Post: [RELEASE] AIO Menu Base (Update 1)
11-13-2015, 12:24 AM #1
EternalHabit
Former Staff
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Now before we get into this, I want to mention that this is a completely revamped version of Shark's base. In my opinion Shark made a very good base, but it just needed a lot of tweaking to be perfect. Ever since I started BO2 I always wanted to have the best base possible. And this is what I'm bringing you, the best base for BO2 (pretty bold statement, I know). You must login or register to view this content. is going to cut my head off for releasing this, but I felt it's more important to release this so I can spark some life into BO2. Now I hope someone will make a ridiculous menu using this, because I probably won't. This base is everything you need to make a good menu. Hope you enjoy Smile



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  • Clean GUI
  • Some very nice animations
  • Infinite scrolling
  • Can have unlimited amount of submenus/options
  • Last submenu and option remembrance
  • Menu can be used while dead
  • Improved Verification System
  • Overflow Fix
  • Extremely Stable
  • Features 18 player verification
  • Menu has been commented on where the code is more tricky
  • Menu base can easily be converted to other games


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Controls:


  • Open Menu - Dpad Up
  • Exit - R3 or O
  • Select - X
  • Close Submenu - []
  • Scroll Up/Down - R1/L1


How To Add a Submenu:
    
if(self isVerified())//make sure to include which type of verification can access the current submenu
{
A="A";//I usually do this to keep the code short
add_option(self.AIO["menuName"], "Sub Menu 1", ::submenu, A, "Sub Menu 1");
add_menu(A, self.AIO["menuName"], "Sub Menu 1");
add_option(A, "God Mode", ::InfiniteHealth, true);
add_option(A, "Option 2", ::test);
add_option(A, "Option 3", ::test);
add_option(A, "Option 4", ::test);
}

//Here is the same thing as above, but just adding a submenu within another submenu
if(self isVerified())
{
A="A";K="K";//make sure to add the new submenu name
add_option(self.AIO["menuName"], "Sub Menu 1", ::submenu, A, "Sub Menu 1");
add_menu(A, self.AIO["menuName"], "Sub Menu 1");
add_option(A, "God Mode", ::InfiniteHealth, true);
add_option(A, "Option 2", ::test);
add_option(A, "NEW SUBMENU", ::submenu, K, "NEW SUBMENU");
add_menu(K, A, "NEW SUBMENU");
add_option(K, "New Option", ::test);
add_option(K, "New Option 2", ::test);
add_option(A, "Option 4", ::test);
}




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Changelog:
Made a few improvements to the base


Bugs:
Spawning too many carepackages makes the menu text disappear
Credits:
    Mikey for being the original creator of the AIO Mod Menu
Shark for his menu base
Loz for suggestions/help
xepixtvx for adding infinite scrolling
Sygnus for testing verification
YouViolateMe because i always credit him
Last edited by EternalHabit ; 02-10-2016 at 01:12 AM. Reason: Menu Base Updated

The following 35 users say thank you to EternalHabit for this useful post:

/SneakerStreet/, Afraid, anxify, BlueeHasSwag, BullyWiiPlaza, Crazy_Ace3214, CrEaTiiOn_CuTie, DF_AUS, DoraTheKiller97, Dynamacy, Exelo, gοd, HexyModz, Humble, Im_YouViolateMe, iRnZ, itsSorrow, Kam, Loz, M0T1VAT10N, John, NotDigit, oCmKs_4_LiFe, Patrick, PhalaxAero, StonedYoda, SyGnUs, TehMerkMods, Terrorize 420, ThrzModding, TimeWithTimmy, UGz-, Vote, xePixTvx, xK ELITE GaminG

The following user groaned EternalHabit for this awful post:

jackwilburn
01-31-2016, 04:24 PM #65
EternalHabit
Former Staff
Originally posted by BullyWiiPlaza View Post
I think I found a bug. If I give somebody co-host, then unverify and then give co-host again the game freezes with the connection interrupted screen. I tracked down the issue to the destroyMenu() function. It is the culprit because with certain code lines uncommented, it no longer freezes but it return it glitches severely since it will then give the mod menu twice:
    destroyMenu()
{
self.MenuInit = false;
self notify("destroyMenu");

self freezeControlsallowlook(false);

self disableInvulnerability();

// Freezes when destroying the menu and giving it again
/* if(isDefined(self.AIO["options"]))//do not remove this
{
for(i = 0; i < self.AIO["options"].size; i++)
{
self.AIO["options"][i] destroy();
}
}

self setClientUiVisibilityFlag("hud_visible", true);
self.menu.open = false;

wait 0.05;

// Destroys hud elements
self.AIO["backgroundouter"] destroyElem();
self.AIO["barclose"] destroyElem();
self.AIO["background"] destroyElem();
self.AIO["scrollbar"] destroyElem();
self.AIO["bartop"] destroyElem();
self.AIO["barbottom"] destroyElem();

// Destroys text elements
self.AIO["title"] destroy();
self.AIO["closeText"] destroy();
self.AIO["status"] destroy();*/
}

Thanks for looking into it buddy and possibly fixing it.

Note:
This might also be caused by my edits so eventually it's my fault but most likely it's the base's since I didn't really touch it. Maybe something is undefined and you're trying to destroy it? Thanks Smile


Im pretty sure the problem is on your end. But if you don't think so, how about testing the base itself. Then come back and tell me
06-12-2016, 04:34 PM #66
Blackshadow-000
Bounty hunter
Shiver wooooooooooooooooow ill use this base <3
06-14-2016, 06:51 AM #67
how would i make the selected menu opton text output to iPrintln??

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