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Xeptix

Xeptix

@Xeptix
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Recent Best Controversial

  • [Release] [T6] [Zombies] ZPause - a synced co-op pause mod by Xep
    Xeptix Xeptix

    ZPause

    Synced co-op pause for Black Ops II Zombies (Plutonium T6)

    by Xep

    Any player can pause. Any player can unpause. The state lives on level, so it's
    identical for everyone — there's no per-client state that can desync.

    • Zombies stop where they are, and stop spawning
    • Players are locked and can't be hurt
    • The match clock, powerup timers, effect countdowns and bleedout all hold
    • Resumes on a 3‑2‑1 countdown with a short grace period

    Requirements

    Plutonium T6 (Black Ops II), zombies. No other mods or dependencies.


    Download & Source

    Latest Version Download:

    github dot com/Xeptix/ZPause/releases/tag/public/latest

    GitHub Source Code:

    github dot com/Xeptix/ZPause


    Install

    Two packagings of the same file are included. Plutonium only lets you enable one mod
    at a time, so the script version is usually the better choice — it coexists with whatever
    mod you're running.

    Script version (recommended)

    Drop zpause.gsc into your T6 storage scripts folder:

    %localappdata%\Plutonium\storage\t6\scripts\zm\zpause.gsc
    

    On newer Plutonium builds the path is under raw:

    %localappdata%\Plutonium\storage\t6\raw\scripts\zm\zpause.gsc
    

    If you aren't sure which your build uses, put it in both — only the one that exists will
    be read.

    Mod version

    Copy the zm_pause folder into your mods folder:

    %localappdata%\Plutonium\storage\t6\mods\zm_pause\scripts\zm\zpause.gsc
    

    Then pick zm_pause from the in-game Mods menu. The folder name must keep its zm_
    prefix or it won't show up in the zombies mod list.

    You don't need to restart the game to reload a script — just end the current game and
    start a new one.


    Usage

    Action Input
    Pause / unpause type !pause or !p in chat
    Unpause only type !unpause, !resume or !u
    Pause / unpause hold crouch + melee together for ~0.3s

    The button combo keeps working while you're frozen — freezecontrols() blocks movement
    and weapon use, but button state still reaches the server. That's what lets a frozen
    player resume without opening chat.

    Resuming runs a 3‑2‑1 countdown with everything still frozen, then releases the whole
    game at once and gives players 2 seconds of invulnerability so nobody eats a hit from a
    zombie that was mid‑swing.


    Configuration

    Every setting is at the top of the file under zp_load_config(), and each one is also a
    dvar of the same name. The script creates each dvar with its default on load, so you can
    set them straight from the console:

    zp_countdown 5
    

    The config is re-read at the start of every pause, so a change takes effect on the next
    pause
    — no map restart needed. Anything already set in your config.cfg before the map
    loads is left alone.

    Dvar Default What it does
    zp_allow_short_words 0 Also accept bare p / u / pause in chat. Off by default so normal conversation can't pause the game.
    zp_button_combo 1 Enable the crouch + melee combo.
    zp_button_hold_time 0.3 How long the combo must be held.
    zp_countdown 3 Seconds of 3‑2‑1 before play resumes.
    zp_grace 2 Seconds of invulnerability after resuming.
    zp_cooldown 2 Minimum seconds between toggles.
    zp_max_pause_time 0 Auto-resume after N seconds. 0 = unlimited.
    zp_engine_freeze 1 Use disablezombies() / enablezombies().
    zp_drift_guard 1 Snap back any AI that still manages to move.
    zp_freeze_anims 1 Put zombies in a standing idle pose instead of looping their last animation.
    zp_godmode 1 Make players invulnerable while paused.
    zp_freeze_clock 1 Hold the match timer.
    zp_freeze_powerups 1 Stop ground powerups timing out.
    zp_freeze_effects 1 Hold insta-kill / double-points countdowns.
    zp_freeze_bleedout 1 Stop downed players bleeding out.
    zp_blackout 0 Black out everyone's screen while paused (anti-scouting).
    zp_show_hint 1 Tell players how to pause when they spawn.
    zp_countdown_sound "" Sound alias to play on each countdown tick. Empty = silent.

