Post: [Shitty]Calling Card Tutorial
12-14-2014, 03:08 AM #1
TehMerkMods
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); BEFORE I EVEN START THIS TUTORIAL ISN'T THE BEST, IT WAS RUSHED AND I DON'T CARE IF IT IS CLOSED ALSO NOT ALL THE ANIMATED ONES WORK FOR ME SO YEAH
Okay to be honest this isn't going to your normal all out tutorial like You'd expect from Most NGU Members and this took me minutes to write up but honestly im getting sick of people asking.
HOW DO I ADD THE CALLING CARDS/ANIMATED CALLING CARDS
Here Are Some Examples (IN ALL EXAMPLES I USE SOME MOVIE ONE AS ITS COOL AND SUITED MY MENU)
Now I Have EACH Colour Code as 1,1,1 cause that is white and they are needed to make the calling card look good.
Surge Menu Base
    self.surge["menu"]["hud"]["shaders"]["title"] = createRectangle("CENTER", "TOP", 0, 0, 280, 60, 4, (1,1,1), 0, "[B]emblem_bg_movie_star[/B]");

Sharks Menu Base
    self.menu.title = self drawShader("[B]emblem_bg_movie_star[/B]", 1, -50, 300, 100, (1, 1, 1), 255, 3);

ZeiiKeN Menu Base
    self.Menu.Material["BorderMiddle"] = self SetMaterial("LEFT", "TOP", 0, 0, 0, 60, (1, 0, 1), "[B]emblem_bg_movie_star[/B]", 1, 0);

Of course you do need to change your damn co-ordinates to fit your menu.
But here you also need this below
----------------------------------------------------------------------------------------------------------------------
So for what ever reason people think in the Init() Section is it precacheModel but infact its precacheShader im going to create a very basic init() Code for you as an example
    init()
{
level thread onplayerconnect();
precacheShader("line_horizontal");
precacheShader("[B]emblem_bg_movie_star[/B]");
precacheModel( "projectile_hellfire_missile" );
precacheModel("defaultactor");
level.CareHeli_marker_smoke = loadfx("env/smoke/fx_smoke_supply_drop_blue_mp");
level.fx_smokegrenade_single = "smoke_center_mp";
precacheitem( level.fx_smokegrenade_single );
level.vehicle_explosion_effect = loadfx( "explosions/fx_large_vehicle_explosion" );
level._effect[ "flak20_fire_fx" ] = loadfx( "weapon/tracer/fx_tracer_flak_single_noExp" );
}

But Honestly none of the animated ones worked for me and i obviously can't be using them wrong as all the others work for me but yeah ENJOY NGU <3 && I Hope this gives a basic understanding on how easy it is to add them i guess
I Don't have screenshots but if you'd like to provide some after you've finished this HMU
If you're still having trouble after seeing three basic examples message me your skype and I'll help you lol XD
Also if you're that much of an idiot and can't tell that all that is changed is the bit inside of the speechmarks the bit that said "WHITE" Then you're a true fucking IDIOT
Credits
Exelo - Releasing Some Of The Animated Cards
xTurntUpLobbies - I Got The Surge Showcase From His Menu Pretty Much
All The Menu/Menu Base Creators I Used In This Basic Tutorial
NGU - For Letting People Get Knowledge On This
TehMerkMods - Writing This Shitty Tutorial

how to find them out step my step
1.CLICK BARACKS
2.CLICK CALLING CARDS
3.FIND THE CALLING CARD YOU WANT IMA USE (PRIMARY MASTERY)
4. See how the name is called if it has spaces or anything like that (A SPACE MEANS AN UNDERSCORE)
5.Test the code like this emblem_bg_primary_mastery
6.Enjoy Cause now you feel smart
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The following 5 users say thank you to TehMerkMods for this useful post:

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12-14-2014, 05:45 PM #11
xCLS
Do a barrel roll!
Yea This Pretty Simple Actually Thanks For Sharing This It Helped Me Out
12-14-2014, 07:31 PM #12
migjack
Can’t trickshot me!
This code work in zombie mode ?
12-15-2014, 01:07 AM #13
Full-Evil
Pokemon Trainer
Nice Tut ^^ ..
12-15-2014, 03:46 AM #14
akra115
Bounty hunter
Originally posted by TehMerkMods View Post
idk :FA:


but this ur postReaper
12-23-2014, 03:16 AM #15
TehMerkMods
I’m too L33T
Originally posted by migjack View Post
This code work in zombie mode ?


