Post: [Release] AsTy's Sniper Lobby (BO2/1.18/GSC)
10-08-2014, 12:02 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hello, everyone of NGU members.
I think I would like to publish today, since finally created a code of Sniper Lobby.
I think Sniper Lobby has been published already TsTy, but he would want to publish towards the Open Source this time.
Please check means because there is also a person of the video.


Movie:


Futures:
・Connecting, Joining Player is in Sniper Lobby
・4 Sniper Switching to Death
・4 Cheat Action & Charge time
・...etc


Source Code:
    
drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

initNomalLobby()
{
foreach(player in level.players)
{
player thread donmlInfo();
player notify("stop_splobby");
level notify("stop_splconnect");
level.SniperLobbyOn = 0;
player thread cgmforceDeath();
player notify("cgm_forceDeath");
}
self iPrintlnbold("^3Changed ^6Nomal Lobby");
}
donmlInfo()
{
if (self.initnmlSawned == 0)
{
self.nmlInfo = self drawText("^3Changed ^6Nomal Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initnmlSawned = 1;
}
self.nmlInfo fadeAlphaChange(.5, 1);
wait 4;
self.nmlInfo fadeAlphaChange(.5, 0);
}
cgmforceDeath()
{
self waittill("cgm_forceDeath");
self suicide();
}

//===< Sniper Lobby >===

splconnect()
{
level endon("disconnect");
level endon("stop_splconnect");
for(;Winky Winky
{
level waittill("connecting", player);
player thread splspawned();
}
}
splspawned()
{
self waittill( "spawned_player" );
self thread dosplInfo();
self thread cgmforceDeath();
self notify("cgm_forceDeath");
self thread splCodeFlow();
self thread splCodeFlowNext();
}
initSniperLobby()
{
self thread doSniperLobby();
}
doSniperLobby()
{
if(level.SniperLobbyOn == 0)
{
level.SniperLobbyOn = 1;
level thread splconnect();
foreach(player in level.players)
{
player thread dosplInfo();
player thread cgmforceDeath();
player notify("cgm_forceDeath");
player thread splCodeFlow();
player thread splCodeFlowNext();
}
}
else
self iPrintlnbold("^3It has ^1already been activated^3.");

