ok sorry
unknowghost
Posts
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Custom Weapons on BO2 -
minimap modthis is not best mod for a mini map but i thought i make it just because no one else did and yeah it not great and it not good at all but maybe someone can make it better then what i did im no longer in the mood to work on it now so yeah if someone want to take this mod and make it better go for it and go crazy lol XD well i hope yall enjoy it
https://github.com/unknowghost0/bo2-minimap/releases/tag/minimap
hope yeah enjoy here a screenshot what it look like

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Anti-Stumble ModPrevents your sprint from being interrupted when zombies hit you.
Normally when a zombie attacks, your character flinches and stops running. This mod removes that flinch so you can keep sprinting through hordes without breaking stride.
What this mod does NOT do
- Does not change your health
- Does not change your movement speed
- Does not make you invincible
- Does not affect weapon damage or zombie behavior
You still take normal damage. You just don't stumble.
Compatibility
- Works on all Zombies maps (TranZit, Die Rise, Mob of the Dead, Buried, Origins, Nuketown)
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Creating a Buyable Last Acquired Perk System (Nuketown-Style)also here something that might help so here
Use it like this:call init_last_powerup_station(); on map init
when a power-up is successfully picked up, call last_powerup_station_set(powerup_name);The logic is complete. The only names you may need to swap are the stock BO2 score/power-up function names, since those can differ by base.
// ======================================================
// LAST PICKED POWER-UP BUY STATION (BO2 / GSC)
// ======================================================init_last_powerup_station()
{
level.last_powerup_station_powerup = "double_points"; // default on game startstation_origin = (0, 0, 0); // CHANGE THIS station_angles = (0, 0, 0); // CHANGE THIS // Optional model level.last_powerup_station_model = spawn("script_model", station_origin); level.last_powerup_station_model.angles = station_angles; level.last_powerup_station_model setModel("tag_origin"); // replace with your model if wanted // Use trigger level.last_powerup_station_trigger = spawn("trigger_use", station_origin, 0, 64, 72); level.last_powerup_station_trigger.angles = station_angles; level.last_powerup_station_trigger setCursorHint("HINT_NOICON"); level.last_powerup_station_trigger thread last_powerup_station_think(); update_last_powerup_station();}
// Call this from your power-up pickup code after the pickup succeeds
last_powerup_station_set(powerup_name)
{
if (!isDefined(powerup_name) || powerup_name == "")
return;level.last_powerup_station_powerup = powerup_name; update_last_powerup_station();}
update_last_powerup_station()
{
if (!isDefined(level.last_powerup_station_trigger))
return;powerup = level.last_powerup_station_powerup; hint = "Press &&1 to buy " + get_powerup_display_name(powerup); level.last_powerup_station_trigger setHintString(hint); // Optional: // If you have custom icon models/shaders, update them here // based on "powerup".}
last_powerup_station_think()
{
self endon("death");for (;;) { self waittill("trigger", player); if (!isDefined(player)) continue; powerup = level.last_powerup_station_powerup; if (!can_buy_station_powerup(player, powerup)) continue; cost = get_powerup_cost(powerup); take_station_points(player, cost); activate_station_powerup(powerup, player); player iprintlnbold("Bought " + get_powerup_display_name(powerup)); }}
can_buy_station_powerup(player, powerup)
{
if (!isDefined(powerup) || powerup == "")
{
player iprintlnbold("No power-up stored.");
return false;
}cost = get_powerup_cost(powerup); if (player.score < cost) { player iprintlnbold("Need " + cost + " points."); return false; } return true;}
take_station_points(player, cost)
{
// Replace with your map's real BO2 score remove function if needed
player.score -= cost;
}get_powerup_cost(powerup)
{
switch (powerup)
{
case "instakill":
return 2000;case "double_points": return 2000; case "max_ammo": return 2500; case "carpenter": return 1500; case "nuke": return 3000; case "fire_sale": return 2000; } return 2000;}
get_powerup_display_name(powerup)
{
switch (powerup)
{
case "instakill":
return "Insta-Kill";case "double_points": return "Double Points"; case "max_ammo": return "Max Ammo"; case "carpenter": return "Carpenter"; case "nuke": return "Nuke"; case "fire_sale": return "Fire Sale"; } return powerup;}
activate_station_powerup(powerup, player)
{
// Keep this as a dispatcher.
// Replace each case with your BO2 stock power-up call.switch (powerup) { case "instakill": station_do_instakill(player); break; case "double_points": station_do_double_points(player); break; case "max_ammo": station_do_max_ammo(player); break; case "carpenter": station_do_carpenter(player); break; case "nuke": station_do_nuke(player); break; case "fire_sale": station_do_fire_sale(player); break; }}
// ======================================================
// WRAPPERS - replace internals with your BO2 stock calls
// ======================================================station_do_instakill(player)
{
// replace with BO2 stock Insta-Kill activation
level notify("station_instakill");
}station_do_double_points(player)
{
// replace with BO2 stock Double Points activation
level notify("station_double_points");
}station_do_max_ammo(player)
{
// replace with BO2 stock Max Ammo activation
level notify("station_max_ammo");
}station_do_carpenter(player)
{
// replace with BO2 stock Carpenter activation
level notify("station_carpenter");
}station_do_nuke(player)
{
// replace with BO2 stock Nuke activation
level notify("station_nuke");
}station_do_fire_sale(player)
{
// replace with BO2 stock Fire Sale activation
level notify("station_fire_sale");
}And this is the hook you add where a power-up gets collected:
last_powerup_station_set(powerup_name);
Example:
// after player picks up Insta-Kill successfully
last_powerup_station_set("instakill");So the whole system is:
default power-up on start
updates whenever a drop is picked up
station always sells the latest stored drop
cost is per power-up
trigger can be placed anywhereThe only part you still need to wire into your exact BO2 base is the inside of:
station_do_instakill()
station_do_double_points()
station_do_max_ammo()
station_do_carpenter()
station_do_nuke()
station_do_fire_sale()because those exact stock BO2 function names vary.
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[MP & ZM] Stuff I made for people 4nice work
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yo a little niche of a question can i play plutonium online with gamehub lite on my phone😂it possible just depends on the phone and if their anti cheat doesn't flag it which it shouldn't
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Hello, can you tell me why I was given a ban?oof hope they found out what it was
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error "unable to load import _binkwaitstopasyncthread@4 from module binkw32.dll"DirkRockface dam