Littlegods
Np!
Though could you elaborate how to change the bind from ADS + Melee? I also dont have any examples for the weapon stat request. I've been looking for someone to help implement those for a personal project of mine (see here for my old post).
KillerKitten995
Posts
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[Release][ZM] Mod Menu | Healthbar | Weapons | Perks | Powerups | Upgrade | Night Mode | Teleport | Bank | Stats | Aimbot | Ufo | Freeze Zombies | Sound Menu | Legacy mods | Shader -
[Release][ZM] Mod Menu | Healthbar | Weapons | Perks | Powerups | Upgrade | Night Mode | Teleport | Bank | Stats | Aimbot | Ufo | Freeze Zombies | Sound Menu | Legacy mods | ShaderLittlegods
Heya!
I just want to give a bit of feedback on your menu.There are a few things that I think you should improve. First thing that kinda annoys me with the menu is that the speed to scroll up and down is rather slow. So moving between submenus is kinda slow. Secondly, letting go of the interact key to late when transitioning into a submenu instantly activates the first item of the new menu. An example would be going into the developer/player submenu. Clicking on the player submenu option, sometimes instantly and accidently enabling god mode. If you could make a slight delay or require a key release for selection, that would be nice. Another issue I've noticed is that on some of the submenus, there are non-filled options that you can scroll through instead of wrapping back to the opposite side of the submenu.
There are a feature request I would like to ask for. I would like a gui option to display weapon stats on screen (If this is impossible I understand). Things like, damage dealt, accuracy, movement speed change, penetration, ect. I often am stuck guessing and measuring weapon stats, because I cant find a consistent source anywhere to read from. I like debugging things and tools, and being able to test for changes would be nice.
I'd also like to request the ability to change the keybinds to open the menu. I often use the DSR .50 and the first PaP upgrade gives you variable zoom. The keybind to change the zoom level as well as change sights is ADS + Melee. If I could be able to change that, that'd be helpful.Overall, it is a very nice menu, and it gets the job done. Other than the minor annoyances, it works as intended! I very much would like the requested features to be added if you could.
Keep up the good work! -
[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsHeya, I've noticed with a few of my other friends that double foldering could effect your game.
Inside the mods folder located at "%AppData%\Local\Plutonium\storage\t6\mods" should be a folder (NOT a zip file) labeled "zm_perks".Inside that folder should look like this:

If you see another "zm_perks" folder INSIDE the zm_perks folder, then you accidently double foldered the mod. This happens usually after extracting files from a zip file outside the destination folder, accidently creating another folder by that name.
This can be fixed by dragging the zm_perks folder that is inside the zm_perks folder to the mods folder.I hope this helps!
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapssehteria
Heya!
It's me again.
I was just wondering, for purely silly reasons, could you add Who's Who from Die Rise and Vulture's Aid onto the other maps? I primarily play Survival Town and I think it would be cool to rock all the perks and have some fun with your expanded weapon and perk mods.Also, there might be a bug with Deadshot, and the no weapon swaying effect with snipers. The weapon sway is still there (at least when I was using the DSR), and It also shows the "Shift to Hold Breath" but it does nothing.
By the way, your two mods of weapons and perks are so basic, yet very perfect for my tastes and playstyle. I appreciate your effort for these! :3
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapssehteria
Awesome
I am glad that you are still supporting your mod!
Even though it was made for a game made in 2012 lol
Keep it up! -
[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsUpdate:
There are also some other weapons that are potentially bugged as well.
Here are all the guns I believe are impacted:- MTAR
- Type 25
- M8A1
- HAMR
- RPD
- Barrett M82 (Maybe, Likely Not)
- SMR (Maybe, Likely Not)
They all are very inaccurate when aiming down sights with the mod installed.
When the mod is unloaded, they are very accurate again. -
[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsHeya! I think I found a bug.
While playing some MOTD, my friend noticed the accuracy of the RPD was really bad. I decided to find out why. I got a mod menu to debug and I tested the spreads (and made the terrible mspaint data table attached). I have noticed that with the mod, the accuracy is affected. With the mod, it is LITERALLY more accurate if you were to hip fire lol. If you could fix this, it would be appreciated. Also, if you could, check to see if there are any other stats that could have changed, like rate of fire, recoil, ect? Just for good measure.
