Post: [Source] Project Iconic SENTINEL (Zombies Menu) (8 Player Survival!)
05-09-2016, 11:34 AM #1
anthonything
Space Ninja
(adsbygoogle = window.adsbygoogle || []).push({}); *New update soon* - Only available on my channel here: [PLAIN] You must login or register to view this content. [/PLAIN]
So i released the original project Iconic some time ago... It wasnt good enough. There were several stability problems and i wanted a bigger menu. Sharks base wouldn't cut it. So i hand coded a new menu structure to be more efficient and stable, and recoded the entire menu to be more stable and better overall. Here is the result.
Features Video:

Sorry for such a long video, this menu is really hard to cover in a short period of time - Its a pretty big menu.

Thanks to Loz for some of his menu functions and help with the overflow.
Thanks to Hunter926 for a couple bug reports with fixes.
Thanks to Extinct and my subscribers for supporting me in the newest build
Hopefully you enjoy this menu, as it is loaded with brand new features and is the most stable menu i could make (its stable...).

New Menu Update Video:


Download: You must login or register to view this content.
Virus Scan for PS3 Injector:You must login or register to view this content.

Also:
1: If you have any bugs let me know! I want to fix anything you can find.
2: Your feedback is appreciated! Comment on what you like so i can keep doing it, and tell me the things that could be better!
3: Enjoy.

Changelog:

Changelog (Current version 2r.7p.xxx):
[Update 2.0]
1: Fixed Various Bugs and implemented several new features
2: Transitioned to New Menu Base (SENTINEL 1.5)
3: Removed Gamemodes Menu for more space in the menu for other functions.
4: Removed Option specific messages to free strings (ie: Godmode On will now just say Enabled)
5: Performed several operations on the menu structure to free strings. (Around 750 in total)

[Update 2.5]
1: <redacted>
2: Fixed Several Function Specific Bugs
3: Fixed Players and All players toggles to operate correctly
4: Added 8 Player zombies capabilities to PS3 Injector
5: Added Many new Functions (Mainly fun menu functions and random things to do for fun in the game.)
6: Addressed several issues in backend efficiency for various functions to improve overall menu stability.

[Update 2.7]
1: Fixed 'Server Disconnect' error AND overflow Fix. <finally!>

[Source]
1: Released Source code for the current version of the menu


You can download the source for the menu here: You must login or register to view this content.

New update soon.
If you use any of these functions or parts, you must include adequate credits.
Enjoy.


Bugs Reported:
1: Requested a TakeCurrentWeapon option
Last edited by anthonything ; 09-02-2020 at 04:56 PM. Reason: Changes requested

The following 38 users say thank you to anthonything for this useful post:

/SneakerStreet/, BlueeHasSwag, BulletProof3160, BullyWiiPlaza, ChromeVisionz, dah, DH63, ebrahim007, Fixed Username, Frosty, gοd, goebbels, HiddenHour, Hunter926, iTzDavid39, keyser69, ksa_7ooo7, LaughTracks, LegitBruh, Loz, migjack, Mr.4Skin, ODLeslie, OfficialCoolJay, Out2getmyfix, Patrick, PawnModz, Pink Guy, Restrodude, Skonafid, Specter, Tronkuz, xexDELL, xiYQHEMoDz, xPurpBoyyx, xSynthmodz, xTiibo Modz

The following 2 users groaned at anthonything for this awful post:

DF_AUS, ProfoundModz
05-18-2016, 05:38 AM #83
anthonything
Space Ninja
Originally posted by BulletProof3160 View Post
What do you mean by activate? Like the elemental part won't work?


Yes. The fists are activated by a level method call. You must call player maps/mp/zombies/_zm_weap_one_inch_punch:Gaspne_inch_punch_melee_attack(); That is only available on origins, so other maps would not load if that was a script reference.
05-18-2016, 12:31 PM #84
Mr.4Skin
Space Ninja
Originally posted by anthonything View Post
Yes. The fists are activated by a level method call. You must call player maps/mp/zombies/_zm_weap_one_inch_punch:Gaspne_inch_punch_melee_attack(); That is only available on origins, so other maps would not load if that was a script reference.


