Post: Got a COD4, WAW, or MW2 GSC Coding Question? Ask Hawkin.
12-04-2011, 03:03 PM #1
Hawkin
Lord of the Undead
(adsbygoogle = window.adsbygoogle || []).push({}); OK I get so many messages asking me for help with a gsc they are working on I end up answering the same questions over and over. So I figured I would just start this thread.

This is for GSC Coding questions only!
DO NOT ask me how to Jailbreak your PS3.

If you ask me a stupid question I will ignore it.

If you ask me a total DUMB A** question, one that is not about GSC coding, you will wish I'd ignored it.

I will answer your question when I get to it DO NOT be Annoying.

I'll start by posting a question I just recently answered.


---------- Post added at 10:03 AM ---------- Previous post was at 10:00 AM ----------

QUESTION: Well basically I'm making zombieland for W@W and I've sorted everything apart from the map edits. This is one of my scripts but when I go to the flag it's ment to teleport you to the other flag, but when I put self setOrigin(self.origin +("position here")); it spawns me in the wrong place like out of the map :S and when I put self MoveTo("position here"); it does nothing :/ could you help me bro?

ANSWER:
You problem is you are not using SetOrigin correctly. SetOrigin sets a players position. It only requires the location of where you want the player to be. It teleports you. You are telling it to teleport you to the players origin + the location. It should be
    self SetOrigin(x,y,z);

I also am not sure you understand the difference between a self thread and a level thread.
Moveto moves Script_model, or script_origin. It will not move a player unless you link a player to one first.
You are basically trying to reinventing the wheel. Just take the flag code from COD4 Zombieland. Every (99.9%) code from cod4 will work in WAW. The models, fxs, and sounds may not work from one to another, but the commands will.
Also you don't need to make a separate thread everytime you want to make a flag. Just make one, then reference like this code below will work in waw to do what you are trying to do.
When you want to put a flag on a certian map. just put this line of code.
    CrFlag(enter, exit, vis, radius, angle);

enter=start pos, exit=end pos. Vis, radius and angle can be left blank, and it will default to a visible flag with a 50 radius, and angle of (0,0,0). vis can be either 1 or 0, 1=hidden flag, 0 is not. Radius is how close someone has to get to the flag before it works.
these are examples.

    CrFlag((5997, 6286, 115), (9127, 3496, 135));
CrFlag((5997, 6286, 115), (9127, 3496, 135),1,100,(0,57,0));


    CrFlag(enter, exit, vis, radius, angle)
{ if(!isDefined(vis)) vis = 0;
if(!isDefined(angle))angle = (0,0,0);
if(!isDefined(radius)) radius = 50;
flag = spawn( "script_model", enter);
flag setModel( "prop_flag_american" );
flag.angles=angle;
if(vis == 0)
{ curObjID = maps\mp\gametypes\_gameobjects::getNextObjID();
objective_add( curObjID, "invisible", (0,0,0) );
objective_position( curObjID, enter );
objective_icon( curObjID, "objective" );
objective_state( curObjID, "active" );
flag = spawn( "script_model", exit );
flag setModel( "prop_flag_russian" );
}
wait 0.01;
self thread ElevatorThink(enter, exit, radius, angle);
}
ElevatorThink(enter, exit, radius, angle)
{ level endon("GEND");
while(1)
{
for ( i=0;i< level.players.size;i++ )
{ p = level.players[i];
if(Distance(enter, p.origin) <= radius){
p SetOrigin(exit);
p SetPlayerAngles(angle);
}
}
wait .25;
}
}
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The following 9 users say thank you to Hawkin for this useful post:

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12-04-2011, 03:24 PM #2
Originally posted by Hawkin View Post
OK I get so many messages asking me for help with a gsc they are working on I end up answering the same questions over and over. So I figured I would just start this thread.

This is for GSC Coding questions only!
DO NOT ask me how to Jailbreak your PS3.

If you ask me a stupid question I will ignore it.

If you ask me a total DUMB A** question, one that is not about GSC coding, you will wish I'd ignored it.

I will answer your question when I get to it DO NOT be Annoying.

I'll start by posting a question I just recently answered.


---------- Post added at 10:03 AM ---------- Previous post was at 10:00 AM ----------

QUESTION: Well basically I'm making zombieland for W@W and I've sorted everything apart from the map edits. This is one of my scripts but when I go to the flag it's ment to teleport you to the other flag, but when I put self setOrigin(self.origin +("position here")); it spawns me in the wrong place like out of the map :S and when I put self MoveTo("position here"); it does nothing :/ could you help me bro?

