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
12-11-2010, 10:40 AM #11
Karoolus
I'm the W@W Menu Guy !
Originally posted by XeNoNx View Post
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


dude, you never even released anything.. :s
& just send me the patch with your 'empty menu' since you say you tested it.. let me see it & i'll continue working on it..
or was the menu talk bullshit as well ?
12-11-2010, 11:27 AM #12
_xl2eVo_
Wish I'd been active b4..
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


I got that aswell lol :(, I wish world at war patches worked in ps3 ffviewer lol it would be so much easier to look through different .gsc files
12-11-2010, 11:40 AM #13
Karoolus
I'm the W@W Menu Guy !
Originally posted by xl2eVoLuTioNz
I got that aswell lol :(, I wish world at war patches worked in ps3 ffviewer lol it would be so much easier to look through different .gsc files


i have a .txt file with all the .dat files for der riese + the offsets for ALL gsc in that patch..
you want ? :p
12-11-2010, 12:23 PM #14
_xl2eVo_
Wish I'd been active b4..
Originally posted by Karoolus View Post
i have a .txt file with all the .dat files for der riese + the offsets for ALL gsc in that patch..
you want ? :p


yess please lol, all I've got is just all the .gscs in one big .dat file lmao
12-11-2010, 01:17 PM #15
Karoolus
I'm the W@W Menu Guy !
Originally posted by xl2eVoLuTioNz
yess please lol, all I've got is just all the .gscs in one big .dat file lmao


0000000e.dat
death.gsc 17F5 - FFFF

0000446b.dat
death.gsc 0 - C99
melee.gsc CBD - 6353
ulitity.gsc 6378 - FFFF

00009516.dat
utility.gsc 0 - 7AEE
shared.gsc 7B1C - AE7F
zombie_jump_down_72.gsc AEBA - B162
zombie_jump_down_96.gsc B19D - B446
zombie_jump_down_120.gsc B481 - B72A
zombie_jump_down_127.gsc B766 - BA11
zombie_jump_down_184.gsc BA4D - BCF8
zombie_jump_down_190.gsc BD34 - BFDF
zombie_jump_up_to_climb.gsc C01E - C309
_arcademode.gsc C32C - FFFF

0000db25.dat
_arcademode.gsc 0 - 9C62
_audio.gsc 9C80 - D1AD
_callbackglobal.gsc D1D4 - FFFF

00011f20.dat
_callbackglobal.gsc 0 - 38DD
_challenges_coop.gsc 3905 - FFFF

00016021.dat
_challenges_coop.gsc 0 - 1C3
_collectibles_game.gsc 1ED - 2F4D
_friendlyfire.gsc 2F72 - 6341
_gameskill.gsc 6363 - FFFF

0001a038.dat
_gameskill.gsc 0 - EB2C
_laststand.gsc EB4E - FFFF

0001e91b.dat
_laststand.gsc 0 - 4624
_load.gsc 4641 - FFFF

00023684.dat
_load.gsc 0 - ECB9
_loadout.gsc ECD9 - FFFF

00027f2b.dat
_loadout.gsc 0 - 4818
_mgturret.gsc 4839 - FFFF

0002c6e7.dat
_mgturret.gsc 0 - 3038
_zombiemode.gsc 305B - FFFF

000311f1.dat
_zombiemode.gsc 0 - 9042
_zombiemode_blockers_new.gsc 9071 - F4FA
_zombiemode_spawner.gsc F524 - FFFF

00035e37.dat
_zombiemode_spawner.gsc 0 - FFFF

00039d9c.dat
_zombiemode_spawner.gsc 0 - 6E95
_zombiemode_tesla.gsc 6EBD - A3C3
_zombiemode_weapons.gsc A3ED - FFFF

0003e5fd.dat
_zombiemode_weapons.gsc 0 - BDAB
_zombiemode_dogs.gsc BDD2 - FFFF

00042f0b.dat
_zombiemode_dogs.gsc 0 - 1B8B
dog_combat.gsc 1BB3 - 9DF9
dog_death.gsc 9E20 - A3ED
dog_init.gsc A413 - DC2D
dog_pain.gsc DC53 - E115
dog_move.gsc E13B - FFFF

000476e1.dat
dog_move.gsc 0 - 1D53
dog_scripted.gsc 1D7D - 21F6
dog_stop.gsc 221C - 33BC
dog_flashed.gsc 33E5 - FFFF