}
dosplInfo()
{
if (self.initsplSawned == 0)
{
self.splInfo = self drawText("^3Changed ^6Sniper Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initsplSawned = 1;
}
self.splInfo fadeAlphaChange(.5, 1);
wait 4;
self.splInfo fadeAlphaChange(.5, 0);
}
splCodeFlow()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
self waittill("spawned_player");
self thread givespWep();
self thread givespPerk();
self thread givespVision();
self thread dosplActInfo();
wait 3;
self thread splWelcome();
}
}
splCodeFlowNext()
{
self waittill("spawned_player");
self thread splMtrx();
self thread splMaxAmmo();
self thread splSpeedup();
self thread splTelep();
}
givespWep()
{
self takeallweapons();
if(self.splWepType == 0)
{
self giveweapon("ballista_mp");
self switchtoweapon("ballista_mp");
self givemaxammo("ballista_mp");
self giveweapon("fiveseven_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 1;
}
else if(self.splWepType == 1)
{
self giveweapon("dsr50_mp");
self switchtoweapon("dsr50_mp");
self givemaxammo("dsr50_mp");
self giveweapon("judge_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 2;
}
else if(self.splWepType == 2)
{
self giveweapon("svu_mp");
self switchtoweapon("svu_mp");
self givemaxammo("svu_mp");
self giveweapon("crossbow_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 3;
}
else if(self.splWepType == 3)
{
self giveweapon("as50_mp");
self switchtoweapon("as50_mp");
self givemaxammo("as50_mp");
self giveweapon("870mcs_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 0;
}
}
givespPerk()
{
self clearperks();
self setperk("specialty_additionalprimaryweapon");
self setperk("specialty_armorpiercing");
self setperk("specialty_bulletaccuracy");
self setperk("specialty_bulletdamage");
self setperk("specialty_bulletflinch");
self setperk("specialty_bulletpenetration");
self setperk("specialty_deadshot");
self setperk("specialty_delayexplosive");
self setperk("specialty_detectexplosive");
self setperk("specialty_disarmexplosive");
self setperk("specialty_earnmoremomentum");
self setperk("specialty_explosivedamage");
self setperk("specialty_extraammo");
self setperk("specialty_fallheight");
self setperk("specialty_fastads");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastladderclimb");
self setperk("specialty_fastmantle");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_fastreload");
self setperk("specialty_fasttoss");
self setperk("specialty_fastweaponswitch");
self setperk("specialty_fireproof");
self setperk("specialty_flakjacket");
self setperk("specialty_flashprotection");
self setperk("specialty_grenadepulldeath");
self setperk("specialty_healthregen");
self setperk("specialty_holdbreath");
self setperk("specialty_longersprint");
self setperk("specialty_loudenemies");
self setperk("specialty_marksman");
self setperk("specialty_movefaster");
self setperk("specialty_pin_back");
self setperk("specialty_pistoldeath");
self setperk("specialty_quickrevive");
self setperk("specialty_quieter");
self setperk("specialty_rof");
self setperk("specialty_showenemyequipment");
self setperk("specialty_stunprotection");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stalker");
self setperk("specialty_twogrenades");
self setperk("specialty_twoprimaries");
self setperk("specialty_unlimitedsprint");
}
givespVision()
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
}
splWelcome()
{
splNotify = spawnstruct();
splNotify.titleText = "^3This is a ^4S^5n^4i^5p^4e^5r ^6Lobby^3.";
splNotify.notifyText = "^3Created by.^1A^2s^3T^5y^3. Enjoy everyone!!";
splNotify.glowColor = (0.3, 0.6, 0.3);
splNotify.duration = 8;
splNotify.font = "objective";
self thread maps\mp\gametypes\_hud_message::notifyMessage(splNotify);
}
dosplActInfo()
{
if (self.initsplAISpawn == 0)
{
self.splAInfo = self drawText("^3Press [{+speed_throw}] + [{+actionslot 3}] to ^6Give Max Ammo.\n^3Press [{+speed_throw}] + [{+actionslot 4}] to ^6Matrix Mode.\n^3Crouch + [{+actionslot 3}] to ^6Move Speed up.\n^3Crouch + [{+actionslot 4}] to use ^6Teleport.", "objective", 1, -280, 200, (1, 1, 1), 0, (1, 0, 1), 1, 1);
self.initsplAISpawn = 1;
}
self.splAInfo fadeAlphaChange(.3, 1);
wait 6;
self.splAInfo fadeAlphaChange(.3, 0);
}
splMtrx()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed() && self.MtrxCharge == 0)
{
foreach(player in level.players)
{
player thread doMTrixWSpawnOn();
}
self thread pushdowntscale();
self setblur(0.7,0.3);
wait 3;
foreach(player in level.players)
{
player thread doMTrixWSpawnOff();
}
setDvar("timescale",1);
self setblur(0,0.5);
self.MtrxCharge = 1;
self iPrintln("^1Then 60 sec to charge for next use.");
self thread splMtrxWarn();
wait 60;
}
if(self.MtrxCharge == 1)
{
self iPrintln("^3You can use ^6Matrix Mode!!");
self notify("stop_mtrxWarn");
self.MtrxCharge = 0;
}
wait 0.05;
}
}
pushdowntscale()
{
for( mtb = 1; mtb > 0.3; mtb-=0.5 )
{
setDvar("timescale",mtb);
wait 0.001;
}
}
doMTrixWSpawnOn()
{
if (self.MTrixWSpawnOn == 0)
{
self.MTrixWOn = self drawText("^1Matrix Mode!!", "objective", 1.5, -200, 200, (1, 1, 1), 0, (0, 1, 0), 1, 1);
self.MTrixWSpawnOn = 1;
}
self.MTrixWOn fadeAlphaChange(.3, 1);
}
doMTrixWSpawnOff()
{
self.MTrixWOn fadeAlphaChange(.3, 0);
}
splMtrxWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_mtrxWarn");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splMaxAmmo()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self AdsButtonPressed() && self actionSlotThreeButtonPressed())
{
self givemaxammo("ballista_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);

