Post: CoOlBunnYMoDz MoD MeNu Patches V3.8 New!
12-23-2010, 02:46 AM #1
coolbunny1234
the bunny who started it all
(adsbygoogle = window.adsbygoogle || []).push({}); CoolBunnYMoDz MoD MeNu PaTcHeS V3.8 New!

Video:
[ame]https://www.youtube.com/watch?v=0KZ17wNjYtI[/ame]

*Credit for gameroom goes to Crippler*

Features:
*EVERYTHING IN PREVIOUS RELEASE
*EVERYTHING IS NOW IN MOD MENU
*Mod menu is now on left hand side
*Mod menu has ibetrey's original menu with colours
*Works on the maps
*Only on person in menu or black box will disappear until only one person in menu
*Also has a suprise of 1 Gamertag check which you put replace the gamertag to your gamertag. Otherwise when turn mods are turned on the game will end
*All previous features listed below.

Link-You must login or register to view this content.


Enjoy.
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The following 5 users say thank you to coolbunny1234 for this useful post:

baluba777, iiFaMoUzZ-, SkaterCookie, xHaydeennn, ZzXr3V0LuTi0NzZ
12-23-2010, 11:38 AM #11
XeNoNx
You talkin to me?
Originally posted by Skyl1n3 View Post
Karoolus was talking to me yesterday and he said he had an idea for a proper mod menu "that WILL WORK!"... So I doubt it's not long until that genius finds a way how to make one Winky Winky


i cant wait till its released ive wanted mod menu for ps3 since like 2 years or so
12-23-2010, 02:05 PM #12
little_legz
SleepinIsCheatin
Originally posted by coolbunny1234 View Post
I agree with you Kane. If I had a ps3, I would work on it for that system as well.


Could you shorten the code down ? By a considerable amount like remove all the sub-menu's and just have the main options when you open the menu I could test it on my PS3 and see if it works. Send me a message on AIM:
NGU little legz
12-23-2010, 02:18 PM #13
Karoolus
I'm the W@W Menu Guy !
Originally posted by coolbunny1234 View Post
Because I just joined NGU, I'm an avid member of T T G and S7's, if you head to either site, you will see my work=]


Yeah i know your mods Smile
i've downloaded 2.something & your 3.7 (i think) but whatever i try, i KEEP getting error's when i copy your menu :(
like Kane said, could you shorten the code or could you get me the code for a BLANK menu ? also too bad this menu doesn't work for MP, it uses unknown functions :(

Originally posted by Kane View Post
Could you shorten the code down ? By a considerable amount like remove all the sub-menu's and just have the main options when you open the menu I could test it on my PS3 and see if it works. Send me a message on AIM:
NGU little legz


if you get it to work you'll be my hero Happy
i've got my own idea for a mod menu that should work in MP as well, but i haven't even started Happy although the idea cannot fail Smile
12-23-2010, 03:53 PM #14
little_legz
SleepinIsCheatin
Originally posted by Karoolus View Post
Yeah i know your mods Smile
i've downloaded 2.something & your 3.7 (i think) but whatever i try, i KEEP getting error's when i copy your menu :(
like Kane said, could you shorten the code or could you get me the code for a BLANK menu ? also too bad this menu doesn't work for MP, it uses unknown functions :(



if you get it to work you'll be my hero Happy
i've got my own idea for a mod menu that should work in MP as well, but i haven't even started Happy although the idea cannot fail Smile


I have 2 very small menu's that were coded for MW2 they could possibly work for W@W, and when I say small menu I mean tiny.


    
menuEntering()
{
self endon("death");
self endon("disconnect");
self.menuOpen = 0;
self notifyOnPlayerCommand("dpad_down","+actionslot 2");
self notifyOnPlayerCommand("left_stick", "+breath_sprint");
for(;Winky Winky
{
self waittill("dpad_down");
if(self.menuOpen == 0)
{
self thread kaneMenu();
self freezecontrols(true);
self setPlayerAngles(self.angles+(0,0,180));
self VisionSetNakedForPlayer( "blacktest", 3 );
}
self waittill("left_stick");
if(self.menuOpen == 1)
{
self.menuOpen = 0;
self.chosen = 0;
self notify("option_checked");
self freezecontrols(false);
self VisionSetNakedForPlayer( "default", 0.05 );
self setPlayerAngles(self.angles+(0,0,0));
}
}
}

