Outdated Need help for my Black Ops II mod menu

Hydrex_XeX

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Hello guys and gals, so i've been working on my mod menu for quite a while now (about 3/4 months) and i really wanted to add ziplines in my forge menu but i dont know how to code it and when i looked up i did not find any codes for it, i know menus that have the zipline thing one of them is BlazeD v2. Thank you and hopefully you guys can comeback at me with support. Thanks!
 

Liam

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Hello guys and gals, so i've been working on my mod menu for quite a while now (about 3/4 months) and i really wanted to add ziplines in my forge menu but i dont know how to code it and when i looked up i did not find any codes for it, i know menus that have the zipline thing one of them is BlazeD v2. Thank you and hopefully you guys can comeback at me with support. Thanks!
Sorry, 3/4 months of coding or 3/4 months of Copy and Pasting.
 

Hydrex_XeX

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Sorry, 3/4 months of coding or 3/4 months of Copy and Pasting.
actually i've made my own functions and i'm not always at home so i dont have alot of time to work on my projects, There is a few basic functions that came with the base i got like god mode unlimited ammo etc.. (my base is africanized). anyways thanks for the reply
 

Liam

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1) Africanized menu base isnt his base. he just edited another.
2) Look @ Zombieland source for zipline
 

Hydrex_XeX

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so you have a non existent function somewhere in your script. Look carefully to see if everything has been copied correctly from it
My menu works perfectly fine if i delete the zipline function. i added this line here so i can spawn it :

[
Ziplineinit()
{

closeMenu();
self iPrintlnBold("^test");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^test");
wait 1;
self iPrintlnBold("^test2");
self waittill("weapon_fired");
pos2=self.origin;
wait 0.05;
wait .1;
self iPrintln("^test2");
self iPrintlnBold("^test3");
wait 2;
CreateZipline(pos1,pos2,1,true);
iPrintlnBold("^test3]");
}

im using shark's zipline.
 

Syndicate

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My menu works perfectly fine if i delete the zipline function. i added this line here so i can spawn it :

[
Ziplineinit()
{

closeMenu();
self iPrintlnBold("^test");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^test");
wait 1;
self iPrintlnBold("^test2");
self waittill("weapon_fired");
pos2=self.origin;
wait 0.05;
wait .1;
self iPrintln("^test2");
self iPrintlnBold("^test3");
wait 2;
CreateZipline(pos1,pos2,1,true);
iPrintlnBold("^test3]");
}
yeahh theirs deffo alot more code to use then that
 

Hydrex_XeX

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whole code looks something like that
Ziplineinit()
{

closeMenu();
self iPrintlnBold("^test");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^test");
wait 1;
self iPrintlnBold("^test2");
self waittill("weapon_fired");
pos2=self.origin;
wait 0.05;
wait .1;
self iPrintln("^test2");
self iPrintlnBold("^test3");
wait 2;
CreateZipline(pos1,pos2,1,true);
iPrintlnBold("^test3]");
}
CreateZipline(start, end, time, bothWays)
{
TempAngles = VectorToAngles(end - start);
Angles = (0, TempAngles[1], 0);

if (bothWays)
{
ziplineStart = spawnEntity("script_model", level.supplyDropModel, start, Angles);
ziplineEnd = spawnEntity("script_model", level.supplyDropModel, end, Angles);
spawnObjective(start, "compass_supply_drop_green");
spawnObjective(end, "compass_supply_drop_green");
}
else
{
ziplineStart = spawnEntity("script_model", level.supplyDropModelAxis, start, Angles);
ziplineEnd = spawnEntity("script_model", "", end, Angles);
spawnObjective(start, "compass_supply_drop_red");
}
level thread Zipline_Think(ziplineStart, ziplineEnd, time, bothWays);
}

Zipline_Hint_Think(localZiplineNumber)
{
level endon("game_ended");
self endon("disconnect");

self.ZiplineHintThinkActive[localZiplineNumber] = true;
for(;:wink:
{
if (!isDefined(self.ziplineStringCreated[localZiplineNumber]))
{
self.ziplineHintString[localZiplineNumber] = self drawText("Press [{+usereload}] To Use Zipline", "objective", 1.5, 0, -50, (1, 1, 1), 1, (0, 0, 0), 0, 8, false);
self.ziplineHintString[localZiplineNumber].alignX = "center";
self.ziplineHintString[localZiplineNumber].alignY = "bottom";
self.ziplineHintString[localZiplineNumber].horzAlign = "center";
self.ziplineHintString[localZiplineNumber].vertAlign = "bottom";
self.usingZipline = false;
self.ziplineStringCreated[localZiplineNumber] = true;
self.ziplineHintString[localZiplineNumber].alpha = 0;
}
if (self.nearZipline[localZiplineNumber] && !self.usingZipline && isAlive(self))
self.ziplineHintString[localZiplineNumber].alpha = 1;
if (!self.nearZipline[localZiplineNumber] && isAlive(self))
self.ziplineHintString[localZiplineNumber].alpha = 0;
wait 0.01;
}
}

Zipline_Think(ziplineStart, ziplineEnd, time, bothWays)
{
level endon("game_ended");

localZiplineNumber = level.activeZiplines;
level.activeZiplines++;

for(;:wink:
{
foreach(player in level.players)
{
if (!isDefined(player.ZiplineHintThinkActive[localZiplineNumber]))
player thread Zipline_Hint_Think(localZiplineNumber);
if (!player.usingZipline && isAlive(player))
{
if (bothWays)
{
if(Distance(player.origin, ziplineStart.origin) < 60)
{
player.nearZipline[localZiplineNumber] = true;
if (player UseButtonPressed())
player thread Zipline_Player_Think(player, localZiplineNumber, ziplineStart.origin, ziplineEnd.origin, time);
}
else if(Distance(player.origin, ziplineEnd.origin) < 60)
{
player.nearZipline[localZiplineNumber] = true;
if (player UseButtonPressed())
player thread Zipline_Player_Think(player, localZiplineNumber, ziplineEnd.origin, ziplineStart.origin, time);
}
else
player.nearZipline[localZiplineNumber] = false;
}
if (!bothWays)
{
if(Distance(player.origin, ziplineStart.origin) < 60)
{
player.nearZipline[localZiplineNumber] = true;
if (player UseButtonPressed())
player thread Zipline_Player_Think(player, localZiplineNumber, ziplineStart.origin, ziplineEnd.origin, time);
}
else
player.nearZipline[localZiplineNumber] = false;
}
}
}
wait 0.01;
}
}

Zipline_Player_Think(player, ziplineNumber, start, end, time)
{
level endon("game_ended");
self endon("disconnect");

player.usingZipline = true;
ZiplineMover = spawn("script_model", start);
player PlayerLinkTo(ZiplineMover);
player.ziplineHintString[ziplineNumber].alpha = 0;
ZiplineMover MoveTo(end, time, 0.5, 0.5);
wait time;
player DetachAll();
ZiplineMover delete();
player.usingZipline = false;
}
 
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