self givemaxammo("dsr50_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);

self givemaxammo("svu_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);

self givemaxammo("as50_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);

self iPrintln("^3Give ^6MaxAmmo!");
}
wait 0.05;
}
}
splSpeedup()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed() && self.SpeedupCharge == 0)
{
self iPrintln("^3Walkspeed ^2Doubles!");
self setmovespeedscale(2);
wait 10;
self iPrintln("^3Walkspeed ^1Down...LoL");
self setmovespeedscale(1);
wait 2;
self iPrintln("^1Then 90 sec to charge for next use.");
self.SpeedupCharge = 1;
self thread splspupWarn();
wait 88;
}
if(self.SpeedupCharge == 1)
{
self iPrintln("^3You can use ^6Walkspeed x2!!");
self notify("stop_spupWarn");
self.SpeedupCharge = 0;
}
wait 0.05;
}
}
splspupWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_spupWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splTelep()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed() && self.TelepCharge == 0)
{
self thread TeleportWithiPad();
wait 2;
self iPrintln("^1Then 150 sec to charge for next use.");
self.TelepCharge = 1;
self thread splTelepWarn();
wait 148;
}
if(self.TelepCharge == 1)
{
self iPrintln("^3You can use ^6Teleport!!");
self notify("stop_TelepWarn");
self.TelepCharge = 0;
}
wait 0.05;
}
}
TeleportWithiPad()
{
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
self iPrintlnbold("^2Teleported!");
}
splTelepWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_TelepWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}



sorry, Teleport Function was to be missing.
It was updated again as modified.

Update: 2014/10/9 10:07 (Japanese Time)
It was an afterthought since missing the code of the design relationship.
It should work now maybe.


How to call it?
You must login or register to view this content.
This Menu base is ZeiiKeN's.
Thanks ZeiiKeN Happy


Note:
It describes using the translation software in these texts for me in Japanese, English is not good.
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The following 8 users say thank you to X_LinGz4-AsTy for this useful post:

/SneakerStreet/, Devilemi, iifire, iknownothing, iRnZ, Loz, oCmKs_4_LiFe, Tipton_Modz
10-09-2014, 05:47 AM #29
Originally posted by Loz View Post
take a look @ normal lobby, its initNomalLobby not initNoRmalLobby or just rename it yourself

its still freezing but its probably because i had a bad code in there somewhere. im taking it out when i find it and then testing it again
10-09-2014, 05:55 AM #30
OrbitModding
Little One
Originally posted by FadedLobbies View Post
its still freezing but its probably because i had a bad code in there somewhere. im taking it out when i find it and then testing it again


Test your menu without the options added or the code, and if your menu works fine, add this to the bottom of your GSC
    drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

initNomalLobby()
{
foreach(player in level.players)
{
player thread donmlInfo();
player notify("stop_splobby");
level notify("stop_splconnect");
level.SniperLobbyOn = 0;
player thread cgmforceDeath();
player notify("cgm_forceDeath");
}
self iPrintlnbold("^3Changed ^6Nomal Lobby");
}
donmlInfo()
{
if (self.initnmlSawned == 0)
{
self.nmlInfo = self drawText("^3Changed ^6Nomal Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initnmlSawned = 1;
}
self.nmlInfo fadeAlphaChange(.5, 1);
wait 4;
self.nmlInfo fadeAlphaChange(.5, 0);
}
cgmforceDeath()
{
self waittill("cgm_forceDeath");
self suicide();
}

