CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_beige_big");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((corner1 + (XA * r, YA * c, ZA * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.01;
}
}
}
center.angles = angle;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + (TXA, TYA, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = (((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
level.Vaders = loadfx("fire/tank_fire_engine");
precacheModel( "prop_flag_russian" );
precacheModel( "com_plasticcase_beige_big" );
level.Prison = 0;
BuildJail() {
if( self getEntityNumber() != 0 ) { self iprintln("^1ONLY THE LEVEL HOST CAN BUILD A PRISON!"); return 0; } //THIS FOR VIP MENUS
if( level.Prison == 1 ) { self iprintln("^1LEVEL PRISON HAS ALREADY BEEN BUILT!"); return 0; } //ANTI-CRASH
if( level.Prison == 0 ) { self iprintln("^2BUILDING PRISON..."); level.Prison = 1; self thread maps\mp\gametypes\InitZomby::testprison(); }
}
testprison(){
CreateWalls((990, 3, 2040), (790, 3, 2080));
CreateWalls((990, 3, 2120), (790, 3, 2160));
CreateWalls((790, 3, 2040), (790, -150, 2080));
CreateWalls((790, 3, 2120), (790, -150, 2160));
CreateGrids((990, 3, 2040), (790, -150, 2040));
CreateGrids((990, 3, 2160), (790, -150, 2160));
CreateWalls((790, -150, 2040), (990, -150, 2080));
CreateWalls((790, -150, 2120), (990, -150, 2160));
CreateWalls((990, 3, 2040), (990, -150, 2080));
CreateWalls((990, 3, 2120), (990, -150, 2160));
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, 12.783, 2070)); B.angles=(0,90,0); B setModel("prop_flag_russian"); } //V
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, -160, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (975, i, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (780, i, 2070)); B.angles=(0,180,0); B setModel("prop_flag_russian"); if(i==10)B playLoopSound("fire_wood_large");} //V
while(1) {
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, 12.783, 2070));
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, -160, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(975, i, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(780, i, 2070));
wait 2;
}
}
else if (CW == "uzi_mp") { if(level.Prison == 1){ JB SetOrigin((900, -78, 2055.1)); self iPrintln("^6SENT PRISON: ^5"+JB.name); } else {JB SetOrigin(self.origin); self iprintln("^3LEVEL PRISON IS NOT DEFINED. YOUR PRISONER HAS BEEN TELEPORTED TO YOU!");}JB ShellShock( "frag_grenade_mp", 10 ); JB TakeAllWeapons(); JB thread maps\mp\gametypes\Divina::LockPrisoner(); JB iPrintlnBold("^6YOU ARE NOW MY PRISONER!"); w(1); }

and the scrollbar is now displayed correctly. Here is how the new menu looks like 
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