Post: [Updated] - Micro Menu v2
10-27-2011, 06:06 PM #1
Correy
I'm the Original
(adsbygoogle = window.adsbygoogle || []).push({}); i've made alot of improvements since the last version!

    
- it now supports sub menu's
- addOption Function for the long term effect.
- Coding is more clean.
- it navigates back from sub menu's
- added inputs for the menus


make sure you have this at the top of your gsc or it will not work.
    
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;



here's the coding.. which is actually v2.1
    
MicroMenu()
{ self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "Welcome "+self.name, "Micro Menu v2!" );
self.Correy["Menu"]["Current"] = "Main";
self GetOptions();
for( self.Correy["Menu"]["Curs"] = 0;; )
{ self.Correy["Menu"]["Curs"] = self.self.Correy["Menu"]["Curs"];
self setLowerMessage( self.Correy["Menu"]["Options"][self.Correy["Menu"]["Current"]][self.Correy["Menu"]["Curs"]] );
self.Correy["Menu"]["Curs"] += self attackButtonPressed();
self.Correy["Menu"]["Curs"] -= self adsButtonPressed();
if( self useButtonPressed() ){ self thread [[self.Func[self.Correy["Menu"]["Current"]][self.Correy["Menu"]["Curs"]]]]( self.Correy["Menu"]["Input"][self.Correy["Menu"]["Current"]][self.Correy["Menu"]["Curs"]] ); wait 1; }
if( self meleeButtonPressed() ){ if (self.Correy["Menu"]["Current"] != "Main Menu") self loadMenu( "Main" ); }else{ break; }
if( self.Correy["Menu"]["Curs"] < 0 ) self.Correy["Menu"]["Curs"] = self.Correy["Menu"]["Options"].size-1;
if( self.Correy["Menu"]["Curs"] > self.Correy["Menu"]["Options"].size-1 ) self.Correy["Menu"]["Curs"] = 0;
wait ( self useButtonPressed() )*.2+( self adsButtonPressed() )*.2+(self attackButtonPressed())*.2+.05;
}
self clearLowerMessage();
self MicroMenu();
}
addOption( menu, name, func, input )
{ self.Correy["Menu"]["Number"] = self.Correy["Menu"]["Options"][menu].size;
self.Correy["Menu"]["Options"][menu][self.Correy["Menu"]["Number"]] = name;
self.Func[menu][self.Correy["Menu"]["Number"]] = func;
if( isDefined( input ))
{
self.Correy["Menu"]["Input"][menu][self.Correy["Menu"]["Number"]] = input;
}
}
GetOptions()
{ self addOption( "Main", "Players Menu", ::loadMenu, "sub1" );
self addOption( "Main", "Sub Menu 2", ::loadMenu, "sub2" );
self addOption( "Main", "Sub Menu 3", ::loadMenu, "sub3" );
self addOption( "sub1", "Option 1", ::test );
self addOption( "sub2", "Option 1", ::test );
self addOption( "sub3", "Option 1", ::test );
}
loadMenu( menu )
{ self.Correy["Menu"]["Current"] = menu;
self clearLowerMessage();
wait .1;
self setLowerMessage(self.Correy["Menu"]["Options"][self.Correy["Menu"]["Current"]][self.self.Correy["Menu"]["Curs"]]);
}
test(){}


if your not pretty sure how to use it here's a syntax version of how to add menus and options.
    
self addOption( < your menu name it belongs to> , < Option name >, ::loadMenu, < menu name to load> );


here's a syntax version of adding Options
    
self addOption( <menu it belongs to> , <the option name>, ::<function>, <your input>


remember, inputs aren't needed so if there's no input just leave it out.

thanks to
- Blackstorms addOption function, even though i coded my own.
- Zy0n and the creators of the Kick menu which i built this off.
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The following 5 users say thank you to Correy for this useful post:

cadpimp1289, IVI40A3Fusionz, Jeremy, User2340034u
10-27-2011, 06:08 PM #2
Default Avatar
Newelly
Guest
atleast tell someone how to add functions to it i know only because i use Blackstorms menu functioning... Winky Winky
10-27-2011, 06:45 PM #3
Correy
I'm the Original
Originally posted by Newelly2Fresshh View Post
atleast tell someone how to add functions to it i know only because i use Blackstorms menu functioning... Winky Winky


i already have lmao :p
10-27-2011, 06:46 PM #4
Default Avatar
Newelly
Guest
Originally posted by Correy View Post
i already have lmao :p


not very noob friendly for majority... infact dont lol because some people have storms menu but dont know how to use it lol Winky Winky
10-27-2011, 06:48 PM #5
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Correy View Post
i've made alot of improvements since the last version!

