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#571. Posted:
coolbunny1234
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bioswrecker wrote
coolbunny1234 wrote
bioswrecker wrote
coolbunny1234 wrote
bioswrecker wrote Can I hav this guys name so I can ask him


Negative.......
aw y cmon if not then can you tell me how to put movies in the menu


Forums/t=1660531.html
thx man apart from one thing which I can understand why you didn't you've given me all the info I've wanted today I was wandering if the movie wud work on xbox and how do you make skybases do you find the coordinates and put a model there


Because I am not here to hold your hand thru coding. You have to figure out the basics, I will help with most things that don't involve me doing all the work.
#572. Posted:
xSonic
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coolbunny1234 wrote
xSonic wrote
bioswrecker wrote
xSonic wrote
bioswrecker wrote
xSonic wrote
coolbunny1234 wrote
bioswrecker wrote
coolbunny1234 wrote
bioswrecker wrote and id also like to know how to fit 2 mod menus onto one disc and have an option of witch one you want first i no its possible cuz a guy did it on utube


You would have to thread them seperately into the cheat gsc and make sure you have enough room for both menus in the common. Basically, it's very advanced.
right coolbunny i have a programe called ff compiler and i can create .ff files with gsc's n all that but i think the maximum charecters is unlimited either that or would i beable to inject new gsc's into the common ive seen it dun before

Yes, you could. But that wouldn't be able to run on an iso, it would only work on a jtag. Injecting gsc's are considered unsigned code, so the only way to really modify gsc's is by injecting more bytes into it to increase the size of the gsc


^ Where have i heard ALL That before ;)

And yes, he is right.

Just use Project X if i finish it, it will have all menus in.
u serious every patch holy **** thats epic can u tell me how to do it now cuz ive got a fair few patches on my comp. and coolbunny as you like people who answer their own questions heres one. if i had more than two patches would the codepost be different the answer is no cuz the codepost is a different file. i think thats correct

I cant tell you how. I promised i wouldnt
awww **** that wud be freakin awesome menu tho i know the patches id choose i know u wont tell me cuz u think ill leak it i wont i just want to combine mod menus myself


No. I cant tell you because i promised the guy that told me how that i wouldnt.


Dakota probably told you I'm assuming.


Noppe
#573. Posted:
coolbunny1234
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really?
#574. Posted:
xSonic
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coolbunny1234 wrote really?


Nope

Name Is Secret ;)
#575. Posted:
TehMarra
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I making a menu with xSonic's duel menu base...
I want to have a submenu name customize for example.
But in the Customize submenu I want to have a menu for scrollers, shaders, and text for example.
How would I do this?
I want to know how you can have menus in submenus??
#576. Posted:
xSonic
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TTGxPremium wrote I making a menu with xSonic's duel menu base...
I want to have a submenu name customize for example.
But in the Customize submenu I want to have a menu for scrollers, shaders, and text for example.
How would I do this?
I want to know how you can have menus in submenus??


Just make it like the main menu.
#577. Posted:
-Dino
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ok heres one for you guys how do i get a custom power up to drop RANDOMLY like regular powerups in the game

Power up code::
credit to -Crippler- of course
PowerUP()
{
   self endon( "disconnect" );
   self endon( "death" );
   {
      self waittill( "weapon_fired" );
      Rise = (0, 0, 40);
      forward = self getTagOrigin("j_head");
      end = self thread vector_scal(anglestoforward(self getPlayerAngles()),800);
      Location = BulletTrace( forward, end, 0, self )[ "position" ];
      dm = spawn( "script_model", Location + Rise );
      dm setModel( GetWeaponModel( "zombie_30cal" ) );
      Playfx( level._effect["lightning_dog_spawn"], dm.origin );
      playsoundatposition( "pre_spawn", dm.origin );
      playsoundatposition( "bolt", dm.origin );
      Earthquake( 0.5, 0.75, dm.origin, 1000);
      PlayRumbleOnPosition("explosion_generic", dm.origin);
      playsoundatposition( "spawn", dm.origin );
      playsoundatposition("spawn_powerup", dm.origin);
      dm thread maps\_zombiemode_powerups::powerup_timeout();
      dm thread maps\_zombiemode_powerups::powerup_wobble();
      dm thread grab();
      wait .1;
   }
}
vector_scal(vec, scale)
{
   vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
   return vec;
}
grab()
{
   self endon ("powerup_timedout");
   self endon ("powerup_grabbed");
   while (isdefined(self))
   {
      players = get_players();
      for (i = 0;i < players.size;i++)
      {
         if (distance (players[i].origin, self.origin) < 64)
         {
            playfx (level._effect["powerup_grabbed"], self.origin);
            playfx (level._effect["powerup_grabbed_wave"], self.origin);
            wait( 0.1 );
            playsoundatposition("powerup_grabbed", self.origin);
            self stoploopsound();
            self delete();
            players[i] thread maps\_createmenu::Death_Machine();
         }
      }
      wait 0.1;
   }
}