ANSWER:
You problem is you are not using SetOrigin correctly. SetOrigin sets a players position. It only requires the location of where you want the player to be. It teleports you. You are telling it to teleport you to the players origin + the location. It should be
    self SetOrigin(x,y,z);

I also am not sure you understand the difference between a self thread and a level thread.
Moveto moves Script_model, or script_origin. It will not move a player unless you link a player to one first.
You are basically trying to reinventing the wheel. Just take the flag code from COD4 Zombieland. Every (99.9%) code from cod4 will work in WAW. The models, fxs, and sounds may not work from one to another, but the commands will.
Also you don't need to make a separate thread everytime you want to make a flag. Just make one, then reference like this code below will work in waw to do what you are trying to do.
When you want to put a flag on a certian map. just put this line of code.
    CrFlag(enter, exit, vis, radius, angle);

enter=start pos, exit=end pos. Vis, radius and angle can be left blank, and it will default to a visible flag with a 50 radius, and angle of (0,0,0). vis can be either 1 or 0, 1=hidden flag, 0 is not. Radius is how close someone has to get to the flag before it works.
these are examples.

    CrFlag((5997, 6286, 115), (9127, 3496, 135));
CrFlag((5997, 6286, 115), (9127, 3496, 135),1,100,(0,57,0));


    CrFlag(enter, exit, vis, radius, angle)
{ if(!isDefined(vis)) vis = 0;
if(!isDefined(angle))angle = (0,0,0);
if(!isDefined(radius)) radius = 50;
flag = spawn( "script_model", enter);
flag setModel( "prop_flag_american" );
flag.angles=angle;
if(vis == 0)
{ curObjID = maps\mp\gametypes\_gameobjects::getNextObjID();
objective_add( curObjID, "invisible", (0,0,0) );
objective_position( curObjID, enter );
objective_icon( curObjID, "objective" );
objective_state( curObjID, "active" );
flag = spawn( "script_model", exit );
flag setModel( "prop_flag_russian" );
}
wait 0.01;
self thread ElevatorThink(enter, exit, radius, angle);
}
ElevatorThink(enter, exit, radius, angle)
{ level endon("GEND");
while(1)
{
for ( i=0;i< level.players.size;i++ )
{ p = level.players[i];
if(Distance(enter, p.origin) <= radius){
p SetOrigin(exit);
p SetPlayerAngles(angle);
}
}
wait .25;
}
}



Can u add a Verifycation and a Player Menu to my MENU pls?

    #include common_scripts\utility;          
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_weapons;
#include maps\mp\gametypes\Ryan;
#include maps\mp\gametypes\R96;

init_menu(){
if(!IsDefined(self.modded))
{
self.modded = false;
self.vip = false;
self.cohost = false;
self.verstat = "Un-Verified";
self.prev_ver = "Un-Verified";
if(self GetEntityNumber() == 0)
{
self.modded = true;
self.vip = true;
self.cohost = true;
self.verstat = "Host";
self thread MonitorButtons();
self thread START();
self thread doWelcome();
}}}
MonitorButtons()
{
self endon("disconnect");
for(;Winky Winky
{
if(self AttackButtonPressed())
{
self notify("pressed_R1");
wait .3;
}
if(self AdsButtonPressed())
{
self notify("pressed_L1");
wait .3;
}
if(self SecondaryOffhandButtonPressed())
{
self notify("pressed_L2");
wait .3;
}
if(self FragButtonPressed())
{
self notify("pressed_R2");
wait .3;
}
if(self UseButtonPressed())
{
self notify("pressed_square");
wait .3;
}
if(self MeleeButtonPressed())
{
self notify("pressed_melee");
wait .3;
}
wait .05;
}
}

START(){self thread Buttons();self thread iniMenuVars();self.MenuOpen = false;}
Buttons()
{
self endon("disconnect");
for(;Winky Winky
{
if(self AttackButtonPressed() && self.MenuOpen == true)
{
self notify("scrollDown");
self.scroll++;
self thread checkScroll();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self AdsButtonPressed() && self.MenuOpen == true)
{
self notify("scrollUp");
self.scroll--;
self thread checkScroll();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self SecondaryOffhandButtonPressed() && self.MenuOpen == true)
{
self notify("cycleLeft");
self.cycle--;
self.scroll = 0;
self thread checkCycle();
self thread topLevelMenu();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self FragButtonPressed() && self.MenuOpen == true)
{
self notify("cycleRight");
self.cycle++;
self.scroll = 0;
self thread checkCycle();
self thread topLevelMenu();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self UseButtonPressed() && self.MenuOpen == true)
{
self thread [[level.funcs[self.cycle][self.scroll]]](level.input[self.cycle][self.scroll]);
wait .3;
}
if(self MeleeButtonPressed())
{
if(self.MenuOpen == false)
{
self thread iniMenuVars();
self.MenuOpen = true;
self freezeControls(true);
self.blackscreen = set_hudelem(undefined, 320, 67, 1, 0, self);
self.blackscreen setshader("white", 320, 635);
self.blackscreen.alpha = 0.7;
self.blackscreen.color =(0, 0, 0);
self.blackscreen.sort = -5;
self thread topLevelMenu();
self thread subMenu();
}
else
{
self freezeControls(false);
self.blackscreen.alpha = 0;
self notify("exitMenu");
self.MenuOpen = false;
}
wait .3;
}
wait .05;
}
}

