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Plutonium

Ultimatemanundefined

Ultimateman

@Ultimateman
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Recent Best Controversial

  • How do I add a custom main menu screen for B02 zombies
    Ultimatemanundefined Ultimateman

    Gewehr why 1024x1024? Looks ass on the main menu. Use 1920x1080 to get more clear image. Have not tested if it supports hkgher than that.

    BO2 Modding Support & Discussion

  • TranZit Reimagined 2020 | Colder Days Mod | Updated August 18th, 2025
    Ultimatemanundefined Ultimateman

    @Espitiax ive already provided the source files

    BO2 Modding Releases & Resources bo2 bo2 zombies reimagined tranzit

  • TranZit Reimagined 2020 | Colder Days Mod | Updated August 18th, 2025
    Ultimatemanundefined Ultimateman

    @PoPGoesRichtofen I'm glad that you like it 🙂 And to answer your question about patreon, no I don't have a patreon account.

    BO2 Modding Releases & Resources bo2 bo2 zombies reimagined tranzit

  • TranZit Reimagined 2020 | Colder Days Mod | Updated August 18th, 2025
    Ultimatemanundefined Ultimateman

    AdrX003 thank you boss man

    BO2 Modding Releases & Resources bo2 bo2 zombies reimagined tranzit

  • TranZit Reimagined 2020 | Colder Days Mod | Updated August 18th, 2025
    Ultimatemanundefined Ultimateman

    birchy sorry my bad ill put em up to git 😄 and thanks!

    BO2 Modding Releases & Resources bo2 bo2 zombies reimagined tranzit

  • TranZit Reimagined 2020 | Colder Days Mod | Updated August 18th, 2025
    Ultimatemanundefined Ultimateman

    teh_bandit you know it boss!

    BO2 Modding Releases & Resources bo2 bo2 zombies reimagined tranzit

  • TranZit Reimagined 2020 | Colder Days Mod | Updated August 18th, 2025
    Ultimatemanundefined Ultimateman

    [ BO2 TranZit 2.0 Reimagined Mod 2020 Release ]

    Support my work
    https://www.paypal.com/donate/?hosted_button_id=WM4SLXZWT99Y4

    Updated August 18th, 2025

    • sun_zombie.iwi removed ( blocky sun on some users end )
      https://www.mediafire.com/file/289assdtl24jrn1/zm_tranzit_reimgained_2020_legacy_mod_18_08_25.zip/file

    Updated July 17th, 2025

    • Original 2020 Version to load from "mod list"

    NEW VERSION OF TRANZIT REIMAGINED CALLED "Tranzit Revamped", The Warmer Days Update Mod, download it from here:
    https://forum.plutonium.pw/topic/38965/tranzit-reimagined-2025-stable-version-2025-jan-30th-warmer-days-update

    Hey yall! This is my Tranzit mod which changes plenty of things in the map!

    FEATURES

    • No fog
    • No denizens
    • Custom day & night cycle for each player
    • Rotating sky box
    • No lava / lava damage
    • Unlimited stamina
    • Player speed increased by 35 units per second
    • Jetgun has unlimited ammo ( lovely )
    • Jetgun can be used by everyone at the same time ( no jetgun limit )
    • Pack a Punch door stays open forever once players have turned on the power
    • Turbine doors stay open once players have turned on the power
    • Custom placed models ( +- 200 ) around the map to make the map look more believable
    • Players spawn now only spawn in with 500 points & points are reset on after a full bleed out ( Thanks to Squidely for suggesting the changes )
    • Electric Trap & Turret no longer need Turbine
    • Electric Trap's health increased from 60 to 180
    • Unique player character looks
    • Custom Pack a Punch Camo
    • Over 190 custom textures

