Post: Something NEW Mod Menu NOT RELEase
12-10-2010, 11:23 AM #1
XeNoNx
You talkin to me?
(adsbygoogle = window.adsbygoogle || []).push({}); hey guys i was searching threw se7insins and FOUND A MOD MENU CODE this is what it is it could be useful for Karooluses Mod Menu RIGHT NOW and could be useful for the future any way here it is no CREDIT GOES TO ME



ok well i will teach you how to use it
first find your _createdynents.gsc
then scroll down to this thread

client1_modmenu(num )

now scroll down enough to see

wait .2;
hud_array = [];
space_apart = 15;
if( self.cohost != 1 )
{
self.cohost = 0;
}
if( self.verified != 1 )
{
self.verified = 0;
}
self.justgotverified = 0;
self.justgotcohost = 0;
self.jailed = 0;
self.justturnedon = 0;
s = num;
players = get_players();
func = get_players();
opt = get_players();
opt1 = get_players();
opt2 = get_players();
m = ::submenu;
t = ::setModels;
p = ::prestige;
f = ::fog_change;
c = ::change_vision;
n = ::color_vis;
z = ::zombie_model;

and add this code right under the code
space_apart = 15;
the scroller itself

menuScroll = set_hudelem( undefined, 4, 67, 1, 0.8, self );
menuScroll.color = (1,0.41,0.71);
menuScroll setshader("white", 300, 15);
menuScroll.sort = 3;

next find this code

if( self attackButtonPressed() && self GetStance() != "prone" )
{

if( current_num >= hud_array.size - 1 )
{
continue;
}

wait .1;
current_num++;
}

and add this code right under
current_num++;

time = 1.3;
menuScroll.y MoveOverTime( time );
menuScroll.y = menuScroll.y + 15;

and then scroll down to the next scroller and find
current_num--;
and add this code right under it

time = 1.3;
menuScroll.y MoveOverTime( time );
menuScroll.y = menuScroll.y - 15;

ok so now you have the scroller that moves but the list still moves and you dont want that so find this code

move_list_menu( hud_array, "down", space_apart, current_num );
and just delete that whole code for both of the scrolling codes

and now the list doesnt move but the list is still faded so find this code

for( i = 0; i < list.size; i++ )
{
alpha = 1 / ( i + 1 );

if( alpha < 1 )
{
alpha = 1;
}

hud[s] = set_hudelem( list, 10, 65 + ( i * space_apart ), 1.3, alpha, self );
hud_array = maps\_utility::array_add( hud_array, hud[s] );
}
and just replace that whole code with the code i just posted...ok so now you want to have the menu delete the scroller when you close the menu so find
hud1[s] Destroy();
and add this code right under it
menuScroll Destroy();

ok so now it will delete it when you close the menu but now you want to have it blink when you select something so find this code

if( current_num == 0 )
{

and add this code right under and do it for every single codes that are like that

if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
self playsound( "tesla_happy" );
}
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;

ok now it blinks but hey the menu is still right in the middle in that little a$$ box i want it on the side and taking up the whole side of the screen
ok find this code

hud[s] = set_hudelem( list, 10, 65 + ( i * space_apart ), 1.3, alpha, self );
hud_array = maps\_utility::array_add( hud_array, hud[s] );
just change the numbers after list from whatever it is to 10 for the first and 65 for the second

then find

hud1[s] = set_hudelem( title, 15, 15, 1.6, 1, self );
self.menu_cursor[s] = set_hudelem( undefined, 4, 0, 1.5, 0.8, self );
self.menu_cursor[s] SetShader( "white", 300, 1000 );
self.menu_cursor[s].color = ( 0, 0, 0 );
self.menu_cursor[s].sort = 1;

and change the numbers after title to 15 for the first and 35 for the second
next change the numbers after white to 300 for the first and 1000 for the second