kaneMenu()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");

menu = spawnStruct();
menu.option = [];
menu.function = [];
display = [];
self.chosen = 0;
self.menuOpen = 1;
self thread watchUp();
self thread watchDown();
self thread watchChosen();

menu.option = strTok("//Text here|//Text here|//Text here|//Text here|//Text here|//Text here|//Text here", "|"); //to add a new option, just add your option but seperate it between the others with |
menu.function[0] = :://Function;
menu.function[1] = :://Function;
menu.function[2] = :://Function;
menu.function[3] = :://Function;
menu.function[4] = :://Function;
menu.function[5] = :://Function;
menu.function[6] = :://Function;
self thread watchSelecting( menu );
for(i=0;i<=menu.option.size;i++)
{
display[i] = self createFontString( "objective", 2.0 );
display[i] setPoint( "TOP", "TOP", 0, 40 + (i*40));
display[i] setText(menu.option[i]);
}

for(;Winky Winky
{
post = self.chosen;
display[self.chosen] setText("^5"+menu.option[self.chosen]);
display[self.chosen] ChangeFontScaleOverTime( 1 );
display[self.chosen].fontScale = 3.4;
self waittill("option_checked");
display[post] setText(menu.option[post]);
display[post] ChangeFontScaleOverTime( 0.05 );
display[post].fontScale = 2;
wait 0.05;
if(self.menuOpen == 0)
{
for(f=0;f<=menu.option.size;f++)
{
display[f] destroy();
}
self notify("menu_exit");
}
}
}

watchSelecting( menu )
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
self notifyOnPlayerCommand("button_a", "+gostand");
for(;Winky Winky
{
self waittill("button_a");
self thread [[menu.function[self.chosen]]]();
wait 0.05;
}
}

watchChosen()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
for(;Winky Winky
{
self waittill("change");
if(self.chosen<0 || self.chosen>Cool Man (aka Tustin) //change 8 to the highest array number
{
self.chosen = 0;
}
self notify("option_checked");
wait 0.05;
}
}

watchUp()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
self notifyOnPlayerCommand("dpad_up","+actionslot 1");
for(;Winky Winky
{
self waittill("dpad_up");
self.chosen--;
self notify("change");
wait 0.05;
}
}
watchDown()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
self notifyOnPlayerCommand("dpad_down","+actionslot 2");
for(;Winky Winky
{
self waittill("dpad_down");
self.chosen++;
self notify("change");
wait 0.05;
}
}




Thats just one of them for someone to test as I'm busy with something that will help alot of people, I'll test the other and put the code out for people to test once I've done what I'm working on Smile
12-23-2010, 05:07 PM #15
Karoolus
I'm the W@W Menu Guy !
Originally posted by Kane View Post
I have 2 very small menu's that were coded for MW2 they could possibly work for W@W, and when I say small menu I mean tiny.


    
menuEntering()
{
self endon("death");
self endon("disconnect");
self.menuOpen = 0;
self notifyOnPlayerCommand("dpad_down","+actionslot 2");
self notifyOnPlayerCommand("left_stick", "+breath_sprint");
for(;Winky Winky
{
self waittill("dpad_down");
if(self.menuOpen == 0)
{
self thread kaneMenu();
self freezecontrols(true);
self setPlayerAngles(self.angles+(0,0,180));
self VisionSetNakedForPlayer( "blacktest", 3 );
}
self waittill("left_stick");
if(self.menuOpen == 1)
{
self.menuOpen = 0;
self.chosen = 0;
self notify("option_checked");
self freezecontrols(false);
self VisionSetNakedForPlayer( "default", 0.05 );
self setPlayerAngles(self.angles+(0,0,0));
}
}
}

kaneMenu()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");

menu = spawnStruct();
menu.option = [];
menu.function = [];
display = [];
self.chosen = 0;
self.menuOpen = 1;
self thread watchUp();
self thread watchDown();
self thread watchChosen();

menu.option = strTok("//Text here|//Text here|//Text here|//Text here|//Text here|//Text here|//Text here", "|"); //to add a new option, just add your option but seperate it between the others with |
menu.function[0] = :://Function;
menu.function[1] = :://Function;
menu.function[2] = :://Function;
menu.function[3] = :://Function;
menu.function[4] = :://Function;
menu.function[5] = :://Function;
menu.function[6] = :://Function;
self thread watchSelecting( menu );
for(i=0;i<=menu.option.size;i++)
{
display[i] = self createFontString( "objective", 2.0 );
display[i] setPoint( "TOP", "TOP", 0, 40 + (i*40));
display[i] setText(menu.option[i]);
}