    Download links

    git dl: https://github.com/DevUltimateman/tranzit-2.0-reimagined

    Tombstone fix credit: jezuzlizard - https://forum.plutonium.pw/user/jezuzlizard

    Jetgun fugery: Bandit - https://forum.plutonium.pw/user/teh_bandit

    Gzmorz: Helped with model array & log printing

    Thank you for checking out my mod! 🙂

    Amount of time that went into creating this mod: ~500 hours

    images
    hq720 (1).jpg

    BO2 Modding Releases & Resources bo2 bo2 zombies reimagined tranzit

  • How can I enable Self player Shadows?
    Ultimatemanundefined Ultimateman

    Sethly Are you still looking for it? Try this 😉
    r_EnablePlayerShadow 1. If you don't have any experience in gsc I would suggest you to type that in the in game console when you are in a match. I can't remember if it requires server to have sv_cheats on. If you want to include it in a gsc file then call it in a player spawn function. Copy this: setDvar( "r_enablePlayerShadow", 1 );

    BO2 Modding Support & Discussion

  • Alpha Tester Applications Thread
    Ultimatemanundefined Ultimateman

    What is your Discord Name? (Include the # and numbers after the name) Ultimateman#9753
    What timezone are you located in? Eastern European Time, GMT+3
    Are you able to troubleshoot software problems effectively? Yes
    Do you have a good understanding of the English language in both written and spoken form? Yeah I do
    Are you able to follow instructions and behave maturely when required? Yes
    Can you attend voice chats? (Having a microphone is preferred but not required) Yes
    Can you show anything you've helped with previously? (A youtube channel, github, moderate a community, run a clan etc) I have done lot's of unpatching for both BO1 & BO2 Zombies. I also have a youtube channel with 3.9k + subscribers & I am an admin of 2 discord servers, both having 50+ people in the cord.
    Is there anything else you'd like to say / provide? A friendly guy who has a passion for BO1 & BO2 stuff. I come along with pretty much everyone and I try to be as "productive" and friendly as I can. Cheer up for Pluto!

    Announcements

  • Using r_xxxx dvars through a GSC file?
    Ultimatemanundefined Ultimateman

    Sorex I can change the values in "in game console" but can't get them to work through gsc

    BO2 Modding Support & Discussion

  • Using r_xxxx dvars through a GSC file?
    Ultimatemanundefined Ultimateman

    TheHiddenHour code goes as follows in the _clientids.gsc:
    #include maps/mp/gametypes/_hud_util;
    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/zombies/_zm_utility;
    #include maps/mp/gametypes_zm/_hud_util;
    #include maps/mp/gametypes_zm/_hud_message;
    #include maps/mp/zombies/_zm_weapons;
    #include maps/mp/zombies/_zm_net;

    init()
    {
    //level.clientid = 0;
    level.player_out_of_playable_area_monitor = 0; //This doesn't disable deathbarriers yet but needs to be "initialized" here.
    level.inital_spawn = true;
    level thread onplayerconnect();
    init_flags();
    setDvar( "sv_cheats", 1 );
    setDvar( "developer", 2 );
    setDvar( "developer_script", 1 );
    setDvar( "zombie_cheat", 1 );
    setDvar( "sv_clientside", 1 );
    setDvar( "r_skyTransition", 0 );

    level.devcheater = 1;
    

    }

    onplayerconnect() //checked matches cerberus output
    {
    for ( ;; )
    {
    level.player_out_of_playable_area_monitor = 0; // if this is placed somewhere else, deathbarriers will start working again. //Ultimateman August 2020.
    level.devcheater = 1;
    level waittill( "connecting", player );
    //player.clientid = level.clientid;
    //level.clientid++;
    player thread onplayerSpawned();
    player thread enable_ufo_mod();
    }
    }

    onplayerSpawned()
    {
    self endon ( "disconnect" );
    level endon ( "game_ended" );
    self.initial_spawn = true;

    Text = createfontstring("objective", 1.0);
    Text setPoint("CENTER", "CENTER", -370, -200);
    Text setText("^2Unpatched Alpha Build ^21.5\n^7Developed by Ultimateman\n^2Black Ops 2");
    Text.alpha = 0.7;
    
    for( ;; )
    {
    	self waittill( "spawned_player" );
        
    
    	if ( level.inital_spawn )
    	{
    		level.inital_spawn = false;
    
    		level thread post_all_players_spawned();
    	}
    
    	if ( self.inital_spawn )
    	{
    		self.inital_spawn = false;
    
