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  3. [Release][BO2 GSC] Gr3Zz v4.1 Zombie Mod Menu

[Release][BO2 GSC] Gr3Zz v4.1 Zombie Mod Menu

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  • Swifty8277undefined Offline
    Swifty8277undefined Offline
    Swifty8277
    wrote on last edited by Swifty8277
    #16

    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.😂

    Resxtundefined 1 Reply Last reply
    0
    • Swifty8277undefined Swifty8277

      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.😂

      Resxtundefined Offline
      Resxtundefined Offline
      Resxt
      Plutonium Staff
      wrote on last edited by Resxt
      #17

      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

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      • Resxtundefined Resxt

        WhiteBMW you don't need to compile any script anymore and the menu does work

        WhiteBMWundefined Offline
        WhiteBMWundefined Offline
        WhiteBMW
        wrote on last edited by
        #18

        Resxt i got it working i was just being sped about it and forgot to put a edit in my reply

        Doomsdayfrank56undefined 1 Reply Last reply
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        • WhiteBMWundefined WhiteBMW

          Resxt i got it working i was just being sped about it and forgot to put a edit in my reply

          Doomsdayfrank56undefined Offline
          Doomsdayfrank56undefined Offline
          Doomsdayfrank56
          wrote on last edited by
          #19

          WhiteBMW what did you use to open the menu?
          like what hotkey

          1 Reply Last reply
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          • Tprocundefined Offline
            Tprocundefined Offline
            Tproc
            wrote on last edited by
            #20

            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.

            1 Reply Last reply
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            • Chr0ma_undefined Offline
              Chr0ma_undefined Offline
              Chr0ma_
              wrote on last edited by
              #21

              how do i install this mod menu on my bo2 zombies?

              1 Reply Last reply
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              • GowtherS4Dundefined Offline
                GowtherS4Dundefined Offline
                GowtherS4D
                wrote on last edited by
                #22

                working? 2025

                1 Reply Last reply
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                • StonedSquidzundefined Offline
                  StonedSquidzundefined Offline
                  StonedSquidz
                  wrote on last edited by
                  #23

                  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.

                  1 Reply Last reply
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                  • StonedSquidzundefined Offline
                    StonedSquidzundefined Offline
                    StonedSquidz
                    wrote on last edited by
                    #24

                    nevermind figured it out, it's on line 280 in the pastebin OP uploaded

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                    • StonedSquidzundefined Offline
                      StonedSquidzundefined Offline
                      StonedSquidz
                      wrote on last edited by
                      #25

                      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();
                      }

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                      • kleng1undefined Offline
                        kleng1undefined Offline
                        kleng1
                        wrote last edited by
                        #26

                        image.png

                        get error like this, how to solve this?

                        Resxtundefined 1 Reply Last reply
                        0
                        • kleng1undefined kleng1

                          image.png

                          get error like this, how to solve this?

                          Resxtundefined Offline
                          Resxtundefined Offline
                          Resxt
                          Plutonium Staff
                          wrote last edited by
                          #27

                          kleng1 replace / by \ in includes and direct function calls

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