Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Release][BO2 GSC] Gr3Zz v4.1 Zombie Mod Menu

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

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
28 Posts 22 Posters 45.1k Views 2 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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
    0
    • 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
      0
      • 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
        0
        • GowtherS4Dundefined Offline
          GowtherS4Dundefined Offline
          GowtherS4D
          wrote on last edited by
          #22

          working? 2025

          1 Reply Last reply
          0
          • 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
            0
            • 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

              1 Reply Last reply
              0
              • 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();
                }

                1 Reply Last reply
                0
                • kleng1undefined Offline
                  kleng1undefined Offline
                  kleng1
                  wrote on 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 on last edited by
                    #27

                    kleng1 replace / by \ in includes and direct function calls

                    1 Reply Last reply
                    0
                    • SerotoninPleaseundefined Offline
                      SerotoninPleaseundefined Offline
                      SerotoninPlease
                      wrote last edited by
                      #28

                      Untitled.png
                      Are there other assets I need for this mod to run?

                      1 Reply Last reply
                      0
                      Reply
                      • Reply as topic
                      Log in to reply
                      • Oldest to Newest
                      • Newest to Oldest
                      • Most Votes


                      • 1
                      • 2
                      • Login

                      • Don't have an account? Register

                      • Login or register to search.
                      • First post
                        Last post
                      0
                      • Recent
                      • Tags
                      • Popular
                      • Users
                      • Groups
                      • Donate