[Release][BO2 GSC] Gr3Zz v4.1 Zombie Mod Menu
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WhiteBMW you don't need to compile any script anymore and the menu does work
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Swifty8277wrote on Jun 30, 2023, 6:23 AM last edited by Swifty8277 Jun 30, 2023, 9:27 AM
as far as I can see there has been a single person who figured out, maybe just...maybe make a YT TUT but yet again that's up to you I'm not even going to waste my time
edit:DAMNN i peeped the owners reply's on other post DUDE idk how tf your a "staff member" your are disrespectful ash.
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Resxt Plutonium Staffreplied to Swifty8277 on Jun 30, 2023, 10:41 AM last edited by Resxt Jun 30, 2023, 1:42 PM
Swifty8277 how is providing information that compiling isn't needed anymore and that I tested the menu myself and got it working disrespectful?
It requires minimum knowledge to get it working, with the information provided.
But I would recommend just using any mod menu that comes out working out of the box, there are some on the forum. This menu is really only useful if you want to have a mod menu on a dedicated server which, in most cases, is a terrible idea -
Resxt i got it working i was just being sped about it and forgot to put a edit in my reply
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WhiteBMW what did you use to open the menu?
like what hotkey -
Menu is quite buggy if you're not the first person in the lobby, I have a few members join and suddenly the menu gets all jank and skipping options in the menu, you press F to confirm the option, and it does something totally unexpected.
Personally, I'm looking for a way of interacting with players for administrative purposes.
Seems like there isn't too much in that department.
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how do i install this mod menu on my bo2 zombies?
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working? 2025
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Hi i got the menu working, but i was wondering if it's possible to change the action that's used to open the menu? It's currently set as "Throw Secondary" which is kind of a problem for normal gameplay. can't use monkey's/EMP's without the menu trying to open.
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nevermind figured it out, it's on line 280 in the pastebin OP uploaded
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I made an extra menu that can be added to this mod menu, Just solves the Easter Eggs steps in Origins. Mainly made this for testing purposes. Add this under Upgraded Weapons.
}
switch(GetDvar( "mapname" )){
case "zm_tomb": // Origins
self MainMenu("Easter Egg Menu","Mod Menu");
self MenuOption("Easter Egg Menu",0,"Step 1 Zone Captured ",::doEasterEggStep1);
self MenuOption("Easter Egg Menu",1,"Step 2 Upgraded",::doEasterEggStep2);
self MenuOption("Easter Egg Menu",2,"Step 3 Placed",::doEasterEggStep3);
self MenuOption("Easter Egg Menu",3,"Step 4 Crater Opened",::doEasterEggStep4);
self MenuOption("Easter Egg Menu",4,"Step 5 Mech Fight Over",::doEasterEggStep5);
self MenuOption("Easter Egg Menu",5,"Step 6 Upgraded Drone Received",::doEasterEggStep6);
self MenuOption("Easter Egg Menu",6,"Step 7 Punch Snow Zombies Over",::doEasterEggStep7);
self MenuOption("Easter Egg Menu",7,"Step 8 Kill 100 Zombies Complete",::doEasterEggStep8);
self MenuOption("Easter Egg Menu",8,"Step 9 Drone Sent End Game",::doEasterEggStep9);
self MenuOption("Easter Egg Menu",9,"Step 10 Beacon Granted",::doEasterEggStep10);
self MenuOption("Easter Egg Menu",10,"Turn On Power",::Turnonpowerlazy);
break;
}// Origins added by StonedSquidz
doEasterEggStep1()
{
switch( level._cur_stage_name )
{
case "step_0":
flag_set( "ee_all_staffs_crafted" );
flag_set( "all_zones_captured" );
}
self iPrintln("Step 1 Complete Staffs crafted, zones captured!");
