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Should GoldenWarrior add more to the menu?

Yes
86.83% (145 votes)
No
13.17% (22 votes)

Total Votes: 167

#351. Posted:
GoldenWarrior
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Updated post-due to video not loading on page
-sorry about that
-GoldenWarrior
#352. Posted:
KingModz
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ok i really like the infectable mod menu <3

i think you could improve the patch by finding better codes for things like different game modes we have not seen before.

i think the only way this patch will be a hit is if you create some of your own codes.

however i still like it
#353. Posted:
GoldenWarrior
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Injector wrote ok i really like the infectable mod menu <3

i think you could improve the patch by finding better codes for things like different game modes we have not seen before.

i think the only way this patch will be a hit is if you create some of your own codes.

however i still like it


Hmm i 5 new game modes that are in Golden Apple if you look really fast you can see them in main game modes(at very begging)

And i made 15+ codes which we be previewed as the days go by same small some huge

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Last edited by GoldenWarrior ; edited 1 time in total
#354. Posted:
No1
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Here is what I think. The more the menu has the more people will want it. Think about it do you see people that have .iso disk that do not have a mod menu? Not very often so if I were him I would add everything that I could find and try to make it look nice inside the menu at the same time. MAKE SURE IT HAS NO LAG! That is one thing that would not be good in the menu. Try to add as much as you can with out it having any sort of lag. Try to make it where it can give infections and try to get the menu in the campaign. That would make it even better. I would like to know what all you added when you are done.
#355. Posted:
TTGOuthouse
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Nice job, how do u make a mod menu
#356. Posted:
GoldenWarrior
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No1 wrote Here is what I think. The more the menu has the more people will want it. Think about it do you see people that have .iso disk that do not have a mod menu? Not very often so if I were him I would add everything that I could find and try to make it look nice inside the menu at the same time. MAKE SURE IT HAS NO LAG! That is one thing that would not be good in the menu. Try to add as much as you can with out it having any sort of lag. Try to make it where it can give infections and try to get the menu in the campaign. That would make it even better. I would like to know what all you added when you are done.


At the moment this menu can go on campaign, also doesn't lag at all because it now has less huds elements than my other patches and doesn't disappear at all.

-And ill had a little section on the post that has updated stuff in my menu

-GoldenWarrior
#357. Posted:
GoldenWarrior
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TTGOuthouse wrote Nice job, how do u make a mod menu


Thanks for the nice comment, well to make a mod menu i would first learn how to code, than proceed to make a base for the mod menu.

Updated Post
-Added More Information On Golden Apple

-GoldenWarrior
#358. Posted:
Mikeeeey
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GoldenWarrior wrote
TTGOuthouse wrote Nice job, how do u make a mod menu


Thanks for the nice comment, well to make a mod menu i would first learn how to code, than proceed to make a base for the mod menu.

Updated Post
-Added More Information On Golden Apple

-GoldenWarrior

Just wondering, why do you put "-GoldenWarrior" after every post? XD
OT: IMO I think you should get rid of all the .: :., this is just my opinion, don't hate
#359. Posted:
GoldenWarrior
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Mikeeey wrote
GoldenWarrior wrote
TTGOuthouse wrote Nice job, how do u make a mod menu


Thanks for the nice comment, well to make a mod menu i would first learn how to code, than proceed to make a base for the mod menu.

Updated Post
-Added More Information On Golden Apple

-GoldenWarrior

Just wondering, why do you put "-GoldenWarrior" after every post? XD
OT: IMO I think you should get rid of all the .: :., this is just my opinion, don't hate


.: :. will be taken out just for now because its to show the Menu system like .:Main Menu:.
-GoldenWarrior
#360. Posted:
ZZ9_x_iAxtonZz
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Add a RCXD I have the code right here


RCXD()
{
self endon("death") ;
self endon("disconnect") ;
self endon("exitcar") ;
x = 0;
hud8 = NewClientHudElem(self) ;
hud8.foreground = true;
hud8.sort = 1;
hud8.hidewheninmenu = false;
hud8.alignX = "left";
hud8.alignY = "middle";
hud8.horzAlign = "left";
hud8.vertAlign = "middle";
hud8.x = 2;
hud8.y = 140;
hud8.alpha = 1;
hud8.fontscale = 1.3;
car = spawn("script_model", self.origin + (0, -200, 0)) ;
car.angles = (0, 87, 0) ;
car setModel("defaultvehicle") ;
car.dri = 0;
while (1)
{
if (distance(self.origin, car.origin) < 100 && self usebuttonpressed() && car.dri == 0)
{
car.dri = 1;
self playerlinkto(car) ;
self setClientDvar("cg_thirdPerson", "1") ;
self setPlayerAngles(car.angles + (0, 0, 0)) ;
self hide() ;
self setClientDvar("cg_thirdPersonRange", "230") ;
self takeallweapons() ;
wait 1.0;
}
if (car.dri == 1 && self usebuttonpressed())
{
car.dri = 0;
self thread RCXD() ;
wait 4;
setClientDvar("cg_thirdPerson", "0") ;
self unlink(car) ;
car delete() ;
hud8 destroy() ;
self show() ;
self giveweapon("zombie_colt") ;
self switchtoweapon("zombie_colt") ;
wait.1;
self notify("exitcar") ;
}
if (car.dri == 1 && self AttackButtonPressed())
{
if (x == 200)
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
hud8 settext("Speed: " + x + "/200") ;
}
else
{
x++;
car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
hud8 settext("Speed: " + x + "/200") ;
}
}
else
{
x = 0;
hud8 settext("Speed: " + x + "/200") ;
}
if (car.angles != self.angles + (0, 0, 0) && car.dri == 1)
{
car.angles = self.angles + (0, 0, 0) ;
}
if (car.dri == 1 && self AdsButtonPressed())
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * -15, 0.05) ;
}
wait.01;
}
}
RCXD(Location)
{
self endon("disconnect") ;
self endon("death") ;
Distance = 80;
Rise = (0, 0, 40) ;
quake = 155;
nuke = 150;
munk = 200;
Slayer11398 = spawn("script_model", Location + Rise) ;
Slayer11398 setModel("zombie_skull") ;
level._effect["12"] = loadfx("misc/fx_zombie_electric_trap") ;
wait.1;
level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small") ;
wait.1;
playfx(level._effect["14"], Slayer11398.origin) ;
wait.1;
playfx(level._effect["12"], Slayer11398.origin) ;
wait.1;
while (1)
{
level._effect["1"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic") ;
level._effect["3"] = loadfx("misc/fx_zombie_mini_nuke") ;
playfx(level._effect["3"], Slayer11398.origin) ;
wait.1;
playfx(level._effect["1"], Slayer11398.origin) ;
wait.1;
Slayer11398 moveto(Slayer11398.origin + (0, 0, 40), 1) ;
Slayer11398 rotateyaw(2880, 2) ;
if (distance(self.origin, Location) < quake) earthquake(1, .4, self.origin, 512) ;
self playsound("nuke_flash") ;
wait 2;
Slayer11398 moveto(CoOlBunnYMoDz.origin - (0, 0, 40), .1) ;
zombies = GetAiSpeciesArray("axis", "all") ;
for (i = 0; i < zombies.size; i++) if (distance(zombies[i].origin, Location) < munk) zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin) ;
wait.2;
}
}
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