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Plutonium

way2sexyundefined

way2sexy

@way2sexy
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  • bo2 zm GSC dump
    way2sexyundefined way2sexy

    i’ve fixed the "player perk buff and graphics" — i merged the two. also, if anyone can figure out why on die rise with the who's who perk, when dying in who's who and being revived, some of the bonus perks don’t apply — but they do when going down and being revived with quick revive.

    #include maps\mp\zombies\_zm_utility;
    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\zombies\_zm_perks;
    
    init()
    {
        level thread on_player_connect();
    }
    
    on_player_connect()
    {
        level endon("end_game");
    
        while (true)
        {
            level waittill("connected", player);
    
            player._retain_perks = 0;
            player._jug_hp_set = false;
    
            player thread reconnect_perk_manager(); // ✅ Core system to catch all spawns
        }
    }
    
    reconnect_perk_manager()
    {
        self endon("disconnect");
    
        while (true)
        {
            self waittill("spawned_player");
    
            // Always re-thread logic (covers Who’s Who revive, normal revive, Quick Revive)
            self thread on_player_spawned();
            self thread watch_for_respawn();
    
            wait_network_frame();
    
            if (!isDefined(self.whoswho))
            {
                self thread sq_give_player_all_perks();
            }
            else
            {
                self thread wait_for_whoswho_revive_then_restore();
            }
        }
    }
    
    on_player_spawned()
    {
        self endon("disconnect");
    
        self notify("sq_clean_threads");
    
        // Gameplay Tweaks
        SetDvar("player_clipSizeMultiplier", "2");
        SetDvar("perk_weapRateMultiplier", "0.65");
        SetDvar("perk_weapSpreadMultiplier", "0.25");
        SetDvar("player_backSpeedScale", "1");
        SetDvar("player_strafeSpeedScale", "1");
        SetDvar("player_useMovementRestrict", "0");
    
        // Visual Clarity
        self setClientDvar("r_dof_enable", 0);
        self setClientDvar("r_lodBiasRigid", -1000);
        self setClientDvar("r_lodBiasSkinned", -1000);
        self setClientDvar("r_lodScaleRigid", 1);
        self setClientDvar("r_lodScaleSkinned", 1);
        self setClientDvar("sm_sunquality", 2);
    }
    
    watch_for_respawn()
    {
        self endon("disconnect");
    
        while (true)
        {
            self waittill_either("spawned_player", "player_revived");
            wait_network_frame();
    
            if (!isDefined(self.whoswho))
            {
                self thread sq_give_player_all_perks();
                wait 0.5;
                self thread apply_bonus_perks();
    
                if (self hasperk("specialty_armorvest"))
                {
                    self setmaxhealth(level.zombie_vars["zombie_perk_juggernaut_health"]);
                    self._jug_hp_set = true;
                }
            }
        }
    }
    
    wait_for_whoswho_revive_then_restore()
    {
        self endon("disconnect");
    
        while (isDefined(self.whoswho) && self.whoswho)
            wait 0.1;
    
        wait 0.5;
    
        self thread sq_give_player_all_perks();
        self thread apply_bonus_perks();
    
        if (self hasperk("specialty_armorvest"))
        {
            self setmaxhealth(level.zombie_vars["zombie_perk_juggernaut_health"]);
            self._jug_hp_set = true;
        }
    }
    
    sq_give_player_all_perks()
    {
        if (!isdefined(level.sq_perks_ready))
        {
            flag_wait("initial_blackscreen_passed");
            flag_wait("initial_players_connected");
            level.sq_perks_ready = true;
        }
    
        while (self.afterlife && IsDefined(self.afterlife))
            wait 0.05;
    
        if (!isdefined(level._all_perk_list))
        {
            level._all_perk_list = [];
    
            if (level.script != "zm_tomb")
            {
                machines = getentarray("zombie_vending", "targetname");
    
                for (i = 0; i < machines.size; i++)
                {
                    if (machines[i].script_noteworthy == "specialty_weapupgrade")
                        continue;
    