}
doEasterEggStep2()
{
switch( level._cur_stage_name )
{
case "step_1":
flag_set( "ee_all_staffs_upgraded" );
level waittill( "little_girl_lost_step_1_over" );
break;
default:
}
self setclientfieldtoplayer( "ee_all_staffs_upgraded", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_1_over", 1 );
self iPrintln("Step 2 Complete Staffs Upgraded!");
}
doEasterEggStep3()
{
switch( level._cur_stage_name )
{
case "step_2":
flag_set( "ee_all_staffs_placed" );
level waittill( "little_girl_lost_step_2_over" );
break;
default:
}
self setclientfieldtoplayer( "ee_all_staffs_placed", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_2_over", 1 );
self iPrintln("Step 3 Complete Staffs Placed!");
}
doEasterEggStep4()
{
switch( level._cur_stage_name )
{
case "step_3":
flag_set( "ee_mech_zombie_hole_opened" );
m_floor = getent( "easter_mechzombie_spawn", "targetname" );
if ( isDefined( m_floor ) )
{
m_floor delete();
}
level waittill( "little_girl_lost_step_3_over" );
break;
default:
}
self setclientfieldtoplayer( "fire_link_enabled", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_3_over", 1 );
playsoundatposition( "zmb_squest_robot_floor_collapse", t_hole.origin );
self iPrintln("Step 4 Complete Hole Opened!");
}
doEasterEggStep5()
{
switch( level._cur_stage_name )
{
case "step_4":
flag_set( "ee_mech_zombie_fight_completed" );
flag_set( "ee_quadrotor_disabled" );
level waittill( "little_girl_lost_step_4_over" );
break;
default:
}
self setclientfieldtoplayer( "ee_mech_zombie_fight_completed", 1 );
self setclientfieldtoplayer( "ee_quadrotor_disabled", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_4_over", 1 );
self iPrintln("Step 5 Complete Mech Fight Over!");
}
doEasterEggStep6()
{
switch( level._cur_stage_name )
{
case "step_5":
flag_set( "ee_maxis_drone_retrieved" );
flag_clear( "ee_quadrotor_disabled" );
level waittill( "little_girl_lost_step_5_over" );
break;
default:
}
self setclientfieldtoplayer( "ee_maxis_drone_retrieved", 1 );
self setclientfieldtoplayer( "ee_quadrotor_disabled", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_5_over", 1 );
self iPrintln("Step 6 Complete Upgrade Drone Recevied!");
}
doEasterEggStep7()
{
switch( level._cur_stage_name )
{
case "step_6":
flag_set( "ee_all_players_upgraded_punch" );
level waittill( "little_girl_lost_step_6_over" );
break;
default:
}
self setclientfieldtoplayer( "ee_all_players_upgraded_punch", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_6_over", 1 );
self iPrintln("Step 7 Complete Punch Snow Zombies Over!");
}
doEasterEggStep8()
{
switch( level._cur_stage_name )
{
case "step_7":
flag_set( "ee_souls_absorbed" );
level waittill( "little_girl_lost_step_7_over" );
break;
default:
}
self setclientfieldtoplayer( "ee_souls_absorbed", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_7_over", 1 );
self iPrintln("Step 8 Complete Kill 100 Zombies in Crazy Place DONE!");
}
doEasterEggStep9()
{
switch( level._cur_stage_name )
{
case "step_8":
flag_set( "ee_quadrotor_disabled" );
level waittill( "little_girl_lost_step_8_over" );
break;
default:
}
self setclientfieldtoplayer( "ee_quadrotor_disabled", 1 );
self setclientfieldtoplayer( "little_girl_lost_step_8_over", 1 );
level setclientfield( "ee_sam_portal", 2 );
self iPrintln("Step 9 Completed Drone Sent! EASTER EGG COMPLETE!");
}
doEasterEggStep10()
{
if ( self istouching( volume ) )
{
volume_name = "oneinchpunch_bunker_volume";
volume = getent( volume_name, "targetname" );
}
self setclientfieldtoplayer( "ee_zombie_tablet_fx", 1 );
self endon( "disconnect" );
wait 2;
self setclientfieldtoplayer( "ee_beacon_reward", 1 );
wait 2;
self.beacon_ready = 1;
self.sq_one_inch_punch_stage = 6;
level thread maps/mp/zombies/_zm_audio::sndmusicstingerevent( "side_sting_3" );
self iPrintln("Step 10 Complete Beacon Granted!");
}
//
Turnonpowerlazy()
{
self powero();
self turn_on_power();
self origins_debris();
self StargateSG1();
}