//===< Sniper Lobby >===

splconnect()
{
level endon("disconnect");
level endon("stop_splconnect");
for(;Winky Winky
{
level waittill("connecting", player);
player thread splspawned();
}
}
splspawned()
{
self waittill( "spawned_player" );
self thread dosplInfo();
self thread cgmforceDeath();
self notify("cgm_forceDeath");
self thread splCodeFlow();
self thread splCodeFlowNext();
}
initSniperLobby()
{
self thread doSniperLobby();
}
doSniperLobby()
{
if(level.SniperLobbyOn == 0)
{
level.SniperLobbyOn = 1;
level thread splconnect();
foreach(player in level.players)
{
player thread dosplInfo();
player thread cgmforceDeath();
player notify("cgm_forceDeath");
player thread splCodeFlow();
player thread splCodeFlowNext();
}
}
else
self iPrintlnbold("^3It has ^1already been activated^3.");

}
dosplInfo()
{
if (self.initsplSawned == 0)
{
self.splInfo = self drawText("^3Changed ^6Sniper Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initsplSawned = 1;
}
self.splInfo fadeAlphaChange(.5, 1);
wait 4;
self.splInfo fadeAlphaChange(.5, 0);
}
splCodeFlow()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
self waittill("spawned_player");
self thread givespWep();
self thread givespPerk();
self thread givespVision();
self thread dosplActInfo();
wait 3;
self thread splWelcome();
}
}
splCodeFlowNext()
{
self waittill("spawned_player");
self thread splMtrx();
self thread splMaxAmmo();
self thread splSpeedup();
self thread splTelep();
}
givespWep()
{
self takeallweapons();
if(self.splWepType == 0)
{
self giveweapon("ballista_mp");
self switchtoweapon("ballista_mp");
self givemaxammo("ballista_mp");
self giveweapon("fiveseven_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 1;
}
else if(self.splWepType == 1)
{
self giveweapon("dsr50_mp");
self switchtoweapon("dsr50_mp");
self givemaxammo("dsr50_mp");
self giveweapon("judge_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 2;
}
else if(self.splWepType == 2)
{
self giveweapon("svu_mp");
self switchtoweapon("svu_mp");
self givemaxammo("svu_mp");
self giveweapon("crossbow_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 3;
}
else if(self.splWepType == 3)
{
self giveweapon("as50_mp");
self switchtoweapon("as50_mp");
self givemaxammo("as50_mp");
self giveweapon("870mcs_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 0;
}
}
givespPerk()
{
self clearperks();
self setperk("specialty_additionalprimaryweapon");
self setperk("specialty_armorpiercing");
self setperk("specialty_bulletaccuracy");
self setperk("specialty_bulletdamage");
self setperk("specialty_bulletflinch");
self setperk("specialty_bulletpenetration");
self setperk("specialty_deadshot");
self setperk("specialty_delayexplosive");
self setperk("specialty_detectexplosive");
self setperk("specialty_disarmexplosive");
self setperk("specialty_earnmoremomentum");
self setperk("specialty_explosivedamage");
self setperk("specialty_extraammo");
self setperk("specialty_fallheight");
self setperk("specialty_fastads");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastladderclimb");
self setperk("specialty_fastmantle");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_fastreload");
self setperk("specialty_fasttoss");
self setperk("specialty_fastweaponswitch");
self setperk("specialty_fireproof");