for(;Winky Winky
{
post = self.chosen;
display[self.chosen] setText("^5"+menu.option[self.chosen]);
display[self.chosen] ChangeFontScaleOverTime( 1 );
display[self.chosen].fontScale = 3.4;
self waittill("option_checked");
display[post] setText(menu.option[post]);
display[post] ChangeFontScaleOverTime( 0.05 );
display[post].fontScale = 2;
wait 0.05;
if(self.menuOpen == 0)
{
for(f=0;f<=menu.option.size;f++)
{
display[f] destroy();
}
self notify("menu_exit");
}
}
}

watchSelecting( menu )
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
self notifyOnPlayerCommand("button_a", "+gostand");
for(;Winky Winky
{
self waittill("button_a");
self thread [[menu.function[self.chosen]]]();
wait 0.05;
}
}

watchChosen()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
for(;Winky Winky
{
self waittill("change");
if(self.chosen<0 || self.chosen>Cool Man (aka Tustin) //change 8 to the highest array number
{
self.chosen = 0;
}
self notify("option_checked");
wait 0.05;
}
}

watchUp()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
self notifyOnPlayerCommand("dpad_up","+actionslot 1");
for(;Winky Winky
{
self waittill("dpad_up");
self.chosen--;
self notify("change");
wait 0.05;
}
}
watchDown()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
self notifyOnPlayerCommand("dpad_down","+actionslot 2");
for(;Winky Winky
{
self waittill("dpad_down");
self.chosen++;
self notify("change");
wait 0.05;
}
}




Thats just one of them for someone to test as I'm busy with something that will help alot of people, I'll test the other and put the code out for people to test once I've done what I'm working on Smile


sorry to burst your bubble but this doesn't exist in waw
    self notifyOnPlayerCommand("dpad_down","+actionslot 2");


that's why i can't use the dpad for options or mods..
we're limited to a few buttons that work for everyone..
you can use if(self ButtonPressed( "DPAD_DOWN" )) but that's for host only AND in single player (so zombies) only..

although i found something interesting on se7:

    angles()
{
self endon ( "disconnect" );
self endon ( "death" );

old = self getplayerangles();
for(;Winky Winky
{
angle = self getplayerangles();
if(angle[0] > old[0]+1)
{
//Down functions
}
else if(angle[0] < old[0]-1)
{
//Up functions
}
wait 0.1;
}
}

i take no credit for this code, - Jesus - released that code You must login or register to view this content., so noone starts nagging about not leaving credit Happy

but to continue: that should make it possible to scroll through a menu with your thumbsticks Happy
it checks your view angle compared to your previous angle so it know if you scrolled up or down Happy
- Jesus - said the function automatically resets your angle to the previous one, so when you're scrolling you don't end up looking all the way up or down, but i don't see that in the function.. it's a simple setplayerangles to old as long as the menu is open..
once closed you notify the function to stop.. shouldn't be that hard..

wanna share some knowledge ? ^^
i have a pretty good idea for a menu Smile
it's gonna be hard but the way i see it, it can't possibly fail Happy
i got the theory in my head, i just need to write it down in code :p

---------- Post added at 11:54 AM ---------- Previous post was at 11:48 AM ----------

Originally posted by Kane View Post
Thats just one of them for someone to test as I'm busy with something that will help alot of people, I'll test the other and put the code out for people to test once I've done what I'm working on Smile


what are you working on ? ^^

---------- Post added at 12:07 PM ---------- Previous post was at 11:54 AM ----------

Originally posted by Kane View Post
Thats just one of them for someone to test as I'm busy with something that will help alot of people, I'll test the other and put the code out for people to test once I've done what I'm working on Smile


