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
10-01-2014, 05:00 AM #29
TheFallen
Former Dark Night
Originally posted by OrbitModding View Post
Alright thanks, by the way, I love the base <3


Update
ONLY FOR iMCSx's GSC Studio


This is a small update that adds easier customization and improves long-term stability (more improvements on the way) for You must login or register to view this content. as of now. A future update will provide the single _clientids.gsc file.

Features


  • New File Structure
  • Better color customization
  • Stability Improvments


New 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

How to Use

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));


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The following user thanked TheFallen for this useful post:

SyGnUs
10-01-2014, 06:57 AM #30
OrbitModding
Little One
How can I make it so I can move while the menu is open, because some of the options I pick make me unable to close the menu or do anything, even though Im not frozen
10-01-2014, 07:03 AM #31
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by OrbitModding View Post
How can I make it so I can move while the menu is open, because some of the options I pick make me unable to close the menu or do anything, even though Im not frozen


In runMenu(menu) their is self freezeControls(true) put that to false or just remove it and the one when you close the menu.

The following user thanked SyGnUs for this useful post:

OrbitModding
10-01-2014, 12:14 PM #32
TheFallen
Former Dark Night
Originally posted by OrbitModding View Post
How can I make it so I can move while the menu is open, because some of the options I pick make me unable to close the menu or do anything, even though Im not frozen


Either try what SyGnus said or make sure for the option you're adding that the call type is thread.
10-01-2014, 06:39 PM #33
OrbitModding
Little One
Originally posted by TheFallen View Post
Either try what SyGnus said or make sure for the option you're adding that the call type is thread.


okay, well I switched the options call type to thread, and still the same thing, when I'm able to move with the menu open, some of them work still but every now and then I can't move or use the menu, but I can pause the game and end/leave it and press the PS button, etc.
10-01-2014, 07:25 PM #34
TheFallen
Former Dark Night
Originally posted by OrbitModding View Post
okay, well I switched the options call type to thread, and still the same thing, when I'm able to move with the menu open, some of them work still but every now and then I can't move or use the menu, but I can pause the game and end/leave it and press the PS button, etc.


What functions are you calling and having that happen? PM me and I'll take a look at it.
10-05-2014, 11:55 PM #35
xCrankModz
Pokemon Trainer
Is the updated base working for anyone
10-06-2014, 12:34 AM #36
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by xCrankModz View Post
Is the updated base working for anyone


Not working for me either, I am pretty sure I am doing it right. I have all the files in the project but it freezes me when I start the game.
10-06-2014, 01:09 AM #37
Taylor
Former Black Knight.
Glad to see you pushed out the updated copy Tyler. :p

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