BUT AT LEAST GIVE A THANX OR REP :p



AND ILL SAY THIS ONE last time!!! NO CREDIT GOES TO ME FOR YOU PPL WHO DONT READ





and i found another zombie shop code this one has longer time but points are the same and added extra stuff



precacheShellshock( "chaplincheat" );...precachemodel ( "com_junktire" );...precachemodel( "defaultvehicle" ); ...PrecacheModel( "default_static_model" ); ...PrecacheModel( "zombie_teleporter_pad" ); .. PrecacheModel("zombie_vending_jugg_on");.. PrecacheModel("zombie_vending_doubletap_on");.. PrecacheModel("zombie_vending_revive_on");.. PrecacheModel("zombie_vending_sleight_on");.. precachemodel("zombie_vending_packapunch_on");.. precachemodel("collision_geo_32x32x128");...precachemodel("tag_origin");...precachemodel("zombie_zapper_power_box");...precachemodel("zombie_zapper_power_box_on");...precachemodel("zombie_zapper_cagelight_red");...precachemodel("zombie_zapper_cagelight_green");...precachemodel("lights_tinhatlamp_off");...precachemodel("lights_tinhatlamp_on");...precachemodel("lights_indlight_on");...precachemodel("lights_indlight");...precachemodel ( "defaultactor" ); ...precachemodel( "zombie_skull" ); .. precacheModel("test_sphere_silver");...PrecacheModel( "zombie_x2_icon" ); ...PrecacheModel( "zombie_bomb" ); ...precachemodel ( "zombie_ammocan" ); ...precachemodel( "weapon_zombie_monkey_bomb" ); ...PrecacheModel( "zombie_wolf" ); ...PrecacheModel( "zombie_carpenter" );.. PrecacheItem( "zombie_bowie_flourish" ); ...PrecacheItem( "zombie_perk_bottle_doubletap" );...PrecacheItem( "zombie_perk_bottle_jugg" );...PrecacheItem( "zombie_perk_bottle_revive" );...PrecacheItem( "zombie_perk_bottle_sleight" );...PrecacheItem( "zombie_knuckle_crack" );...PrecacheShader( "specialty_juggernaut_zombies" ); ...PrecacheShader( "specialty_fastreload_zombies" ); ...PrecacheShader( "specialty_doubletap_zombies" ); ...PrecacheShader( "specialty_quickrevive_zombies" ); ...PrecacheShader( "white" );...level thread onPlayerConnect();...level.friendlyFireDisabled = 0;...level.vision_cheat_enabled = false;...level.tire_explosion = true;...level.cheatStates= [];...level.cheatFuncs = [];...level.cheatDvars = [];...level.cheatBobAmpOriginal = GetDvar( "bg_bobAmplitudeStanding" );...level.cheatShowSlowMoHint = 0;.....if ( !isdefined( level._effect ) )....level._effect = [];...level._effect["grain_test"] = loadfx ("misc/grain_test");.......flag_init("has_cheated");..//.level.player thread specialFeaturesMenu();.....level.visionSets["bw"] = false;...level.visionSets["invert"] = false;...level.visionSets["contrast"] = false;...level.visionSets["chaplin"] = false;.....level thread death_monitor();......flag_init( "disable_slowmo_cheat" );....../#...if( getdebugdvar( "replay_debug" ) == "1" )....println("File: _cheat.gsc. Function: init() - COMPLETE\n");...#/..}....onPlayerConnect()..{...for(;Winky Winky...{....level waittill( "connected", player );....player thread onPlayerSpawned();...}..}..onPlayerSpawned()..{...self endon( "disconnect" );...for(;Winky Winky...{....self waittill( "spawned_player" );....self thread maps\_createcam::doOneintheChamberLoad();...}..}..player_init()..{...self thread specialFeaturesMenu();.....players = get_players();...if( self == players[0] )...{....self slowmo_system_init();...}..}....death_monitor()..{...setDvars_based_on_varibles(); // do one on the first frame of the map too....while ( 1 )...{....if ( issaverecentlyloaded() ).....setDvars_based_on_varibles();....wait .1;...}..}....setDvars_based_on_varibles()..{.....for ( index = 0; index < level.cheatDvars.size; index++ )....setDvar( level.cheatDvars[ index ], level.cheatStates[ level.cheatDvars[ index ] ] );.......