Post: Battle Royale By CoolJay [Black Ops II][Gamemode][Update 2]
10-06-2015, 03:43 AM #1
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Overview:

- This gamemode is a faithful imagining of the trending "Battle Royale" genre, a free for all one life fight to the death where you skydive into the map, then upon landing collect gear to build a competitive advantage to hunt other players. Choose to approach with aggression or stealth, there are no rules

Updates Log:
Update 2 (05/08/2019): Added:

- Drop Items menu
- supply drop collision
- dynamic options menu
- Players submenu sorts menu user at top
- menu headers
- menu duplicate title names

Changed:

- weapon rarity damage multipliers
- knife flip button to L2
- Object Control no longer closes menu after enabling
- increased damage momentum hud size
- renamed multiple menu names
- Timescale can be adjusted in increments of 0.25 up to 2
- FOV can be adjusted in increments of 5 up to 120 degrees

Fixed:

- weapons not carrying camo information when dropping
- weapons not carrying reticle information when dropping
- dual wield weapons reloading incorrectly
- SMAW damage too high
- Crossbow with Tri-Bolt attachment switching to another weapon when stock is empty and is only 2 bolts left in clip
- RPG switching to another weapon when stock is empty and is only 1 rocket left in clip
- incorrect clip amount when dropping weapons
- incorrect clip amount when switching out dual wield weapons
- Object Control crashing game
- player scores showing incorrect values
- backing out of some submenus will cause the menu to close entirely
- shader submenu text offsetting when picking up new items while in that submenu
- menu submenu changing to inventory submenu while swapping out items
- menu being able to scroll when there is 0 options
- menu not updating when picking up equipment in some cases
- menu not updating when deploying equipment
- menu entering submenu transition animation from a shader menu
- menu arrows not adjusting to menu size changes
- menu not creating pages when there are too many text characters
- menu huds not being destroyed after closing menu
- menu opening while using object control
- delay hitch while opening menu for first time

Removed:

- Object Control axis arrows
Update 1 (24/09/201Cool Man (aka Tustin): Added:

- Toggleable option in menu for game spawn type
- Items setup in center of quarters spawn type
- Kills and headshot count in player stats menu
- Headshot count to end game scoreboard
- Menu options toggle display
- Bots now spawn with guns

Changed:

- All weapons damage modified
- Weapon damage calculation
- Menu options now update more efficiently
- Supply Drop open time increased to 5 seconds from 2 seconds
- Sky dive movement is a bit more smooth
- M1216 can now be found in loot boxes and supply drops
- Chicom CQB rarities changed to epic and legendary
- End game scoreboard information
- Skydive altitude hud information
- Skydive altitude hud fades out begins earlier
- Auto generated map edits don't take effect on quarters spawn type
- Auto restart now takes effect after killcam
- Killcam duration shortened to 10 seconds from 15 seconds

Fixed:

- Supply drops not opening
- Weapons dealing incorrect damage
- Equipment menu options not updating when you deploy and retrieve equipment
- Equipment not dealing any damage if stock is only 1
- Unable to retrieve equipment after deploying all from stock
- SCAR-H, FAL OSW with attachments not killing players
- RPG switching to another weapon when stock is empty and is only 1 rocket left in clip
- Knives that drop having no description text
- Quarters spawn type not giving players contestant menu
- Damage momentum number sizes being very large when shooting players from a far distance
- Game not ending when final two players kill each other at same time
Release (06/09/201Cool Man (aka Tustin):
Downloads: Black Ops II - GSX Studio: MEGA:
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Screenshots:
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Videos:
- Coming Soon Gamemode Objective:
- The game starts and all player are given a introduction to the gamemode and are either teleported to the drop ship or arena depending on the settings you set. Once landed in the map you have the option look for loot, hide, and hunt other players. The objective is to be the last one to survive. Injection: Black Ops II - GSX Studio: 1. Go to where you downloaded "Battle Royale By CoolJay.rar" and extract the rar file (you will need a unzip program to do this i suggest WinRar).

