Post: [GSC]Crystal v5 || [BETA]v5.3 ||
06-30-2015, 07:06 PM #1
migjack
Can’t trickshot me!
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Hey all Smile
Today i release on NGU my remade version of my Crystal menu From MW2 !
For make this menu i use Source Engine menu base made by xTurntUpLobbies
A particularly stable base , and really beautiful.
It is currently a BETA version, so if there's the little bug, don't panic.
Now to the menu Smile

Screen :
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Video:

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Download :
.GSC New Version ( [BETA] V5.3 )

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.GSC New Version ( [BETA] V5.3 Menu Base v1.1 )

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.GSC New Version ( [BETA] V5.3 + Move With Menu Open + * NEW _rank.gsc FIX * )

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Project Shared New Version ( [BETA] V5.3 ) :

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PC Old Version ( [BETA] V5.2 ) :

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Mini TuT for installation :
1- For install the menu , you will need the GSC Studio of iMCSx.

2- Then , and after download the menu, move the " maps " folder here: ( Documents / Black Ops 2 - GSC Studio / Projects)

3- Subsequently , once the launch GSC Studio, Connect And Attach, click " Editor" then " Inject A Compiled Script File" .

4- Once this is complete , click "Add To Inject GSC " then select the folder " maps" and click " Inject List" .

5- Think of all that has being injected into the open from the game menu ( before starting the game)

6- If you use the .gsc version of menu, Remember, Inject ( _development_dvars.gsc and _rank.gsc ) is very important !

7- For Project Shared user you just need the .gscr file Winky Winky

8- Once this is done , run the game and Enjoy Happy

IMPORTANT : Don't Rename any file ! or menu don't work !
Rename only if you use the SPRX Injector !
And i recommend to use the version " .GSC New Version ( [BETA] V5.3 ) " or " .GSC New Version ( [BETA] V5.3 + Move With Menu Open + * NEW _rank.gsc FIX * " is really better for stability Winky Winky

UPDATE LIST :
[BETA]v2
Add " Portal Gun " in " Modded Wepon "
Add " Blood Gun " and " Blood Man " in Page2 of " Fun Menu " Moved Fonction " Matrix " in " Modded Weapons 2 "
Fix " BIG EXP " option
[BETA]v3
Add " Knife Aimbot " in " Aimbot Menu "
Add " Electric Man " in Page2 of " Fun Menu "
Add " Freeze PS3 " in " Client Options "
Add " Ray Gun Mark III " in " Modded Weapons "
Add " Ray Gun Mark IIII " in " Modded Weapons "
Add " Ray Gun Mark ? " in " Modded Weapons "
Moved " Walking AC-130 " in " Modded Weapons 2 "
Moved " Portal Gun " in " Modded Weapons 2 "
Moved " Bomb Gun " in " Modded Weapons 2 "
Moved " Earthquake Gun " in " Modded Weapons 2 "
Moved " Matrix Gun " in " Modded Weapons 2 "
Moved " Glitch Five Seven " in " Specials Weapons "
[BETA]v3.1[/U]
Fixing HUD of Dvar Editor
[BETA]v4[/U]
Now you can move same time to Wait Timer of Start a game.
Add " Pilot Crash " in "Page2" of " Fun Menu "
Add " Rocket Ship " in " Page2 " of " Fun Menu "
Add " Juggernaut " in " Page2 " of " Fun Menu "
Rename " Effect Bullet Menu" in " VIP Menu " to " FX Bullet Menu "
Add FX Bullet Stuff in " FX Bullet Menu "
[BETA]v5[/U]
Add " Kick All " in " All Players "
Add " TP To Crosshaire " in " All Players "
Add " God Mode All " in " All Players "
Add " Take All Weapons " in " All Players "
Add " Spawn Trap " in " All Players "
Add " Rotate Screen " in " All Players "
Add " Derank All " in " All Players "
Add " Level 55 " in " All Players "
Add " Make Invisible " in " Clients Options "
Add " Give Explo Bullet " in " Clients Options "
Add " Multi Jump " in " Clients Options "
Add " Rotate Screen " in " Clients Options "
Fix minor bug with a few function.
[BETA]v5.1[/U]
Updated Menu Base ( v1.1 ) !
[BETA]v5.2[/U]
Updated Menu Base ( v1.2 ) !
[BETA]v5.3 RELEASE:[/U]
Fixing bug With " Make Invisible " in " Clients Options " Making all players Invisible !
Now it's fixed, it's only client selected make invisible.

