Post: Surge "Rise" Menu Base Beta 1.5 [UPDATE 9/30/14]
09-26-2014, 04:49 AM #1
TheFallen
Former Dark Night
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Surge "Rise" Menu Base Beta




Here's an alternative menu base that you can use BUT keep in mind this menu is still in beta so it is not perfect. If you find any bugs quote me and I will look into them. Also if you have any ideas for what I should change/add (besides mods, this is not a completed menu release it is only a base) let me know and I will see what I can do.

Features




  • Verification System
  • Menu Tracking
  • Function Control
  • Paging
  • Easy-to-use Control System


How to Use
Controls:

  • Open = Dpad down
  • Close = R3
  • Select = X
  • Back = O (closes menu if at main menu)
  • Scroll Up = L1
  • Scroll Down = R1


File Structure

menu.gsc
Contains the update menu functions and is where you should add your options.

hud.gsc
Contains the hud creation and transition functions


Add and Use a color
    level.<color name>= (r, g, b);

Ex:
level.white = (1, 1, 1);
...
self.myShader.color = level.white;


Set a Color
    setColor(type, elem, color);

Ex:
setColor("menu", "background", black);
or
setColor("menu", "background", (0, 0, 0));


To add options to the root menu use the following in the function updateMenu()
To add options to the player menu use the following in the function updatePlayersMenu()

Adding a Menu/Submenu:
    
/*
* parent = menu to add to
* name = menu id/reference
* title = text to display for menu title
*/
[entity] addMenu(parent, name, title);


Adding an Option:
    
/*
* parent = menu to add to
* label= text to display
* title = function to call
* input = parameter to pass to function
* type = "thread" for async calls or blank for immediate calls; default is immediate
* entity = entity to call function on; default is self
*/
[entity] addOption(parent, label, function, input, type, entity);



Changing Access Level:
    
/*
* accessLevel = integer from 0-3
*/
[entity] setAccessLevel(accessLevel);


Get Access Level:
    
/*
* returns integer value; default is 0 (no access)
*/
[entity] getAccessLevel();


Get Access Level Status:
    
/*
* returns string matching access level (No Access, Limited Access, Admin, Host)
*/
[entity] getAccessLevelStatus();

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***Only for iMCSz's GSC Studio as of now***
A future update will provide the single _clientids.gsc file.


Change Log

9/30/14

ONLY FOR iMCSx's GSC Studio (You must login or register to view this content.)

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  • New File Structure
  • Better color customization
  • Stability Improvments



9/25/2014

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  • Initial Release



Credits


  • ItsLollo1000 for his thread and anyone whose codes I used
  • Exelo for line_horizontal material
  • Taylor for reminding me how weird GSC when I tried doing something from a C language and for helping me test
  • Adidas for helping me test
  • iMCSx for his GSC Studio
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The following 52 users say thank you to TheFallen for this useful post:

Mantus, /SneakerStreet/, Hammy, Bucko, Chris, Daqe, Eddie Mac, EdiTzZ, ErasedDev, Frost Mods, Geo, Harry12345789, HaX-Stylin, iifire, Im Leroy, Im Not Boobdidas, Items, Welsh, ItsLollo1000, John Leepe, Joren, MiseryLegion, My Ninja Defuse, Napalm Light, Norway-_-1999, John, ozzy21, PartyTime, Patrick, Plasmer, RTE, SaberNGU, SC58, Script Kiddie, seb5594, ShutTheCrunchUp, Silent Assassin, Taylor, Swiss, SyGnUs, TehMerkMods, Terrorize 420, Turk_Warrior, Vanz, wayzoken, x0ptic0ns100, xD3VHΛX, Fatality, xJessex, xSlinkeyy, xSyntheticPatch
09-27-2014, 12:27 PM #20
Shark
Retired.
Originally posted by TheFallen View Post
Surge "Rise" Menu Base Beta




Here's an alternative menu base that you can use BUT keep in mind this menu is still in beta so it is not perfect. If you find any bugs quote me and I will look into them. Also if you have any ideas for what I should change/add (besides mods, this is not a completed menu release it is only a base) let me know and I will see what I can do.

Features




  • Verification System
  • Menu Tracking
  • Function Control
  • Paging
  • Easy-to-use Control System


How to Use
Controls:

  • Open = Dpad down
  • Close = R3
  • Select = X
  • Back = O (closes menu if at main menu)
  • Scroll Up = L1
  • Scroll Down = R1


To add options to the root menu use the following in the function updateMenu()
To add options to the player menu use the following in the function updatePlayersMenu()

Adding a Menu/Submenu:
    
/*
* parent = menu to add to
* name = menu id/reference
* title = text to display for menu title
*/
[entity] addMenu(parent, name, title);


Adding an Option:
    
/*
* parent = menu to add to
* label= text to display
* title = function to call
* input = parameter to pass to function
* type = "thread" for async calls or blank for immediate calls; default is immediate
* entity = entity to call function on; default is self
*/
[entity] addOption(parent, label, function, input, type, entity);



Changing Access Level:
    
/*
* accessLevel = integer from 0-3
*/
[entity] setAccessLevel(accessLevel);


Get Access Level:
    
/*
* returns integer value; default is 0 (no access)
*/
[entity] getAccessLevel();


Get Access Level Status:
    
/*
* returns string matching access level (No Access, Limited Access, Admin, Host)
*/
[entity] getAccessLevelStatus();

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Change Log

9/25/2014

You must login or register to view this content.


