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#11. Posted:
Bitwise
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IGoogleclanmodz wrote
Bitwise wrote Model attaching/detaching was released ages ago...yet no-one really caught on to it. It looks really cool, and with your gay little xam loop...you shouls be-able to create a custom function to do with attaching entities...I know on ghosts, ent+0x160 returns if the entity is a player entity or a bot, should work the same on mw2 but maybe it will return if it's a player entity or a map entity? (Since mw2 doesn't have support for test clients) So yeah, all you would have to do is get the origin of the entity you want to "attach" another entity too (vec3 would be a good option) and use getTagOrigin to get the vec3 origin of the other entities tag, and then use the hooked infinite loop to constantly set the origin as long as the entities origin != it's self. If I worded that too advanced for you, just IM me on skype and ill explain it



i've seen this in some people menus it looks really good and neat


Wait what? What part? The model attaching or the entity attaching? The model attaching I never saw anyone catch on, but I assume some people liked it too. The entity attaching I've never seen it done.
#12. Posted:
Adamu
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The menu is really nice bro i just find that the newsbar text dont stand out try a different colour bro but it could be just me but other then that its a nice menu.
#13. Posted:
Beehive
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you should add more fun mods in looks really good though
#14. Posted:
CHARMING
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looks really good to me, keep up the good work, you have been around for ages now and still going big
#15. Posted:
EchoRGH
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I'm not sure if MW2 has it, but you should make a menu options area where you can move the menu from left side to center to right side and change the scroll bar/background color too. That would be cool! But honestly, I think it looks like the cleanest menu out (even though its not released) and when it is released, I will certainly use it! Are you planning on releasing it for free or having people pay for it?
#16. Posted:
GrizzlyVideosHD
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Echo_Gaming wrote I'm not sure if MW2 has it, but you should make a menu options area where you can move the menu from left side to center to right side and change the scroll bar/background color too. That would be cool! But honestly, I think it looks like the cleanest menu out (even though its not released) and when it is released, I will certainly use it! Are you planning on releasing it for free or having people pay for it?



I think thats a good idea ;) like imGay Menu on ghosts
#17. Posted:
Bitwise
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Monster-Munch wrote The menu is really nice bro i just find that the newsbar text dont stand out try a different colour bro but it could be just me but other then that its a nice menu.


It doesn't have anything to do with that, he has spawned the text 1st and then the shader on top (with the wrong sort too) so the text is behind the shader, he just needs to do the opposite and poof it will look fine.
#18. Posted:
SPL
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It looks great, but I have a few ideas.

    In the verification menu make it so you can bring players up into the sky base with you.

    Personally, I'd like the menu to be very smooth. I wouldn't want any notifications that I turned something on. Such as "Unlimited Ammo Lobby Set" the only thing I feel that would be useful for is the infections and challenges.
#19. Posted:
Bitwise
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bad_flash wrote It looks great, but I have a few ideas.

    In the verification menu make it so you can bring players up into the sky base with you.

    Personally, I'd like the menu to be very smooth. I wouldn't want any notifications that I turned something on. Such as "Unlimited Ammo Lobby Set" the only thing I feel that would be useful for is the infections and challenges.


Agreed, The notification thing does look like it can get annoying lol. They over used it on Cod4 too, I think they just wanted to being something back from when they knew what they was doing XD

I would include some monitoring, ect;

bool isAlive(int clientIndex)
{
   return getEntity(client)->clientData->sess.sessionState != SESS_STATE_DEAD;
}

bool isPlaying(int clientIndex)
{
   return getEntity(client)->clientData->sess.sessionState == SESS_STATE_PLAYING;
}
int kills[18], assists[18], score[18];
bool checkTwice[18][3] = {true};
bool gotKill(int clientIndex) //Make sure this is used in a infinite loop
{
   if(checkTwice[clientIndex][0]) kills[clientIndex] = getEntity(client)->clientData->sess.Kills; checkTwice[clientIndex][0] = false;
   return getEntity(client)->clientData->sess.Kills != kills[clientIndex];
}

bool gotAssist(int clientIndex)
{
  if(checkTwice[clientIndex][1]) assists[clientIndex] = getEntity(client)->clientData->sess.Assists; checkTwice[clientIndex][1];
  return getEntity(client)->clientData->sess.Assists != assists[clientIndex];
}

bool gainedScore(int clientIndex)
{
  if(checkTwice[clientIndex][2]) score[clientIndex] = getEntity(client)->clientData->sess.Score; checkTwice[clientIndex][2];
  return getEntity(client)->clientData->sess.Score > score[clientIndex]
}

bool hasDied(int clientIndex)
{
    return getEntity(client)->clientData->sess.Deaths != 0
}


Example, if the player has died, disable afew things that would normally stay enabled after death (Like your menu), and for playing that can be used as spawn monitoring (ish)

You can also monitor alot more things, but I cba to post everything


Last edited by Bitwise ; edited 3 times in total
#20. Posted:
IDA
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Day aimbot doe ...

Very nice, looking good
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