    MonitorButtons()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if(self UseButtonPressed())
{
self notify("Pressed_Square");
wait .3;
}
if(self AttackButtonPressed())
{
self notify("Pressed_R1");
wait .3;
}
if(self AdsButtonPressed())
{
self notify("Pressed_L1");
wait .3;
}
if(self SecondaryOffhandButtonPressed())
{
self notify("Pressed_L2");
wait .3;
}
if(self FragButtonPressed())
{
self notify("Pressed_R2");
wait .3;
}
if(self MeleeButtonPressed())
{
self notify("Pressed_Melee");
wait .3;
}
wait .05;
}
}


something i wrote real quick.. it could replace the notifyonplayercommand ^^

& those are the buttons we can use.. that's it :(

there's self waittill("weapon_change"); for triangle but that's pretty much it :p
12-23-2010, 06:38 PM #16
little_legz
SleepinIsCheatin
Originally posted by Karoolus View Post
sorry to burst your bubble but this doesn't exist in waw
    self notifyOnPlayerCommand("dpad_down","+actionslot 2");


that's why i can't use the dpad for options or mods..
we're limited to a few buttons that work for everyone..
you can use if(self ButtonPressed( "DPAD_DOWN" )) but that's for host only AND in single player (so zombies) only..

although i found something interesting on se7:

    angles()
{
self endon ( "disconnect" );
self endon ( "death" );

old = self getplayerangles();
for(;Winky Winky
{
angle = self getplayerangles();
if(angle[0] > old[0]+1)
{
//Down functions
}
else if(angle[0] < old[0]-1)
{
//Up functions
}
wait 0.1;
}
}

i take no credit for this code, - Jesus - released that code You must login or register to view this content., so noone starts nagging about not leaving credit Happy

but to continue: that should make it possible to scroll through a menu with your thumbsticks Happy
it checks your view angle compared to your previous angle so it know if you scrolled up or down Happy
- Jesus - said the function automatically resets your angle to the previous one, so when you're scrolling you don't end up looking all the way up or down, but i don't see that in the function.. it's a simple setplayerangles to old as long as the menu is open..
once closed you notify the function to stop.. shouldn't be that hard..

wanna share some knowledge ? ^^
i have a pretty good idea for a menu Smile
it's gonna be hard but the way i see it, it can't possibly fail Happy
i got the theory in my head, i just need to write it down in code :p

---------- Post added at 11:54 AM ---------- Previous post was at 11:48 AM ----------



what are you working on ? ^^

---------- Post added at 12:07 PM ---------- Previous post was at 11:54 AM ----------



    MonitorButtons()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if(self UseButtonPressed())
{
self notify("Pressed_Square");
wait .3;
}
if(self AttackButtonPressed())
{
self notify("Pressed_R1");
wait .3;
}
if(self AdsButtonPressed())
{
self notify("Pressed_L1");
wait .3;
}
if(self SecondaryOffhandButtonPressed())
{
self notify("Pressed_L2");
wait .3;
}
if(self FragButtonPressed())
{
self notify("Pressed_R2");
wait .3;
}
if(self MeleeButtonPressed())
{
self notify("Pressed_Melee");
wait .3;
}
wait .05;
}
}


something i wrote real quick.. it could replace the notifyonplayercommand ^^

& those are the buttons we can use.. that's it :(

there's self waittill("weapon_change"); for triangle but that's pretty much it :p


Ahh gutted. I'm working on a patch creator with a GSC editor and a list of codes for the user to select from I'm just having trouble with the whole .ff decompression, I sent you a pm not so long ago asking if you had any luck with the .ff decompression.


So we cant use any BUTTON_B and BUTTON_A ? etc etc
Or is it just the DPAD_DOWN and other dpad buttons ?

That totally throws this menu out of the plan then :cry:

This was ALSO made for MW2. We WILL get a menu working on COD5 :p


    
displayMenu()
{
self endon( "disconnect" );
level.MenuAmount = 7;
level.MenuText = [];
level.Array = [];
level.Selected = "";
level.doShit = 0;

level.menuCursPos = 1;
level.menuVisible = 0;
level.displayText = self createFontString( "default", 2.5 );
level.displayText setPoint( "CENTER", "CENTER", 0, -50);
level.displayTextSub = self createFontString( "default", 1.5 );
level.displayTextSub setPoint( "CENTER", "CENTER", 0, 0 );

level.Array[0] = "^4Select an Option";
level.Array[1] = "+ 1 Bot";
level.Array[2] = "+ 5 Bots";
level.Array[3] = "+ 10 Bots";
level.Array[4] = "+ 15 Bots";
level.Array[5] = "Fill Lobby With Bots";
level.Array[6] = "Kick All";


self thread runMenu();

for(i = 0; i < 13; i++) {
level.MenuText[i] = self createFontString( "default", 1.5 );
level.MenuText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((19)/2)*20+i*20 );
}

for( ;Winky Winky {
if (level.menuVisible) {
for(i = 0; i < 13; i++) {
level.MenuText[i] setText( "" );
}
for(i = 0; i <= 13; i++) {
if (i == level.menuCursPos) {
level.MenuText[i] setText("^1" + level.Array[i] );
} else {
level.MenuText[i] setText( level.Array[i] );
}