nah XD cause these are from MP But maybe some DLC ones do :P
12-23-2014, 05:00 AM #16
migjack
Can’t trickshot me!
Originally posted by TehMerkMods View Post
nah XD cause these are from MP But maybe some DLC ones do :P


Oh ok ^^ thanks
12-23-2014, 11:48 AM #17
xDebugKiller
Climbing up the ladder
Originally posted by TehMerkMods View Post
BEFORE I EVEN START THIS TUTORIAL ISN'T THE BEST, IT WAS RUSHED AND I DON'T CARE IF IT IS CLOSED ALSO NOT ALL THE ANIMATED ONES WORK FOR ME SO YEAH
Okay to be honest this isn't going to your normal all out tutorial like You'd expect from Most NGU Members and this took me minutes to write up but honestly im getting sick of people asking.
HOW DO I ADD THE CALLING CARDS/ANIMATED CALLING CARDS
Here Are Some Examples (IN ALL EXAMPLES I USE SOME MOVIE ONE AS ITS COOL AND SUITED MY MENU)
Now I Have EACH Colour Code as 1,1,1 cause that is white and they are needed to make the calling card look good.
Surge Menu Base
    self.surge["menu"]["hud"]["shaders"]["title"] = createRectangle("CENTER", "TOP", 0, 0, 280, 60, 4, (1,1,1), 0, "[B]emblem_bg_movie_star[/B]");

Sharks Menu Base
    self.menu.title = self drawShader("[B]emblem_bg_movie_star[/B]", 1, -50, 300, 100, (1, 1, 1), 255, 3);

ZeiiKeN Menu Base
    self.Menu.Material["BorderMiddle"] = self SetMaterial("LEFT", "TOP", 0, 0, 0, 60, (1, 0, 1), "[B]emblem_bg_movie_star[/B]", 1, 0);

Of course you do need to change your damn co-ordinates to fit your menu.
But here you also need this below
----------------------------------------------------------------------------------------------------------------------
So for what ever reason people think in the Init() Section is it precacheModel but infact its precacheShader im going to create a very basic init() Code for you as an example
    init()
{
level thread onplayerconnect();
precacheShader("line_horizontal");
precacheShader("[B]emblem_bg_movie_star[/B]");
precacheModel( "projectile_hellfire_missile" );
precacheModel("defaultactor");
level.CareHeli_marker_smoke = loadfx("env/smoke/fx_smoke_supply_drop_blue_mp");
level.fx_smokegrenade_single = "smoke_center_mp";
precacheitem( level.fx_smokegrenade_single );
level.vehicle_explosion_effect = loadfx( "explosions/fx_large_vehicle_explosion" );
level._effect[ "flak20_fire_fx" ] = loadfx( "weapon/tracer/fx_tracer_flak_single_noExp" );
}

But Honestly none of the animated ones worked for me and i obviously can't be using them wrong as all the others work for me but yeah ENJOY NGU <3 && I Hope this gives a basic understanding on how easy it is to add them i guess
I Don't have screenshots but if you'd like to provide some after you've finished this HMU
If you're still having trouble after seeing three basic examples message me your skype and I'll help you lol XD
Also if you're that much of an idiot and can't tell that all that is changed is the bit inside of the speechmarks the bit that said "WHITE" Then you're a true fucking IDIOT
Credits
Exelo - Releasing Some Of The Animated Cards
xTurntUpLobbies - I Got The Surge Showcase From His Menu Pretty Much
All The Menu/Menu Base Creators I Used In This Basic Tutorial
NGU - For Letting People Get Knowledge On This
TehMerkMods - Writing This Shitty Tutorial

how to find them out step my step
1.CLICK BARACKS
2.CLICK CALLING CARDS
3.FIND THE CALLING CARD YOU WANT IMA USE (PRIMARY MASTERY)
4. See how the name is called if it has spaces or anything like that (A SPACE MEANS AN UNDERSCORE)
5.Test the code like this emblem_bg_primary_mastery
6.Enjoy Cause now you feel smart


i just got mine like this :fa:

self.menu.background1 = self drawShader("em_bg_ani_w115", 0, -50, 200, 80, (1, 1, 1), 0, 0);

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