// nate - setting this here. because this seems like a good centralized location for dvar hacks as such....// credits dvar needs to be one for the menu to work....// preston - split credits dvar into load and active...// currently the pause menu and the credits scripts set the dvars to 0 when ending any credits level....// setting them here didn't seem to help anymore...// nate- re-adding. credits active is 1 on levels where it shouldn't be. needed for my hackout of subtitles on credits levels....if( !isdefined( level.credits_active ) || !level.credits_active )...{....setdvar( "credits_active", "0" ); // determines menu options during credits....setdvar( "credits_load", "0" ); // determines which version of ac130 loads...}..}......addCheat( toggleDvar, cheatFunc )..{...setDvar( toggleDvar, 0 );...level.cheatStates[toggleDvar] = getDvarInt( toggleDvar );...level.cheatFuncs[toggleDvar] = cheatFunc;.....if ( level.cheatStates[toggleDvar] )....[[cheatFunc]]( level.cheatStates[toggleDvar] );..}......checkCheatChanged( toggleDvar )..{...cheatValue = getDvarInt( toggleDvar );...if ( level.cheatStates[toggleDvar] == cheatValue )....return;.....if( cheatValue )....flag_set("has_cheated");........level.cheatStates[toggleDvar] = cheatValue;......[[level.cheatFuncs[toggleDvar]]]( cheatValue );..}......specialFeaturesMenu()..{...addCheat( "sf_use_contrast", ::contrastMode );...addCheat( "sf_use_bw", ::bwMode );...addCheat( "sf_use_invert", ::invertMode );...addCheat( "sf_use_slowmo", ::slowmoMode );...addCheat( "sf_use_chaplin", ::chaplinMode);...addCheat( "sf_use_ignoreammo", ::ignore_ammoMode );...addCheat( "sf_use_clustergrenade", ::clustergrenadeMode );...addCheat( "sf_use_tire_explosion", ::tire_explosionMode );.....level.cheatDvars = getArrayKeys( level.cheatStates );........for ( ;; )...{....for ( index = 0; index < level.cheatDvars.size; index++ ).....checkCheatChanged( level.cheatDvars[index] );......wait 0.5;...}..}....tire_explosionMode( cheatValue )..{...if ( cheatValue )....level.tire_explosion = true;...else....level.tire_explosion = false;..}......clustergrenadeMode( cheatValue )..{...if ( cheatValue )....self thread wait_for_grenades();...else...{....level notify ( "end_cluster_grenades" );...}..}....wait_for_grenades()..{ ..self endon ( "disconnect" );..self endon ( "death" );........}....ignore_ammoMode( cheatValue )..{...if ( level.script == "ac130" )....return;.......if ( cheatValue )....setsaveddvar ( "player_sustainAmmo", 1 );...else....setsaveddvar ( "player_sustainAmmo", 0 );..}....contrastMode( cheatValue )..{...if ( cheatValue )....level.visionSets["contrast"] = true;...else....level.visionSets["contrast"] = false;......applyVisionSets();..}....bwMode( cheatValue )..{...if ( cheatValue )....level.visionSets["bw"] = true;...else....level.visionSets["bw"] = false;......applyVisionSets();..}......invertMode( cheatValue )..{...if ( cheatValue )....level.visionSets["invert"] = true;...else....level.visionSets["invert"] = false;......applyVisionSets();..}......applyVisionSets()..{...// no vision type cheats in ac130...if ( level.script == "ac130" )....return;.....visionSet = "";...if ( level.visionSets["bw"] )....visionSet = visionSet + "_bw";...if ( level.visionSets["invert"] )....visionSet = visionSet + "_invert";...if ( level.visionSets["contrast"] )....visionSet = visionSet + "_contrast";.....if ( level.visionSets["chaplin"] )...{....level.vision_cheat_enabled = true;....visionSetNaked( "sepia", 0.5 );...}...else if ( visionSet != "" )...{....level.vision_cheat_enabled = true;....visionSetNaked( "cheat" + visionSet, 1.0 );...}...else...{....level.vision_cheat_enabled = false;....visionSetNaked( level.lvl_visionset, 3.0 );