NOTE :
No bug after [BETA]v3.1, but If you encounter bug, thank you to let me know Smile
I have released the menu since " June 29, 2015 " it's for that i have already make Update, and i decided to release on NGU now Smile
Tweak : For UFO Mode Crouch you and press d-pad left Smile


Credits :
Me :troll: ( Ray Gun Mark III, Ray Gun Mark IIII and Ray Gun Mark "?", Fire Balls Gun
Rocket_Ship, Juggernaut, Pilot Crash... )
xTurntUpLobbies For this fucking amazing Base <3
Shark
MCabCon
oCmKs_4_LiFe
TehMerkMods ( Thanks for TypeWrite ! )
SyGnUs
ItsLollo1000
TheFallen
Boughhh ( For FlameThrower :troll: )
Extinct Mods
Devilemi For First Video Smile
And All people contributing for GSC Mod !
Sorry, i know i forget a lot of people, because the list of credit is very big if i put ALL people :p
Tanks all <3
Last edited by migjack ; 09-21-2015 at 02:20 PM.

The following 31 users say thank you to migjack for this useful post:

/SneakerStreet/, CuTiXz, Devilemi, DoraTheKiller97, EternalHabit, Exelo, iDEXModzYT, iiioM, Im_YouViolateMe, IonHD, itsSorrow, iTzDavid39, Kameo, ksa_7ooo7, LizzoOo, max60140, MCabCon, ModyHacker, oVenm, Patrick, perke, qertie, relentless_giff, Saber_JZY, Skonafid, star2000, V--JR7, vincom, xIce KiLLaH, xTiibo Modz
07-16-2015, 04:04 PM #128
I have the mark 3 script is but for some reason i shoot read lights can you tell me whats different about yours or at least post it please
the problem starts here i am guessing


oRaygunM3()
{
self endon("disconnect");
self endon("stop_RaygunM3");
self endon("death");

self thread waitRaygunM3Suicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "qcw05_mp+reflex")
{
self thread mainRaygunM3();
}
}
}


mainRaygunM3()
{
raygunM3Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM3Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM3Missile = spawn("script_model", weapOrigin);
raygunM3Missile setModel("projectile_at4");
raygunM3Missile.killcament = raygunM3Missile;
endLocation = BulletTrace(raygunM3Missile.origin, target, false, self)["position"];
raygunM3Missile.angles = VectorToAngles(endLocation - raygunM3Missile.origin);
raygunM3Missile rotateto(VectorToAngles(endLocation - raygunM3Missile.origin), 0.001);

raygunM3Missile moveto(endLocation, 0.3);
self thread raygunM3Effect(raygunM3Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM3FX");
playfx(raygunM3Explode, raygunM3Missile.origin);
playfx(raygunM3Explode2, raygunM3Missile.origin);
raygunM3Missile playsound("wpn_agr_explode");
earthquake(1, 1, raygunM3Missile.origin, 320);
raygunM3Missile RadiusDamage(raygunM3Missile.origin, 270, 290, 280, self);
raygunM3Missile delete();
}

raygunM3Effect(object, target)
{
self endon("disconnect");
self endon("death");
self endon("stop_RaygunM3FX_Final");
self endon("stop_RaygunM3");

raygunM3Laser = loadFX("misc/fx_equip_tac_insert_light_red");
raygunM3Laser2 = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
raygunM3Laser3 = loadFX("misc/fx_theater_mode_camera_head_glow_grn");

for(;Winky Winky
{
raygunM3Red = spawnFx(raygunM3Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Red);
wait 0.0001;
raygunM3Yellow = spawnFx(raygunM3Laser2, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Yellow);
wait 0.0002;
raygunM3Verde = spawnFx(raygunM3Laser3, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Verde);
wait 0.0005;
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM3FX");
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
self notify("stop_RaygunM3FX_Final");
}
}

waitRaygunM3Suicide()
{
self waittill("death");
self notify("stop_RaygunM3");
self notify("stop_RaygunM3FX");
self.isRaygunM3 = 0;
}
07-16-2015, 04:38 PM #129
migjack
Can’t trickshot me!
Originally posted by yesiLIKEcookies View Post
I have the mark 3 script is but for some reason i shoot read lights can you tell me whats different about yours or at least post it please
the problem starts here i am guessing


