tws-zombies-scripts

Combined working repo for the TWS Plutonium Zombies GSC scripts across two games.

Layout

  • t5/ — Plutonium T5 (Call of Duty: Black Ops 1) Zombies scripts. Most-developed baseline. See t5/README.md and t5/NOTES.md.
  • t6/ — Plutonium T6 (Call of Duty: Black Ops 2) Zombies scripts. Ported from T5; at parity on common, HUD, AFK, lock, telemetry, join and leaderboard. Only db and bank remain T5-only. See t6/README.md, t6/NOTES.md, and t6/tools/check.ps1.

Parity

T5 and T6 are separate source trees, not a shared library — GSC namespaces, includes, and stock APIs differ enough between the two engines that a shared file is not practical. Feature parity is enforced pairwise: a change landed in t5/ should be considered for a companion change in t6/, adapted to T6 conventions.

Modules currently in each tree:

Module T5 T6
common t5/tws_common.gsc t6/tws_t6_common.gsc
hud t5/tws_hud.gsc t6/tws_t6_hud.gsc
afk t5/tws_afk.gsc t6/tws_t6_afk.gsc
lock t5/tws_lock.gsc t6/tws_t6_lock.gsc
telemetry t5/tws_telemetry.gsc t6/tws_t6_telemetry.gsc — queued game_start / heartbeat / round_change / game_end matching T5
join t5/tws_join.gsc t6/tws_t6_join.gsc
leaderboard t5/tws_leaderboard.gsc t6/tws_t6_leaderboard.gsc
db t5/tws_db.gsc (not ported)
bank t5/tws_bank.gsc (not ported)

db and bank are T5-only for now.

Map record announcements

Install tws_leaderboard.gsc for T5 or tws_t6_leaderboard.gsc for T6, along with the updated common module for that game. The new module privately announces the current map's fleet-wide highest recorded round and every tied holder once per connection, including spectator newcomers. It reads Electric Cherry's public /api/leaderboard endpoint without a token; only completed matches contribute. Ties may come from the same run or separate runs. Names are the API's latest player names, with players identified by GUID.

Both versions default to https://ec.thewrightserver.net/api/leaderboard. T5 discovers the map by engine identifier. T6 selects the exact variant using the active mode/location, so Town Survival, TranZit and Town Grief stay separate. See the game READMEs for plugin requirements and installation paths.

Dvar Default Purpose
tws_leaderboard_enabled enabled 0 disables announcements and requests
tws_leaderboard_url endpoint above Full HTTPS API endpoint, without query parameters
tws_leaderboard_map_key automatic Exact, decoded API map key when automatic selection is unavailable

For example, set tws_leaderboard_map_key "t6:zm_transit:town" explicitly selects Town Survival. Normally this setting is unnecessary. An override must exist in the API's map list and match the current game and engine map. Clear it when changing variants; restart the map after changing these settings.

The announcement starts five seconds after player readiness and waits for the initial record fetch if necessary. It appears in the same HUD area as .help, below the health bar, with a heading such as Record: Round 23 and holder names underneath. Each page shows up to three holder lines for 12 seconds. Opening .help hides the record and pauses its display time until help closes. All holders are included; colour/control codes are removed, and unusually long names are shortened to keep messages readable. HUD elements are removed when the announcement finishes, the player disconnects, or the game ends.

One level worker fetches the map list and pages of three players, stopping when the highest-round tie ends. Successful snapshots refresh every five minutes. Failures retry after 30 seconds and retain the last complete snapshot for up to 15 minutes. An empty selection says “No recorded high round yet”; unavailable, malformed or ambiguous results are logged and skipped when no usable cache exists. Partial page results never replace the cache. The API has no pagination snapshot token: changed totals/record rounds reject the refresh, but concurrent renames can still move entries between pages. Refreshes deduplicate GUIDs.

Requests have a 15-second GSC wait limit. The plugins cannot cancel a native request, so a stalled request prevents new leaderboard requests until it finishes; player threads never wait directly on HTTP. Responses at the plugins' 20 KiB truncation boundary are rejected. The complete JSON grammar, UTF-8, string escapes and response shape are checked before consuming data. These guards also reject HTML/error bodies; the plugins do not expose HTTP status or response headers.

Run the portable data/structure checks with node tools/check_leaderboard.mjs. They execute the scripts' data helpers with engine-value shims, not a game VM. Live checks: join while playing and spectating; die/respawn (no repeat); reconnect (one new announcement); compare Town/TranZit/Grief; check one holder, ties across pages, no records, and a slow/unavailable/malformed API. Disconnect or end the game mid-announcement and confirm messages stop. Verify existing HUD, .help, .join and telemetry still work. Open .help during a record page and check that the record resumes afterwards without overlapping it. Runtime linking and client readiness require Plutonium.

Validating T6

powershell -File t6/tools/check.ps1

Requires gsc-tool 1.4.10 (T6 PC) on PATH.

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