self setperk("specialty_flakjacket");
self setperk("specialty_flashprotection");
self setperk("specialty_grenadepulldeath");
self setperk("specialty_healthregen");
self setperk("specialty_holdbreath");
self setperk("specialty_longersprint");
self setperk("specialty_loudenemies");
self setperk("specialty_marksman");
self setperk("specialty_movefaster");
self setperk("specialty_pin_back");
self setperk("specialty_pistoldeath");
self setperk("specialty_quickrevive");
self setperk("specialty_quieter");
self setperk("specialty_rof");
self setperk("specialty_showenemyequipment");
self setperk("specialty_stunprotection");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stalker");
self setperk("specialty_twogrenades");
self setperk("specialty_twoprimaries");
self setperk("specialty_unlimitedsprint");
}
givespVision()
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
}
splWelcome()
{
splNotify = spawnstruct();
splNotify.titleText = "^3This is a ^4S^5n^4i^5p^4e^5r ^6Lobby^3.";
splNotify.notifyText = "^3Created by.^1A^2s^3T^5y^3. Enjoy everyone!!";
splNotify.glowColor = (0.3, 0.6, 0.3);
splNotify.duration = 8;
splNotify.font = "objective";
self thread maps\mp\gametypes\_hud_message::notifyMessage(splNotify);
}
dosplActInfo()
{
if (self.initsplAISpawn == 0)
{
self.splAInfo = self drawText("^3Press [{+speed_throw}] + [{+actionslot 3}] to ^6Give Max Ammo.\n^3Press [{+speed_throw}] + [{+actionslot 4}] to ^6Matrix Mode.\n^3Crouch + [{+actionslot 3}] to ^6Move Speed up.\n^3Crouch + [{+actionslot 4}] to use ^6Teleport.", "objective", 1, -280, 200, (1, 1, 1), 0, (1, 0, 1), 1, 1);
self.initsplAISpawn = 1;
}
self.splAInfo fadeAlphaChange(.3, 1);
wait 6;
self.splAInfo fadeAlphaChange(.3, 0);
}
splMtrx()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed() && self.MtrxCharge == 0)
{
foreach(player in level.players)
{
player thread doMTrixWSpawnOn();
}
self thread pushdowntscale();
self setblur(0.7,0.3);
wait 3;
foreach(player in level.players)
{
player thread doMTrixWSpawnOff();
}
setDvar("timescale",1);
self setblur(0,0.5);
self.MtrxCharge = 1;
self iPrintln("^1Then 60 sec to charge for next use.");
self thread splMtrxWarn();
wait 60;
}
if(self.MtrxCharge == 1)
{
self iPrintln("^3You can use ^6Matrix Mode!!");
self notify("stop_mtrxWarn");
self.MtrxCharge = 0;
}
wait 0.05;
}
}
pushdowntscale()
{
for( mtb = 1; mtb > 0.3; mtb-=0.5 )
{
setDvar("timescale",mtb);
wait 0.001;
}
}
doMTrixWSpawnOn()
{
if (self.MTrixWSpawnOn == 0)
{
self.MTrixWOn = self drawText("^1Matrix Mode!!", "objective", 1.5, -200, 200, (1, 1, 1), 0, (0, 1, 0), 1, 1);
self.MTrixWSpawnOn = 1;
}
self.MTrixWOn fadeAlphaChange(.3, 1);
}
doMTrixWSpawnOff()
{
self.MTrixWOn fadeAlphaChange(.3, 0);
}
splMtrxWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_mtrxWarn");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splMaxAmmo()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self AdsButtonPressed() && self actionSlotThreeButtonPressed())
{
self givemaxammo("ballista_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);

self givemaxammo("dsr50_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);

self givemaxammo("svu_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);

self givemaxammo("as50_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);