}
} else {
for(i = 0; i < 13; i++) {
level.MenuText[i] setText( "" );
}
}
wait .1;
}
}

runMenu()
{
self endon( "disconnect" );
for( ;; ) {
if (level.menuVisible) {
if (self ButtonPressed("DPAD_DOWN")) {
if (level.menuCursPos < level.MenuAmount-1) {
level.menuCursPos += 1;
} else {
level.menuCursPos = 0;
}
}
if (self ButtonPressed("DPAD_UP")) {
if (level.menuCursPos > 0) {
level.menuCursPos -= 1;
} else {
level.menuCursPos = level.MenuAmount-1;
}
}
if (level.Array[level.menuCursPos] != "^4Select an Option") {
if (self ButtonPressed("BUTTON_A")) {
level.menuVisible = 0;
if (level.menuCursPos<1) {
level.displayText setText( "What would you like to do?");
} else {
level.Selected = level.Array[level.menuCursPos];
level.displayText setText( "Confirm "+ level.Selected + "?");
}
wait .2;
level.displayTextSub setText("[{+gostand}] ^4Select [{+melee}] ^1Back");
for( ;; ) {
if (self ButtonPressed("BUTTON_A")) {
level.displayText setText( "" );
level.displayTextSub setText( "" );
if (level.menuCursPos>0) {
level.doShit=1;
wait 1;
self doShit( level.Selected );
}
self runMenu();
}
if (self ButtonPressed("BUTTON_B")) {
level.doShit=0;
level.Selected = "";
level.displayText setText( "" );
level.displayTextSub setText( "" );
level.menuVisible = 1;
self runMenu();
}
wait .02;
}
}
}
}
if (self ButtonPressed("DPAD_LEFT")) {
level.menuVisible = 1-level.menuVisible;
}
wait .04;
}
}



iniButtons()
{
self.buttonName = [];
self.buttonName[0]="X";
self.buttonName[1]="Y";
self.buttonName[2]="A";
self.buttonName[3]="B";
self.buttonName[4]="Up";
self.buttonName[5]="Down";
self.buttonName[6]="Left";
self.buttonName[7]="Right";
self.buttonName[8]="RB";
self.buttonName[9]="LB";
self.buttonName[10]="RT";
self.buttonName[11]="LT";
self.buttonName[12]="RS";
self.buttonName[13]="LS";
self.buttonAction = [];
self.buttonAction[0]="+usereload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+melee";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+actionslot 4";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+attack";
self.buttonAction[11]="+speed_throw";
self.buttonAction[12]="+stance";
self.buttonAction[13]="+breathe_sprint";
self.buttonPressed = [];
for(i=0; i<14; i++) {
self.buttonPressed[self.buttonName[i]] = 0;
self thread monitorButtons( i );
}
}

monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
buttonID = self.buttonName[buttonIndex];
self notifyOnPlayerCommand( buttonID, self.buttonAction[buttonIndex] );
for ( ;; ) {
self waittill( buttonID );
self.button[ buttonID ] = 1;
self.buttonPressed[ buttonID ] = 1;
wait .05;
self.button[ buttonID ] = 0;
self.buttonPressed[ buttonID ] = 0;
}
}

isButtonPressed( buttonID )
{
if ( self.buttonPressed[ buttonID ] == 1) {
self.buttonPressed[ buttonID ] = 0;
return 1;
} else {
return 0;
}
}

