    }
    doEasterEggStep2()
    {
    switch( level._cur_stage_name )
    {
    case "step_1":
    flag_set( "ee_all_staffs_upgraded" );
    level waittill( "little_girl_lost_step_1_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "ee_all_staffs_upgraded", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_1_over", 1 );
    self iPrintln("Step 2 Complete Staffs Upgraded!");
    }
    doEasterEggStep3()
    {
    switch( level._cur_stage_name )
    {
    case "step_2":
    flag_set( "ee_all_staffs_placed" );
    level waittill( "little_girl_lost_step_2_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "ee_all_staffs_placed", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_2_over", 1 );
    self iPrintln("Step 3 Complete Staffs Placed!");
    }
    doEasterEggStep4()
    {
    switch( level._cur_stage_name )
    {
    case "step_3":
    flag_set( "ee_mech_zombie_hole_opened" );
    m_floor = getent( "easter_mechzombie_spawn", "targetname" );
    if ( isDefined( m_floor ) )
    {
    m_floor delete();
    }
    level waittill( "little_girl_lost_step_3_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "fire_link_enabled", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_3_over", 1 );
    playsoundatposition( "zmb_squest_robot_floor_collapse", t_hole.origin );
    self iPrintln("Step 4 Complete Hole Opened!");
    }
    doEasterEggStep5()
    {
    switch( level._cur_stage_name )
    {
    case "step_4":
    flag_set( "ee_mech_zombie_fight_completed" );
    flag_set( "ee_quadrotor_disabled" );
    level waittill( "little_girl_lost_step_4_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "ee_mech_zombie_fight_completed", 1 );
    self setclientfieldtoplayer( "ee_quadrotor_disabled", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_4_over", 1 );
    self iPrintln("Step 5 Complete Mech Fight Over!");
    }
    doEasterEggStep6()
    {
    switch( level._cur_stage_name )
    {
    case "step_5":
    flag_set( "ee_maxis_drone_retrieved" );
    flag_clear( "ee_quadrotor_disabled" );
    level waittill( "little_girl_lost_step_5_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "ee_maxis_drone_retrieved", 1 );
    self setclientfieldtoplayer( "ee_quadrotor_disabled", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_5_over", 1 );
    self iPrintln("Step 6 Complete Upgrade Drone Recevied!");
    }
    doEasterEggStep7()
    {
    switch( level._cur_stage_name )
    {
    case "step_6":
    flag_set( "ee_all_players_upgraded_punch" );
    level waittill( "little_girl_lost_step_6_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "ee_all_players_upgraded_punch", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_6_over", 1 );
    self iPrintln("Step 7 Complete Punch Snow Zombies Over!");
    }
    doEasterEggStep8()
    {
    switch( level._cur_stage_name )
    {
    case "step_7":
    flag_set( "ee_souls_absorbed" );
    level waittill( "little_girl_lost_step_7_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "ee_souls_absorbed", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_7_over", 1 );
    self iPrintln("Step 8 Complete Kill 100 Zombies in Crazy Place DONE!");
    }
    doEasterEggStep9()
    {
    switch( level._cur_stage_name )
    {
    case "step_8":
    flag_set( "ee_quadrotor_disabled" );
    level waittill( "little_girl_lost_step_8_over" );
    break;
    default:
    }
    self setclientfieldtoplayer( "ee_quadrotor_disabled", 1 );
    self setclientfieldtoplayer( "little_girl_lost_step_8_over", 1 );
    level setclientfield( "ee_sam_portal", 2 );
    self iPrintln("Step 9 Completed Drone Sent! EASTER EGG COMPLETE!");
    }
    doEasterEggStep10()
    {
    if ( self istouching( volume ) )
    {
    volume_name = "oneinchpunch_bunker_volume";
    volume = getent( volume_name, "targetname" );
    }
    self setclientfieldtoplayer( "ee_zombie_tablet_fx", 1 );
    self endon( "disconnect" );
    wait 2;
    self setclientfieldtoplayer( "ee_beacon_reward", 1 );
    wait 2;
    self.beacon_ready = 1;
    self.sq_one_inch_punch_stage = 6;
    level thread maps/mp/zombies/_zm_audio::sndmusicstingerevent( "side_sting_3" );
    self iPrintln("Step 10 Complete Beacon Granted!");
    }
    //
    Turnonpowerlazy()
    {
    self powero();
    self turn_on_power();
    self origins_debris();
    self StargateSG1();
    }

    BO2 Modding Releases & Resources

  • [Release] [ZM] Gobblegums
    StonedSquidzundefined StonedSquidz

    Love this mod, just started testing it out, i noticed that Empheral Enchancement's description is "Teleport anywhere, can be activated instantly". but it actually pack-a-punch's the gun for a minute. Just a heads up about the description. Also was wondering how the give gobblegum command works? do i have type what gobblegum i'd like to be given? or does it just randomly choose one. i can't seem to get the command to work yet. thanks again for creating this mod, Pretty fun to use

    BO2 Modding Releases & Resources zombies gobblegums mod

  • [Release][BO2 GSC] Gr3Zz v4.1 Zombie Mod Menu
    StonedSquidzundefined StonedSquidz

    nevermind figured it out, it's on line 280 in the pastebin OP uploaded

    BO2 Modding Releases & Resources

  • [Release][BO2 GSC] Gr3Zz v4.1 Zombie Mod Menu
    StonedSquidzundefined StonedSquidz

    Hi i got the menu working, but i was wondering if it's possible to change the action that's used to open the menu? It's currently set as "Throw Secondary" which is kind of a problem for normal gameplay. can't use monkey's/EMP's without the menu trying to open.

    BO2 Modding Releases & Resources

  • [Release] BO2 Zombie Hitmarkers
    StonedSquidzundefined StonedSquidz

    Lointern You're a legend, i was trying to figure out how to make the red hit markers work without typing a command, tried making a gsc file to make a command auto execute set redHitmarkers 1, but couldn't get it to work, Thanks for putting it in your file.

    BO2 Modding Releases & Resources
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