Jbleezy Thank f*****g god. Don't get me wrong, I welcome updates but if it ain't broke don't fix it (even if it was barely working).
Also with update introducing errors, I forgot to thank you for the amazing work on this mod.
Jbleezy Thank f*****g god. Don't get me wrong, I welcome updates but if it ain't broke don't fix it (even if it was barely working).
Also with update introducing errors, I forgot to thank you for the amazing work on this mod.
Even more bugs: after fixing the hashes (thanks FutureRave ), I am now getting other errors depending on the map:
1)Nuke town loads fine but the hud looks like this: 
2)On Origins, Die RIse and Town Survival I get this: 
3)On Buried and Tranzit I get this: 
4) On Mob I get this: 
OK I'll try it and see if it works
So I just put it like that: getdvarint( #_hash_2ECA0C0E )?
Jbleezy Some more insight to help: On all maps except Mob, the error is for _hash_2eca0c0e in zm_blockers and for mob it is _hash_10873cca in zm_prison_reimagined. Hope for an update soon
Ok, thanks for the clarifications
Ok but for each different map it gives me a different hash and even on different scripts alltogether. I'll see what I can do
New update makes this unplayeable. Just my luck, I finally had the game exactly where I wanted after a few modifications and now Plutonium updates and completely destroys it. Excellent. Oh and btw even the stock Reimagined gives errors (smth about _local_variable hash not found)
Hello, after the recent update (r3605) I'm getting compiler errors all the time. I am using a sligthly modified BO2 reimagined just fine but now it gives me errors and different ones at that. The errors are about _local_variable hash or smth like that.What happened?
If it is indeed BO3, I hope the HORRIBLE fps on steam will be fixed... I literally cannot enjoy the game because it runs like crap
Resxt Didn't do anything specific, I started the game, joined a match with bots and I get what I described. I'll try again and see if there is something I misconfigured (which I doubt since I pay very close attention to the game settings and it works fine with MnK)
Why the aggression? It actually is a bug. When you have toggle ADS you press the button once and the gun aims and stays aimed in until you press the button again. When you have hold for ADS then as long as you hold the button the gun stays aimed in. This game does neither of those. I have hold for ADS but the gun doesn't maintain ADS when I'm holding the button, it zooms out as soon as the ADS transition has completed.
Hello, when I play multilplayer in BO1 there is a bug with controller. When I hold the ADS button my gun aims in and then immediately aims out as if I released the button. Is there any fix for that?
JezuzLizard Ok then, I'll see what I can do. Thnak you.
Thanks for the help, I made it so that some of my scripts work only on survival maps. However, I cannot for the life of me get the script I posted (double headshot damage) to work, tried a lot of stuff but nothing. I just went off from the stock script but I cannot figure out what I'm doing wrong...
Press Win + R then search %localappdata%/Plutonium/storage/t6
and put any textures/camos in the images folder (create it if it doesn't exist)
Also, any idea why the following script doesn't work (it is supposed to double headshot damage to mimck the perma perk on maps that don't have it.
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_utility;
#include maps/mp/gametypes_zm/_weapons;
init()
{
if (level.script == "zm_nuked" || level.script == "zm_tomb" || level.script == "zm_prison") //plus town survival
{
replaceFunc(maps/mp/zombies/_zm::actor_damage_override, actor_damage_overoverride);
}
}
actor_damage_overoverride( inflictor, attacker, damage, flags, meansofdeath, weapon, vpoint, vdir, shitloc, psoffsettime, boneindex )
{
if ( !isdefined( self ) || !isdefined( attacker ) )
return damage;
if ( weapon == "tazer_knuckles_zm" || weapon == "jetgun_zm" )
self.knuckles_extinguish_flames = 1;
else if ( weapon != "none" )
self.knuckles_extinguish_flames = undefined;
if ( isdefined( attacker.animname ) && attacker.animname == "quad_zombie" )
{
if ( isdefined( self.animname ) && self.animname == "quad_zombie" )
return 0;
}
if ( !isplayer( attacker ) && isdefined( self.non_attacker_func ) )
{
if ( isdefined( self.non_attack_func_takes_attacker ) && self.non_attack_func_takes_attacker )
return self [[ self.non_attacker_func ]]( damage, weapon, attacker );
else
return self [[ self.non_attacker_func ]]( damage, weapon );
}
if ( !isplayer( attacker ) && !isplayer( self ) )
return damage;
if ( !isdefined( damage ) || !isdefined( meansofdeath ) )
return damage;
if ( meansofdeath == "" )
return damage;
old_damage = damage;
final_damage = damage;
if ( isdefined( self.actor_damage_func ) )
final_damage = [[ self.actor_damage_func ]]( inflictor, attacker, damage, flags, meansofdeath, weapon, vpoint, vdir, shitloc, psoffsettime, boneindex );
if ( attacker.classname == "script_vehicle" && isdefined( attacker.owner ) )
attacker = attacker.owner;
if ( isdefined( self.in_water ) && self.in_water )
{
if ( int( final_damage ) >= self.health )
self.water_damage = 1;
}
attacker thread maps/mp/gametypes_zm/_weapons::checkhit( weapon );
if(maps/mp/zombies/_zm_utility::is_headshot(weapon, shitloc, meansofdeath))
{
if(meansofdeath == "MOD_PISTOL_BULLET" || meansofdeath == "MOD_RIFLE_BULLET")
{
if(!isSubStr(weaponClass(weapon), "spread") || maps/mp/zombies/_zm_weapons::get_base_weapon_name(weapon, 1) == "ksg_zm")
{
final_damage *= 2;
}
}
}
}
Greetings, I would like to know how I can make a script only work in town/farm/bus depot survival. What do I have to use alongside level.script == "transit" to make it work only on survival maps?
GhostRider0125 The grip increase center speed by 2% (1.5% for SMGs), so it is basically useless. Also rapid fire decreases centerspeed by 10 or 15% if I recall correctly
This also happens for me (although it's rare). The game minimizes by itself and I cannot open it again, but it it still running.