Skip to content
  • 0 Unread 0
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Collapse

Plutonium

unknowghostundefined

unknowghost

@unknowghost
Contributor
About
Posts
65
Topics
2
Shares
0
Groups
1
Followers
17
Following
107

Posts

Recent Best Controversial

  • Progress not saved
    unknowghostundefined unknowghost

    i think this is normal cod bo2 game

    BO2 Client Support

  • WAW not working
    unknowghostundefined unknowghost

    i wonder if this ever got fixed

    WAW Client Support

  • T5 Damascus custom camo
    unknowghostundefined unknowghost

    nice work

    BO1 Modding Releases & Resources bo1

  • Is it possible to port weapons from T6 zombies to T6 multiplayer?
    unknowghostundefined unknowghost

    Nemes1s09 nah you good i wish you luck on what your trying to do

    BO2 Modding Support & Discussion

  • Is it possible to port weapons from T6 zombies to T6 multiplayer?
    unknowghostundefined unknowghost

    Yes, it is possible, but it is not simple.
    You usually need to recreate or adapt the weapon data, assets, sounds, animations, and scripts for Multiplayer. Zombies weapons can have mode-specific parts that do not transfer cleanly. The link above is a good starting point to learn how weapon adding works.”

    yes, possible
    it is more like rebuilding/adapting than just copying
    the link helps for learning the process

    BO2 Modding Support & Discussion

  • Is it possible to port weapons from T6 zombies to T6 multiplayer?
    unknowghostundefined unknowghost

    Nemes1s09
    https://forum.plutonium.pw/topic/37621/release-zm-mod-zm_weapons-adding-all-weapons-to-maps/4?page=1

    BO2 Modding Support & Discussion

  • error "unable to load import _binkwaitstopasyncthread@4 from module binkw32.dll"
    unknowghostundefined unknowghost

    DirkRockface dam

    Launcher Support

  • error "unable to load import _binkwaitstopasyncthread@4 from module binkw32.dll"
    unknowghostundefined unknowghost

    DirkRockface really?

    Launcher Support

  • Creating a Buyable Last Acquired Perk System (Nuketown-Style)
    unknowghostundefined unknowghost

    AndreTOQU3
    yes but there already 1 made i don't see the point of making 1

    BO2 Modding Support & Discussion

  • help me plssss :(
    unknowghostundefined unknowghost

    https://forum.plutonium.pw/topic/9/faq-common-issues-plutonium-t6
    stfu.duckboy

    Launcher Support

  • T6 random crash after playing for a while (Exception Code 0xC0000005)
    unknowghostundefined unknowghost

    oh nvm i didn't know you already found the issue

    BO2 Client Support

  • T6 random crash after playing for a while (Exception Code 0xC0000005)
    unknowghostundefined unknowghost

    It's2012 i found the issue you have might need to do a driver update for gpu or you have something open using your gpu 3D memory already and it using all of it

    BO2 Client Support

  • Creating a Buyable Last Acquired Perk System (Nuketown-Style)
    unknowghostundefined unknowghost

    Blxck.Out did you add me on discord???

    BO2 Modding Support & Discussion

  • Admin abuse in L A T I N O S #1
    unknowghostundefined unknowghost

    oof that was rude what server was it?????

    General Discussion

  • any one know how to fix this issue ?
    unknowghostundefined unknowghost

    Open Windows Security → Protection history and check what file got blocked.
    Open Windows Security → App & browser control → Smart App Control. If it is On, turn it Off. Plutonium support specifically points to Smart App Control for this exact error.
    If they use Defender or another antivirus, whitelist/exclude the Plutonium folder, because Plutonium also notes AV can block updater files.
    If this is a work/school/shared PC, it may be blocked by an organization policy like AppLocker/App Control, so they may need admin access or a different PC. Microsoft’s docs say those policies can restrict what apps are allowed to run.
    After that, retry the updater.

    Launcher Support

  • T6 random crash after playing for a while (Exception Code 0xC0000005)
    unknowghostundefined unknowghost

    You still don’t have the useful Event Viewer log yet. The screenshot only shows SecurityCenter info, not the crash.

    Please go to Event Viewer > Windows Logs > Application and post the red Error from the crash time, especially the faulting module name.

    Also fully exit the NVIDIA app itself for a test, not just its overlay, because Plutonium has had overlay-related crash issues before.

    If possible, upload the .dmp somewhere and send the link, because the .txt alone is still too generic to pin down.

    BO2 Client Support

  • T6 random crash after playing for a while (Exception Code 0xC0000005)
    unknowghostundefined unknowghost

    Um add me on Discord unknowghost

    BO2 Client Support

  • Creating a Buyable Last Acquired Perk System (Nuketown-Style)
    unknowghostundefined unknowghost

    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 start

    station_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 anywhere

    The 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.

    BO2 Modding Support & Discussion

  • Creating a Buyable Last Acquired Perk System (Nuketown-Style)
    unknowghostundefined unknowghost

    are you trying to do this for all the maps or just 1???

    BO2 Modding Support & Discussion

  • Paralazyer not coming out the box
    unknowghostundefined unknowghost

    might be a mod or script you have that stopping yall

    General Discussion
  • 1 / 1
  • Login

  • Don't have an account? Register

  • Login or register to search.
  • First post
    Last post
0
  • Unread 0
  • Recent
  • Tags
  • Popular
  • Users
  • Groups