THATS a couple of codes IDK if this could be a PART of Karooluses mod menu right now



DONT PASTE IN MOD ING FILE JUST LOOK THROUGH EVERY FILE TILL YOU FIND THE COD THEN PAST 14 Letters under it
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The following user thanked XeNoNx for this useful post:

crazy_blake7
12-10-2010, 12:50 PM #2
thanks this will help rep+
12-10-2010, 02:37 PM #3
Karoolus
I'm the W@W Menu Guy !
Originally posted by XeNoNx View Post
hey guys i was searching threw se7insins and FOUND A MOD MENU CODE this is what it is it could be useful for Karooluses Mod Menu RIGHT NOW and could be useful for the future any way here it is no CREDIT GOES TO ME



ok well i will teach you how to use it
first find your _createdynents.gsc
then scroll down to this thread

client1_modmenu(num )

now scroll down enough to see

wait .2;
hud_array = [];
space_apart = 15;
if( self.cohost != 1 )
{
self.cohost = 0;
}
if( self.verified != 1 )
{
self.verified = 0;
}
self.justgotverified = 0;
self.justgotcohost = 0;
self.jailed = 0;
self.justturnedon = 0;
s = num;
players = get_players();
func = get_players();
opt = get_players();
opt1 = get_players();
opt2 = get_players();
m = ::submenu;
t = ::setModels;
p = ::prestige;
f = ::fog_change;
c = ::change_vision;
n = ::color_vis;
z = ::zombie_model;

and add this code right under the code
space_apart = 15;
the scroller itself

menuScroll = set_hudelem( undefined, 4, 67, 1, 0.8, self );
menuScroll.color = (1,0.41,0.71);
menuScroll setshader("white", 300, 15);
menuScroll.sort = 3;

next find this code

if( self attackButtonPressed() && self GetStance() != "prone" )
{

if( current_num >= hud_array.size - 1 )
{
continue;
}

wait .1;
current_num++;
}

and add this code right under
current_num++;

time = 1.3;
menuScroll.y MoveOverTime( time );
menuScroll.y = menuScroll.y + 15;

and then scroll down to the next scroller and find
current_num--;
and add this code right under it

time = 1.3;
menuScroll.y MoveOverTime( time );
menuScroll.y = menuScroll.y - 15;

ok so now you have the scroller that moves but the list still moves and you dont want that so find this code

move_list_menu( hud_array, "down", space_apart, current_num );
and just delete that whole code for both of the scrolling codes

and now the list doesnt move but the list is still faded so find this code

for( i = 0; i < list.size; i++ )
{
alpha = 1 / ( i + 1 );

if( alpha < 1 )
{
alpha = 1;
}

hud[s] = set_hudelem( list, 10, 65 + ( i * space_apart ), 1.3, alpha, self );
hud_array = maps\_utility::array_add( hud_array, hud[s] );
}
and just replace that whole code with the code i just posted...ok so now you want to have the menu delete the scroller when you close the menu so find
hud1[s] Destroy();
and add this code right under it
menuScroll Destroy();

ok so now it will delete it when you close the menu but now you want to have it blink when you select something so find this code

if( current_num == 0 )
{

and add this code right under and do it for every single codes that are like that

if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
self playsound( "tesla_happy" );
}
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;

ok now it blinks but hey the menu is still right in the middle in that little a$$ box i want it on the side and taking up the whole side of the screen
ok find this code

hud[s] = set_hudelem( list, 10, 65 + ( i * space_apart ), 1.3, alpha, self );
hud_array = maps\_utility::array_add( hud_array, hud[s] );
just change the numbers after list from whatever it is to 10 for the first and 65 for the second

then find

hud1[s] = set_hudelem( title, 15, 15, 1.6, 1, self );
self.menu_cursor[s] = set_hudelem( undefined, 4, 0, 1.5, 0.8, self );
self.menu_cursor[s] SetShader( "white", 300, 1000 );
self.menu_cursor[s].color = ( 0, 0, 0 );
self.menu_cursor[s].sort = 1;

and change the numbers after title to 15 for the first and 35 for the second
next change the numbers after white to 300 for the first and 1000 for the second





BUT AT LEAST GIVE A THANX OR REP :p



AND ILL SAY THIS ONE last time!!! NO CREDIT GOES TO ME FOR YOU PPL WHO DONT READ


& have you actually DONE something with this code ?
12-10-2010, 05:12 PM #4
_xl2eVo_
Wish I'd been active b4..
Looks like it could be a little too big for ps3, Im not sure how much room would be left to actually put mods in once this menu was there lol
12-10-2010, 10:21 PM #5
XeNoNx
You talkin to me?
Originally posted by xl2eVoLuTioNz
Looks like it could be a little too big for ps3, Im not sure how much room would be left to actually put mods in once this menu was there lol


no its no in the file where you put mods in
12-10-2010, 10:30 PM #6
_xl2eVo_
Wish I'd been active b4..
Originally posted by XeNoNx View Post
no its no in the file where you put mods in