self iPrintln("^3Give ^6MaxAmmo!");
}
wait 0.05;
}
}
splSpeedup()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed() && self.SpeedupCharge == 0)
{
self iPrintln("^3Walkspeed ^2Doubles!");
self setmovespeedscale(2);
wait 10;
self iPrintln("^3Walkspeed ^1Down...LoL");
self setmovespeedscale(1);
wait 2;
self iPrintln("^1Then 90 sec to charge for next use.");
self.SpeedupCharge = 1;
self thread splspupWarn();
wait 88;
}
if(self.SpeedupCharge == 1)
{
self iPrintln("^3You can use ^6Walkspeed x2!!");
self notify("stop_spupWarn");
self.SpeedupCharge = 0;
}
wait 0.05;
}
}
splspupWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_spupWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splTelep()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed() && self.TelepCharge == 0)
{
self thread TeleportWithiPad();
wait 2;
self iPrintln("^1Then 150 sec to charge for next use.");
self.TelepCharge = 1;
self thread splTelepWarn();
wait 148;
}
if(self.TelepCharge == 1)
{
self iPrintln("^3You can use ^6Teleport!!");
self notify("stop_TelepWarn");
self.TelepCharge = 0;
}
wait 0.05;
}
}
TeleportWithiPad()
{
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
self iPrintlnbold("^2Teleported!");
}
splTelepWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_TelepWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
and re add the options and try again because it might be some other code in your menu causing the freeze, you might be calling an unknown function or something
10-09-2014, 06:08 AM #31
Originally posted by OrbitModding View Post
Test your menu without the options added or the code, and if your menu works fine, add this to the bottom of your GSC
    drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

initNomalLobby()
{
foreach(player in level.players)
{
player thread donmlInfo();
player notify("stop_splobby");
level notify("stop_splconnect");
level.SniperLobbyOn = 0;
player thread cgmforceDeath();
player notify("cgm_forceDeath");
}
self iPrintlnbold("^3Changed ^6Nomal Lobby");
}
donmlInfo()
{
if (self.initnmlSawned == 0)
{
self.nmlInfo = self drawText("^3Changed ^6Nomal Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initnmlSawned = 1;
}
self.nmlInfo fadeAlphaChange(.5, 1);
wait 4;
self.nmlInfo fadeAlphaChange(.5, 0);
}
cgmforceDeath()
{
self waittill("cgm_forceDeath");
self suicide();
}

//===< Sniper Lobby >===

splconnect()
{
level endon("disconnect");
level endon("stop_splconnect");
for(;Winky Winky
{
level waittill("connecting", player);
player thread splspawned();
}
}
splspawned()
{
self waittill( "spawned_player" );
self thread dosplInfo();
self thread cgmforceDeath();
self notify("cgm_forceDeath");
self thread splCodeFlow();
self thread splCodeFlowNext();
}
initSniperLobby()
{
self thread doSniperLobby();
}
doSniperLobby()
{
if(level.SniperLobbyOn == 0)
{
level.SniperLobbyOn = 1;
level thread splconnect();
foreach(player in level.players)
{
player thread dosplInfo();
player thread cgmforceDeath();
player notify("cgm_forceDeath");
player thread splCodeFlow();
player thread splCodeFlowNext();
}
}
else
self iPrintlnbold("^3It has ^1already been activated^3.");

