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Plutonium

m7574zundefined

m7574z

@m7574z
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Recent Best Controversial

  • BO2 Trickshot Mod Menus (Private Custom Games)
    m7574zundefined m7574z

    bokena no worries bro 🙂 if you fancy trickshotting on zombies ive released a menu on here has a toggle on off killcam system

    BO2 Modding Support & Discussion

  • [RELEASE][MOD MENU][ZM][T6] Heidi by Mutz (version: 11.5 beta)
    m7574zundefined m7574z

    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-

    Heidiv11.5.png Heidiv11.5pic1.png

    Download

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

    BO2 Modding Support & Discussion

  • [RELEASE] No Overheat Jet Gun/Paralyzer
    m7574zundefined 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] Clone Defender
    m7574zundefined m7574z

    t6zmclonedefender.png

    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

    BO2 Modding Releases & Resources

  • [RELEASE] Gersh Grenades (Updated)
    m7574zundefined m7574z

    Dec 🙂

    BO2 Modding Releases & Resources

  • [RELEASE] Gersh Grenades (Updated)
    m7574zundefined 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

  • BO2 Trickshot Mod Menus (Private Custom Games)
    m7574zundefined m7574z

    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.

    https://cabconmodding.com/threads/call-of-duty-black-ops-2-gsc-gscr-mod-menu-solitary-by-reezh-download.6961/

    by all means tho do have a look around for others as they probably is more updated trickshot menus.

    BO2 Modding Support & Discussion

  • looking for decompiled or compiled jetgun mods
    m7574zundefined m7574z

    Dead073Pool 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");

    BO2 Modding Releases & Resources

  • looking for decompiled or compiled jetgun mods
    m7574zundefined m7574z
    
    infinitejetgunscript()
    {
    	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");
    }
    
    BO2 Modding Releases & Resources
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