                    level._all_perk_list[level._all_perk_list.size] = machines[i].script_noteworthy;
                }
            }
            else
            {
                level._all_perk_list = level._random_perk_machine_perk_list;
            }
        }
    
        foreach (perk in level._all_perk_list)
        {
            if (IsDefined(self.perk_purchased) && self.perk_purchased == perk)
                continue;
    
            if (self hasperk(perk) || self has_perk_paused(perk))
                continue;
    
            self give_perk(perk, 0);
            self notify("perk_acquired", perk);
            wait 0.05;
        }
    
        self thread apply_bonus_perks();
    
        if ((self hasperk("specialty_armorvest")) && (!isDefined(self._jug_hp_set) || !self._jug_hp_set))
        {
            self setmaxhealth(level.zombie_vars["zombie_perk_juggernaut_health"]);
            self._jug_hp_set = true;
        }
    }
    
    apply_bonus_perks()
    {
        self notify("stop_bonus_perks");
        self endon("stop_bonus_perks");
    
        bonus_perks = array(
            "specialty_flakjacket",
            "specialty_unlimitedsprint",
            "specialty_fasttoss",
            "specialty_fastweaponswitch",
            "specialty_fastladderclimb",
            "specialty_fastmantle",
            "specialty_stalker",
            "specialty_sprintrecovery",
            "specialty_deadshot",
            "specialty_fallheight"
        );
    
        foreach (perk in bonus_perks)
        {
            attempts = 0;
            while (!(self hasperk(perk)) && attempts < 5)
            {
                self give_perk(perk, 0);
                self notify("perk_acquired", perk);
                wait 0.05;
                attempts++;
            }
        }
    }
    
    
    BO2 Modding Releases & Resources

  • bo2 zm GSC dump
    way2sexyundefined way2sexy

    there some script in that dump that I did see while ago, I just edited them and tweaked a couple of them

    BO2 Modding Releases & Resources

  • bo2 zm GSC dump
    way2sexyundefined way2sexy

    if anyone has any other ones they know of link them. keen to try some

    BO2 Modding Releases & Resources

  • bo2 zm GSC dump
    way2sexyundefined way2sexy

    been bored of vanilla and these have helped that.
    https://www.mediafire.com/folder/cf4y0bq5ms9u2/gsc+dump

    BO2 Modding Releases & Resources

  • Black Ops 2 Zombies Reimagined
    way2sexyundefined way2sexy

    is there a way to have the original text font and not the new one?

    BO2 Modding Releases & Resources

  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    way2sexyundefined way2sexy

    appreciate what your doing for this community! use to love playing this and kind of got burnt out. since playing with this mod and the perk one its come back. do you have an idea when they mods will be combined?

    BO2 Modding Releases & Resources

  • ZM- raygun mark2 + semtex on spawn
    way2sexyundefined way2sexy

    second script i made.

    semtex only equips on maps that have them.

    how to use in game↓

    WIN+R : %localappdata% -> search plutonium, storage, t6, scripts, zm.
    create the folder if you cannot find the folder scripts or zm.

    #include maps\mp\zombies\_zm_utility;
    #include maps\mp_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm_hud_util;
    #include maps\mp\gametypes_zm_hud_message;
    #include maps\mp\zombies\_zm_weapons;
    
    init()
    {
    	level thread onplayerconnect();
    }
    
    onplayerconnect()
    {
    	for(;;)
    	{
    		level waittill("connected", player);
    		player thread onplayerspawned();
    	}
    }
    
    onplayerspawned()
    {
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill("spawned_player");
    		self giveweapon("raygun_mark2_zm");
    		self switchtoweapon("raygun_mark2_zm");
    		self takeweapon(self get_player_lethal_grenade());
    		self set_player_lethal_grenade("sticky_grenade_zm");
    		self giveweapon(self get_player_lethal_grenade());
    		self setweaponammoclip(self get_player_lethal_grenade(), 4);
    	}
    }
    
    BO2 Modding Releases & Resources
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