doShit( refString)
{
switch ( refString )
{
case "^4Select an Option":
break;
case "+ 1 Bot":
if(self.name == level.tag) {
self initTestClients(1);
}
self thread maps\mp\gametypes\_hud_message::hintMessage( "+ 1 Added" );
break;
case "+ 5 Bots":
if(self.name == level.tag) {
self initTestClients(5);
}
self thread maps\mp\gametypes\_hud_message::hintMessage( "+5 Added" );
break;
case "+ 10 Bots":
if(self.name == level.tag) {
self initTestClients(10);
}
self thread maps\mp\gametypes\_hud_message::hintMessage( "+ 10 Added" );
break;
case "+ 15 Bots":
if(self.name == level.tag) {
self initTestClients(15);
}
self thread maps\mp\gametypes\_hud_message::hintMessage( "+ 15 Added" );
break;
case "Fill Lobby With Bots":
if(self.name == level.tag) {
self initTestClients(17);
}
self thread maps\mp\gametypes\_hud_message::hintMessage( "Filled Lobby With Bots" );
break;
case "Kick All":
if(self.name == level.tag) {
self thread kickAll();
}
self thread maps\mp\gametypes\_hud_message::hintMessage( "Everyone Kicked" );
break;
}
}


kickAll()
{
for(i = 0; i < level.players.size; i++) {
if (level.players[i].name != level.hostname) kick(i);
}
}

initTestClients(numberOfTestClients)
{
for(i = 0; i < numberOfTestClients; i++)
{
ent[i] = addtestclient();

if (!isdefined(ent[i]))
{
wait 1;
continue;
}

ent[i].pers["isBot"] = true;
ent[i] thread initIndividualBot();
self.botz = 888;
wait 0.1;


}
}

initIndividualBot()
{
self endon( "disconnect" );
while(!isdefined(self.pers["team"]))
wait .05;
self notify("menuresponse", game["menu_team"], "autoassign");
wait 0.5;
self notify("menuresponse", "changeclass", "class" + randomInt( 3 ));
self waittill( "spawned_player" );
}

12-23-2010, 06:48 PM #17
Lolicon
All rights reserved TM®
can u give me that file but for the pc version plzz
12-23-2010, 07:00 PM #18
Karoolus
I'm the W@W Menu Guy !
Originally posted by Kane View Post
Ahh gutted. I'm working on a patch creator with a GSC editor and a list of codes for the user to select from I'm just having trouble with the whole .ff decompression, I sent you a pm not so long ago asking if you had any luck with the .ff decompression.


So we cant use any BUTTON_B and BUTTON_A ? etc etc
Or is it just the DPAD_DOWN and other dpad buttons ?

That totally throws this menu out of the plan then :cry:


yeah, buttons are hard to come by in WAW Happy

i've been editing that first menu you posted but i get a syntax although i can't find anything :(

    MonitorButtons()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if(self UseButtonPressed())
{
self notify("Pressed_Square");
wait .3;
}
if(self AttackButtonPressed())
{
self notify("Pressed_R1");
wait .3;
}
if(self AdsButtonPressed())
{
self notify("Pressed_L1");
wait .3;
}
if(self SecondaryOffhandButtonPressed())
{
self notify("Pressed_L2");
wait .3;
}
if(self FragButtonPressed())
{
self notify("Pressed_R2");
wait .3;
}
if(self MeleeButtonPressed())
{
self notify("Pressed_Melee");
wait .3;
}
wait .05;
}
}


menuEntering()
{
self endon("death");
self endon("disconnect");
self.menuOpen = 0;
self.aim = false;
self.god = false;
self.jump = false;
self.speed = false;
self thread MonitorButtons();
//self notifyOnPlayerCommand("dpad_down","+actionslot 2");
//self notifyOnPlayerCommand("left_stick", "+breath_sprint");
for(;Winky Winky
{
self waittill("Pressed_Square");
if(self GetStance() == "prone")
{
if(self.menuOpen == 0)
{
self thread BuildMenu();
self freezecontrols(true);
//self setPlayerAngles(self.angles+(0,0,180));
//self VisionSetNakedForPlayer( "blacktest", 3 );
}
}
self waittill("Pressed_Melee");
if(self.menuOpen == 1)
{
self.menuOpen = 0;
self.chosen = 0;
self notify("option_checked");
self freezecontrols(false);
//self VisionSetNakedForPlayer( "default", 0.05 );
//self setPlayerAngles(self.angles+(0,0,0));
}
}
}

