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Plutonium

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very_inky

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  • [Zombies Release] [.GSC] Bunny Hop - Black Ops 2 Zombies (T6ZM)
    very_inkyundefined very_inky

    Bunny Hop (Bhop) for Plutonium T6 Zombies
    Adds momentum-based bunny hopping to T6 Zombies. Chain jumps to build speed — miss the timing and your momentum goes back to normal. Includes an Origins-specific version that lets you bhop straight through mud.

    How It Works
    Each chained jump increases your movement speed scale (to a cap)
    Miss the chain window and your speed gradually decays back to normal (or instant)
    The Origins version overrides the mud slowdown system — active bhop chains ignore mud entirely, but if you stop hopping in mud you get slowed as usual

    Installation
    Standard Version (All Maps, No Mud Override)
    If you don't play Origins or don't care about the mud bypass, just drop the compiled version here:

    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\bhop.gsc
    This loads on every Zombies map. Done.

    Origins Mud Override Version
    If you want the mud bypass on Origins, you need both compiled files. Place the standard version in each non-Origins map folder:

    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\zm_buried\bhop.gsc
    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\zm_highrise\bhop.gsc
    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\zm_nuked\bhop.gsc
    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\zm_prison\bhop.gsc
    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\zm_transit\bhop.gsc

    And place the Origins version only in the zm_tomb folder:

    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\zm_tomb\bhop.gsc
    ⚠️ Do NOT place the Origins version in the base zm folder or any other map folder. It includes Origins-specific function overrides that will error on other maps.

    Download

    Configuration
    If you want to tweak timing, speed decay, increase or cap, etc you will need to edit these values in the source script and compile it yourself.
    Both versions share the same tuning values at the top of init():

    Variables and Descriptions:
    bhop_boost : Speed scale added per chained hop
    bhop_max_scale : Maximum movement speed scale (cap)
    bhop_base_scale : Normal movement speed (what you decay back to)
    bhop_decay_rate : How fast speed decays per tick when grounded
    bhop_decay_after : Milliseconds on the ground before decay begins. This value ONLY effects decay speed. Not jump timing chain value.

    [BhopOrigins-compiled.gsc](Invalid file type. Allowed types are: .png, .jpg, .bmp, .gif, .iwi, .iwd, .jpeg) [bhop-compiled.gsc](Invalid file type. Allowed types are: .png, .jpg, .bmp, .gif, .iwi, .iwd, .jpeg)
    Debugging
    Standard version: Uncomment the two iPrintLn lines in bhop_core() and bhop_ground_decay() to see chain count and speed scale on screen. Helpful if you want to tweak the values

    Origins version: Set level.bhop_debug = true; in init() to enable debug prints: Has separate outputs for normal bhops and mud bhops.

    [BhopOrigins.gsc](Invalid file type. Allowed types are: .png, .jpg, .bmp, .gif, .iwi, .iwd, .jpeg) [bhop.gsc](Invalid file type. Allowed types are: .png, .jpg, .bmp, .gif, .iwi, .iwd, .jpeg)

    Video

    Virustotal
    Bhop-compiled.gsc
    BhopOrigins-compiled.gsc

    BO2 Modding Releases & Resources

  • FastDL mod downloading
    very_inkyundefined very_inky

    Update: Moved the http server from hfs on windows to apache httpd. Same exact behavior. Server reachable, all permissions correct. The client only ever downloads 2 files on first connect attempt, 1 file on the second attempt and the final attempt downloads the last file and connects to server.

    BO2 Server Hosting Support

  • FastDL mod downloading
    very_inkyundefined very_inky

    Hey everyone, I'm having an issue with FastDL mod downloading on my BO2 server. For clarity, that should be the feature that allows the server to assert its mod list to clients, and if they dont have it, points them to a url which the mod can be downloaded over http before connecting.

