Loading Mods into Plutonium#

T6#

Requirements#

GSC Toolkit (Required to compile your script)


Example Scripts


Getting Started#

1. You can write/download any GSC of your choice. If you are writing it from scratch/have the source code, note that you will need to compile it, which we will talk about later.

Warning

If you are writing your own GSC, you must have an init() or main() function somewhere. This function is called the 'entry point', and it's a function the game engine is familiar with and will call.

2. For this tutorial, we are going to be writing and using this GSC as a reference.

init() // entry point
{
    level thread onplayerconnect();
}

onplayerconnect()
{
    for(;;)
    {
        level waittill("connected", player);
        player thread onplayerspawned();
    }
}

onplayerspawned()
{
    self endon("disconnect");
    for(;;)
    {
        self waittill("spawned_player");
        self iprintlnbold("^2GSC from %LocalAppdata%\\Plutonium\\storage\\t6\\scripts\\mp\\test.gsc ^1(Compiled)");
    }
}

3. Using the GSC Compiler (from GSC Toolkit), simply drag and drop your raw GSC script ontop of Compiler.exe and it should spit out a compiled version.

compiling process

3a. If you get an error, make sure your script isn't already precompiled (open it, and if it looks like gibberish, it is already compiled)

Error from Compiler

4. Navigate to the T6 Plutonium Folder by pressing Win+R and pasting %localappdata%\Plutonium\storage\t6 into it, and hitting Ok.

5. Create a folder called scripts, then inside that folder, create two new folders called mp, and zm.

img

6. Take your compiled script and put it in %localappdata%\Plutonium\storage\t6\scripts\mp or %localappdata%\Plutonium\storage\t6\scripts\zm depending on which mode it is for. If your script should always be loaded no matter the game mode copy it to %localappdata%\Plutonium\storage\t6\scripts

7. When launching your server or a custom game, you will know if all has gone well or not if the console prints Custom script 'scripts/mp/yourScriptName' loaded.

Success

8. Enjoy your new GSC script!

In Game

IW5#

Getting Started⠀#

1. Navigate to the IW5 Plutonium Folder by pressing Win+R and pasting %localappdata%\Plutonium\storage\iw5 into it, and hitting Ok.

2. Create a new folder here called scripts.

img

3. Put any amount of GSC files in here, I will be using the following code as an example.

Warning

If you are writing your own GSC, you must have an init() or main() function somewhere. This function is called the 'entry point', and it's a function the game engine is familiar with and will call.

init() // entry point
{
    level thread onplayerconnect();
}

onplayerconnect()
{
    for(;;)
    {
        level waittill("connected", player);
        player thread onplayerspawned();
    }
}

onplayerspawned()
{
    self endon("disconnect");
    for(;;)
    {
        self waittill("spawned_player");
        self iprintlnbold("^2GSC from %localappdata%\Plutonium\storage\iw5\scripts\example.gsc");
    }
}

4. Verify your GSC looks like mine, and is in the correct location.

img

5. Open MW3, and start a new Private Match or Dedicated Server, your GSC script should load.

success

T4#

Loading Mods / Custom Zombies Maps#

Caution

Currently, loading mods from the %localappdata%\Activision\CoDWaW\mods folder is buggy, please move your mods to the %localappdata%\Plutonium\storage\t4\mods folder to avoid things like menu corruption, or GSC errors.

  1. Navigate to the T4 Plutonium Folder by pressing Win+R and pasting %localappdata%\Plutonium\storage\t4 into it, and hitting Ok.

  2. Create a folder called mods

img

  1. Place any mods in that folder.

If you are installing a custom mod that comes in an .exe, run the exe, then move the mod folder from %localappdata%\Activision\CoDWaW\mods to %localappdata%\Plutonium\storage\t4\mods.

Note: Mods for multiplayer must have mp_ at the front of their folder.

Mods showing up


Loading Custom Maps (MP)#

  1. Navigate to the T4 Plutonium Folder by pressing Win+R and pasting %localappdata%\Plutonium\storage\t4 into it, and hitting Ok.

  2. Create a folder called mods

img

  1. Place any custom maps in that folder.

Once the map is installed, you must load a mod first. If you do not have a mod to go along with your custom map, you can load a dummy mod by opening the console and typing /fs_game mods/mp_custommaps; vid_restart followed by /map mp_yourmapname and it should load right up.