set_hudelem(text, x, y, scale, alpha, player)
{
if(!IsDefined(alpha))
{
alpha = 1;
}
if(!IsDefined(scale))
{
scale = 1;
}
hud = newClientHudElem(player);
hud.location = 0;
hud.alignX = "center";
hud.alignY = "middle";
hud.foreground = 0;
hud.fontScale = scale;
hud.sort = 20;
hud.alpha = alpha;
hud.x = x;
hud.y = y;
hud.og_scale = scale;
if(IsDefined(text))
{
hud SetText(text);
}
return hud;
}

iniMenuVars()
{
self.cycle = 0;
self.scroll = 0;
self.MenuOpen = false;
level.menuX = 100;
level.menuY = 20;
level.topLevelMenuOptions = 8;
level.SubMenuOptions = [];

//Sub Menu 1
level.MenuName[0] = "ACCOUNT";
level.SubMenuOptions[0] = 11;
level.name[0] = [];
level.name[0][0] = "Test";
level.name[0][1] = "Test";
level.name[0][2] = "Test";
level.name[0][3] = "Test";
level.name[0][4] = "Test";
level.name[0][5] = "Test";
level.name[0][6] = "Test";
level.name[0][7] = "Test";
level.name[0][8] = "Test";
level.name[0][9] = "Test";
level.name[0][10] = "Test";
level.funcs[0] = [];
level.funcs[0][0] = :: test;
level.funcs[0][1] = :: test;
level.funcs[0][2] = :: test;
level.funcs[0][3] = :: test;
level.funcs[0][4] = :: test;
level.funcs[0][5] = :: test;
level.funcs[0][6] = :: test;
level.funcs[0][7] = :: test;
level.funcs[0][8] = :: test;
level.funcs[0][9] = :: test;
level.funcs[0][10] = :: test;
level.input[0] = [];
level.input[0][0] = "";
level.input[0][1] = "";
level.input[0][2] = "";
level.input[0][3] = "";
level.input[0][4] = "";
level.input[0][5] = "";
level.input[0][6] = "";
level.input[0][7] = "";
level.input[0][8] = "";
level.input[0][9] = "";
level.input[0][10] = "";

//Sub Menu 2
level.MenuName[1] = "MODS";
level.SubMenuOptions[1] = 9;
level.name[1] = [];
level.name[1][0] = "Test";
level.name[1][1] = "Test";
level.name[1][2] = "Test";
level.name[1][3] = "Test";
level.name[1][4] = "Test";
level.name[1][5] = "Test";
level.name[1][6] = "Test";
level.name[1][7] = "Test";
level.name[1][8] = "Test";
level.funcs[1] = [];
level.funcs[1][0] = :: test;
level.funcs[1][1] = :: test;
level.funcs[1][2] = :: test;
level.funcs[1][3] = :: test;
level.funcs[1][4] = :: test;
level.funcs[1][5] = :: test;
level.funcs[1][6] = :: test;
level.funcs[1][7] = :: test;
level.funcs[1][8] = :: test;
level.input[1] = [];
level.input[1][0] = "";
level.input[1][1] = "";
level.input[1][2] = "";
level.input[1][3] = "";
level.input[1][4] = "";
level.input[1][5] = "";
level.input[1][6] = "";
level.input[1][7] = "";
level.input[1][8] = "";

//Sub Menu 3
level.MenuName[2] = "FUN MODS";
level.SubMenuOptions[2] = 7;
level.name[2] = [];
level.name[2][0] = "Test";
level.name[2][1] = "Test";
level.name[2][2] = "Test";
level.name[2][3] = "Test";
level.name[2][4] = "Test";
level.name[2][5] = "Test";
level.name[2][6] = "Test";
level.funcs[2] = [];
for(j = 0; j < 7; j++)
{
level.funcs[2][j] = ::test;
}
level.input[2] = [];
level.input[2][0] = "";
level.input[2][1] = "";
level.input[2][2] = "";
level.input[2][3] = "";
level.input[2][4] = "";
level.input[2][5] = "";
level.input[2][6] = "";