    My mod consists of merely 4 files totaling around 36MB, so nothing crazy. When a client connects, usually the 'large' ~30MB file downloads almost instantly with no issues, but the remaining smaller files (around 6KB each) consistently time out or fail to download. The server is hosted on a VM and I'm currently using HFS as my HTTP file server. I've verified that all files are accessible via browser from an external machine, permissions are correct, and the firewall is properly configured.

    Before HFS, I also tried GitHub Pages. While the files were downloadable through a browser, the Pluto client would time out entirely. I'm assuming due to redirects and HTTPS enforcement that the game's HTTP client can't handle? With HFS I at least get partial success, but the behavior is strange since it can successfully download some but not all files and the remaining ones time out. This makes me think it's not a bandwidth or server load issue, but rather something related to connection handling. Possibly HFS closing or resetting the connection after the first transfer, or some kind of anti-flood protection kicking in and throttling the subsequent rapid requests from the same IP? Ive combed through the settings and I can't figure it out and was wondering if anyone can point me in the right direction to get fastDL working.

    Has anyone run into this specific behavior before? What should I try?

    BO2 Server Hosting Support

  • Tranzit weapon accuracy bug fix
    very_inkyundefined very_inky

    Xerxes I was running older server files that didn't include the new fixes and couldn't find anything on forums or discord about them, so I apologize.

    BO2 Server Hosting Support

  • Tranzit weapon accuracy bug fix
    very_inkyundefined very_inky

    Hey im putting this here for anyone who is running a server and got stuck on it like I did. The RPD, MTAR, SMR and a bunch of other weapons, when using Maps that load off of Tranzit assets, have REALLY BAD ADS Accuracy (super inaccurate)

    You fix this in your server.cfg files!
    the pluto files ship by default having

    sv_fix_zm_weapons true
    sv_patch_zm_weapons true 
    

    runing these commands in the console without a value will show the current value as 0
    these need to be changed from true to 1 in the .cfg to be properly applied.

    sv_fix_zm_weapons 1 
    sv_patch_zm_weapons 1
    
    BO2 Server Hosting Support

  • Zombie Health Calculator
    very_inkyundefined very_inky

    Sorry for the confusion. There isn’t a SS of it to send in game. It’s a command line tool used for calculating zombie health values.

    It is not an in game mod or script to be ran on plutonium in any way. But rather you would use this when making scripts that would change zombie health scaling or capping it.

    BO2 Modding Releases & Resources

  • Zombie Health Calculator
    very_inkyundefined very_inky

    I know other websites exist but I needed practice in Python so I wrote a program for the purpose of zombie health scaling.

    It is open source, non compiled so shouldn’t need a scan link posted.

    This program is written in Python. To run it you will need Python installed on your computer, which can be obtained here: https://www.python.org/ Not sure if you have python? You can search your computer for it, or in your terminal or command prompt you can type "py" or "python" as a command. If it's installed it will show you what version is installed.

    Simply run the program and follow the prompts.

    This python based program is meant to be an easy to use tool for finding out zombies health given any round. These values should always hold true as all the Black Ops Zombies games use the same 'default' values.

    The use of the program should be pretty easy and straighforward. There are two modes, Default and Custom.

    In default, you use the vanilla (unmodified) health scaling for the zombies modes to find out given any round, what their health will be at that round.

    In custom, you can specify all the parameters, useful if you are trying to mod and rebalance zombie health for mods or a .gsc You can also specify a health cap if you'd like. You will be shown what round the health cap will be triggered, as well as the ending health if it were left uncapped.

    Zombie Health Scales as follows. Round 1: Starting HP Rounds 2-9: That Starting HP has a flat value added to it each round. Round 10: The HP is multiplied by 1.1 each round. This is exponential.

    Expressed as: Round 1: Health = Start Health Round 2-9: Health = Start Health + Health Increase * (round - 1) Round 10: Health = (Start Health + Health Increase * (round - 1)) * Health Multiplier ^(round - 10)

    Download from GitHub here:
    https://github.com/very-inky/Cod-Zombie-Health-Calculator

    If you have any questions or trouble about this tool specifically, you can add me on Discord @ VeryInky#0001

    BO2 Modding Releases & Resources
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