# TWS T6 Zombies scripts Plutonium T6 versions of the T5 server scripts. Defaults live in the scripts, just like T5. The telemetry token is embedded in the reporter script; no separate telemetry token config is required. The optional bank needs its own private server token. | File | Role | Dependencies | | --- | --- | --- | | `tws_t6_common.gsc` | Shared HUD values, helpers, `.help`, connection and first-spawn dispatchers | Stock T6 | | `tws_t6_hud.gsc` | Top-left Discord URL, match/round timers, name, zombie count and health bar | Common | | `tws_t6_afk.gsc` | `.afk` / `.back`, protection, movement and weapon blocking | Common | | `tws_t6_lock.gsc` | Lock at round 20; clear password on game over | Common, HUD | | `tws_t6_telemetry.gsc` | Async queued game reports (game_start/heartbeat/round_change/game_end) | tws-t6-gsc-utils | | `tws_t6_join.gsc` | `.join` chat command lets a spectator newcomer enter mid-match once | Common | | `tws_t6_leaderboard.gsc` | Private map high-round record and every tied holder on connection | Common, tws-t6-gsc-utils | | `tws_t6_bank.gsc` | Persistent shared GUID bank | Common, telemetry, TWS plugin 1.2.0 | ## Install 1. Copy all eight `tws_t6_*.gsc` files into `Plutonium/storage/t6/scripts/zm/`. Update common along with leaderboard. 2. For telemetry, leaderboard or bank, install the [tws-t6-gsc-utils build](../plugins/README.md), based on upstream v3.1.1, in `Plutonium/plugins/` and restart the server process. The other five scripts do not require that plugin. 3. Ensure the API service's `EC_TELEMETRY_TOKEN` matches the token embedded in the reporter; see [authentication setup](../../README.md#telemetry-authentication-t5-and-t6). 4. Restart the map to load script updates. If upgrading from the earlier leaderboard filename, **remove `tws_leaderboard.gsc` from the T6 server script directory** before installing `tws_t6_leaderboard.gsc`, so both copies do not load. If upgrading from the old direct-database bank, remove `tws_t6_db.gsc` and replace the old `tws_t6_bank.gsc` with this release's file. Remove any `exec server.example.cfg` added for that legacy version; configure the new Electric Cherry bank using the private per-server token described below. Source `.gsc` files load directly under Plutonium's [documented T6 script layout](https://plutonium.pw/docs/modding/loading-mods/). Keep the filenames and `scripts/zm` location so shared references resolve. To omit telemetry, remove its script; disabling it at runtime does not remove its plugin dependency during linking. The same rule applies to leaderboard. ## Player bank Bank `2.0.2` requires plugin `1.2.0+` for startup version reporting and bounded parser diagnostics. Install the DLL and restart the full server process before loading these scripts. Follow the [diagnostic rollout and live checks](../../README.md#bank-diagnostics--tws-14). The optional `tws_t6_bank.gsc` adds `.b`, `.d ` and `.w ` and registers them in help. It requires common and telemetry `1.0.0` or newer, the TWS t6 plugin `1.2.0`, Electric Cherry's bank API and a private per-server credential. Follow [bank setup and recovery](../../README.md#player-bank-t5-and-t6), including a full process restart for the plugin. Bank `2.0.0+` uses only `https://ec.thewrightserver.net/api/bank` and ignores `tws_bank_url`. Update EC agents to `1.9.1+` first. If the old endpoint differs, follow the [endpoint upgrade procedure](../../README.md#upgrading-the-bank-endpoint): an EC rebuild must settle legacy journals before the new scripts start. When the endpoint already matches, only a map restart is required. Bank `2.0.1` reads the persistent `player.guid` field used by telemetry and converts it to a string before requests or journal writes. Existing strings are preserved exactly; missing or invalid identities fail privately without changing points. Stock T6 [`callback_playerconnect()`](https://github.com/plutoniummod/t6-scripts/blob/2d8440321602f22f63f5335817110d60ddf223d5/ZM/Core/maps/mp/gametypes_zm/_globallogic_player.gsc) populates that field before the `connected` notification. Follow the shared [identity and deployment checks](../../README.md#bank-identity-validation). ## Persistent Discord text The HUD shows `https://discord.thewrightserver.net` in small light-gray text at the top-left, including for newcomers waiting in spectator mode. The label is created once per connection and persists across death and respawn. The gameplay HUD starts one line lower, keeping timers, help and records clear. Install HUD and common `1.1.0` together, then restart the map; no plugin update or full server-process restart is required. ## Map record announcements `tws_t6_leaderboard.gsc` reads the public Electric Cherry API without credentials. It works independently of telemetry and HUD, and privately announces records once per connection, including newcomers waiting in spectator mode. Map selection uses stock `level.scr_zm_ui_gametype` and `level.scr_zm_map_start_location`, falling back to the corresponding `ui_gametype` / `ui_zm_mapstartlocation` dvars when absent. For example, `zstandard` + `town` selects `t6:zm_transit:town`, while `zclassic` + `transit` selects TranZit. Survival, Grief and Turned variants follow Electric Cherry's catalogue. An unknown mode/location is logged instead of guessing from the engine map. Use `tws_leaderboard_map_key` for a custom registered selection if needed. The plugin must expose `httpPost` (with the GET method override), `jsonParse`, `typeof` and `formatString`. [Shared configuration, caching and validation](../../README.md#map-record-announcements) apply to both versions. All T6 script filenames use the `tws_t6_` prefix. ## Chat commands Type `.help` or `.commands` in chat to see the commands supplied by the loaded TWS modules and a short description of each. The list is shown only to the requesting player, including spectators who have not spawned. Commands are case-insensitive. Help appears below the health bar for 12 seconds, clear of the timers, zombie counter and health display. Typing either command again restarts that display time. | Command | Description | | --- | --- | | `.help`, `.commands` | List available commands | | `.afk` | Pause