    		//----------------Developement stuff-------------//
    		//---------------Ultimateman Changes-------------//
    
    		self.score = 50000; //---DeV
    		self.ignoreme = 1; //---DeV
    		//self enableInvulnerability(); //---DeV
    		//self giveWeapon( "blundersplat_upgraded_zm");  //---DeV ||MOTD
    		//self giveMaxAmmo( "blundersplat_upgraded_zm"); //---DeV ||MOTD
    		self giveWeapon( "ray_gun_zm" ); //---Online / Dev ||ALL MAPS
    		self giveMaxAmmo( "ray_gun_zm" ); //---Online / Dev ||ALL MAPS
    		maps/mp/zombies/_zm_perks::give_perk( "specialty_armorvest", 0 ); //---Dev / Online
    
    		
    
            wait 4;
            self thread showConnectMessage();
    		
    
    		//---------------------------------------//
    		//---REMOVING THE HUD FROM THIS POINT---//
    		//--------------------------------------//
    		//---HUD_VISIBLE, 0 ONLY REMOVES HUD---//
    		//------SV_CHEATS 1 IN THE INIT-------//
    		//---CG_CROSSHAIR 0 IN THE CONSOLE---//
    		wait 12; 
    		players = getplayers();
    		i = 0;
    		while ( i < players.size )
        	{
            	players[ i ] setclientuivisibilityFlag( "hud_visible", 1 ); //Set to 0 when recording
    			players[ i ] setclientuivisibilityFlag( "hud_crosshair", 0 );
    			players[ i ] setclientuivisibilityFlag( "hud_obituaries", 0 );
    			players[ i ] setclientuivisibilityFlag( "hud_showobjicons", 0 );
            	if ( i > players.size )
            		{
                		players[ i ] setclientuivisibilityFlag( "hud_visible", 1 );
    					players[ i ] setclientuivisibilityFlag( "weapon_hud_visible", 1 );
            		}
          		i++;
        	}
    		player thread spawn_if_round_one();     
    
    		//player thread visual_changes_highrise();
    	}
    }
    

    }

    post_all_players_spawned()
    {
    //flag_wait( "start_zombie_round_logic" );

    wait 0.05;
    
    level.local_doors_stay_open = 1;
    
    level.power_local_doors_globally = 1;
    

    }

    debugCredits()
    {
    for (;;)
    {
    self iPrintLn( "^6BO2 ^7Zombies Debug ^2Build ^7v.^61.5" );
    wait 2;
    self iPrintLn( "^6Developed ^7by ^2Ultimateman" );
    }
    }

    DeathBarriersCantTouchMe()
    {
    while( isDefined (level.player_out_of_playable_area_monitor) )
    {
    level.player_out_of_playable_area_monitor = 0;
    }
    }

    showConnectMessage()
    {
    self endon( "disconnect" );
    self iprintln("^7Hello:^6 " + self.name);
    wait 1.5;
    self iPrintLn("^6Welcome to the alpha build of unpatched maps! ^7:)");
    wait 4.0;
    self iPrintLn( "This patch ^2supports:" );
    wait 2.0;
    self iPrintLn( "OG Trample Steam ^2Glitches^7||" );
    wait 2.0;
    self iPrintLn( "Disabled ^2Deathbarriers^7||" );
    wait 3.0;
    self iPrintLn( "Unpatched Collision ^2Fixes^7||" );
    wait 1.0;
    self iPrintLn( "Unpatched Zombie ^2Pile Ups^7||" );
    wait 1.0;
    self iPrintLn( "^5More ^7Stuff ^5Coming ^7Soon^2||" );
    wait 1.0;
    }

    online_joining_and_given_score() //get thenwhen into game
    {
    wait 5;
    if ( self.sessionstate == "spectator" && level.round_number <= 15 )
    {
    self [ level.spawnplayer ];
    if ( level.script != "zm_tomb" || level.script != "zm_prison" || !is_classic() )
    {
    thread maps\mp\zombies_zm::refresh_player_navcard_hud();
    }
    if ( level.round_number < 5 )
    {
    self.score = 2500;
    }
    else if ( level.round_number < 10 )
    {
    self.score = 5000;
    }
    else if ( level.round_number < 13 )
    {
    self.score = 7500;
    }
    else if ( level.round_number >=15 )
    {
    self.score = 9500;
    }

