This is cool and all, and id love to implement this idea into my own menu, but i just dont see the point of this. alot of people had the idea to use it along side your main menu, but whats the point of it if you already have a host menu, i mean it cant be used when offhost
Does Anyone have a list of all easter egg song ids?
Heres what I already have:
Tranzit
mus_zmb_secret_song
Nuke Town Zombies
zmb_nuked_song_1
zmb_nuked_song_2
zmb_nuked_song_3
Mob Of The Dead
mus_zmb_secret_song_2
I know that nearly every map has an easter egg song. And some, like MOTD...
Ok, It took a little bit of trial and error, first there was a syntax error (Simple fix, turns out that you just used the wrong slashes is all; You want to type 'player thread maps\BO1Project\menu::OnPlayerSpawned();', or 'self thread maps\BO1Project\menu::LoadMenuExample();' instead). After...
I found a bo1 gsc dump Here, and tried using a few different files. some didnt load up the menu at all and started the game normally, others just gave me the exact same error. I did make sure to add the functions and includes from the gsc files I used into the new file. I also tried using a...
I'm using an RGH using XBOnline (Which has InfinityOps.xex built in).
I'm trying to get this to work on zombies.
after moving the file to 'maps' and renaming it to '_zombiemode.gsc', I'm now atleast getting the game to register that there is a menu. However apon loading up a solo game, I get the...
Ive also tried the respective:
'raw/maps/mp/gametypes/clientids.gsc',
'raw/maps/mp/gametypes_zm/clientids.gsc', as well as
'raw/maps/mp/gametypes_zm/_clientids.gsc'
all with the same result; The game loads as if there is no menu at all
Ok, I think I've almost got it. However, I tried to load up a simple menu base that I found Here to make sure it works properly (I changed to includes from multiplayer to zombies), and added it to 'raw/maps/mp/gametypes/_clientids.gsc' as ImJtagModz said to do Here, however the menu doesnt load...
Well, there are ways of protecting bo2 menus so as that they cannot be decompiled. But thats nice to know thanks. as far as GSC Studio working on bo1 goes, thats what I figured, but it never hurts to ask. I think the biggest thing for me is that I dont like injecting the menu; I rather have the...
Thank you, That is very useful, but I was hoping to find a compiler that compiles menus to a gsc file like '_clientids' or somthing of the sort. I like to release my menus, and I dont really want to straight up release source code. So is there anything that compiles menus to a gsc file? I'm...
I've been coding GSC for bo2 for a pretty long time now, and I think that I've gotten to be pretty advanced with it. So now I want to test my luck at coding bo1 GSC menus. the problem is; I don't really know where to get started. Like bo2 menus, I just use "Bo2 GSC Studio", and that allows me to...
So I've a script that loads when the game is started, and basically what the script does is call other scripts. Ex:
functionStart(){
self function1();
self function2();
self function3();
}
but the issue is that function1() has a for( ;; ) loop in it, so function2() is never called...
Basically for zombies, what you'll need to do is;
Note: Whilst It Doesn't Really Matter, I'd Recomend Choosing A GSC File With Low Storage Space Being Used.
Note: Do Not Delete The Code Thats Already In The Script.
Here is a dump of all Zombie GSCs than can be used
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