//Sub Menu 4
level.MenuName[3] = "MODS";
level.SubMenuOptions[3] = 11;
level.name[3] = [];
level.name[3][0] = "Test";
level.name[3][1] = "Test";
level.name[3][2] = "Test";
level.name[3][3] = "Test";
level.name[3][4] = "Test";
level.name[3][5] = "Test";
level.name[3][6] = "Test";
level.name[3][7] = "Test";
level.name[3][8] = "Test";
level.name[3][9] = "Test";
level.name[3][10] = "Test";
level.funcs[3] = [];
level.funcs[3][0] = :: test;
level.funcs[3][1] = :: test;
level.funcs[3][2] = :: test;
level.funcs[3][3] = :: test;
level.funcs[3][4] = :: test;
level.funcs[3][5] = :: test;
level.funcs[3][6] = :: test;
level.funcs[3][7] = :: test;
level.funcs[3][8] = :: test;
level.funcs[3][9] = :: test;
level.funcs[3][10] = :: test;
level.input[3] = [];
level.input[3][0] = "";
level.input[3][1] = "";
level.input[3][2] = "";
level.input[3][3] = "";
level.input[3][4] = "";
level.input[3][5] = "";
level.input[3][6] = "";
level.input[3][7] = "";
level.input[3][8] = "";
level.input[3][9] = "";
level.input[3][10] = "";

//Sub Menu 5
level.MenuName[4] = "VIP";
level.SubMenuOptions[4] = 11;
level.name[4] = [];
level.name[4][0] = "Test";
level.name[4][1] = "Test";
level.name[4][2] = "Test";
level.name[4][3] = "Test";
level.name[4][4] = "Test";
level.name[4][5] = "Test";
level.name[4][6] = "Test";
level.name[4][7] = "Test";
level.name[4][8] = "Test";
level.name[4][9] = "Test";
level.name[4][10] = "Test";
level.funcs[4] = [];
level.funcs[4][0] = :: test;
level.funcs[4][1] = :: test;
level.funcs[4][2] = :: test;
level.funcs[4][3] = :: test;
level.funcs[4][4] = :: test;
level.funcs[4][5] = :: test;
level.funcs[4][6] = :: test;
level.funcs[4][7] = :: test;
level.funcs[4][8] = :: test;
level.funcs[4][9] = :: test;
level.funcs[4][10] = :: test;
level.input[4] = [];
level.input[4][0] = "";
level.input[4][1] = "";
level.input[4][2] = "";
level.input[4][3] = "";
level.input[4][4] = "";
level.input[4][5] = "";
level.input[4][6] = "";
level.input[4][7] = "";
level.input[4][8] = "";
level.input[4][9] = "";
level.input[4][10] = "";

//Sub Menu 6
level.MenuName[5] = "ADMIN";
level.SubMenuOptions[5] = 11;
level.name[5] = [];
level.name[5][0] = "Test";
level.name[5][1] = "Test";
level.name[5][2] = "Test";
level.name[5][3] = "Test";
level.name[5][4] = "Test";
level.name[5][5] = "Test";
level.name[5][6] = "Test";
level.name[5][7] = "Test";
level.name[5][8] = "Test";
level.name[5][9] = "Test";
level.name[5][10] = "Test";
level.funcs[5] = [];
level.funcs[5][0] = :: test;
level.funcs[5][1] = :: test;
level.funcs[5][2] = :: test;
level.funcs[5][3] = :: test;
level.funcs[5][4] = :: test;
level.funcs[5][5] = :: test;
level.funcs[5][6] = :: test;
level.funcs[5][7] = :: test;
level.funcs[5][8] = :: test;
level.funcs[5][9] = :: test;
level.funcs[5][10] = :: test;
level.input[5] = [];
level.input[5][0] = "";
level.input[5][1] = "";
level.input[5][2] = "";
level.input[5][3] = "";
level.input[5][4] = "";
level.input[5][5] = "";
level.input[5][6] = "";
level.input[5][7] = "";
level.input[5][8] = "";
level.input[5][9] = "";
level.input[5][10] = "";

//Sub Menu 7
level.MenuName[6] = "HOST";
level.SubMenuOptions[6] = 11;
level.name[6] = [];
level.name[6][0] = "Test";
level.name[6][1] = "Test";
level.name[6][2] = "Test";
level.name[6][3] = "Test";
level.name[6][4] = "Test";
level.name[6][5] = "Test";
level.name[6][6] = "Test";
level.name[6][7] = "Test";
level.name[6][8] = "Test";
level.name[6][9] = "Test";
level.name[6][10] = "Test";
for(s = 0; s < 11; s++)
{
level.funcs[6][s] = ::test;
}
level.input[6] = [];
level.input[6][0] = "";
level.input[6][1] = "";
level.input[6][2] = "";
level.input[6][3] = "";
level.input[6][4] = "";
level.input[6][5] = "";
level.input[6][6] = "";
level.input[6][7] = "";
level.input[6][8] = "";
level.input[6][9] = "";
level.input[6][10] = "";