    
- it now supports sub menu's
- addOption Function for the long term effect.
- Coding is more clean.
- it navigates back from sub menu's
- added inputs for the menus


make sure you have this at the top of your gsc or it will not work.
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
[/code]


here's the coding..
    
MicroMenu()
{ self waittill("night_vision_on");
self thread hintText( "Welcome "+self.name, "Micro Menu v2!");
self.Menu = "Main Menu";
self GetOptions();
for(curs = 0;Winky Winky
{ curs= self.curs;
self setLowerMessage(self.Name[self.Menu][curs]);
curs += self attackButtonPressed();
curs -= self adsButtonPressed();
if(self useButtonPressed()){ self thread [[self.Func[self.Menu][curs]]](self.Input[self.Menu][curs]); wait 1; }
if(self meleeButtonPressed()){ if (self.M != "Main Menu") self loadMenu("Main Menu"); }else{ break; }
if(curs<0) curs = self.Name.size-1;
if(curs>self.Name.size-1) curs = 0;
wait (self useButtonPressed())*.2+(self adsButtonPressed())*.2+(self attackButtonPressed())*.2+.05;
}
self clearLowerMessage();
self MicroMenu();
}
addOption( menu, num, name, func, inp )
{ self.Menu[num] = menu;
self.Name[num] = name;
self.Func[num] = func;
if(isDefined(input))
{
self.Input = input;
}
}
GetOptions()
{ self addOption("Main", "Sub Menu 1", ::loadMenu, "sub1");
self addOption("Main", "Sub Menu 2", ::loadMenu, "sub2");
self addOption("Main", "Sub Menu 3", ::loadMenu, "sub3");
self addOption("sub1", "Option 1", ::test);
self addOption("sub2", "Option 1", ::test);
self addOption("sub3", "Option 1", ::test);
}
loadMenu( menu )
{ self.M = menu;
self clearLowerMessage();
wait .1;
self setLowerMessage(self.Name[self.Menu][self.curs]);
}
hintText( text, text1 )
{
if (isDefined(text1))
{ self maps\mp\gametypes\_hud_message:GaspldNotifyMessage(text,text2);
}else
{ self maps\mp\gametypes\_hud_message:GaspldNotifyMessage(text);
}
}
test(){}


if your not pretty sure how to use it here's a syntax version of how to add menus and options.
    
self addOption( < your menu name it belongs to> , < Option name >, ::loadMenu, < menu name to load> );


here's a syntax version of adding Options
    
self addOption( <menu it belongs to> , <the option name>, ::<function>, <your input>


remember, inputs aren't needed so if there's no input just leave it out.

thanks to
- Blackstorms addOption function, even though i coded my own.
- Zy0n and the creators of the Kick menu which i built this off.


Thanks for this Correy ima go test it now Smile.

P.S. Are you gonna add player menu to this with verification?.
10-27-2011, 07:01 PM #6
Correy
I'm the Original
Originally posted by IVI40A3Fusionz View Post
Thanks for this Correy ima go test it now Smile.

P.S. Are you gonna add player menu to this with verification?.


everything i'm releasing is an update back, which means.. already done it and also made all menu's show Winky Winky
but i aint releasing that yet, like this one i finished days ago :p

---------- Post added at 08:01 PM ---------- Previous post was at 07:59 PM ----------

Originally posted by Newelly2Fresshh View Post
atleast tell someone how to add functions to it i know only because i use Blackstorms menu functioning... Winky Winky


orwell.
let em do a little work if they don't which the majority will, but experimenting is the way to everything.
10-27-2011, 07:04 PM #7
Default Avatar
Newelly
Guest
Originally posted by Correy View Post
everything i'm releasing is an update back, which means.. already done it and also made all menu's show Winky Winky
but i aint releasing that yet, like this one i finished days ago :p

