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
10-06-2014, 01:16 AM #38
TheFallen
Former Dark Night
Originally posted by SyGnUs View Post
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.

Originally posted by xCrankModz View Post
Is the updated base working for anyone


I was unaware of any issues regarding freezing but I currently am working on a huge update that will hopefully be pushed out tonight that will take care of that Smile

The following user thanked TheFallen for this useful post:

SyGnUs
10-06-2014, 02:22 AM #39
The_Urban_Ninja
Do a barrel roll!
Originally posted by SyGnUs View Post
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.


It freezes because there are two functions called in the menu that don't exist. I believe one was hunters, and I can remember what the other one was.
10-06-2014, 02:23 AM #40
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by TheFallen View Post
I was unaware of any issues regarding freezing but I currently am working on a huge update that will hopefully be pushed out tonight that will take care of that Smile


Looking forward to it, only other problem I have seen is that some of my functions freeze the menu on this base, but on the other base I use their good, not sure on why and I couldn't test on the 1.5 version due to the freezing, either way nice work.
10-06-2014, 02:26 AM #41
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by Ninja View Post
It freezes because there are two functions called in the menu that don't exist. I believe one was hunters, and I can remember what the other one was.


I hadn't looked much yet, I only tested it once to see if it wasn't working like the other guy said.
10-06-2014, 02:35 AM #42
The_Urban_Ninja
Do a barrel roll!
Originally posted by SyGnUs View Post
I hadn't looked much yet, I only tested it once to see if it wasn't working like the other guy said.


The two functions that need to be defined are hunter, and terminator. You can either define or remove them. The menu options can be found in _menus.gsc.

The following user thanked The_Urban_Ninja for this useful post:

TheFallen
10-06-2014, 02:43 AM #43
TheFallen
Former Dark Night
Originally posted by SyGnUs View Post
Looking forward to it, only other problem I have seen is that some of my functions freeze the menu on this base, but on the other base I use their good, not sure on why and I couldn't test on the 1.5 version due to the freezing, either way nice work.


Could you give me an example of a function that freezes the base?
10-06-2014, 02:44 AM #44
TheFallen
Former Dark Night
Originally posted by Ninja View Post
The two functions that need to be defined are hunter, and terminator. You can either define or remove them. The menu options can be found in _menus.gsc.


Whoops I thought I removed those haha.
10-06-2014, 04:07 AM #45
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by TheFallen View Post
Could you give me an example of a function that freezes the base?


This is a basic one that freezes the menu base -
    
Toggle_Ammo()
{
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

For this function their is other ways to call it so, it shouldn't be a problem, but I am just curious as to why.

I haven't able to test to many functions as I was busy, but I will try more tomorrow when I get a chance.

The following user thanked SyGnUs for this useful post:

TheFallen
10-06-2014, 04:29 AM #46
TheFallen
Former Dark Night
Originally posted by SyGnUs View Post
This is a basic one that freezes the menu base -
    
Toggle_Ammo()
{
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

For this function their is other ways to call it so, it shouldn't be a problem, but I am just curious as to why.

I haven't able to test to many functions as I was busy, but I will try more tomorrow when I get a chance.


That should work fine as I have almost the exact same function being used with no issues. Just make sure for the option type you set it to "thread". But with my new update it will automatically set type to thread unless specified otherwise so you could just wait for that if you would rather. Or if you wanna test stuff I could PM it to you before release.

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