    }
    else if ( self.sessionstate == "spectator" && level.round_number >= 15 )
    {
    	self.score = 10000;
    }
    

    }

    init_flags()
    {
    flag_init( "spawn_zombies", 1 );//set to 0 when recording tuts
    flag_init( "hud_visible", 0 );
    }

    spawn_if_round_one() //force spawn player
    {
    wait 5; //waits for blackscreen to load
    if ( self.sessionstate == "spectator" && level.round_number == 1 )
    {
    self [ level.spawnplayer ];
    if ( level.script != "zm_tomb" || level.script != "zm_prison" || !is_classic() )
    {
    thread maps\mp\zombies_zm::refresh_player_navcard_hud();
    }
    }
    }

    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", 0 );
    self unlink();
    self enableweapons();
    self.Fly = 0;
    }
    if(self.Fly == 1)
    {
    Fly = self.origin + vector_scale( anglesToForward( self getPlayerAngles(), 10)); //speed

            UFO moveTo(Fly, .1); //from point a TO b		
        }
        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;
    }

    }

    vector_scale(vec, scale)
    {
    vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    return vec;
    }

    setclientdvars( dvar_name, value )
    {
    dvar = (dvar_name[0] * value, dvar_name[1] * value, dvar_name[2] * value);
    return dvar_name;
    }
    /*
    visual_changes_highrise()
    {
    setDvar ( "r_skyTransition", 0 );
    setDvar ( "r_skyColorTemp", 25000 );
    setDvar ( "r_skyRotation", 4 );
    setDvar ( "r_sky_intensity_angle0", 39 );
    setDvar ( "r_sky_intensity_angle1", 39 );
    setDvar ( "r_blur", 0.6 );
    setDvar ( "r_alphamap", 128 );
    setDvar ( "r_colormap", 2 );
    setDvar ( "r_bloomHiQuality", 1 );
    setDvar ( "r_dof_tweak", 1 );
    setDvar ( "r_dof_farblur", 2 );
    setDvar ( "r_dof_nearblur", 6 );
    setDvar ( "r_dof_viewmodelend", 5 );
    setDvar ( "r_dofHDR", 2 );
    setDvar ( "r_lightTweakSunLight", 30 );
    setDvar ( "r_dof_nearstart", 15 );
    setDvar ( "r_lightTweakSunDirection", -36, -142, 0 );
    setDvar ( "r_enablePlayerShadow", 1 );
    setDvar ( "r_lodbiasrigid", -1000 );
    setDvar ( "r_lodbiasskinned", -1000 );
    }
    */

    BO2 Modding Support & Discussion

  • Using r_xxxx dvars through a GSC file?
    Ultimatemanundefined Ultimateman

    Hi!
    I was wondering if it's possible to have dvars such as r_skyTransition loaded through a gsc file?
    I can change them through a console once in the map but I would like them to be loaded through a gsc file so I wouldn't have to change the values everytime I hop on in the map.
    I already have tried loading them in via gsc but either I'm fucking up with something or then it's not possible..
    Any advice / answers are much appreciated.
    Thanks!

    BO2 Modding Support & Discussion

  • Multiple questions - Scripting help
    Ultimatemanundefined Ultimateman

    techboy04gaming Answer for 3rd question. If you teleport a player in an area where players have not gone yet and doors to that location are closed they will die because playable area zones are not connected to that location (doors must be opened). You can bypass this by disabling the "volume death barrier a.k.a" player_outside_of_playable_area by changing it's value to false;

    BO2 Modding Support & Discussion
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