2. Move the extracted folder inside of the Black Ops II - GSX Projects folder.

3. Open Black Ops II - GSX Studio and go to the "Connect" tab and connect to either your PS3, Xbox 360 or PC.

4. Run Black Ops II on your Console or PC and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match".

5. In Black Ops II - GSX Studio go to the "Inject" tab and click the option "Inject Current Project" it should a few moments later pop up in the output window "Injection: Injection Successful"
Black Ops 2 - GSC Studio: 1. Open Black Ops 2 - GSC Studio and go to the "Connect" tab and connect to either your PS3, Xbox 360 or PC.

2. Run Black Ops II on your Console or PC and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match".

3. Go to where you downloaded "Battle Royale By CoolJay.rar" and extract the rar file (you will need a unzip program to do this i suggest WinRar).

4. Open up the extracted folder and go into "Compiled" then "Console"/"PC" (whether you are using a console or a pc).

5. In Black Ops 2 - GSC Studio go to the "Editor" tab and click the option "Inject compiled script file...".

6. Click and drag the "maps" folder into the window dialog on Black Ops 2 - GSC Studio and click "Inject list..." it should a few moments later pop up in the bottom left corner "Project injected successfully".

Alternatively you can inject by using "Open a project" and opening the root folder of rar file you downloaded and then use "Inject to targert..." (however it is not optimal being that you will not be able to take advantage of string optimization scripts so this method should only be used for testing purposes).
Gamemode Setup: 1. Get host position.

2. Set the gametype to "Team Deathmatch".

3. Start game.
Creating Map Edits:
- You can use the structures feature in the menu to build map edits, use Developer Mode to enable information to pop up on screen when creating stuff, once you place something down you will need to write down the coordinates and angles on screen into the gsc code in "maps.gsc" in the corresponding map function for the map you are working on

Here are the arguments for the structure functions used within this gamemode:

CreateWall(model, start, end, lengthspace, heightspace, invisible)
CreateRamp(model, start, end, widthspace, invisible)
CreateGrid(model, start, end, angles, lengthspace, widthspace, heightspace, invisible)
CreateModel(model, origin, angles, invisible)
CreateSpawn(origin, angles)
CreateSupplyDropLocation(origin)
CreatePortal(start, end, twoway, invisible)
CreateZipline(start, end, duration, twoway)
CreateElevator(model, start, end, angles, duration, waitduration)
CreateTurret(origin, angles, type)
CreateDoor(model, open, close, width, height, lengthspace, heightspace, duration, health)
CreateGroundLootSpawn(origin, alwaysspawn)
CreateLootBox(origin, angles, alwaysspawn)
CreateQuarters(origin, forcespawn)
DeleteSpawn(spawnnumber)
DeleteScriptModel(entitynumber)
DeleteBrushModel(entitynumber)
MoveScriptModel(entitynumber, origin, angles)
MoveBrushModel(entitynumber, origin, angles)
Here are some examples of those functions filled out:

CreateWall("t6_wpn_supply_drop_trap", (-381, -844, -6Cool Man (aka Tustin), (95, -660, 132), 72, 33, false);
CreateRamp("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), 33, false);
CreateGrid("t6_wpn_supply_drop_trap", (-387, -1124, -67), (340, -1947, -67), (0, -90, 0), 41, 72, 33, false);
CreateModel("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), false);
CreateSpawn((300, -53, 60), (0, 90, 0));
CreateSupplyDropLocation((537, 765, 60));
CreatePortal((137, -865, -67), (157, -570, -67), false, false);
CreateZipline((-600, -1380, -67), (353, -883, 66), 3, true);
CreateElevator("t6_wpn_supply_drop_axis", (-635, -590, -67), (-635, -590, 300), (0, 90, 0), 3, 1);
CreateDoor("t6_wpn_supply_drop_axis", (-495, -812, -67), (-41, -819, -67), 5, 2, 72, 33, 2, 30);
CreateTurret((0, 0, 0), (0, 0, 0));
CreateGroundLootSpawn((-19, 2793, -23Cool Man (aka Tustin));
CreateLootBox((-360, 2478, -244), (0, 180, 0));
CreateQuarters((-2142, -3610, 10));
DeleteSpawn(5);
DeleteScriptModel(1);
DeleteBrushModel(15);
MoveScriptModel(27, (-500, -456, 0), (0, 90, 0));
MoveBrushModel(14, (-600, -876, 0), (0, 0, 0));
- When you are creating a CreateGrid in game, the angles for them are determined by which way you face when you select "Location 2" origin during creation.
Known Issues:
High Priority:

