Post: [RELEASE]Soo Wasted Menu Base
07-30-2015, 09:52 PM #1
xePixTvx
Little One
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Video:No Video atm
Features:
    
Cursor Remembrance
Text effect
\n Fix + xTul Overflow Fix
Unlimited Scrolling
Player Menu
Verifycation System


Controls:
    
Dpad Up/1 = Open Menu
Shoot = Scroll Down
Aim = Scroll Up
[]/F = Select
Melee = Exit/Back


Credits:
    
Me for creating the base
Exelo for the idea
IELIITEMODZX for the So Wasted cod 4 menu
dtx12, jwm614, and xTurntUpLobbies for the Overflow Fix


Download:
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Update:
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Recoded the whole base and made it as simple as possible
Reduced the using of arrays
Removed Unlimited Scroll cause its useless
Removed Verifycation System cause i can
The base is tested by Loz and GentleSlugger and works fine

Screenshot by Loz on ps3(snd round 4)
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The following 10 users say thank you to xePixTvx for this useful post:

/SneakerStreet/, Devilemi, EternalHabit, Exelo, Im_YouViolateMe, itsSorrow, Loz, Patrick, snapin, Specter
08-03-2015, 02:31 AM #29
Originally posted by Chris View Post
Does anyone know how I can add a title to this menu base?


Could someone else test this for me please, I added all my stuff to this menu got it fully up and running, When going to search and destroy round 2 opening the menu crashes, I didn't know if it was me so I downloaded a fresh copy and injected myself with it and it did the same, Can someone please confirm it does it to them also
08-03-2015, 03:28 AM #30
Chris
Former Staff
Originally posted by TheNiceUb3r View Post
Could someone else test this for me please, I added all my stuff to this menu got it fully up and running, When going to search and destroy round 2 opening the menu crashes, I didn't know if it was me so I downloaded a fresh copy and injected myself with it and it did the same, Can someone please confirm it does it to them also


I think he said that if there's a shit ton of players it odes that due to the /n or something. I can't remember.
08-03-2015, 04:02 AM #31
Originally posted by Chris View Post
I think he said that if there's a shit ton of players it odes that due to the /n or something. I can't remember.


He said that about his actual menu release because of the functions not being fully finished, Not the base lol
08-03-2015, 04:09 AM #32
Chris
Former Staff
Originally posted by TheNiceUb3r View Post
He said that about his actual menu release because of the functions not being fully finished, Not the base lol


I'm talking about skype. He did say something about the /n fix causing the menu to crash. It's nothing with the functions.
08-03-2015, 04:25 AM #33
Originally posted by Chris View Post
I'm talking about skype. He did say something about the /n fix causing the menu to crash. It's nothing with the functions.


I can say its the best menu base I have used but when I get online it don't work on S&Awesome face and crashes on me...
08-03-2015, 07:15 AM #34
Im_YouViolateMe
NextGenUpdate Elite
Originally posted by TheNiceUb3r View Post
I can say its the best menu base I have used but when I get online it don't work on S&Awesome face and crashes on me...


Took a look at it just now. I think I figured out what was causing the crash. You see, his menu base is unique. Unlike shark's base (which uses mainly arrays), his menu base requires a spawnStruct() inside CreateMenu() to store our data.
    
self.FuZiioN[menu] = spawnStruct();


The reason why are you crashing is because you are not allowed to spawn the same struct twice in a match. If you look under onPlayerSpawned you'll see this code:
    
for(;Winky Winky

{

self waittill("spawned_player");

if(self.isFirstSpawn==true)

{

self.isFirstSpawn = false;//thats the same bool as above xD

self thread initMenu();//Gives menu to all players(call only once in a game)

init_Verifycation(self);//First time verifycation(gives verifycation status and menu access for the host player and some auto coHosts)

if(self isHost())

{

overflowfix();//init of overflowfix

}

}

}


What I believe it's doing is, when the round restarts, it calls onPlayerSpawned again. And since the variable self.isFirstSpawn is set to true at the start of onPlayerSpawned(), it will always call the 2 functions that we only need to call once, which includes creating the struct again.
08-03-2015, 07:32 AM #35
Originally posted by YouViolateMe View Post
Took a look at it just now. I think I figured out what was causing the crash. You see, his menu base is unique. Unlike shark's base (which uses mainly arrays), his menu base requires a spawnStruct() inside CreateMenu() to store our data.
    
self.FuZiioN[menu] = spawnStruct();


The reason why are you crashing is because you are not allowed to spawn the same struct twice in a match. If you look under onPlayerSpawned you'll see this code:
    
for(;Winky Winky

{

self waittill("spawned_player");

if(self.isFirstSpawn==true)

{

self.isFirstSpawn = false;//thats the same bool as above xD

self thread initMenu();//Gives menu to all players(call only once in a game)

init_Verifycation(self);//First time verifycation(gives verifycation status and menu access for the host player and some auto coHosts)

if(self isHost())

{

overflowfix();//init of overflowfix

}

}

}


What I believe it's doing is, when the round restarts, it calls onPlayerSpawned again. And since the variable self.isFirstSpawn is set to true at the start of onPlayerSpawned(), it will always call the 2 functions that we only need to call once, which includes creating the struct again.


So what would be the way to fix this? Thanks also for the help it means a lot Smile
08-03-2015, 07:34 AM #36
Im_YouViolateMe
NextGenUpdate Elite
A really ghetto fix for this would to be just to set a dvar like so:

    
if (isFirstSpawn())
{
self setDvar("isFirstSpawn", "false");
}

isFirstSpawn()
{
return getDvar("isFirstSpawn") == "true";
}


And then just monitor for level "game_ended" or player "disconnect", and reset it back to true.
08-03-2015, 07:38 AM #37
itsSorrow
In my man cave
Originally posted by YouViolateMe View Post
A really ghetto fix for this would to be just to set a dvar like so:

    
if (isFirstSpawn())
{
self setDvar("isFirstSpawn", "false");
}

isFirstSpawn()
{
return getDvar("isFirstSpawn") == "true";
}


And then just monitor for level "game_ended" or player "disconnect", and reset it back to true.


He doesn't understand lol add him on skype zackrussel16

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