Got a question. Would u 've able to revert to the weapons name like in old iconic. Cause some players get confused as they don't understand what it means.
05-18-2016, 02:03 PM #85
Originally posted by anthonything View Post
So i released the original project Iconic some time ago... It wasnt good enough. There were several stability problems and i wanted a bigger menu. Sharks base wouldn't cut it. So i hand coded a new menu structure to be more efficient and stable, and recoded the entire menu to be more stable and better overall. Here is the result.

Sorry for such a long video, this menu is really hard to cover in a short period of time - Its a pretty big menu.

Thanks to Loz for some of his menu functions and help with the overflow.
Hopefully you enjoy this menu, as it is loaded with brand new features and is the most stable menu i could make (its stable...).

Download: You must login or register to view this content.
Please Note: I am working on transitioning the menu into SENTINEL 1.5 as we speak. All bugs and additional features will be added at that update.
Also:
1: If you have any bugs let me know! I want to fix anything you can find.
2: Your feedback is appreciated. I know the GUI is fairly standard, but that is because the backend is much different.
3: The reason it is 2 gsc's is so when i add more functions i can have load space. (Its hard to explain but it just makes code management easier).
4: Enjoy.

Changelog (Current version 1r.2p.xxx):
1: Origins Loadscreen Freeze (Fixed in version 1r.1p.xxx)
2: Overflow fix caused a server disconnect - It has been disabled (Dont worry, it was just precaution).
3: Controls have been changed to allow traditional opening scheme
4: Menu x axis position can now be changed.

Bugs Reported:
1: Individual player location based teleports do not work
2: G_Overflow issue after extended use
3: Points menu subtraction bug
4: Give All Perma Perks Occasional Freeze (Never personally had the issue but it has been reported so i logged it)
5: Rounds - adds rounds.
6: Spamming jumpscare will cause a frozen image on the client's screen

Next Update expected: 19/5/16

This looks dope, I'll try it when I get home, great work!

The following user thanked Fixed Username for this useful post:

anthonything
05-18-2016, 03:30 PM #86
Hey Smile

It's possible to making a possibility to edit in game The Kills, Headshot etc... ?
05-18-2016, 08:03 PM #87
anthonything
Space Ninja
Originally posted by Tronkuz View Post
Hey Smile

It's possible to making a possibility to edit in game The Kills, Headshot etc... ?


I think so actually, i was thinking about working on figuring that out. I think i know how, question is, if it effects the end result.
05-18-2016, 08:04 PM #88
anthonything
Space Ninja
Originally posted by Mr.4Skin View Post
Got a question. Would u 've able to revert to the weapons name like in old iconic. Cause some players get confused as they don't understand what it means.


No. Firstly, im having a canonical string issue so adding 2x strings for weapons is a horrible idea, and secondly, its automated for each level so that would require a rewrite of the functions for a small difference.
05-18-2016, 08:42 PM #89
Mr.4Skin
Space Ninja
Originally posted by anthonything View Post
No. Firstly, im having a canonical string issue so adding 2x strings for weapons is a horrible idea, and secondly, its automated for each level so that would require a rewrite of the functions for a small difference.


Ur a picky fucker eh xD
05-18-2016, 11:04 PM #90
anthonything
Space Ninja
Originally posted by Mr.4Skin View Post
Ur a picky fucker eh xD


More of a developer fucker to be honest. Look up 'canonical string' and you may understand.
05-18-2016, 11:36 PM #91
Originally posted by anthonything View Post
I think so actually, i was thinking about working on figuring that out. I think i know how, question is, if it effects the end result.


If it not effect the end result, is not problem, i like to add a lot of kill in game Smile
But yeah is more cool if it's effect the end result !

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