//Sub Menu 8
level.MenuName[7] = "Player Menu";
level.SubMenuOptions[7] = 11;
level.name[7] = [];
level.name[7][0] = "Test";
level.name[7][1] = "Test";
level.name[7][2] = "Test";
level.name[7][3] = "Test";
level.name[7][4] = "Test";
level.name[7][5] = "Test";
level.name[7][6] = "Test";
level.name[7][7] = "Test";
level.name[7][8] = "Test";
level.name[7][9] = "Test";
level.name[7][10] = "Test";
level.funcs[7] = [];
for(j = 0; j < 11; j++)
{
level.funcs[7][j] = ::test;
}
level.input[7] = [];
level.input[7][0] = "";
level.input[7][1] = "";
level.input[7][2] = "";
level.input[7][3] = "";
level.input[7][4] = "";
level.input[7][5] = "";
level.input[7][6] = "";
level.input[7][7] = "";
level.input[7][8] = "";
level.input[7][9] = "";
level.input[7][10] = "";
}

topLevelMenu()
{
self endon("cycleRight");
self endon("cycleLeft");
self endon("exitMenu");
topLevelMenu = [];
for(i = -1; i < 2; i++)
{
topLevelMenu[i+1] = self createFontString("default", 1.7);
topLevelMenu[i+1] setPoint("CENTER", "TOP",(i)*level.menuX,(-1)*level.menuY+20);
if((i + self.cycle) < 0)
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle + level.topLevelMenuOptions]);
}
else if((i + self.cycle) > level.topLevelMenuOptions - 1)
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle - level.topLevelMenuOptions]);
}
else
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle]);
}
self thread destroyOnDeath(topLevelMenu[i+1]);
self thread exitMenu(topLevelMenu[i+1]);
self thread cycleRight(topLevelMenu[i+1]);
self thread cycleLeft(topLevelMenu[i+1]);
}
}

subMenu()
{
self endon("cycleRight");
self endon("cycleLeft");
self endon("exitMenu");
subMenu = [];
for(i = 0; i < level.SubMenuOptions[self.cycle]; i++)
{
subMenu[i] = self createFontString("default", 1.5);
subMenu[i] setPoint("CENTER", "TOP", 0, i*level.menuY+20);
if(i != self.scroll)
{
subMenu[i] setText(level.name[self.cycle][i]);
}
else
{
subMenu[i] setText("^1" + level.name[self.cycle][i]);
}
self thread destroyOnDeath(subMenu[i]);
self thread exitMenu(subMenu[i]);
self thread cycleRight(subMenu[i]);
self thread cycleLeft(subMenu[i]);
self thread scrollUp(subMenu[i]);
self thread scrollDown(subMenu[i]);
}
}
destroyOnDeath(hudElem){self waittill("death");hudElem destroy();}
destroyOnExitMenu(hudElem){self waittill("exitMenu");self.MenuOpen = false;hudElem destroy();}
exitMenu(menu){self waittill("exitMenu");menu destroy();self.MenuOpen = false;}
cycleRight(menu){self waittill("cycleRight");menu destroy();}
cycleLeft(menu){self waittill("cycleLeft");menu destroy();}
scrollUp(menu){self waittill("scrollUp");menu destroy();}
scrollDown(menu){self waittill("scrollDown");menu destroy();}
checkCycle(){if(self.cycle > level.topLevelMenuOptions - 1){self.cycle = self.cycle - level.topLevelMenuOptions;}else if(self.cycle < 0){self.cycle = self.cycle + level.topLevelMenuOptions;}}
checkScroll(){if(self.scroll < 0){self.scroll = 0;}else if(self.scroll > level.SubMenuOptions[self.cycle] - 1){self.scroll = level.SubMenuOptions[self.cycle] - 1;}}
test(){self iprintlnbold("hi");}

The following 4 users groaned at ThePhantom410. for this awful post:

247Yamato, Blackstorm, Hawkin, hydro_122499
12-04-2011, 03:29 PM #3
Correy
I'm the Original
Originally posted by Hawkin View Post
OK I get so many messages asking me for help with a gsc they are working on I end up answering the same questions over and over. So I figured I would just start this thread.

This is for GSC Coding questions only!
DO NOT ask me how to Jailbreak your PS3.

If you ask me a stupid question I will ignore it.

If you ask me a total DUMB A** question, one that is not about GSC coding, you will wish I'd ignored it.

I will answer your question when I get to it DO NOT be Annoying.

I'll start by posting a question I just recently answered.


---------- Post added at 10:03 AM ---------- Previous post was at 10:00 AM ----------

QUESTION: Well basically I'm making zombieland for W@W and I've sorted everything apart from the map edits. This is one of my scripts but when I go to the flag it's ment to teleport you to the other flag, but when I put self setOrigin(self.origin +("position here")); it spawns me in the wrong place like out of the map :S and when I put self MoveTo("position here"); it does nothing :/ could you help me bro?