}
dosplInfo()
{
if (self.initsplSawned == 0)
{
self.splInfo = self drawText("^3Changed ^6Sniper Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initsplSawned = 1;
}
self.splInfo fadeAlphaChange(.5, 1);
wait 4;
self.splInfo fadeAlphaChange(.5, 0);
}
splCodeFlow()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
self waittill("spawned_player");
self thread givespWep();
self thread givespPerk();
self thread givespVision();
self thread dosplActInfo();
wait 3;
self thread splWelcome();
}
}
splCodeFlowNext()
{
self waittill("spawned_player");
self thread splMtrx();
self thread splMaxAmmo();
self thread splSpeedup();
self thread splTelep();
}
givespWep()
{
self takeallweapons();
if(self.splWepType == 0)
{
self giveweapon("ballista_mp");
self switchtoweapon("ballista_mp");
self givemaxammo("ballista_mp");
self giveweapon("fiveseven_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 1;
}
else if(self.splWepType == 1)
{
self giveweapon("dsr50_mp");
self switchtoweapon("dsr50_mp");
self givemaxammo("dsr50_mp");
self giveweapon("judge_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 2;
}
else if(self.splWepType == 2)
{
self giveweapon("svu_mp");
self switchtoweapon("svu_mp");
self givemaxammo("svu_mp");
self giveweapon("crossbow_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 3;
}
else if(self.splWepType == 3)
{
self giveweapon("as50_mp");
self switchtoweapon("as50_mp");
self givemaxammo("as50_mp");
self giveweapon("870mcs_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 0;
}
}
givespPerk()
{
self clearperks();
self setperk("specialty_additionalprimaryweapon");
self setperk("specialty_armorpiercing");
self setperk("specialty_bulletaccuracy");
self setperk("specialty_bulletdamage");
self setperk("specialty_bulletflinch");
self setperk("specialty_bulletpenetration");
self setperk("specialty_deadshot");
self setperk("specialty_delayexplosive");
self setperk("specialty_detectexplosive");
self setperk("specialty_disarmexplosive");
self setperk("specialty_earnmoremomentum");
self setperk("specialty_explosivedamage");
self setperk("specialty_extraammo");
self setperk("specialty_fallheight");
self setperk("specialty_fastads");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastladderclimb");
self setperk("specialty_fastmantle");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_fastreload");
self setperk("specialty_fasttoss");
self setperk("specialty_fastweaponswitch");
self setperk("specialty_fireproof");
self setperk("specialty_flakjacket");
self setperk("specialty_flashprotection");
self setperk("specialty_grenadepulldeath");
self setperk("specialty_healthregen");
self setperk("specialty_holdbreath");
self setperk("specialty_longersprint");
self setperk("specialty_loudenemies");
self setperk("specialty_marksman");
self setperk("specialty_movefaster");
self setperk("specialty_pin_back");
self setperk("specialty_pistoldeath");
self setperk("specialty_quickrevive");
self setperk("specialty_quieter");
self setperk("specialty_rof");
self setperk("specialty_showenemyequipment");
self setperk("specialty_stunprotection");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stalker");
self setperk("specialty_twogrenades");
self setperk("specialty_twoprimaries");
self setperk("specialty_unlimitedsprint");
}
givespVision()
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
}
splWelcome()
{
splNotify = spawnstruct();
splNotify.titleText = "^3This is a ^4S^5n^4i^5p^4e^5r ^6Lobby^3.";
splNotify.notifyText = "^3Created by.^1A^2s^3T^5y^3. Enjoy everyone!!";
splNotify.glowColor = (0.3, 0.6, 0.3);
splNotify.duration = 8;
splNotify.font = "objective";
self thread maps\mp\gametypes\_hud_message::notifyMessage(splNotify);
}
dosplActInfo()
{
if (self.initsplAISpawn == 0)
{
self.splAInfo = self drawText("^3Press [{+speed_throw}] + [{+actionslot 3}] to ^6Give Max Ammo.\n^3Press [{+speed_throw}] + [{+actionslot 4}] to ^6Matrix Mode.\n^3Crouch + [{+actionslot 3}] to ^6Move Speed up.\n^3Crouch + [{+actionslot 4}] to use ^6Teleport.", "objective", 1, -280, 200, (1, 1, 1), 0, (1, 0, 1), 1, 1);
self.initsplAISpawn = 1;
}
self.splAInfo fadeAlphaChange(.3, 1);
wait 6;
self.splAInfo fadeAlphaChange(.3, 0);
}
splMtrx()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed() && self.MtrxCharge == 0)
{
foreach(player in level.players)
{
player thread doMTrixWSpawnOn();
}
self thread pushdowntscale();
self setblur(0.7,0.3);
wait 3;
foreach(player in level.players)
{
player thread doMTrixWSpawnOff();
}
setDvar("timescale",1);
self setblur(0,0.5);
self.MtrxCharge = 1;
self iPrintln("^1Then 60 sec to charge for next use.");
self thread splMtrxWarn();
wait 60;
}
if(self.MtrxCharge == 1)
{
self iPrintln("^3You can use ^6Matrix Mode!!");
self notify("stop_mtrxWarn");
self.MtrxCharge = 0;
}
wait 0.05;
}
}
pushdowntscale()
{
for( mtb = 1; mtb > 0.3; mtb-=0.5 )
{
setDvar("timescale",mtb);
wait 0.001;
}
}
doMTrixWSpawnOn()
{
if (self.MTrixWSpawnOn == 0)
{
self.MTrixWOn = self drawText("^1Matrix Mode!!", "objective", 1.5, -200, 200, (1, 1, 1), 0, (0, 1, 0), 1, 1);
self.MTrixWSpawnOn = 1;
}
self.MTrixWOn fadeAlphaChange(.3, 1);
}
doMTrixWSpawnOff()
{
self.MTrixWOn fadeAlphaChange(.3, 0);
}
splMtrxWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_mtrxWarn");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splMaxAmmo()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self AdsButtonPressed() && self actionSlotThreeButtonPressed())
{
self givemaxammo("ballista_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);