Exclusive To PC:

- (unsure how to fix) extreme frame rate drop with each additional player joining the game
- (unsure how to fix) after players have joined the game when ever going into a dynamic menu it hitches for a split second
- (unsure how to fix) Tribolt attachment doing no explosive damage only impact damage
- (unsure how to fix) Crossbow causes huge lag spikes upon dealing explosive damage

Exclusive To PS3:

- no text background for dropped items

Low Priority:

- weapon damage poorly balanced (script user can modify)
- Grenade Launcher attachment doesn't carry ammo information upon dropping a weapon with it and can be exploited to get infinite Grenade Launcher ammo every time it is
- (unsure how to fix) exchanging equipment while in equipment menu then going into equipment option and backing out will cause menu to close
- (unsure how to fix) RPG reloads a extra ghost rocket when both clip and stock are empty
- (unsure how to fix) dropship on the map Plaza sometimes runs along a incorrect path making it impossible to jump out
- (unsure how to fix) on the map Nuketown the end game camera animation breaks if game is ended during dropship skydive period
- (unsure how to fix) ending the game to earlier after starting will not destroy menu huds
- (unsure how to fix) after match message not working

Possibly Fixed:

- (unsure how to fix) sometimes quantity for equipment is incorrect on default ground spawn
- (unsure how to fix) broken undefined equipment sometimes randomly drops from supply drops
- (unsure how to fix) some bots switch to no weapon

Unnecessary To Fix:

- when triggering overflow fix by entering a paging submenu, it breaks the paging submenu (can be fixed by reopening the menu)

Can't Be Fixed:

- dropping dual wield guns refills clips
lobby scoreboard broken (caused by changing level.teambased variable)
Disclaimers:
- This gamemode is a rebuild of the previous "Hunger Games" gamemode which has been removed completely now, how ever you can adjust the settings in the code to have the game start the same way it use to, so the game plays the exact same Credits:
- CoolJay
- Extinct
- Loz
- Serious
- iMCSx
- dtx12
Last edited by OfficialCoolJay ; 06-26-2021 at 12:01 AM. Reason: Update 2

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03-24-2017, 07:56 PM #254
SharkModding
Do a barrel roll!
would love to see more maps that work on this an some more updates
03-25-2017, 11:59 AM #255
Vineland
Do a barrel roll!
It's a fun gamemode, would love to see more maps as well. And also I know it's a big job but it would make the gamemode perfect if all or most of the areas where you fall through the map were bordered up so the players know how far they can venture off without killing themselves lol
01-24-2018, 10:16 AM #256
Originally posted by OfficialCoolJay View Post
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Hello fellow Black Ops II modders i have created a another gamemode, this gamemode is based on "The Hunger Games" which you may have seen the movie or maybe you have played other games with a "Hunger Games" styled gamemode like this. This try's to imitate all of those while having tried my best to make it a strategical and fun gamemode to play.


Preview Videos:


Version: Release
Video Credits: Extinct Mods

Gamemode Objective:

The game starts and all player are given a introduction to the gamemode and are teleported to playing arena. Shortly after a 10 second countdown will appear, when the countdown reaches 1 players are free to move and run to the weapon shed where they will choose from a large selection of 59 different weapons available to them. Whilst this is happening there is a 10 second no damage period which prevent players from dying straight away when trying to grab a weapon. The objective is to be the last one to survive whether you decide to hunt or be hunted. Players can find multiple things around the map such as bridges and zip lines around the map that allows them to hide in high areas such as trees for better area cover for targeting.

Updates Log:
4/3/2016: Update 4

Added:

- Under Map Checker, if you teleport under the map it will teleport you back
to your original spawn platform, you only get one chance with this though
(Note that this will only work with maps with Death Barriers Disabled).

- Auto ForceHost

- Manuel Map Restart Toggle(Up-DPAD).

