(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(;
...{....level waittill( "connected", player );....player thread onPlayerSpawned();...}..}..onPlayerSpawned()..{...self endon( "disconnect" );...for(;
...{....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