    How it works

    Treyarch already shipped a working full-game pause in T6 zombies. It's what runs
    during a host migration. The stock script maps\mp\gametypes_zm\_hostmigration.gsc does
    exactly this:

    disablezombies( 1 );            // engine-level AI freeze
    flag_clear( "spawn_zombies" );  // the spawner's own gate
    player freezecontrols( 1 );     // lock players
    player enableinvulnerability(); // nobody can be hurt
    locktimer();                    // hold level.discardtime so the clock stops
    

    …and the exact inverse to resume. ZPause uses that recipe rather than inventing one, so
    the spawner, the round counter and the match clock are all stopped the way the game
    expects:

    • disablezombies() / enablezombies() are engine builtins — the same calls host
      migration uses.
    • flag_clear("spawn_zombies") is the flag _zm.gsc's spawn loop actually blocks on,
      so spawning stops at the source instead of being fought.
    • level.discardtime is subtracted from the match clock, so pushing it forward by the
      elapsed time holds the timer still.

    On top of that, ZPause covers what host migration never has to because it only lasts a few
    seconds:

    • An AI enforcer that re-freezes anything appearing mid-pause, keeps ignoreall
      pinned, and snaps back any AI that drifts. It's a safety net — if the engine freeze does
      its job it never fires, so there's no jitter.
    • The stuck-zombie watchdog. round_spawn_failsafe() kills any zombie that hasn't
      moved 24 units in 30 seconds (15 on Origins and Mob of the Dead), assuming it's stuck
      outside the playspace. A paused zombie trips it every time, and the "put it back in the
      spawn queue" compensation is skipped for anything with ignoreall set — so those
      zombies are gone for good, counted as killed, and the round advances while everyone's
      away. ZPause keeps the barrier-chunk timestamp fresh, which all three variants honour,
      so the watchdog loops harmlessly instead of firing and still works normally afterwards.
    • Ground powerups. powerup_timeout() is a plain wait() and can't be paused, so the
      thread is cut and restarted on resume.
    • Insta-kill / double points. Their HUD countdowns are held still. The 30s wait()
      driving the real effect keeps running underneath, so on resume a bounded thread holds
      the effect on until the frozen countdown genuinely runs out, then forces it off —
      without that, the effect would stick on for the rest of the game.
    • Bleedout is pinned so a downed player doesn't bleed out.
    • Late joiners and respawns are frozen on spawn, and everything is torn down on
      end_game so nobody is left frozen at the scoreboard.

    Why not timescale?

    timescale 0 looks like the perfect pause — it would freeze everything, timers included.
    But GSC wait runs on server time, so the unpause loop freezes with it and the game can
    never be resumed. The server also only runs a frame once enough scaled time accumulates,
    so snapshots stop going out and clients drop with Connection Interrupted. Slow motion
    (timescale 0.05) avoids the disconnects but isn't a pause.


    Notes

    • Round transitions. Pausing between rounds doesn't stop the next round from
      beginning — its delay is a plain wait(). No zombies spawn until you resume.
    • Ground powerups get a fresh timer on resume rather than their exact remaining time,
      so you'll never lose a Max Ammo to a pause.
    • Zombies stand idle rather than freeze solid. zp_freeze_anims puts them in the
      game's dormant-zombie pose so they don't run on the spot, but it's an idle animation
      rather than a hard freeze. A true animation freeze isn't reachable from server-side GSC,
      and the same applies to player animations.
    • Scripted boss sequences (Brutus spawn-ins, Panzers, ghosts, the Avogadro) are held
      in place, but a scripted move already underway can still finish.
    • Not held: magic box close timer, teleporter cooldowns, trap durations, and Easter
      egg step timers.

    Testing

    Tested in live co-op games, including on custom map ports.

    It's also compile-checked with gsc-tool 1.4.10 targeting t6/pc against the stock
    script tree, and round-tripped through compile → decompile. Every external function it
    calls exists in the stock T6 script corpus.


    Credits

    • Xep — author
    • Treyarch — _hostmigration.gsc, the pause recipe this is built on
    • plutoniummod/t6-scripts — stock T6 script reference
    • hima_simple — earliest BO2 zombies pause script
    • DED2SIN — Plutonium pause script building on it
    • MufaDOOM — BO2 co-op pause mod
    • Resxt — Plutonium T6 chat command conventions
    BO2 Modding Releases & Resources
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