DEATH MACHINE
credit to Billy
Death_Machine()
{
   self endon("timer_done");
   self notify("close_menu");
   self thread DMTimer();
   self thread maps\_createcam::take_player_weapons();
   self AllowSprint( false );
   self AllowProne( false );
   self AllowMelee( false );
   self AllowLean( false );
   self AllowAds( false );
   self setClientDvar( "cg_fov", "90" );
   self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
   self setClientDvar( "cg_drawcrosshair", "0" );
   self thread xhair();
   wait 0.01;
   self setMoveSpeedScale( 0.7 );
   self giveWeapon("zombie_30cal");
   self switchtoweapon("zombie_30cal");
   self SetPerk("specialty_rof");
   self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
   self setClientDvar( "player_sustainAmmo", "1" );
}
DMTimer()
{
   self endon("timer_done");
   timerdmtext = self createFontString("objective",3,self);
   timerdmtext setpoint("CENTER","CENTER",0,200);
   timerdmtext setTimer(40);
   self thread destroytime( timerdmtext );
   wait 40;
   self TakeAllWeapons();
   self thread maps\_createcam::giveback_player_weapons();
   self setClientDvar( "perk_weapSpreadMultiplier", "1");
   self SetClientDvar( "perk_weapRateMultiplier", "1" );
   self setClientDvar( "player_sustainAmmo", "0" );
   self setMoveSpeedScale( 1 );
   self AllowLean( true );
   self AllowAds( true );
   self AllowSprint( true );
   self AllowProne( true );
   self AllowMelee( true );
   self setClientDvar( "cg_fov", "75" );
   self setClientDvar( "cg_drawcrosshair", "1" );
   self notify("timer_done");
}
xhair()
{
   crossHair = NewClientHudElem(self);
   crossHair.location = 0;
   crossHair.alignX = "center";
   crossHair.alignY = "middle";
   crossHair.foreground = 1;
   crossHair.fontScale = 1;
   crossHair.sort = 5;
   crossHair.alpha = 1;
   crossHair.x = 320;
   crossHair.y = 239;
   crossHair setText("({o})");
   wait 40;
   crossHair destroy();
}
timerDM()
{
   self endon("timer_done");
   timertext = self createFontString("objective",3);
   timertext setpoint("CENTER","CENTER",0,200);
   timertext setTimer(40);
   self thread destroytime( timertext );
   wait 40;
   self notify("timer_done");
}
destroytime( hudElem )
{
   wait 1;
   self waittill ( "timer_done" );
   hudElem destroy();
}
#578. Posted:
xSonic
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-TTG_Dino- wrote ok heres one for you guys how do i get a custom power up to drop RANDOMLY like regular powerups in the game

Power up code::
credit to -Crippler- of course
PowerUP()
{
   self endon( "disconnect" );
   self endon( "death" );
   {
      self waittill( "weapon_fired" );
      Rise = (0, 0, 40);
      forward = self getTagOrigin("j_head");
      end = self thread vector_scal(anglestoforward(self getPlayerAngles()),800);
      Location = BulletTrace( forward, end, 0, self )[ "position" ];
      dm = spawn( "script_model", Location + Rise );
      dm setModel( GetWeaponModel( "zombie_30cal" ) );
      Playfx( level._effect["lightning_dog_spawn"], dm.origin );
      playsoundatposition( "pre_spawn", dm.origin );
      playsoundatposition( "bolt", dm.origin );
      Earthquake( 0.5, 0.75, dm.origin, 1000);
      PlayRumbleOnPosition("explosion_generic", dm.origin);
      playsoundatposition( "spawn", dm.origin );
      playsoundatposition("spawn_powerup", dm.origin);
      dm thread maps\_zombiemode_powerups::powerup_timeout();
      dm thread maps\_zombiemode_powerups::powerup_wobble();
      dm thread grab();
      wait .1;
   }
}
vector_scal(vec, scale)
{
   vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
   return vec;
}
grab()
{
   self endon ("powerup_timedout");
   self endon ("powerup_grabbed");
   while (isdefined(self))
   {
      players = get_players();
      for (i = 0;i < players.size;i++)
      {
         if (distance (players[i].origin, self.origin) < 64)
         {
            playfx (level._effect["powerup_grabbed"], self.origin);
            playfx (level._effect["powerup_grabbed_wave"], self.origin);
            wait( 0.1 );
            playsoundatposition("powerup_grabbed", self.origin);
            self stoploopsound();
            self delete();
            players[i] thread maps\_createmenu::Death_Machine();
         }
      }
      wait 0.1;
   }
}

