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m7574z

m7574z

@m7574z
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Recent Best Controversial

  • [RELEASE][MOD MENU][KILLCAMS][ZM][T6] BO2 Zombies Mod Menu Heidi by Mutz Version 13
    m7574z m7574z

    Since last post on version 11.5 had broken download I decided to add more stuff for a new upload of the menu and fixed some issues.
    Heidi is a Zombies mod menu for Black Ops 2 Zombies and has a lot of unique functions, nothing too amazing but overall is pretty decent in my opinion. You guys and gals be the judge try it out and have fun!

    Menu Controls:
    aim + knife open
    knife close
    reload to select
    sliders/scroll d-pad direction (left/right/up/down)

    Heidiv13pic1.png Heidiv13pic2.png Heidiv13pic3.png

    Current Submenus:
    Basic Scripts (basic stuff)
    Account (set max rank/derank, perma perks, bank points, complete ee side maxis/rictofen)
    Premium (loads of fun functions, simon says & ping pong minigames plus more)
    Weapons (Customise your loadout save and load it, camo slider, attachment slider & more)
    Trickshot Mods (Loads of options to choose from)
    Teleport (Teleport to certain locations listed for each map)
    Binds (all saveable binds for trickshotting)
    Spawnables (Skybase, ssbillcam, Powerups & more)
    Killcam Settings (Saveable when toggled on gives submenu Zombies Settings for managing spawning and targets for killcam)
    Server Settings (Super jump, gravity, fog, rainbow sun, night mode & more)
    Map Mods (Shows as the map name "Mods" has map specific mods some really good ones for certain maps)
    Menu Customisation (Customise menu design and all saveable too on map change/restart now uses custom images)
    Clients (give people menu haven't tested it with others as I have no friends lmao)

    Credits:
    Mutz
    Reezh
    Extinct
    Serious HD
    Loz
    Mikeeey
    GerardS0406
    JezuzLizard
    Cahz
    nyli2b
    dontknowletspl
    Plutonium Forums (been a huge help for resources ect)
    Anyone else I may have missed-

    Download

    BO2 Modding Releases & Resources bo2 zombies modmenu

  • [Release] [Custom Map] Octagonal Ascension BO2 REMAKE
    m7574z m7574z

    t6 is getting the love it deserves im so glad people are making cool mods and maps this is really cool good job!! Honestly i like it, I've never played any challenge maps and this was fun haha map looks crazy lol, also first game i died like 15 seconds in got slapped lmao i have a skill issue xD

    Good work tho be nice to see more maps like this for t6

    BO2 Modding Releases & Resources

  • [ZM] Reflect 115 camo replacement for Origins PAP camo
    m7574z m7574z

    yo this is actually sick! good work

    BO2 Modding Releases & Resources

  • [RELEASE][MOD MENU][KILLCAMS][ZM][T6] BO2 Zombies Mod Menu Heidi by Mutz Version 13
    m7574z m7574z

    mrangelo99 press the use button on keyboard dont know if its F Key

    BO2 Modding Releases & Resources bo2 zombies modmenu

  • [RELEASE] Gersh Grenades (Updated)
    m7574z m7574z

    Here is a Gersh Grenades Function feel free to improve it as i wont be changing anything on it anymore was just a daft function i wanted to make for my menu. It currently teleports zombies within radius and kills them, also if players are within a certain distance they now get pulled and teleported to a random spawn location.

    t6zmgersh.png

    GershGrenadesToggle()
    {
        if (!isDefined(self.gershGrenadesToggle))
        {
            self.gershGrenadesToggle = true;
            self thread mzGershGrenades();
            self iprintln("Gersh Grenades: ^2Enabled");
        }
        else
        {
            self.gershGrenadesToggle = undefined;
            self notify("stop_gershgrenades");
            self iprintln("Gersh Grenades: ^1Disabled");
        }
    }
    
    mzGershGrenades()
    {
        self endon("stop_gershgrenades");
        self endon("disconnect");
        level endon("game_ended");
        
        for(;;)
        {
            self waittill("grenade_fire", grenade, weapon_name);
            if (!isDefined(grenade))
                continue;
    
            origin = undefined;
            while (isDefined(grenade))
            {
                origin = grenade.origin;
                wait 0.1;
            }
    
            if (!isDefined(origin))
                continue;
                