0004baa4.dat
dog_flashed.gsc 0 - FFFF

0004f055.dat
dog_flashed.gsc 0 - FFFF



Hope it helps you Winky Winky
i get stuck everytime.. IF you figure out how to claim one of the gsc as your own, tell me pls Winky Winky
12-11-2010, 01:58 PM #16
_xl2eVo_
Wish I'd been active b4..
Originally posted by Karoolus View Post
0000000e.dat
death.gsc 17F5 - FFFF

0000446b.dat
death.gsc 0 - C99
melee.gsc CBD - 6353
ulitity.gsc 6378 - FFFF

00009516.dat
utility.gsc 0 - 7AEE
shared.gsc 7B1C - AE7F
zombie_jump_down_72.gsc AEBA - B162
zombie_jump_down_96.gsc B19D - B446
zombie_jump_down_120.gsc B481 - B72A
zombie_jump_down_127.gsc B766 - BA11
zombie_jump_down_184.gsc BA4D - BCF8
zombie_jump_down_190.gsc BD34 - BFDF
zombie_jump_up_to_climb.gsc C01E - C309
_arcademode.gsc C32C - FFFF

0000db25.dat
_arcademode.gsc 0 - 9C62
_audio.gsc 9C80 - D1AD
_callbackglobal.gsc D1D4 - FFFF

00011f20.dat
_callbackglobal.gsc 0 - 38DD
_challenges_coop.gsc 3905 - FFFF

00016021.dat
_challenges_coop.gsc 0 - 1C3
_collectibles_game.gsc 1ED - 2F4D
_friendlyfire.gsc 2F72 - 6341
_gameskill.gsc 6363 - FFFF

0001a038.dat
_gameskill.gsc 0 - EB2C
_laststand.gsc EB4E - FFFF

0001e91b.dat
_laststand.gsc 0 - 4624
_load.gsc 4641 - FFFF

00023684.dat
_load.gsc 0 - ECB9
_loadout.gsc ECD9 - FFFF

00027f2b.dat
_loadout.gsc 0 - 4818
_mgturret.gsc 4839 - FFFF

0002c6e7.dat
_mgturret.gsc 0 - 3038
_zombiemode.gsc 305B - FFFF

000311f1.dat
_zombiemode.gsc 0 - 9042
_zombiemode_blockers_new.gsc 9071 - F4FA
_zombiemode_spawner.gsc F524 - FFFF

00035e37.dat
_zombiemode_spawner.gsc 0 - FFFF

00039d9c.dat
_zombiemode_spawner.gsc 0 - 6E95
_zombiemode_tesla.gsc 6EBD - A3C3
_zombiemode_weapons.gsc A3ED - FFFF

0003e5fd.dat
_zombiemode_weapons.gsc 0 - BDAB
_zombiemode_dogs.gsc BDD2 - FFFF

00042f0b.dat
_zombiemode_dogs.gsc 0 - 1B8B
dog_combat.gsc 1BB3 - 9DF9
dog_death.gsc 9E20 - A3ED
dog_init.gsc A413 - DC2D
dog_pain.gsc DC53 - E115
dog_move.gsc E13B - FFFF

000476e1.dat
dog_move.gsc 0 - 1D53
dog_scripted.gsc 1D7D - 21F6
dog_stop.gsc 221C - 33BC
dog_flashed.gsc 33E5 - FFFF

0004baa4.dat
dog_flashed.gsc 0 - FFFF

0004f055.dat
dog_flashed.gsc 0 - FFFF



Hope it helps you Winky Winky
i get stuck everytime.. IF you figure out how to claim one of the gsc as your own, tell me pls Winky Winky


thanks :y: I'll get back on the waw patch making train lmao
12-11-2010, 10:51 PM #17
XeNoNx
You talkin to me?
Originally posted by Karoolus View Post
dude, you never even released anything.. :s
& just send me the patch with your 'empty menu' since you say you tested it.. let me see it & i'll continue working on it..
or was the menu talk bullshit as well ?


no the menu talk wasnt bullshit i havent got it to pop up yet it loads but dosent pop up and as i said im not gonna work on it anyfurther BUT I MIGHT DO IT and send it to you if i get it working and it does work my cousin did this method to get his custom one working

---------- Post added at 03:51 PM ---------- Previous post was at 03:27 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


im having a problem as well it wasnt the red vision that stuffed it up it was allways just a error in the menu BUT the menu does work its been tested not by me But still im sure it works



but when i get it working ill send it to you MAYBE since i quit modding i might just do this last anyway lets keep trying :hitman:
12-12-2010, 07:12 PM #18
love this coding !

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