oRaygunM3()
{
self endon("disconnect");
self endon("stop_RaygunM3");
self endon("death");

self thread waitRaygunM3Suicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "qcw05_mp+reflex")
{
self thread mainRaygunM3();
}
}
}


mainRaygunM3()
{
raygunM3Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM3Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM3Missile = spawn("script_model", weapOrigin);
raygunM3Missile setModel("projectile_at4");
raygunM3Missile.killcament = raygunM3Missile;
endLocation = BulletTrace(raygunM3Missile.origin, target, false, self)["position"];
raygunM3Missile.angles = VectorToAngles(endLocation - raygunM3Missile.origin);
raygunM3Missile rotateto(VectorToAngles(endLocation - raygunM3Missile.origin), 0.001);

raygunM3Missile moveto(endLocation, 0.3);
self thread raygunM3Effect(raygunM3Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM3FX");
playfx(raygunM3Explode, raygunM3Missile.origin);
playfx(raygunM3Explode2, raygunM3Missile.origin);
raygunM3Missile playsound("wpn_agr_explode");
earthquake(1, 1, raygunM3Missile.origin, 320);
raygunM3Missile RadiusDamage(raygunM3Missile.origin, 270, 290, 280, self);
raygunM3Missile delete();
}

raygunM3Effect(object, target)
{
self endon("disconnect");
self endon("death");
self endon("stop_RaygunM3FX_Final");
self endon("stop_RaygunM3");

raygunM3Laser = loadFX("misc/fx_equip_tac_insert_light_red");
raygunM3Laser2 = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
raygunM3Laser3 = loadFX("misc/fx_theater_mode_camera_head_glow_grn");

for(;Winky Winky
{
raygunM3Red = spawnFx(raygunM3Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Red);
wait 0.0001;
raygunM3Yellow = spawnFx(raygunM3Laser2, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Yellow);
wait 0.0002;
raygunM3Verde = spawnFx(raygunM3Laser3, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Verde);
wait 0.0005;
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM3FX");
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
self notify("stop_RaygunM3FX_Final");
}
}

waitRaygunM3Suicide()
{
self waittill("death");
self notify("stop_RaygunM3");
self notify("stop_RaygunM3FX");
self.isRaygunM3 = 0;
}

It's Ray Gun III Of Bossam yes ?
The Ray Gun 3 of Bossam is not same is for that, the fx is different of my Ray Gun III
07-16-2015, 04:50 PM #130
FRINZ
I’m too L33T
Originally posted by migjack View Post
It's Ray Gun III Of Bossam yes ?
The Ray Gun 3 of Bossam is not same is for that, the fx is different of my Ray Gun III


lol dats the ray gun i made lol its funny how ppl change name fast lol im talking about yesiLIKEcookies

it shoots yellow red green sexy colors u dont like it remove the fx then simple
07-16-2015, 04:59 PM #131
migjack
Can’t trickshot me!
Originally posted by FRlNZ View Post
lol dats the ray gun i made lol its funny how ppl change name fast lol im talking about yesiLIKEcookies

it shoots yellow red green sexy colors u dont like it remove the fx then simple


" its funny how ppl change name fast lol " ?
Anyway, yesiLIKEcookies what Ray Gun Shoot you need ? shoot red+green+yellow color ?
Last edited by migjack ; 07-16-2015 at 05:54 PM.
07-16-2015, 05:58 PM #132
No its not that i dont like it only shoots red for some reason and i never used blossom so i never knew it had one this is the first one i saw with it lol i just want to know how to make it work you know
07-16-2015, 06:01 PM #133
migjack
Can’t trickshot me!
Originally posted by yesiLIKEcookies View Post
No its not that i dont like it only shoots red for some reason and i never used blossom so i never knew it had one this is the first one i saw with it lol i just want to know how to make it work you know

You want to know how to work your script you posted ?
07-16-2015, 06:05 PM #134
Yea. That was all I was asking cause its not shooting green, red, yellow
07-16-2015, 06:11 PM #135
migjack
Can’t trickshot me!
Originally posted by yesiLIKEcookies View Post
Yea. That was all I was asking cause its not shooting green, red, yellow