ANSWER:
You problem is you are not using SetOrigin correctly. SetOrigin sets a players position. It only requires the location of where you want the player to be. It teleports you. You are telling it to teleport you to the players origin + the location. It should be
    self SetOrigin(x,y,z);

I also am not sure you understand the difference between a self thread and a level thread.
Moveto moves Script_model, or script_origin. It will not move a player unless you link a player to one first.
You are basically trying to reinventing the wheel. Just take the flag code from COD4 Zombieland. Every (99.9%) code from cod4 will work in WAW. The models, fxs, and sounds may not work from one to another, but the commands will.
Also you don't need to make a separate thread everytime you want to make a flag. Just make one, then reference like this code below will work in waw to do what you are trying to do.
When you want to put a flag on a certian map. just put this line of code.
    CrFlag(enter, exit, vis, radius, angle);

enter=start pos, exit=end pos. Vis, radius and angle can be left blank, and it will default to a visible flag with a 50 radius, and angle of (0,0,0). vis can be either 1 or 0, 1=hidden flag, 0 is not. Radius is how close someone has to get to the flag before it works.
these are examples.

    CrFlag((5997, 6286, 115), (9127, 3496, 135));
CrFlag((5997, 6286, 115), (9127, 3496, 135),1,100,(0,57,0));


    CrFlag(enter, exit, vis, radius, angle)
{ if(!isDefined(vis)) vis = 0;
if(!isDefined(angle))angle = (0,0,0);
if(!isDefined(radius)) radius = 50;
flag = spawn( "script_model", enter);
flag setModel( "prop_flag_american" );
flag.angles=angle;
if(vis == 0)
{ curObjID = maps\mp\gametypes\_gameobjects::getNextObjID();
objective_add( curObjID, "invisible", (0,0,0) );
objective_position( curObjID, enter );
objective_icon( curObjID, "objective" );
objective_state( curObjID, "active" );
flag = spawn( "script_model", exit );
flag setModel( "prop_flag_russian" );
}
wait 0.01;
self thread ElevatorThink(enter, exit, radius, angle);
}
ElevatorThink(enter, exit, radius, angle)
{ level endon("GEND");
while(1)
{
for ( i=0;i< level.players.size;i++ )
{ p = level.players[i];
if(Distance(enter, p.origin) <= radius){
p SetOrigin(exit);
p SetPlayerAngles(angle);
}
}
wait .25;
}
}


your never on skype :(
12-04-2011, 05:46 PM #4
247Yamato
< ^ > < ^ >
Originally posted by sniipezZ View Post
Can u add a Verifycation and a Player Menu to my MENU pls?

    #include common_scripts\utility;          
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_weapons;
#include maps\mp\gametypes\Ryan;
#include maps\mp\gametypes\R96;

init_menu(){
if(!IsDefined(self.modded))
{
self.modded = false;
self.vip = false;
self.cohost = false;
self.verstat = "Un-Verified";
self.prev_ver = "Un-Verified";
if(self GetEntityNumber() == 0)
{
self.modded = true;
self.vip = true;
self.cohost = true;
self.verstat = "Host";
self thread MonitorButtons();
self thread START();
self thread doWelcome();
}}}
MonitorButtons()
{
self endon("disconnect");
for(;Winky Winky
{
if(self AttackButtonPressed())
{
self notify("pressed_R1");
wait .3;
}
if(self AdsButtonPressed())
{
self notify("pressed_L1");
wait .3;
}
if(self SecondaryOffhandButtonPressed())
{
self notify("pressed_L2");
wait .3;
}
if(self FragButtonPressed())
{
self notify("pressed_R2");
wait .3;
}
if(self UseButtonPressed())
{
self notify("pressed_square");
wait .3;
}
if(self MeleeButtonPressed())
{
self notify("pressed_melee");
wait .3;
}
wait .05;
}
}