self givemaxammo("dsr50_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);

self givemaxammo("svu_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);

self givemaxammo("as50_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);

self iPrintln("^3Give ^6MaxAmmo!");
}
wait 0.05;
}
}
splSpeedup()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed() && self.SpeedupCharge == 0)
{
self iPrintln("^3Walkspeed ^2Doubles!");
self setmovespeedscale(2);
wait 10;
self iPrintln("^3Walkspeed ^1Down...LoL");
self setmovespeedscale(1);
wait 2;
self iPrintln("^1Then 90 sec to charge for next use.");
self.SpeedupCharge = 1;
self thread splspupWarn();
wait 88;
}
if(self.SpeedupCharge == 1)
{
self iPrintln("^3You can use ^6Walkspeed x2!!");
self notify("stop_spupWarn");
self.SpeedupCharge = 0;
}
wait 0.05;
}
}
splspupWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_spupWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splTelep()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed() && self.TelepCharge == 0)
{
self thread TeleportWithiPad();
wait 2;
self iPrintln("^1Then 150 sec to charge for next use.");
self.TelepCharge = 1;
self thread splTelepWarn();
wait 148;
}
if(self.TelepCharge == 1)
{
self iPrintln("^3You can use ^6Teleport!!");
self notify("stop_TelepWarn");
self.TelepCharge = 0;
}
wait 0.05;
}
}
TeleportWithiPad()
{
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
self iPrintlnbold("^2Teleported!");
}
splTelepWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_TelepWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
and re add the options and try again because it might be some other code in your menu causing the freeze, you might be calling an unknown function or something


thanks man, i was trying to make some parts in my news bar flash, but i think i did it wrong so i deleted that and im testing again. do you know how to make certain parts flash? I kinda do but i did it wrong
10-09-2014, 05:53 PM #32
/SneakerStreet/
At least I can fight
it works nowSmile realy nice
01-05-2015, 07:43 AM #33
clhosting1
Do a barrel roll!
Whats the code for that cool doHeart. When u open the menu
09-23-2015, 05:00 PM #34
every time i put it on my mod menu it freezes can anyone help or self me how i need to do it or like how i need to set up the menu like"game type"
09-23-2015, 05:08 PM #35
DoraTheKiller97
Treasure hunter
Originally posted by xFADEDMODZx View Post
every time i put it on my mod menu it freezes can anyone help or self me how i need to do it or like how i need to set up the menu like"game type"

Can you not bump things from a year ago?
09-23-2015, 05:25 PM #36
itsSorrow
In my man cave
Originally posted by dorathekiller97 View Post
Can you not bump things from a year ago?


its a little less than 1 month off a year. #BitchGetNoScoped #Nerd #Hastag #FuckHastags

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