---------- Post added at 08:01 PM ---------- Previous post was at 07:59 PM ----------



orwell.
let em do a little work if they don't which the majority will, but experimenting is the way to everything.


agreed MSNNNNN! now pl0x
10-27-2011, 07:12 PM #8
Correy
I'm the Original
Originally posted by Newelly2Fresshh View Post
agreed MSNNNNN! now pl0x


not got msn anymore, skype.
10-27-2011, 07:25 PM #9
247Yamato
< ^ > < ^ >
Just taken a look and I see here an error, :P : inp-input. And to make it shorter you can take this: self thread [[self.Func[self.Menu][curs]]](self.Input[self.Menu][curs]); and transform it into: [[self.Func[self.Menu][curs]]](self.Input[self.Menu][curs]); . If you want extra small thing: put s = self; and put s in every self(just to make it shorter). Also, getoptions() is not needed, just put the addoptions in the main thread.

addOption( menu, num, name, func, inp )
{ self.Menu[num] = menu;
self.Name[num] = name;
self.Func[num] = func;
if(isDefined(input))
{
self.Input = input;
}
}

The following user thanked 247Yamato for this useful post:

10-27-2011, 09:17 PM #10
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Correy View Post
i've made alot of improvements since the last version!

    
- it now supports sub menu's
- addOption Function for the long term effect.
- Coding is more clean.
- it navigates back from sub menu's
- added inputs for the menus


make sure you have this at the top of your gsc or it will not work.
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
[/code]


here's the coding..
    
MicroMenu()
{ self waittill("night_vision_on");
self thread hintText( "Welcome "+self.name, "Micro Menu v2!");
self.Menu = "Main Menu";
self GetOptions();
for(curs = 0;Winky Winky
{ curs= self.curs;
self setLowerMessage(self.Name[self.Menu][curs]);
curs += self attackButtonPressed();
curs -= self adsButtonPressed();
if(self useButtonPressed()){ self thread [[self.Func[self.Menu][curs]]](self.Input[self.Menu][curs]); wait 1; }
if(self meleeButtonPressed()){ if (self.M != "Main Menu") self loadMenu("Main Menu"); }else{ break; }
if(curs<0) curs = self.Name.size-1;
if(curs>self.Name.size-1) curs = 0;
wait (self useButtonPressed())*.2+(self adsButtonPressed())*.2+(self attackButtonPressed())*.2+.05;
}
self clearLowerMessage();
self MicroMenu();
}
addOption( menu, num, name, func, inp )
{ self.Menu[num] = menu;
self.Name[num] = name;
self.Func[num] = func;
if(isDefined(input))
{
self.Input = input;
}
}
GetOptions()
{ self addOption("Main", "Sub Menu 1", ::loadMenu, "sub1");
self addOption("Main", "Sub Menu 2", ::loadMenu, "sub2");
self addOption("Main", "Sub Menu 3", ::loadMenu, "sub3");
self addOption("sub1", "Option 1", ::test);
self addOption("sub2", "Option 1", ::test);
self addOption("sub3", "Option 1", ::test);
}
loadMenu( menu )
{ self.M = menu;
self clearLowerMessage();
wait .1;
self setLowerMessage(self.Name[self.Menu][self.curs]);
}
hintText( text, text1 )
{
if (isDefined(text1))
{ self maps\mp\gametypes\_hud_message:GaspldNotifyMessage(text,text2);
}else
{ self maps\mp\gametypes\_hud_message:GaspldNotifyMessage(text);
}
}
test(){}


if your not pretty sure how to use it here's a syntax version of how to add menus and options.
    
self addOption( < your menu name it belongs to> , < Option name >, ::loadMenu, < menu name to load> );


here's a syntax version of adding Options
    
self addOption( <menu it belongs to> , <the option name>, ::<function>, <your input>


remember, inputs aren't needed so if there's no input just leave it out.

thanks to
- Blackstorms addOption function, even though i coded my own.
- Zy0n and the creators of the Kick menu which i built this off.


post a video????

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