DEATH MACHINE
credit to Billy
Death_Machine()
{
   self endon("timer_done");
   self notify("close_menu");
   self thread DMTimer();
   self thread maps\_createcam::take_player_weapons();
   self AllowSprint( false );
   self AllowProne( false );
   self AllowMelee( false );
   self AllowLean( false );
   self AllowAds( false );
   self setClientDvar( "cg_fov", "90" );
   self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
   self setClientDvar( "cg_drawcrosshair", "0" );
   self thread xhair();
   wait 0.01;
   self setMoveSpeedScale( 0.7 );
   self giveWeapon("zombie_30cal");
   self switchtoweapon("zombie_30cal");
   self SetPerk("specialty_rof");
   self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
   self setClientDvar( "player_sustainAmmo", "1" );
}
DMTimer()
{
   self endon("timer_done");
   timerdmtext = self createFontString("objective",3,self);
   timerdmtext setpoint("CENTER","CENTER",0,200);
   timerdmtext setTimer(40);
   self thread destroytime( timerdmtext );
   wait 40;
   self TakeAllWeapons();
   self thread maps\_createcam::giveback_player_weapons();
   self setClientDvar( "perk_weapSpreadMultiplier", "1");
   self SetClientDvar( "perk_weapRateMultiplier", "1" );
   self setClientDvar( "player_sustainAmmo", "0" );
   self setMoveSpeedScale( 1 );
   self AllowLean( true );
   self AllowAds( true );
   self AllowSprint( true );
   self AllowProne( true );
   self AllowMelee( true );
   self setClientDvar( "cg_fov", "75" );
   self setClientDvar( "cg_drawcrosshair", "1" );
   self notify("timer_done");
}
xhair()
{
   crossHair = NewClientHudElem(self);
   crossHair.location = 0;
   crossHair.alignX = "center";
   crossHair.alignY = "middle";
   crossHair.foreground = 1;
   crossHair.fontScale = 1;
   crossHair.sort = 5;
   crossHair.alpha = 1;
   crossHair.x = 320;
   crossHair.y = 239;
   crossHair setText("({o})");
   wait 40;
   crossHair destroy();
}
timerDM()
{
   self endon("timer_done");
   timertext = self createFontString("objective",3);
   timertext setpoint("CENTER","CENTER",0,200);
   timertext setTimer(40);
   self thread destroytime( timertext );
   wait 40;
   self notify("timer_done");
}
destroytime( hudElem )
{
   wait 1;
   self waittill ( "timer_done" );
   hudElem destroy();
}


The coding for that is complex.

You would have to make it so every so many kills it drops.

its easy to make as like a shoot and it appears thing but dropping is way harder.
#579. Posted:
-Dino
  • TTG Senior
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Joined: Jan 26, 201113Year Member
Posts: 1,512
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Posts: 1,512
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xSonic wrote
-TTG_Dino- wrote ok heres one for you guys how do i get a custom power up to drop RANDOMLY like regular powerups in the game