  • Initial Release



Credits


  • ItsLollo1000 for his thread and anyone whose codes I used
  • Exelo for line_horizontal material
  • Taylor for reminding me how weird GSC when I tried doing something from a C language and for helping me test
  • Adidas for helping me test


inb4 text overflow, nice base though :P

The following user thanked Shark for this useful post:

xJessex
09-27-2014, 05:54 PM #21
TheFallen
Former Dark Night
Originally posted by Shark View Post
inb4 text overflow, nice base though :P


Had no issue in MW2 :p
09-28-2014, 01:51 PM #22
TheFallen long time no see really happy to have you back i missed seeing you on the scene Winky Winky
09-28-2014, 09:49 PM #23
Originally posted by TheFallen View Post
Surge "Rise" Menu Base Beta




Here's an alternative menu base that you can use BUT keep in mind this menu is still in beta so it is not perfect. If you find any bugs quote me and I will look into them. Also if you have any ideas for what I should change/add (besides mods, this is not a completed menu release it is only a base) let me know and I will see what I can do.

Features




  • Verification System
  • Menu Tracking
  • Function Control
  • Paging
  • Easy-to-use Control System


How to Use
Controls:

  • Open = Dpad down
  • Close = R3
  • Select = X
  • Back = O (closes menu if at main menu)
  • Scroll Up = L1
  • Scroll Down = R1


To add options to the root menu use the following in the function updateMenu()
To add options to the player menu use the following in the function updatePlayersMenu()

Adding a Menu/Submenu:
    
/*
* parent = menu to add to
* name = menu id/reference
* title = text to display for menu title
*/
[entity] addMenu(parent, name, title);


Adding an Option:
    
/*
* parent = menu to add to
* label= text to display
* title = function to call
* input = parameter to pass to function
* type = "thread" for async calls or blank for immediate calls; default is immediate
* entity = entity to call function on; default is self
*/
[entity] addOption(parent, label, function, input, type, entity);



Changing Access Level:
    
/*
* accessLevel = integer from 0-3
*/
[entity] setAccessLevel(accessLevel);


Get Access Level:
    
/*
* returns integer value; default is 0 (no access)
*/
[entity] getAccessLevel();


Get Access Level Status:
    
/*
* returns string matching access level (No Access, Limited Access, Admin, Host)
*/
[entity] getAccessLevelStatus();

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Change Log

9/25/2014

You must login or register to view this content.


  • Initial Release



Credits


  • ItsLollo1000 for his thread and anyone whose codes I used
  • Exelo for line_horizontal material
  • Taylor for reminding me how weird GSC when I tried doing something from a C language and for helping me test
  • Adidas for helping me test


I've loved this style scroller since the Simply Perfect Project on W@W by AoK Mikey.

09-29-2014, 04:00 AM #24
TheFallen
Former Dark Night
Originally posted by MrBerrics View Post
I've loved this style scroller since the Simply Perfect Project on W@W by AoK Mikey.


Yeah that menu inspired me to do create this menu actually haha.
09-29-2014, 04:33 AM #25
Nice work.
10-01-2014, 02:47 AM #26
OrbitModding
Little One
I tried to add an option to this menu, I added god mode, when I select god mode, the message shows up saying its activated but I dont have god mode, this is my god mode function
    ToggleGod()
{
if(self.God==false)
{
self iPrintln("God Mode : ^2Activated");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("GodMod : ^1Deactivated");
self disableInvulnerability();
self.God=false;
}
}
10-01-2014, 03:16 AM #27
TheFallen
Former Dark Night
Originally posted by OrbitModding View Post
I tried to add an option to this menu, I added god mode, when I select god mode, the message shows up saying its activated but I dont have god mode, this is my god mode function
    ToggleGod()
{
if(self.God==false)
{
self iPrintln("God Mode : ^2Activated");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("GodMod : ^1Deactivated");
self disableInvulnerability();
self.God=false;
}
}


Look in exitMenu() for
    self disablevuneralbility();
either add a check so it doesn't do it if you enabled god mode through the menu or just remove it entirely; everyone will have god mode when they close the menu though so I would pick the first one.
10-01-2014, 03:26 AM #28
OrbitModding
Little One
Originally posted by TheFallen View Post
Look in exitMenu() for
    self disablevuneralbility();
either add a check so it doesn't do it if you enabled god mode through the menu or just remove it entirely; everyone will have god mode when they close the menu though so I would pick the first one.


Alright thanks, by the way, I love the base <3

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