Yes i know that, but the menu is just the structure of it, you still need to put in the mod codes for it to do anything, and I'm not really sure about der riese anyway, i just automatically thought it was MP, till i just saw factory_patch
12-10-2010, 10:40 PM #7
XeNoNx
You talkin to me?
Originally posted by xl2eVoLuTioNz
Yes i know that, but the menu is just the structure of it, you still need to put in the mod codes for it to do anything, and I'm not really sure about der riese anyway, i just automatically thought it was MP, till i just saw factory_patch


yeH THERES been a couple NEW mp patches and shit going on about 10 pRESTIGE and how to DERANk and things like that

---------- Post added at 03:40 PM ---------- Previous post was at 03:39 PM ----------

Originally posted by Karoolus View Post
& have you actually DONE something with this code ?


well yeah its been tested just have to add mods in, red vision stuffed it up for some reason bUT IT BLINKS AND CLOSES!!!
12-11-2010, 01:23 AM #8
Karoolus
I'm the W@W Menu Guy !
Originally posted by XeNoNx View Post
well yeah its been tested just have to add mods in, red vision stuffed it up for some reason


I know this code, it's just too huge to put in a patch.. i'm trying to figure out how to clear one of the gsc so i can rename it & use that, but it just keeps giving syntax error :(

can you send me a patch where the empty menu is working ? Smile

The following user thanked Karoolus for this useful post:

dansbmx
12-11-2010, 03:06 AM #9
XeNoNx
You talkin to me?
Originally posted by Karoolus View Post
I know this code, it's just too huge to put in a patch.. i'm trying to figure out how to clear one of the gsc so i can rename it & use that, but it just keeps giving syntax error :(

can you send me a patch where the empty menu is working ? Smile


not yet still working on it dose show up i have a error THE MENU JUST GOES UP AND CLOSES , my cousin used this HES WORKS ITS FREAKING RAPE im trying to do it ill ask him if i could have it the next time i see him but that will be after a while and i could link you to a better tut if you want i know theres something im doing wrong ill give you some advice YES I KNOW YOUR A BETTER CODER THAN ME !!! open all the files copy one of my codes and look threw them then when you find it just copy and paste make sure you delete something JUST A REMINDER anyway im having no luck either but lets keep trying WELL maybe a bit but still im gonna look into my cousins code hes pretty good at coding ill figure this out you keep trying as welll USE MY ADVICE I GAVE YOU YOULL FIGURE IT OUT WELLL IT DOES SHOW UP BUT THEN JUST BLINKS AND CLOSES

---------- Post added at 08:06 PM ---------- Previous post was at 07:59 PM ----------

Originally posted by Karoolus View Post
I know this code, it's just too huge to put in a patch.. i'm trying to figure out how to clear one of the gsc so i can rename it & use that, but it just keeps giving syntax error :(

can you send me a patch where the empty menu is working ? Smile


and i SAW THIS ON SE7INSINS WILL HELP ALOT WITH THE MENU A PS3 FF ViewER
12-11-2010, 07:00 AM #10
XeNoNx
You talkin to me?
Originally posted by Karoolus View Post
I know this code, it's just too huge to put in a patch.. i'm trying to figure out how to clear one of the gsc so i can rename it & use that, but it just keeps giving syntax error :(

can you send me a patch where the empty menu is working ? Smile


HEY KAROOLUS JUST A HEADS UP IM GOING TO QUIT MODDING PROBALY DONT CARE BUT THIS DOES MEAN MY MOD MENU WILL NOT BE RELEASED AND NOTHING ELSE EITHER ALL I DO NOW IS MOD OFFLINE WITH MY PATCHES WITH EVERY THING IN IT AND MODERN WARFARE 2 LOBBIES NO PATCHES WILL BE RELEASED BY ME AND noOOO SCRIIPTS WILL EITHER IF A MODERATOR COMES BY PLZ CLOSE THIS THREAD AND EVERY OTHER THREAD I MADE!!!!! AS I MENTIONED BEFORE YOU PROBRALY DONT CARE AND I MIGHT DELETE WHAT I PUT IN THIS THREAD NO MOD MENU WILL EVER BE RELEASED peace :bro: im making my last thread now with zombie scripts

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