That method was actually created by extinct a long time ago. Only difference is the unnecessary utility functions that were added.
Here is my method of doing it. Which I personally find to be a lot better.
It does everything Extinct's method does, but it automatically replaces '_' with...
These seem to be all of them. They all use "mus_zmb_secret_song" except for Nuketown. They have the same name, just different music.
Tranzit:
- mus_zmb_secret_song
Origins:
- mus_zmb_secret_song
- mus_zmb_secret_song_a7x
- mus_zmb_secret_song_aether
Mob Of The Dead:
-...
Good thing about bo1 is, you don't have to stick to pre-made gscs. As in you can make your own files and name them whatever(i.e. menu.gsc)
You can also make your own paths as well(i.e. maps/BO1Project/menu.gsc)
I recommend doing this:
1. Overwrite maps/_zombiemode_load.gsc
2. Make sure you have...
Are you injecting the .dll?
Also, are you trying to get this to work for mp, or zombies?
Lastly, there is no maps/mp/gametypes_zm directory, like bo2.
zombies is considered to be apart of singleplayer. So all of the zombie files will be located in the maps folder
i.e. maps/_zombiemode.gsc
There are very few effective ways of having any type of source protection compiling with GSC Studio. Even then, it can still be decompiled.
When I used InfinityOps, I would just place the raw files in the directory and have it open on Visual Studio Code.
It's super easy. You don't have to wait...
As of right now, there is only two injectors that will allow GSC to be used online anyways. Which is InfinityOps and Infinity Loader. Neither of which, will protect your source. As far as I know there isn't anything that will protect your source on bo1. Sources aren't protected on BO2 with GSC...
Any time you make a call to a function that runs a constant loop, or you want to immediately run the next line of code after the function call, make a thread to the function.
ex:
self thread function1(); //will execute the next line of code immediately
self function2(); //will execute the next...
This should fix the syntax, other than one part. Check the comments I added under self usebuttonpressed().
After you fix that, you shouldn't have a problem.
Also, I made it into a loop. Without looping the binds, you won't be able to use the menu.
menuinit()
{
self endon( "disconnect" )...
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