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BO2 Zombies Custom Perk Machines

Features

  • Adds Perk-A-Colas with custom perks to all the zombies maps except Die Rise and MOTD. You can still get the perks through the test function which will give you all the perks.
  • If you wish to change the position of a perk machine I have detailed how you may do so here
  • This script also allows you to gain points by going prone next to any perk machine, both custom perk and default perk machines. You gain 50 points.
  • Also adds PaP to Farm survival.

Instructions to download

  1. Download the GSC file in the src folder - Link
  2. Place the GSC file in %localappdata%\Plutonium\storage\t6\scripts\zm
  3. Done!

Note: If you want the option to test all the perks, then go to line 178 and uncomment the line //self thread test_perks() ---> self thread test_perks()

Custom Perks Available

  • PhD Flopper - immunity to fall damage and explosions and create an explosion that kills zombies upon diving to prone
  • Widow's Wine - deals damage to zombies that attack you and slows them down
  • Thunder Wall - launches nearby enemies into the air upon being attacked by 5 or more zombies
  • Dying Wish - gives a second chance if you die
  • Electric Cherry - generates an electric shockwave upon reload
  • Ammo Regen - slowly regenerates ammunition of all weapons
  • Executioner's Edge- gives melee attacks a one hit kill at any round
  • Burn Heart - ignore lava damage
  • Downer's Delight - longer bleed out time and use last weapon held in last stand
  • Victorious Turtle - allows riot shield to block from all directions
  • Mule (on maps that don't have it) - additional primary weapon
  • Bloodthirst - Gain health when killing zombies and can reach a max of 320 health
  • Rampage - This Perk gives insta-kills for 30 seconds upon killing a zombie (cooldown of 5 mins)
  • Guarding Strike - This perk grants invulnerability upon killing a zombie (cooldown of 5 minutes)
  • Headshot Mayhem - Extra damage and points for headshots. 5% chance for a headshot kill to explode and kill surrounding zombies

Pictures of the Perk-A-Colas

The models may change, but the position should stay the same.

TranZit

tranzit-custom-perks

Buried

buried-custom-perks

Town

town-custom-perks

Farm

farm-custom-perks

Nuketown

No pictures yet

MOTD

Perk-a-colas not added yet

Origins

No pictures yet

Die Rise

Perk-a-colas not added yet

How to modify perk machine position

If you wish to change the position of the perk machines or add new ones, add this line to your OnPlayerSpawned function:

self thread doGetposition();

and add these two functions to the code:

doGetposition() 
{
	self endon ("disconnect"); 
	self endon ("death"); 
	print_pos = 1;
	if (print_pos==1)
	{
		for(;;)
		{
			self.corrected_angles = corrected_angles(self.angles);
			self iPrintln("Angles: "+self.corrected_angles+"\nPosition: "+self.origin);
			wait 0.5;
		}
	}
}
corrected_angles(angles)
{
	angles = angles + (0, 90, 0);
	if (angles[1] < 0)
	{
		angles = angles + (0, 360, 0);
	}
	return angles;
}

With this you can get the position and angles required to spawn a perk machine in the correct place. The next step is to edit the lines of code that look like this that can be found under the init_custom_map() function:

perk_system( "script_model", (847, -1037, 120), "zombie_vending_revive_on", ( 0, 326, 0 ), "custom", "mus_perks_sleight_sting", "Downer's Delight", 3000, "revive_light", "Downers_Delight","zombie_perk_bottle_revive" );
perk_system( script, pos, model, angles, type, sound, name, cost, fx, perk, bottle)

(847, -1037, 1200) / pos - the position

( 0, 326, 0) / angle - the angle, you will likely only need to change the middle value.

The position and angles can be found using the code above.

Other parameters:

"zombie_vending_revive_on / model" - the model to be used (only models that exist in the map can be used, use this model list to help)

"Downer's Delight" / name - the name that appears in the hint when you approach the perk machine

"Downers_Delight" / perk- the actual perk, the names of which can be found under the drawshader_and_shadermove() function

"zombie_perk_bottle_revive / bottle" - the perk bottle, the bottles names can be found here

Credits

whydoesanyonecare. I took the base code for the perk systems from dog town plutonium

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