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Plutonium

WerYouDoonCyundefined

WerYouDoonCy

@WerYouDoonCy
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Recent Best Controversial

  • Wallbang everything
    WerYouDoonCyundefined WerYouDoonCy

    popshot And How did you go about doing this, i've been trying to figure it out for a few hrs today.

    BO2 Modding Support & Discussion

  • Wallbang everything
    WerYouDoonCyundefined WerYouDoonCy

    i wouldn't recommend this at all tbf popshot @RisK-Jitsu

    BO2 Modding Support & Discussion

  • Wallbang everything
    WerYouDoonCyundefined WerYouDoonCy

    I was also interested if this has been figured out as well @Meckz-AO mollyinduced

    BO2 Modding Support & Discussion

  • Damage feedback Crosshair For T6MP
    WerYouDoonCyundefined WerYouDoonCy

    S2RT Thank you! I appreciate this a ton. I come from no programming background, so this is a first for me. I'm kind of just messing around with snippets I see on here and seeing what each thing does, but this help is very much appreciated.

    BO2 Modding Support & Discussion bo2

  • Damage feedback Crosshair For T6MP
    WerYouDoonCyundefined WerYouDoonCy

    I'm trying to find a way to make the crosshair in MP turn red on hit, similar to a hitmarker. (if the player gets a hitmarker) the crosshair should show red and fade out

    I came across a script that does this for zombies, but I'm new to GSC and unsure how to adapt it for T6MP. Specifically, I'm looking for the equivalent of level.zombie_team in this context

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm\_hud_util;
    #include maps\mp\zombies\_zm_utility;
    #include maps\mp\zombies\_zm;
    #include maps\mp\zombies\_zm_perks;
    #include maps\mp\zombies\_zm_powerups;
    #include maps\mp\gametypes_zm\spawnlogic;
    #include maps\mp\gametypes_zm\_hostmigration;
    #include maps\mp\zombies\_zm_laststand;
    #include maps\mp\zombies\_zm_weapons;
    #include maps\mp\gametypes_zm\_hud_message;
    
    
    init()
    {
        precacheshader( "damage_feedback" ); 
        level endon( "end_game" );
        level thread onplayerconnect();
    }
    
    onplayerconnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread onplayerspawned();
        }
    }
    
    onplayerspawned()
    {
        
        level endon("game_ended");
        self endon("disconnect");
        for(;;)
        {
            self waittill("spawned_player");
        //    self maps\mp\zombies\_zm_spawner::register_zombie_damage_callback(::do_hitmarker);
        //    self maps\mp\zombies\_zm_spawner::register_zombie_death_event_callback(::do_hitmarker_death);
            self thread drawdamagehitmarker();
        }
    }
    
    drawdamagehitmarker()
    {
        self thread startwaiting();
        self.hitmarker = newdamageindicatorhudelem( self );
        self.hitmarker.horzalign = "center";
        self.hitmarker.vertalign = "middle";
        self.hitmarker.x = -12;
        self.hitmarker.y = -12;
        self.hitmarker.alpha = 0;
        self.hitmarker setshader( "damage_feedback", 24, 48 );
    }
    
    startwaiting()
    {
    	while( 1 )
    	{
            foreach( zombie in getaiarray( level.zombie_team ) )
            {
                if( !(IsDefined( zombie.waitingfordamage )) )
                {
                    zombie thread hitmark();
                }
            }
            wait 0.25;
    	}
    }
    
    hitmark()
    {
    	self endon( "killed" );
    	self.waitingfordamage = 1;
    	while( 1 )
    	{
    		self waittill( "damage", amount, attacker, dir, point, mod );
    //		attacker.hitmarker.alpha = 0;
    		if( isplayer( attacker ) )
    		{
    			if( isalive( self ) )
    			{
    				attacker.hitmarker.color = ( 1, 1, 1 );
    				attacker.hitmarker.alpha = 1;
    				attacker.hitmarker fadeovertime( 1 );
    				attacker.hitmarker.alpha = 0;
    			}
    			else
    			{
    				attacker.hitmarker.color = ( 1, 0, 0 );
                    attacker.hitmarker.alpha = 1;
    				attacker.hitmarker fadeovertime( 1 );
    				attacker.hitmarker.alpha = 0;
    				self notify( "killed" );
    			}
    		}
    	}
    }	
    
    updatedamagefeedback( mod, inflictor, death )
    {
        if( IsDefined( self.disable_hitmarkers ) || !(isplayer( self )) )
        {
            return;
        }
    
        if( mod != "MOD_HIT_BY_OBJECT" && mod != "MOD_GRENADE_SPLASH" && mod != "MOD_CRUSH" && IsDefined( mod ) )
        {
            if( death )
            {
                self hud_show_zombie_health(self.targetZombie, true);
            }
            else
            {
    
