Post: Unknown Project Menu Base [Version 0.5 | 10/8]
10-08-2014, 07:41 PM #1
ItsLollo1000
Little One
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Hey guys,

so I noticed all these bases with like shitty design or overflow errors.
So I decided to create my own base or at this point here are two bases.

The first one:
is the one with the simple "new line" text.
It dosent look that good but u have much space to add subs cause of the limit of letters with setText.(max subs should be on the screen)
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The second one:
Basically it looks like every text is a new elem but i used blackstorms function to center the strings.
Now theres just one problem with this method its the limit with setText.(max on screen)
But an easy fix is just make new pages.
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Now u have to decide which one u wanna use.

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- Download contains iMCSx GSC Studio Project and for console compiled .gsc files

Features:
- Cursor Rememberence
- Verification System
- No Overflow

Controlls:
- L1/R1 | Ads and Attack to Scroll
- DPad Up | 8 to open menu
- Circle | Crouch to close menu/exit sub
- X |Jump to select

Bugs:
- Player Menu fails to fix just add this to changeMenu() after current = ..:
    	if(current == "clients")
{
self.lollo1000["Menu"]["SelectedClient"] = self.lollo1000["Menu"][current]["Position"];
self updatePlayersMenu();
}
if(self.lollo1000["Menu"][current]["Parent"] == "clients")
self updatePlayersMenu();

- Please report bugs

Credits
- TheFallen
- xePixTVx
- Blackstorm
- seb5594
- ZeiiKeN
- dtx12
- me
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The following 17 users say thank you to ItsLollo1000 for this useful post:

Mantus, Chris, Devilemi, dofof99, ErasedDev, Geo, HaX-Stylin, jwm614, MCabCon, Norway-_-1999, PartyTime, Script Kiddie, seb5594, VeX_RayZz, Fatality, xSlinkeyy
10-08-2014, 09:01 PM #20
ItsLollo1000
Little One
Originally posted by TheFallen View Post
It's 62 strings (from my experience) and Choco wrote a function (I believe it was him) to do exactly that. Look back through cod4 stuff.


oh really cool and though 67 had this most of the time
10-08-2014, 09:08 PM #21
TheSaltCracka
League Champion
Originally posted by ItsLollo1000 View Post
yep no one though of that code from blackstorm released since 12-25-2011
but yeah the base can have a overflow but i dont think that this will happen that often


Lol, it's been used plenty. Check Youtube :p
10-08-2014, 09:10 PM #22
ItsLollo1000
Little One
Originally posted by TheFallen View Post
It's 62 strings (from my experience) and Choco wrote a function (I believe it was him) to do exactly that. Look back through cod4 stuff.


Havent found something from choco but found this:
    setTextz(str)

{

self setText(str);

self ClearAllTextAfterHudelem();

}
10-08-2014, 09:14 PM #23
ItsLollo1000
Little One
Originally posted by ItsLollo1000 View Post
Havent found something from choco but found this:
    setTextz(str)

{

self setText(str);

self ClearAllTextAfterHudelem();

}


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10-08-2014, 09:25 PM #24
TheFallen
Former Dark Night
Originally posted by ItsLollo1000 View Post
Havent found something from choco but found this:
    setTextz(str)

{

self setText(str);

self ClearAllTextAfterHudelem();

}


It's similar to that. You could easily modify it to work but adding a variable on level that increases by one every time you call that and when it gets to 60 have the map restart.
10-08-2014, 10:01 PM #25
ItsLollo1000
Little One
Originally posted by TheFallen View Post
It's similar to that. You could easily modify it to work but adding a variable on level that increases by one every time you call that and when it gets to 60 have the map restart.


Easier then map restart gonna make that shit tomorrow easy tell you then the code Winky Winky

Edit: wait a sec this counts all strings not the unique strings :/ so I will reset after all 62/67 strings
10-08-2014, 10:35 PM #26
TheFallen
Former Dark Night
Originally posted by ItsLollo1000 View Post
Easier then map restart gonna make that shit tomorrow easy tell you then the code Winky Winky

Edit: wait a sec this counts all strings not the unique strings :/ so I will reset after all 62/67 strings


Create an array and store every unique string in it. Then every time you settext have it search the array and if it doesn't find it and the count is less than 60 add it. Otherwise call map_restart
10-08-2014, 10:44 PM #27
xSprint
Pokemon Trainer
Originally posted by ItsLollo1000 View Post
*snip*


How do you inject the code with redacted? Im having issues, You must login or register to view this content.
10-09-2014, 12:08 AM #28
Taylor
Former Black Knight.
Originally posted by TheFallen View Post
Create an array and store every unique string in it. Then every time you settext have it search the array and if it doesn't find it and the count is less than 60 add it. Otherwise call map_restart


tears Or just do the ghetto way and have a function like:
    
level.stringzzz = 0;
//Put the above in init

setText_Cache(str)
{
level.stringzzz++;
if(level.stringzzz == 62)
map_restart(true);
else
self setText(str);
}

//Call the function like
textElem setText_Cache("Taylor da bes");

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