Release Call of Duty: Black Ops 2 Battle Royale Gamemode PC by CoolJay +Download [Update 2]

CoolJay

Well-Known Member
Messages
3
Points
203
`
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 (24/09/2018):
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 (06/09/2018):
Downloads:
Black Ops II - GSX Studio:
MEGA:
You have to be logged in to view links Log in or register now.
Screenshots:
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 Forge Editor 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 forge 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, -68), (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, -238));
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
 

rtkz_wasa1974

Known Member
Messages
59
Points
108
`
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 (24/09/2018):
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 (06/09/2018):
Downloads:
Black Ops II - GSX Studio:
MEGA:
You have to be logged in to view links Log in or register now.
Screenshots:
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 Forge Editor 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 forge 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, -68), (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, -238));
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
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