with protection | | `.back` | Return from AFK | | `.join` | Join mid-round (newcomers only) | | `.leaders` | Show the map record again (leaderboard module required) | AFK and Join register their commands during `init()` through `tws_t6_common::register_help_command(command, description)`. If a module is omitted, its commands are omitted from `.help`. Register new commands alongside their module's initialization so the list stays current. The enabled leaderboard module registers `.leaders`, which replays the latest cached map record privately. Repeating it restarts the record from the first page; help temporarily hides the record until its own display ends. ## Defaults, matching T5 - HUD values live in `tws_t6_common::common_config()`. That function and `ensure_config()` came from T5; they initialize in-script values and do not load a config file. The requested fullscreen corner alignment is retained. - AFK uses T5's native `level waittill("say", message, player)` listener. `.back` restores movement and weapons immediately, then ends protection after two seconds. The T6 control/weapon fix remains in place. - Lock uses T5's HUD round/game-over notifications. Default threshold is 20. As in T5, it clears `g_password` at startup and game over. - Telemetry is enabled by default and posts to `https://ec.thewrightserver.net/api/telemetry`. Set `tws_server_id` to the exact, case-sensitive Electric Cherry registry name; missing or overlong names disable reporting with a console diagnostic. An embedded token matching the service's `EC_TELEMETRY_TOKEN` (at least 32 characters) and an HTTPS URL are required as well. The dvars already present in T5 are still supported: `tws_lock_round`, `tws_server_id`, `tws_telemetry_url`, and `tws_telemetry_enabled` (`0` disables telemetry). Earlier settings still override defaults; remove any old HTTP URL override when upgrading. The reporter token lives in `level.telemetry_token`. ## Round telemetry Telemetry runs directly in GSC using tws-t6-gsc-utils. Configure the exact Electric Cherry registry name and full endpoint in your existing server configuration: ```cfg set tws_server_id "t6_zombie_town_1" set tws_telemetry_url "https://ec.thewrightserver.net/api/telemetry" ``` The script embeds the reporter token in `level.telemetry_token`; it must match the API service's `EC_TELEMETRY_TOKEN` environment variable. Follow the shared [authentication setup](../../README.md#telemetry-authentication-t5-and-t6). Every request includes `Authorization: Bearer ` and `Content-Type: application/json`. Token rotation requires updating and redeploying both reporter scripts. Token and endpoint changes require a map restart. It sends four event types over the life of a match, mirroring the T5 script: | Event | When | Round in payload | | --- | --- | --- | | `game_start` | First playable spawn | omitted | | `heartbeat` | Every 30s while the match is in progress | current round | | `round_change` | Every new positive round | new round | | `game_end` | `end_game` / `game_ended` / `intermission` | final round | Each event payload includes `event`, `server`, `map`, `match`, `seq`, `round` (except `game_start`) and a `players` array with `name`, `guid`, `kills`, `headshots`, `downs`, `revives` and `score` plus `score_total` per player in stat reports. `game_start` includes only player identity. `guid` reads the persistent `player.guid` field populated by T6's stock connection initialization (T5 reads `player getGuid()` directly). `kills`/`headshots`/`downs`/`revives` read from T6's stock match counters in `player.pers[]`; missing or negative values are reported as `0`. `score` is the player's current spendable `player.score`. `score_total` reads `player.score_total`, the stock cumulative match score used by the final scoreboard. Spending does not reduce it; stock grants can opt out of adding to the total. Missing or negative totals report as `0`, independently of the balance. Deploy Electric Cherry's receiver support before these scripts; older payloads without totals remain valid and their totals are unknown. Stock `end_game` yields before `player_intermission` replaces the balance with the total. The reporter serializes both at the first end signal without yielding, so retries and replay keep the original balance and total. Custom end sequences must emit a supported end signal before overwriting the balance. Delivery uses one in-flight request and a FIFO queue. Every match receives a native-generated key; `seq` starts at 1 for `game_start` and increases at capture. Start/end snapshots are saved to disk before sending and replayed before the next start after map/process restarts. Transport failures, native timeouts, HTTP 429 and 5xx retain the head with 1–30 second backoff. Other 4xx are terminal. Round and heartbeat failures remain best effort; waiting heartbeats collapse to the newest snapshot. Acceptance requires 2xx plus the JSON boolean `ok: true`; logs include `telemetry.timing.matchId` as `ec_match_id` when available. The TWS plugin still enforces 5-second connection and 15-second transfer deadlines. Increase `tws_telemetry_log_level` to `2` for capture/queue/response logging; set to `0` for errors and recovery. **Deploy Electric Cherry #144 and the updated native plugin before these scripts.** See the shared [delivery and rollout notes](../../README.md#telemetry-delivery-and-rollout-t5-and-t6) for outbox storage, error handling, limits and live validation. ## `.join` for newcomers Late connectors who never got a spawn can type `.join` in chat to leave spectator mode before the round ends, once per connection. `.join` is rejected if the player has already played, if the game is not running, if no active player is alive, or during intermission. The script hooks the stock `spectator_respawn` path via `level.custom_spawnplayer`; it does not skip the map-authored spawn callback if another mod installed one first. ## Validation To compile all eight scripts for T6 PC with gsc-tool: ```powershell .\tools\check.ps1 -CompilerPath C:\path\to\gsc-tool.exe ``` Compilation does not verify engine/plugin linking or gameplay. T6 differences, research sources and live checks are in [NOTES.md](NOTES.md).