- After Match Lobby Message(Host Only).

- Can now look around during countdown.

- 4 Killstreak Carepackage.

- 60k XP at the end of the game.

Changed:

- Recreated the entire script for this gamemode
(made this when i was new to gsc at the time so i cleaned it now)

Fixed:

- Players Remaing counts player correctly now.

- Game ends when there is only 1 player left correctly now.

- Winner name displays correctly now.

- Game restarts whether or not there is a killcam at the end of the game now.


Downloads:

Mediafire Links:
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Injection and Setup:

Black Ops 2 - GSC Studio:
Open Black Ops 2 - GSC Studio and go to the "Connect" tab and connect to either your PS3, Xbox 360 or PC, once you are connected, run Black Ops II on your Console or PC and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match". Then on your PC you will need to go to where you downloaded "The Hunger Games By CoolJay.rar" and extract the rar file, you will need a unzip program to do this i suggest downloading WinRar to do this. Once extracted place the extracted folder in a folder in Documents/Black Ops 2 - GSC Studio/Projects. After successfully doing that in Black Ops 2 - GSC Studio go to the "Editor" tab and click the option "Open a project..." once the project is loaded in Black Ops 2 - GSC Studio go back into the "Editor" tab and click "Inject project to target..." it should a few moments later pop up in the bottom left corner "Project injected successfully". Then on Black Ops II you will need to make sure the gamemode is set to "Free For All" before starting. You are now ready to start the game.

Known Bugs and Glitches:
- Sometimes the game will freeze if you inject this after having injected another gsc script before hand.


Disclaimers:
- This gamemode is source so you are allowed to post edits of this gamemode as long as you credit me.


Credits:
- Extinct
- Loz
- Shark
- jwm614
- GrabIt_2


So underrated man, especially when Zombieland is still getting support. CJ, you've any future plans, like modding BO3 on PS4?
01-25-2018, 10:30 AM #257
Originally posted by Frosty View Post
So underrated man, especially when Zombieland is still getting support. CJ, you've any future plans, like modding BO3 on PS4?


ill have you know i have a recently done like 2000+ words in my notes worth of ideas of updating this gamemode, only problem is there is no easy way of having 18 players tdm in public match which holds back the gamemode abit
not so many players on bo2 now so i find it hard to get 18 players in a private match these days
01-25-2018, 10:51 AM #258
Originally posted by OfficialCoolJay View Post
ill have you know i have a recently done like 2000+ words in my notes worth of ideas of updating this gamemode, only problem is there is no easy way of having 18 players tdm in public match which holds back the gamemode abit
not so many players on bo2 now so i find it hard to get 18 players in a private match these days


18 players would be insane, but I've managed to get full 12 player lobbies for Zombieland a good amount of times, so it wouldn't be too much a stretch. But hey, it's still better than trying to host lobbies on BO1 since the game ends within 20 seconds due to super force host, and no players on other team Sal But my question still stands: have you plans for Black Ops 3 on either PS3 or PS4...though PS4 would have to be completely offline?
01-25-2018, 10:56 AM #259
Originally posted by Frosty View Post
18 players would be insane, but I've managed to get full 12 player lobbies for Zombieland a good amount of times, so it wouldn't be too much a stretch. But hey, it's still better than trying to host lobbies on BO1 since the game ends within 20 seconds due to super force host, and no players on other team Sal But my question still stands: have you plans for Black Ops 3 on either PS3 or PS4...though PS4 would have to be completely offline?


was unaware that a bo1/bo3 gsc injector was out there, if there is or will ever be ones, defiantly lmao
01-25-2018, 09:32 PM #260
Originally posted by OfficialCoolJay View Post
was unaware that a bo1/bo3 gsc injector was out there, if there is or will ever be ones, defiantly lmao


I was meaning sprx. BO1 has GSC injector, but nobody can join. BO3 hasn't an injector.
06-16-2018, 06:08 PM #261
Aimer! Je peux attendre l'adaptation d'autres cartes. <3
08-13-2018, 01:20 AM #262
Expect a entire rebuild of this gamemode to be released within the next two weeks Smile

The following user thanked OfficialCoolJay for this useful post:

anthonything

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