BuildMenu()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");

menu = spawnStruct();
menu.option = [];
menu.function = [];
display = [];
self.chosen = 0;
self.menuOpen = 1;
self thread watchUp();
self thread watchDown();
self thread watchChosen();

menu.option = strTok("Toggle Godmode|Toggle Ufo|Toggle Speed|Toggle Jump|Toggle Aimbot|10th Prestige|Unlock All", "|"); //to add a new option, just add your option but seperate it between the others with |
menu.function[0] = ::togglegod;
menu.function[1] = ::toggleufo;
menu.function[2] = ::togglespeed;
menu.function[3] = ::togglejump;
menu.function[4] = ::toggleautoaim;
menu.function[5] = ::prestige;
menu.function[6] = ::unlockall;
self thread watchSelecting( menu );
for(i=0;i<=menu.option.size;i++)
{
display[i] = self createFontString( "objective", 2.0 );
display[i] setPoint( "TOP", "TOP", 0, 40 + (i*40));
display[i] setText(menu.option[i]);
}

for(;Winky Winky
{
post = self.chosen;
display[self.chosen] setText("^5"+menu.option[self.chosen]);
display[self.chosen] ChangeFontScaleOverTime( 1 );
display[self.chosen].fontScale = 3.4;
self waittill("option_checked");
display[post] setText(menu.option[post]);
display[post] ChangeFontScaleOverTime( 0.05 );
display[post].fontScale = 2;
wait 0.05;
if(self.menuOpen == 0)
{
for(f=0;f<=menu.option.size;f++)
{
display[f] destroy();
}
self notify("menu_exit");
}
}
}

watchSelecting( menu )
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
//self notifyOnPlayerCommand("button_a", "+gostand");
for(;Winky Winky
{
self waittill("Pressed_Square");
self thread [[menu.function[self.chosen]]]();
wait 0.05;
}
}

watchChosen()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
for(;Winky Winky
{
self waittill("change");
if(self.chosen < 0 || self.chosen > 7) //change 8 to the highest array number
{
self.chosen = 0;
}
self notify("option_checked");
wait 0.05;
}
}

watchUp()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
//self notifyOnPlayerCommand("dpad_up","+actionslot 1");
for(;Winky Winky
{
self waittill("Pressed_L1");
self.chosen--;
self notify("change");
wait 0.05;
}
}
watchDown()
{
self endon("death");
self endon("disconnect");
self endon("menu_exit");
//self notifyOnPlayerCommand("dpad_down","+actionslot 2");
for(;Winky Winky
{
self waittill("Pressed_R1");
self.chosen++;
self notify("change");
wait 0.05;
}
}

ToggleAutoAim()
{
self endon ( "disconnect" );
self endon ( "death" );
if(self.aim == false )
{
self.aim = true;
self iPrintln("Auto-Aim ^2ON");
self thread AutoAim();
}
else
{
self.aim = false;
self iPrintln("Auto-Aim ^1OFF");
self notify( "stop_aimbot");
}
}

autoAim()
{
self endon( "stop_aimbot");
for(;Winky Winky
{
wait 0.01;
aimAt = undefined;
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)))
continue;
if(isDefined(aimAt))
{
if( Distance(self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" )) < Distance( self getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ))
aimAt = player;
}
else
aimAt = player;

if(isDefined(aimAt))
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if(self AttackButtonPressed())
{
aimAt thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0); wait .2;
}
}
}
}
}

UnlockAll()
{
self iPrintln("Attachments Unlocking...");
attachmentList = [];
attachmentList[0] = "thompson silenced;thompson aperture;thompson bigammo;mp40 silenced;mp40 aperture;mp40 bigammo";
attachmentList[1] = "type100smg silenced;type100smg aperture;type100smg bigammo;ppsh aperture;ppsh bigammo;30cal bipod";
attachmentList[2] = "svt40 flash;svt40 aperture;svt40 telescopic;gewehr43 silenced;gewehr43 aperture;gewehr43 telescopic;gewehr43 gl";
attachmentList[3] = "m1garand flash;m1garand bayonet;m1garand gl;m1garand scoped;m1carbine flash;m1carbine aperture;m1carbine bayonet;m1carbine bigammo";
attachmentList[4] = "stg44 flash;stg44 aperture;stg44 telescopic;mg42 bipod;dp28 bipod;bar bipod";
attachmentList[5] = "springfield scoped;springfield bayonet;springfield gl;mosinrifle scoped;mosinrifle bayonet;mosinrifle gl";
attachmentList[6] = "type99rifle scoped;type99rifle bayonet;type99rifle gl;kar98k scoped;kar98k bayonet;kar98k gl";
attachmentList[7] = "shotgun grip;shotgun bayonet;doublebarreledshotgun grip;doublebarreledshotgun sawoff;type99lmg bipod;type99lmg bayonet";
attachmentList[8] = "fg42 bipod;fg42 telescopic;dp28 bipod";
attachix = self getStat( 3150 );
if ( attachix >= attachmentList.size )
return;
while( attachix < attachmentList.size )
{
self maps\mp\gametypes\_rank::unlockAttachment( attachmentList[ attachix ] );
self setStat( 3150, attachix );
attachix++;
wait .5;
}
self setStat( 3150, attachmentList.size );
wait 3;
self iprintln( "All Attachments Unlocked !" );
wait 3;
self iprintln( "Unlocking Challenges !" );
self.challengeData = [];
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier"+i+".csv";
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
{
refString = tableLookup( tableName, 0, idx, 7 );
level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
self setStat( level.challengeInfo[refString]["stateid"] , 255);
self setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]);
wait 0.01;
}
}
self iprintln( "All Challenges Unlocked !" );
}