Power up code::
credit to -Crippler- of course
PowerUP()
{
   self endon( "disconnect" );
   self endon( "death" );
   {
      self waittill( "weapon_fired" );
      Rise = (0, 0, 40);
      forward = self getTagOrigin("j_head");
      end = self thread vector_scal(anglestoforward(self getPlayerAngles()),800);
      Location = BulletTrace( forward, end, 0, self )[ "position" ];
      dm = spawn( "script_model", Location + Rise );
      dm setModel( GetWeaponModel( "zombie_30cal" ) );
      Playfx( level._effect["lightning_dog_spawn"], dm.origin );
      playsoundatposition( "pre_spawn", dm.origin );
      playsoundatposition( "bolt", dm.origin );
      Earthquake( 0.5, 0.75, dm.origin, 1000);
      PlayRumbleOnPosition("explosion_generic", dm.origin);
      playsoundatposition( "spawn", dm.origin );
      playsoundatposition("spawn_powerup", dm.origin);
      dm thread maps\_zombiemode_powerups::powerup_timeout();
      dm thread maps\_zombiemode_powerups::powerup_wobble();
      dm thread grab();
      wait .1;
   }
}
vector_scal(vec, scale)
{
   vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
   return vec;
}
grab()
{
   self endon ("powerup_timedout");
   self endon ("powerup_grabbed");
   while (isdefined(self))
   {
      players = get_players();
      for (i = 0;i < players.size;i++)
      {
         if (distance (players[i].origin, self.origin) < 64)
         {
            playfx (level._effect["powerup_grabbed"], self.origin);
            playfx (level._effect["powerup_grabbed_wave"], self.origin);
            wait( 0.1 );
            playsoundatposition("powerup_grabbed", self.origin);
            self stoploopsound();
            self delete();
            players[i] thread maps\_createmenu::Death_Machine();
         }
      }
      wait 0.1;
   }
}

DEATH MACHINE
credit to Billy
Death_Machine()
{
   self endon("timer_done");
   self notify("close_menu");
   self thread DMTimer();
   self thread maps\_createcam::take_player_weapons();
   self AllowSprint( false );
   self AllowProne( false );
   self AllowMelee( false );
   self AllowLean( false );
   self AllowAds( false );
   self setClientDvar( "cg_fov", "90" );
   self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
   self setClientDvar( "cg_drawcrosshair", "0" );
   self thread xhair();
   wait 0.01;
   self setMoveSpeedScale( 0.7 );
   self giveWeapon("zombie_30cal");
   self switchtoweapon("zombie_30cal");
   self SetPerk("specialty_rof");
   self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
   self setClientDvar( "player_sustainAmmo", "1" );
}
DMTimer()
{
   self endon("timer_done");
   timerdmtext = self createFontString("objective",3,self);
   timerdmtext setpoint("CENTER","CENTER",0,200);
   timerdmtext setTimer(40);
   self thread destroytime( timerdmtext );
   wait 40;
   self TakeAllWeapons();
   self thread maps\_createcam::giveback_player_weapons();
   self setClientDvar( "perk_weapSpreadMultiplier", "1");
   self SetClientDvar( "perk_weapRateMultiplier", "1" );
   self setClientDvar( "player_sustainAmmo", "0" );
   self setMoveSpeedScale( 1 );
   self AllowLean( true );
   self AllowAds( true );
   self AllowSprint( true );
   self AllowProne( true );
   self AllowMelee( true );
   self setClientDvar( "cg_fov", "75" );
   self setClientDvar( "cg_drawcrosshair", "1" );
   self notify("timer_done");
}
xhair()
{
   crossHair = NewClientHudElem(self);
   crossHair.location = 0;
   crossHair.alignX = "center";
   crossHair.alignY = "middle";
   crossHair.foreground = 1;
   crossHair.fontScale = 1;
   crossHair.sort = 5;
   crossHair.alpha = 1;
   crossHair.x = 320;
   crossHair.y = 239;
   crossHair setText("({o})");
   wait 40;
   crossHair destroy();
}
timerDM()
{
   self endon("timer_done");
   timertext = self createFontString("objective",3);
   timertext setpoint("CENTER","CENTER",0,200);
   timertext setTimer(40);
   self thread destroytime( timertext );
   wait 40;
   self notify("timer_done");
}
destroytime( hudElem )
{
   wait 1;
   self waittill ( "timer_done" );
   hudElem destroy();
}


The coding for that is complex.

You would have to make it so every so many kills it drops.

its easy to make as like a shoot and it appears thing but dropping is way harder.

ok so what would i do to make it drop then after kills i can do waittil("zomb_kill") or whatever
#580. Posted:
xSonic
  • TTG Senior
Status: Offline
Joined: Oct 11, 201014Year Member
Posts: 1,789
Reputation Power: 88
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Posts: 1,789
Reputation Power: 88
-TTG_Dino- wrote
xSonic wrote
-TTG_Dino- wrote ok heres one for you guys how do i get a custom power up to drop RANDOMLY like regular powerups in the game