            }
    
            if (IsDefined(self.targetZombie) && isalive(self.targetZombie))
            {
                self hud_show_zombie_health(self.targetZombie, false);
            }
        }
        return 0;
    }
    
    do_hitmarker_death()
    {
        if( self.attacker != self && isplayer( self.attacker ) && IsDefined( self.attacker ) )
        {
            self.attacker thread updatedamagefeedback( self.damagemod, self.attacker, 1 );
        }
        return 0;
    }
    
    do_hitmarker( mod, hitloc, hitorig, player, damage )
    {
        if( player != self && isplayer( player ) && IsDefined( player ) )
        {
            player.targetZombie = self;
            player thread updatedamagefeedback( mod, player, 0 );
        }
        return 0;
    }
    
    hud_show_zombie_health(zombie, isDead)
    {
        self endon("disconnect");
        level endon("end_game");
    
        if (!isdefined(zombie))
            return;
        if (!isdefined(self.hud_zombie_health))
        {
            self.hud_zombie_health = self createprimaryprogressbar();        
            self.hud_zombie_health setpoint( "RIGHT", "BOTTOM", -75, -13 );
            self.hud_zombie_health.hidewheninmenu = false;
    
            self thread configbar();
    
        }
    
        zombieIndex = -1;
        zombieArray = getaiarray(level.zombie_team);
        for (i = 0; i < zombieArray.size; i++)
        {
            if (zombieArray[i] == zombie)
            {
                zombieIndex = i;
                break;
            }
        }
    
        if (isDead)
        {
            self.hud_zombie_health updatebar(0);
            self.hud_zombie_health.bar.color = (1, 0.2, 0.2);
        }
        else
        {
            totalHealth = zombie.maxhealth;
            damageInflicted = totalHealth - zombie.health;
            healthFraction = zombie.health / totalHealth;
            healthFractionColor = healthFraction * 100;
            self.hud_zombie_health updatebar(healthFraction);
            if(healthFractionColor <= 100 && healthFractionColor >= 71)
                self.hud_zombie_health.bar.color = (0, 1, 0.5);
            else if(healthFractionColor <= 70 && healthFractionColor >= 50)
                self.hud_zombie_health.bar.color = (1, 1, 0);
            else if(healthFractionColor <= 49 && healthFractionColor >= 25)
                self.hud_zombie_health.bar.color = (1, 0.5, 0);
            else if(healthFractionColor <= 24 && healthFractionColor >= 0)
                self.hud_zombie_health.bar.color = (1, 0.2, 0.2);
        }
    
        if (!isDead && zombie.health == zombie.maxhealth)
        {
            self.hud_zombie_health fadeovertime(1.5);
            self.hud_zombie_health.alpha = 0;
            wait 1.5;
            self.hud_zombie_health destroy();
            self.hud_zombie_health = undefined;
        }
    }
    
    configbar()
    {
        self endon("disconnect");
        level endon("end_game");
        while(true)
        {
            self.hud_zombie_health.width = 75; 
            self.hud_zombie_health.height = 3;
            self.hud_zombie_health.alpha = 0;
            if(self.zombiehealthvisible)
                self.hud_zombie_health.bar.alpha = 1;
            else
                self.hud_zombie_health.bar.alpha = 0;
            wait 1;
        }
    }
    
    BO2 Modding Support & Discussion bo2

  • gun camos and such not deleting when i have deleted and redownloaded the game multiple times
    WerYouDoonCyundefined WerYouDoonCy

    Not sure if this would work but go ahead and try deleting them again then verifying your game files within steam and within plutonium itself and see if that fixes the issue. This is a new issue to me so Unsure if this would work or not

    BO1 Modding Support & Discussion

  • flip the r1/l1 with l2/r2
    WerYouDoonCyundefined WerYouDoonCy

    I've been looking for this exact info as well since i cannot find that file either, would it need to be created?

    BO2 Client Support
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