            self thread mzGershBlackHole(origin, self);
        }
    }
    
    mzGershBlackHole(center, attacker)
    {
        self endon("disconnect");
        level endon("game_ended");
    
        self thread mzGershFX(center);
    
        foreach(player in level.players)
            player thread mzGershPlayerPull(center);
    
        killTeleportRadius = 350;
    
        for (tick = 0; tick < 14; tick++)
        {
            foreach(zombie in getAiArray(level.zombie_team))
            {
                if (!isDefined(zombie) || !isDefined(zombie.health) || zombie.health <= 0)
                    continue;
    
                if (isDefined(zombie.mz_gersh_dead))
                    continue;
    
                if (distance(zombie getOrigin(), center) <= killTeleportRadius)
                {
                    zombie.mz_gersh_dead = 1;
    
                    zombie forceteleport(center, self.angles + vectorScale((0, 1, 0), 180));
                    wait 0.05;
    
                    if (isDefined(zombie) && isDefined(zombie.health) && zombie.health > 0)
                        zombie doDamage(zombie.health * 2, center, attacker);
    
                    if (isDefined(zombie))
                        zombie thread mzGershSafeDelete();
    
                    playfx(level._effect["zombie_guts_explosion"], center + (0, 0, 30));
                }
            }
    
            wait 0.25;
        }
    
        foreach(player in level.players)
            if (isDefined(player))
                player notify("stop_gersh_pull");
    
        playfx(loadfx("explosions/fx_default_explosion"), center);
    }
    
    mzGershSafeDelete()
    {
        self endon("disconnect");
        level endon("game_ended");
    
        wait 0.15;
    
        if (!isDefined(self))
            return;
    
        if (isDefined(self.health) && self.health > 0)
            return;
    
        self delete();
    }
    
    mzGershPlayerPull(origin)
    {
        self endon("disconnect");
        self endon("stop_gersh_pull");
        level endon("game_ended");
        
        for (tick = 0; tick < 14; tick++)
        {
            if (distance(origin, self getOrigin()) < 250)
            {
                self setOrigin(self.origin);
                self setVelocity((origin - self getOrigin()));
                
                if (distance(origin, self getOrigin()) < 60)
                {
                    self thread mzGershTeleportPlayer();
                }
            }
            wait 0.25;
        }
        wait 0.5;
        self setVelocity((0, 0, 0));
    }
    
    mzGershTeleportPlayer()
    {
        self endon("disconnect");
        
        spawn_points = maps\mp\gametypes_zm\_zm_gametype::get_player_spawns_for_gametype();
        
        if (spawn_points.size == 0)
            return;
        
        valid_groups = [];
        
        for (i = 0; i < spawn_points.size; i++)
        {
            if (spawn_points[i].locked == 0)
            {
                valid_groups[valid_groups.size] = spawn_points[i];
            }
        }
        
        if (valid_groups.size == 0)
            return;
        
        random_group = valid_groups[randomint(valid_groups.size)];
        spawn_array = getstructarray(random_group.target, "targetname");
        
        if (!isDefined(spawn_array) || spawn_array.size == 0)
            return;
        
        spawn_array = array_randomize(spawn_array);
        
        chosen_spawn = undefined;
        for (k = 0; k < spawn_array.size; k++)
        {
            if (!positionwouldtelefrag(spawn_array[k].origin))
            {
                chosen_spawn = spawn_array[k];
                break;
            }
        }
    
        if (!isDefined(chosen_spawn))
            chosen_spawn = spawn_array[0];
            
        self setOrigin(chosen_spawn.origin);
        
        if (isDefined(chosen_spawn.angles))
            self setPlayerAngles(chosen_spawn.angles);
        
        playfx(level._effect["powerup_grabbed_solo"], self.origin);
    }
    
    mzGershFX(origin)
    {
        self endon("disconnect");
    
        for (i = 0; i < 14; i++)
        {
            playfx(level._effect["grenade_samantha_steal"], origin);
            wait 0.25;
        }
    }
    

    Video clip link

    BO2 Modding Releases & Resources

  • [RELEASE] No Overheat Jet Gun/Paralyzer
    m7574z m7574z

    Here is a simple toggle on/off function for those who were wanting to have a no overheat/unlimited Jet Gun or Paralyzer works for both depending on what weapon your using. Example shown is with Jet Gun but works with Paralyzer non pap and pap'd.