It's normal, this is not the right fx for shoot Green+Red+Yellow ^^
07-16-2015, 06:25 PM #136
FRINZ
I’m too L33T
Originally posted by yesiLIKEcookies View Post
No its not that i dont like it only shoots red for some reason and i never used blossom so i never knew it had one this is the first one i saw with it lol i just want to know how to make it work you know


bruh it works fine lol okay this watchu gonna do



initRaygunM3()
{
if(self.isRaygunM3 == 0)
{
self initGiveWeap("qcw05_mp+reflex", "", 45, 0);
self thread doRaygunM3();
self iPrintln("Ray Gun Mark v3 Hatez Edition ");
self thread optionCalledMesage("Woah v3 SAY WAT", 1, "RayGun v3 Hatez EDITION", (.5671, .201, .432), Cool Man (aka Tustin);
self.isRaygunM3 = 1;
}
else
{
self notify("stop_RaygunM3");
self notify("stop_RaygunM3FX");
self takeWeapon("qcw05_mp+reflex");
self iPrintln("Ray Gun Mark v3 Edition ");
self.isRaygunM3 = 0;
}
}



doRaygunM3()
{
self endon("disconnect");
self endon("stop_RaygunM3");

self thread waitRaygunM3Suicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "qcw05_mp+reflex")
{
self thread mainRaygunM3();
}
}
}


mainRaygunM3()
{
raygunM3Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM3Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM3Missile = spawn("script_model", weapOrigin);
raygunM3Missile setModel("projectile_at4");
raygunM3Missile.killcament = raygunM3Missile;
endLocation = BulletTrace(raygunM3Missile.origin, target, false, self)["position"];
raygunM3Missile.angles = VectorToAngles(endLocation - raygunM3Missile.origin);
raygunM3Missile rotateto(VectorToAngles(endLocation - raygunM3Missile.origin), 0.001);

raygunM3Missile moveto(endLocation, 0.3);
self thread raygunM3Effect(raygunM3Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM3FX");
playfx(raygunM3Explode, raygunM3Missile.origin);
playfx(raygunM3Explode2, raygunM3Missile.origin); //level.fx_u2_explode
raygunM3Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM3Missile.origin, 320);
raygunM3Missile RadiusDamage(raygunM3Missile.origin, 270, 290, 280, self);
raygunM3Missile delete();
}

raygunM3Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM3FX_Final");
self endon("stop_RaygunM3");

raygunM3Laser = loadFX("misc/fx_equip_tac_insert_light_red");
raygunM3Laser2 = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
raygunM3Laser3 = loadFX("misc/fx_theater_mode_camera_head_glow_grn");

for(;Winky Winky
{
raygunM3Red = spawnFx(raygunM3Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Red);
wait 0.0001;
raygunM3Yellow = spawnFx(raygunM3Laser2, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Yellow);
wait 0.0002;
raygunM3Verde = spawnFx(raygunM3Laser3, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Verde);
wait 0.0005;
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM3FX");
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
self notify("stop_RaygunM3FX_Final");
}
}

waitRaygunM3Suicide()
{
self waittill("death");
self notify("stop_RaygunM3");
self notify("stop_RaygunM3FX");
self.isRaygunM3 = 0;
}


thats the script i posted it for zombieland lol Now In Init()
You put this
level._effect["misc/fx_equip_tac_insert_light_red"] = loadFX("misc/fx_equip_tac_insert_light_red");
level._effect["misc/fx_theater_mode_camera_head_glow_yllw"] = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
level._effect["misc/fx_theater_mode_camera_head_glow_grn"] = loadFX("misc/fx_theater_mode_camera_head_glow_grn");

InIt()
{
level thread onplayerconnect();
level._effect["misc/fx_equip_tac_insert_light_red"] = loadFX("misc/fx_equip_tac_insert_light_red");
level._effect["misc/fx_theater_mode_camera_head_glow_yllw"] = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
level._effect["misc/fx_theater_mode_camera_head_glow_grn"] = loadFX("misc/fx_theater_mode_camera_head_glow_grn");
}

example were to put it

and call the function as ::initRaygunM3);


And For All Players
RayGun3Bitch()
{
foreach(player in level.players)
{
player thread initRaygunM3();
}
}

And This for All playes Call it ::RayGun3Bitch);

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