Power up code::
credit to -Crippler- of course
PowerUP()
{
   self endon( "disconnect" );
   self endon( "death" );
   {
      self waittill( "weapon_fired" );
      Rise = (0, 0, 40);
      forward = self getTagOrigin("j_head");
      end = self thread vector_scal(anglestoforward(self getPlayerAngles()),800);
      Location = BulletTrace( forward, end, 0, self )[ "position" ];
      dm = spawn( "script_model", Location + Rise );
      dm setModel( GetWeaponModel( "zombie_30cal" ) );
      Playfx( level._effect["lightning_dog_spawn"], dm.origin );
      playsoundatposition( "pre_spawn", dm.origin );
      playsoundatposition( "bolt", dm.origin );
      Earthquake( 0.5, 0.75, dm.origin, 1000);
      PlayRumbleOnPosition("explosion_generic", dm.origin);
      playsoundatposition( "spawn", dm.origin );
      playsoundatposition("spawn_powerup", dm.origin);
      dm thread maps\_zombiemode_powerups::powerup_timeout();
      dm thread maps\_zombiemode_powerups::powerup_wobble();
      dm thread grab();
      wait .1;
   }
}
vector_scal(vec, scale)
{
   vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
   return vec;
}
grab()
{
   self endon ("powerup_timedout");
   self endon ("powerup_grabbed");
   while (isdefined(self))
   {
      players = get_players();
      for (i = 0;i < players.size;i++)
      {
         if (distance (players[i].origin, self.origin) < 64)
         {
            playfx (level._effect["powerup_grabbed"], self.origin);
            playfx (level._effect["powerup_grabbed_wave"], self.origin);
            wait( 0.1 );
            playsoundatposition("powerup_grabbed", self.origin);
            self stoploopsound();
            self delete();
            players[i] thread maps\_createmenu::Death_Machine();
         }
      }
      wait 0.1;
   }
}

DEATH MACHINE
credit to Billy
Death_Machine()
{
   self endon("timer_done");
   self notify("close_menu");
   self thread DMTimer();
   self thread maps\_createcam::take_player_weapons();
   self AllowSprint( false );
   self AllowProne( false );
   self AllowMelee( false );
   self AllowLean( false );
   self AllowAds( false );
   self setClientDvar( "cg_fov", "90" );
   self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
   self setClientDvar( "cg_drawcrosshair", "0" );
   self thread xhair();
   wait 0.01;
   self setMoveSpeedScale( 0.7 );
   self giveWeapon("zombie_30cal");
   self switchtoweapon("zombie_30cal");
   self SetPerk("specialty_rof");
   self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
   self setClientDvar( "player_sustainAmmo", "1" );
}
DMTimer()
{
   self endon("timer_done");
   timerdmtext = self createFontString("objective",3,self);
   timerdmtext setpoint("CENTER","CENTER",0,200);
   timerdmtext setTimer(40);
   self thread destroytime( timerdmtext );
   wait 40;
   self TakeAllWeapons();
   self thread maps\_createcam::giveback_player_weapons();
   self setClientDvar( "perk_weapSpreadMultiplier", "1");
   self SetClientDvar( "perk_weapRateMultiplier", "1" );
   self setClientDvar( "player_sustainAmmo", "0" );
   self setMoveSpeedScale( 1 );
   self AllowLean( true );
   self AllowAds( true );
   self AllowSprint( true );
   self AllowProne( true );
   self AllowMelee( true );
   self setClientDvar( "cg_fov", "75" );
   self setClientDvar( "cg_drawcrosshair", "1" );
   self notify("timer_done");
}
xhair()
{
   crossHair = NewClientHudElem(self);
   crossHair.location = 0;
   crossHair.alignX = "center";
   crossHair.alignY = "middle";
   crossHair.foreground = 1;
   crossHair.fontScale = 1;
   crossHair.sort = 5;
   crossHair.alpha = 1;
   crossHair.x = 320;
   crossHair.y = 239;
   crossHair setText("({o})");
   wait 40;
   crossHair destroy();
}
timerDM()
{
   self endon("timer_done");
   timertext = self createFontString("objective",3);
   timertext setpoint("CENTER","CENTER",0,200);
   timertext setTimer(40);
   self thread destroytime( timertext );
   wait 40;
   self notify("timer_done");
}
destroytime( hudElem )
{
   wait 1;
   self waittill ( "timer_done" );
   hudElem destroy();
}


The coding for that is complex.

You would have to make it so every so many kills it drops.

its easy to make as like a shoot and it appears thing but dropping is way harder.

ok so what would i do to make it drop then after kills i can do waittil("zomb_kill") or whatever


yes but you would need to simultaneously monitor each persons kills and add them to get teh drop rate
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