START(){self thread Buttons();self thread iniMenuVars();self.MenuOpen = false;}
Buttons()
{
self endon("disconnect");
for(;Winky Winky
{
if(self AttackButtonPressed() && self.MenuOpen == true)
{
self notify("scrollDown");
self.scroll++;
self thread checkScroll();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self AdsButtonPressed() && self.MenuOpen == true)
{
self notify("scrollUp");
self.scroll--;
self thread checkScroll();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self SecondaryOffhandButtonPressed() && self.MenuOpen == true)
{
self notify("cycleLeft");
self.cycle--;
self.scroll = 0;
self thread checkCycle();
self thread topLevelMenu();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self FragButtonPressed() && self.MenuOpen == true)
{
self notify("cycleRight");
self.cycle++;
self.scroll = 0;
self thread checkCycle();
self thread topLevelMenu();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self UseButtonPressed() && self.MenuOpen == true)
{
self thread [[level.funcs[self.cycle][self.scroll]]](level.input[self.cycle][self.scroll]);
wait .3;
}
if(self MeleeButtonPressed())
{
if(self.MenuOpen == false)
{
self thread iniMenuVars();
self.MenuOpen = true;
self freezeControls(true);
self.blackscreen = set_hudelem(undefined, 320, 67, 1, 0, self);
self.blackscreen setshader("white", 320, 635);
self.blackscreen.alpha = 0.7;
self.blackscreen.color =(0, 0, 0);
self.blackscreen.sort = -5;
self thread topLevelMenu();
self thread subMenu();
}
else
{
self freezeControls(false);
self.blackscreen.alpha = 0;
self notify("exitMenu");
self.MenuOpen = false;
}
wait .3;
}
wait .05;
}
}

set_hudelem(text, x, y, scale, alpha, player)
{
if(!IsDefined(alpha))
{
alpha = 1;
}
if(!IsDefined(scale))
{
scale = 1;
}
hud = newClientHudElem(player);
hud.location = 0;
hud.alignX = "center";
hud.alignY = "middle";
hud.foreground = 0;
hud.fontScale = scale;
hud.sort = 20;
hud.alpha = alpha;
hud.x = x;
hud.y = y;
hud.og_scale = scale;
if(IsDefined(text))
{
hud SetText(text);
}
return hud;
}

iniMenuVars()
{
self.cycle = 0;
self.scroll = 0;
self.MenuOpen = false;
level.menuX = 100;
level.menuY = 20;
level.topLevelMenuOptions = 8;
level.SubMenuOptions = [];

//Sub Menu 1
level.MenuName[0] = "ACCOUNT";
level.SubMenuOptions[0] = 11;
level.name[0] = [];
level.name[0][0] = "Test";
level.name[0][1] = "Test";
level.name[0][2] = "Test";
level.name[0][3] = "Test";
level.name[0][4] = "Test";
level.name[0][5] = "Test";
level.name[0][6] = "Test";
level.name[0][7] = "Test";
level.name[0][8] = "Test";
level.name[0][9] = "Test";
level.name[0][10] = "Test";
level.funcs[0] = [];
level.funcs[0][0] = :: test;
level.funcs[0][1] = :: test;
level.funcs[0][2] = :: test;
level.funcs[0][3] = :: test;
level.funcs[0][4] = :: test;
level.funcs[0][5] = :: test;
level.funcs[0][6] = :: test;
level.funcs[0][7] = :: test;
level.funcs[0][8] = :: test;
level.funcs[0][9] = :: test;
level.funcs[0][10] = :: test;
level.input[0] = [];
level.input[0][0] = "";
level.input[0][1] = "";
level.input[0][2] = "";
level.input[0][3] = "";
level.input[0][4] = "";
level.input[0][5] = "";
level.input[0][6] = "";
level.input[0][7] = "";
level.input[0][8] = "";
level.input[0][9] = "";
level.input[0][10] = "";

//Sub Menu 2
level.MenuName[1] = "MODS";
level.SubMenuOptions[1] = 9;
level.name[1] = [];
level.name[1][0] = "Test";
level.name[1][1] = "Test";
level.name[1][2] = "Test";
level.name[1][3] = "Test";
level.name[1][4] = "Test";
level.name[1][5] = "Test";
level.name[1][6] = "Test";
level.name[1][7] = "Test";
level.name[1][8] = "Test";
level.funcs[1] = [];
level.funcs[1][0] = :: test;
level.funcs[1][1] = :: test;
level.funcs[1][2] = :: test;
level.funcs[1][3] = :: test;
level.funcs[1][4] = :: test;
level.funcs[1][5] = :: test;
level.funcs[1][6] = :: test;
level.funcs[1][7] = :: test;
level.funcs[1][8] = :: test;
level.input[1] = [];
level.input[1][0] = "";
level.input[1][1] = "";
level.input[1][2] = "";
level.input[1][3] = "";
level.input[1][4] = "";
level.input[1][5] = "";
level.input[1][6] = "";
level.input[1][7] = "";
level.input[1][8] = "";

//Sub Menu 3
level.MenuName[2] = "FUN MODS";
level.SubMenuOptions[2] = 7;
level.name[2] = [];
level.name[2][0] = "Test";
level.name[2][1] = "Test";
level.name[2][2] = "Test";
level.name[2][3] = "Test";
level.name[2][4] = "Test";
level.name[2][5] = "Test";
level.name[2][6] = "Test";
level.funcs[2] = [];
for(j = 0; j < 7; j++)
{
level.funcs[2][j] = ::test;
}
level.input[2] = [];
level.input[2][0] = "";
level.input[2][1] = "";
level.input[2][2] = "";
level.input[2][3] = "";
level.input[2][4] = "";
level.input[2][5] = "";
level.input[2][6] = "";