    t6zmnooverheat1.png
    t6zmnooverheat2.png

    mzNoOverheatToggle()
    {
        if(!isDefined(self.mznooverheat))
        {
            self.mznooverheat = true;
            if(!isDefined(level.jetgun_explode_original))
            {
                level.jetgun_explode_original = level.explode_overheated_jetgun;
            }
            self thread mzNoOverheat();
            self iprintln("No Overheat: ^2Enabled");
        }
        else
        {
            self.mznooverheat = undefined;
            self notify("mz_nooverheat_end");
            if(isDefined(level.jetgun_explode_original))
            {
                level.explode_overheated_jetgun = level.jetgun_explode_original;
            }
            self iprintln("No Overheat: ^1Disabled");
        }
    }
    
    mzNoOverheat()
    {
        self endon("disconnect");
        self endon("mz_nooverheat_end");
        
        while(true)
        {
            currentWeapon = self getCurrentWeapon();
            
            if(currentWeapon == "slowgun_zm" || currentWeapon == "slowgun_upgraded_zm")
            {
                self setWeaponOverHeating(0, 0);
            }
            else if(currentWeapon == "jetgun_zm")
            {
                self setWeaponOverHeating(0, 0);
                level.explode_overheated_jetgun = false;
            }
            
            wait 0.05;
        }
    }
    

    Video clip link

    BO2 Modding Releases & Resources

  • [RELEASE] No Overheat Jet Gun/Paralyzer
    m7574z m7574z

    C0NFU510N are you wanting just a gsc file for the game where it just has no overheat for those no other changes like? i could do it for you and drop the gsc, you wouldnt notice it till your in game and actually have those weapons tho

    BO2 Modding Releases & Resources

  • [RELEASE] No Overheat Jet Gun/Paralyzer
    m7574z m7574z

    C0NFU510N no worries mate enjoy 🙂

    BO2 Modding Releases & Resources

  • [RELEASE] No Overheat Jet Gun/Paralyzer
    m7574z m7574z

    C0NFU510N here you go https://www.mediafire.com/file/nrcfr0swd4q6fmp/no_overheat_jetgun_paralyzer.gsc/file

    download the gsc file then go to your Plutonium folder look for Storage the t6 click in that then open scripts folder if you dont have another folder called zm add that then put the gsc inside there and load up your zombies game in lan mode as im not sure if playing online with it will get you banned.

    Plutonium/Storage/t6/scripts/zm/no_overheat_jetgun_paralyzer.gsc here

    just tested it and it works fine let me know if it helped.

    also updated the link so you wont get a iprintln at the start saying anything so just looks like a normal game

    BO2 Modding Releases & Resources

  • [BO2] Vanilla+ Ultimate 2026 Pack | CFG Settings + HQ hud + Textures patch for 4k + more!
    m7574z m7574z

    GOAT ❤

    BO2 Modding Releases & Resources

  • [RELEASE][MOD MENU][KILLCAMS][ZM][T6] BO2 Zombies Mod Menu Heidi by Mutz Version 13
    m7574z m7574z

    BO2-MOZFURRY works fine do you have all dlc installed? not that i think that should be an issue. aim and knife at same time to open menu if it isnt popping up you haven't installed it correctly and maybe aren't playing on lan mode?

    BO2 Modding Releases & Resources bo2 zombies modmenu

  • [ZM] Red Eyes Ranks
    m7574z m7574z

    binaryO_O cool but if you want your main menu rank icon to be red eyes you should edit the zombierank_5_ded image aswell as zombierank_4_ded and zombierank_3_ded then this would be a solid full change. nice work tho 🙂 looks dope

    BO2 Modding Releases & Resources

  • [RELEASE][MOD MENU][KILLCAMS][ZM][T6] BO2 Zombies Mod Menu Heidi by Mutz Version 13
    m7574z m7574z

    sigile mnyh yes currently have it in my mp menu I’m working on so after I’ve done the mp one I will probs update it

    BO2 Modding Releases & Resources bo2 zombies modmenu

  • BO2 Emblem Editor – Open Source Project with AI Emblem Generation
    m7574z m7574z

    yoooo this looks fire man! good stuff i will test it out later for sure 🙂

    BO2 Modding Releases & Resources

  • Rick hands (Rick and Morty) [ZM] [CIA]
    m7574z m7574z

    this looks so good haha love the lava

    BO2 Modding Releases & Resources
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