bokena no worries bro
if you fancy trickshotting on zombies ive released a menu on here has a toggle on off killcam system
m7574z
Posts
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BO2 Trickshot Mod Menus (Private Custom Games) -
[RELEASE][MOD MENU][ZM][T6] Heidi by Mutz (version: 11.5 beta)Heidi by Mutz (Version: 11.5 beta)
Will be releasing a project I've been working on for awhile now picked it up where Reezh left the project way back as it was at the start a port from Solitary but ended up been a whole new project itself. Anyways i dont know if i will be updating this menu anytime soon as for me i have a very busy personal life and used GSC modding as a nice break/escape which i assume many do who mod.
[Heidi][Version: 11.5][Beta Release]
Basic menu with some menu customisation didn't go above and beyond but its a new fresh look compared to the older menus i suppose. All saveable too so on map change or restart you should notice the design stays how you changed it in menu customisations.Has Killcam system which when toggled on removes all zombies(clears round) then an additional submenu will be available to manage your spawned zombies and set whatever one you want as killcam target. this killcam system isn't the greatest but works, also on maps such as Tranzit/Buried you'll be fast exited after killcam plays, other maps you'll be able to stay in same game.
(NOTE KILLCAM SYSTEM WHEN TOGGLED ON STAYS ACTIVE ON MAP RESTARTS/CHANGE ASWELL AS GODMODE/BINDS)the rest of the menu has all your basic shit tbh feel free to gander and mess about with it.
its a good farewell from me and modding for the time being.
Hope yall enjoy this Release! Special thanks Plutonium and the community you've made modding bring back some nostalgia
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-

Controls:
aim + knife open
knife close
reload to select
sliders/scroll d-pad direction (left/right/up/down) -
[RELEASE] No Overheat Jet Gun/ParalyzerHere 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.


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
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[RELEASE] Clone Defender
mzDefenderToggle() { if(!isDefined(self.mzdefender_on)) { self.mzdefender_on = 1; self thread mzDefenderMain(); self iprintln("Clone Defender: ^2Spawned"); } else { self.mzdefender_on = undefined; self notify("mz_defender_end"); if(isDefined(self.mzdefender)) { self.mzdefender notify("mz_defender_end"); self.mzdefender delete(); self.mzdefender = undefined; } self iprintln("Clone Defender: ^1Deleted"); } } mzDefenderMain() { self endon("mz_defender_end"); self endon("disconnect"); level endon("game_ended"); if(isDefined(self.mzdefender)) { self.mzdefender notify("mz_defender_end"); self.mzdefender delete(); self.mzdefender = undefined; } pos = self.origin; self.mzdefender = maps/mp/zombies/_zm_clone::spawn_player_clone(self, pos, "raygun_mark2_upgraded_zm", self.model); self.mzdefender.mzdefender = 1; self.mzdefender.mz_owner = self; self.mzdefender thread maps/mp/zombies/_zm_clone::clone_animate("idle"); self.mzdefender thread mzDefenderBrain(self, self.angles[1]); self waittill("mz_defender_end"); } mzDefenderBrain(owner, baseYaw) { self endon("mz_defender_end"); owner endon("mz_defender_end"); self endon("disconnect"); level endon("game_ended"); minYaw = baseYaw - 90; maxYaw = baseYaw + 90; curYaw = baseYaw; dir = 1; for(;;) { target = self mzDefenderTarget(); if(isDefined(target)) { aimAt = target.origin + (0,0,30); ang = vectorToAngles(aimAt - self.origin); self rotateTo((0, ang[1], 0), 0.35); self waittill("rotatedone"); dy = ang[1] - self.angles[1]; if(dy < 0) { dy = 0 - dy; } if(dy > 180) { dy = 360 - dy; } if(dy <= 12) { for(s = 0; s < 3; s++) { if(!isDefined(target) || !isAlive(target)) { break; } aimAt = target.origin + (0,0,30); start = self getTagOrigin("tag_weapon_right"); start = start + anglesToForward((0, self.angles[1], 0)) * 12; magicBullet("raygun_mark2_upgraded_zm", start, aimAt, owner); wait 0.12; } wait 0.35; } else { wait 0.05; } } else { if(dir) { curYaw += 60; } else { curYaw -= 60; } if(curYaw >= maxYaw) { curYaw = maxYaw; dir = 0; } else if(curYaw <= minYaw) { curYaw = minYaw; dir = 1; } self rotateTo((0, curYaw, 0), 1.5, 0.5, 0.5); self waittill("rotatedone"); wait 0.05; } wait 0.05; } } mzDefenderTarget() { arr = []; start = self.origin + (0,0,55); foreach(z in getAiArray(level.zombie_team)) { if(!isDefined(z) || !isAlive(z)) { continue; } if(bulletTracePassed(start, z getTagOrigin("j_spine4"), false, self)) { arr[arr.size] = z; } } return getClosest(start, arr); }Video clip link
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[RELEASE] Gersh Grenades (Updated) -
[RELEASE] Gersh Grenades (Updated)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.

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
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BO2 Trickshot Mod Menus (Private Custom Games)here is an all round menu with some decent azza stuff too menu has loads of customisation options that save across games. Download the second one its the fixed version its smaller in size and has different controls to open the menu pretty sure its D-Pad Up and X to open if using a xbox controller.
by all means tho do have a look around for others as they probably is more updated trickshot menus.
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looking for decompiled or compiled jetgun modsDead073Pool try this one you can do whatever you want with it, main thing you want to look at tho is the setWeaponOverHeating(0,0); im sure this also works for the Paralyzer too on buried but you would either need to change the name for that weapon or simply add in the weapon checker
example: if(self getCurrentWeapon() == "jetgun_zm" || self getCurrentWeapon() == "slowgun_zm" || self getCurrentWeapon() == "slowgun_upgraded_zm");
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looking for decompiled or compiled jetgun modsinfinitejetgunscript() { self endon("disconnect"); self endon("stop_infinite_jg"); if(!isDefined(self.infjetg)) { self.infjetg = true; self iprintln("Unbreakable Jet Gun Active"); for(;;) { if(self getCurrentWeapon() == "jetgun_zm") self setWeaponOverHeating(0, 0); wait .05; } } else self iprintln("Unbreakable Jet Gun Already Active"); }