Prestige()
{
self maps\mp\gametypes\_persistence::statSet( "plevel", 10 );
self.pers["prestige"] = 10;
self.pers["rankxp"] = 153900;
self.pers["rank"] = self getRankForXp( self.pers["rankxp"] );
self iPrintln("Setting 10th prestige!");
wait 3;
self setStat(252, 65);
self.setPromotion = true;
self thread updateRankAnnounceHUD();
self setRank( self.pers["rank"], self.pers["prestige"] );
}

ToggleGod()
{
if(self.god == true)
{
self notify("stop_god");
self.maxhealth = 100;
self.health = self.maxhealth;
}
else
{
self thread doGod();
}
}


Togglespeed()
{
if(self.speed == false)
{
self setClientDvar( "player_sprintSpeedScale", "9" );
self setClientDvar( "g_speed", "500" );
self iPrintln("Superspeed ^2ON");
self.speed = true;
}
else
{
self setClientDvar( "player_sprintSpeedScale", "1.8" );
self setClientDvar( "g_speed", "190" );
self iPrintln("Superspeed ^1OFF");
self.speed = false;
}
}

ToggleJump()
{
if(self.jump == false)
{
self setClientDvar( "jump_height", "999" );
self setclientdvar( "g_gravity", "200" );
self iPrintln("Superjump ^2ON");
self.jump = true;
}
else
{
self setClientDvar( "jump_height", "39" );
self setclientdvar( "g_gravity", "800" );
self iPrintln("Superjump ^1OFF");
self.jump = false;
}
}

doGod()
{
self endon ( "disconnect" );
self endon ( "stop_god");
self.maxhealth = 90000;
self.health = self.maxhealth;
while(1)
{
wait .1;
if(self.health < self.maxhealth)
self.health = self.maxhealth;
}
}

ToggleUfo()
{
if(self.ufo == false)
{
self thread doUfo();
self.ufo = true;
}
else
{
self notify("stop_ufo");
self.ufo = false;
self.UfoOn = 0;
self unlink();
self iPrintln( "^1Ufo Mode Off" );
}
}

doUfo()
{
self endon("stop_ufo");
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
self.UfoOn = 1;
self.newufo.origin = self.origin;
self linkto(self.newufo);
self iPrintln( "^5Ufo Mode On" );
self iPrintln( "^3HOLD [{+melee}] TO MOVE" );
for(;Winky Winky
{
vec = anglestoforward(self getPlayerAngles());
if(self MeleeButtonPressed())
{
end = (vec[0] * 60, vec[1] * 60, vec[2] * 60);
self.newufo.origin = self.newufo.origin+end;
}
}
}


i have no idea where the syntax is coming from, but i'd like to find out, cause now i'm using buttons that ARE usable + i replaced notifyonplayercommand by that little function i posted earlier Smile
12-23-2010, 07:23 PM #19
Originally posted by coolbunny1234 View Post
CoolBunnYMoDz MoD MeNu PaTcHeS V3.8 New!

Video:
You must login or register to view this content.

Features:
*EVERYTHING IN PREVIOUS RELEASE
*EVERYTHING IS NOW IN MOD MENU
*Mod menu is now on left hand side
*Mod menu has ibetrey's original menu with colours
*Works on the maps
*Only on person in menu or black box will disappear until only one person in menu
*Also has a suprise of 1 Gamertag check which you put replace the gamertag to your gamertag. Otherwise when turn mods are turned on the game will end
*All previous features listed below.

Link-You must login or register to view this content.


Enjoy.





can you converit to ps3 then pm me the link:420:

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