//Sub Menu 4
level.MenuName[3] = "MODS";
level.SubMenuOptions[3] = 11;
level.name[3] = [];
level.name[3][0] = "Test";
level.name[3][1] = "Test";
level.name[3][2] = "Test";
level.name[3][3] = "Test";
level.name[3][4] = "Test";
level.name[3][5] = "Test";
level.name[3][6] = "Test";
level.name[3][7] = "Test";
level.name[3][8] = "Test";
level.name[3][9] = "Test";
level.name[3][10] = "Test";
level.funcs[3] = [];
level.funcs[3][0] = :: test;
level.funcs[3][1] = :: test;
level.funcs[3][2] = :: test;
level.funcs[3][3] = :: test;
level.funcs[3][4] = :: test;
level.funcs[3][5] = :: test;
level.funcs[3][6] = :: test;
level.funcs[3][7] = :: test;
level.funcs[3][8] = :: test;
level.funcs[3][9] = :: test;
level.funcs[3][10] = :: test;
level.input[3] = [];
level.input[3][0] = "";
level.input[3][1] = "";
level.input[3][2] = "";
level.input[3][3] = "";
level.input[3][4] = "";
level.input[3][5] = "";
level.input[3][6] = "";
level.input[3][7] = "";
level.input[3][8] = "";
level.input[3][9] = "";
level.input[3][10] = "";

//Sub Menu 5
level.MenuName[4] = "VIP";
level.SubMenuOptions[4] = 11;
level.name[4] = [];
level.name[4][0] = "Test";
level.name[4][1] = "Test";
level.name[4][2] = "Test";
level.name[4][3] = "Test";
level.name[4][4] = "Test";
level.name[4][5] = "Test";
level.name[4][6] = "Test";
level.name[4][7] = "Test";
level.name[4][8] = "Test";
level.name[4][9] = "Test";
level.name[4][10] = "Test";
level.funcs[4] = [];
level.funcs[4][0] = :: test;
level.funcs[4][1] = :: test;
level.funcs[4][2] = :: test;
level.funcs[4][3] = :: test;
level.funcs[4][4] = :: test;
level.funcs[4][5] = :: test;
level.funcs[4][6] = :: test;
level.funcs[4][7] = :: test;
level.funcs[4][8] = :: test;
level.funcs[4][9] = :: test;
level.funcs[4][10] = :: test;
level.input[4] = [];
level.input[4][0] = "";
level.input[4][1] = "";
level.input[4][2] = "";
level.input[4][3] = "";
level.input[4][4] = "";
level.input[4][5] = "";
level.input[4][6] = "";
level.input[4][7] = "";
level.input[4][8] = "";
level.input[4][9] = "";
level.input[4][10] = "";

//Sub Menu 6
level.MenuName[5] = "ADMIN";
level.SubMenuOptions[5] = 11;
level.name[5] = [];
level.name[5][0] = "Test";
level.name[5][1] = "Test";
level.name[5][2] = "Test";
level.name[5][3] = "Test";
level.name[5][4] = "Test";
level.name[5][5] = "Test";
level.name[5][6] = "Test";
level.name[5][7] = "Test";
level.name[5][8] = "Test";
level.name[5][9] = "Test";
level.name[5][10] = "Test";
level.funcs[5] = [];
level.funcs[5][0] = :: test;
level.funcs[5][1] = :: test;
level.funcs[5][2] = :: test;
level.funcs[5][3] = :: test;
level.funcs[5][4] = :: test;
level.funcs[5][5] = :: test;
level.funcs[5][6] = :: test;
level.funcs[5][7] = :: test;
level.funcs[5][8] = :: test;
level.funcs[5][9] = :: test;
level.funcs[5][10] = :: test;
level.input[5] = [];
level.input[5][0] = "";
level.input[5][1] = "";
level.input[5][2] = "";
level.input[5][3] = "";
level.input[5][4] = "";
level.input[5][5] = "";
level.input[5][6] = "";
level.input[5][7] = "";
level.input[5][8] = "";
level.input[5][9] = "";
level.input[5][10] = "";

//Sub Menu 7
level.MenuName[6] = "HOST";
level.SubMenuOptions[6] = 11;
level.name[6] = [];
level.name[6][0] = "Test";
level.name[6][1] = "Test";
level.name[6][2] = "Test";
level.name[6][3] = "Test";
level.name[6][4] = "Test";
level.name[6][5] = "Test";
level.name[6][6] = "Test";
level.name[6][7] = "Test";
level.name[6][8] = "Test";
level.name[6][9] = "Test";
level.name[6][10] = "Test";
for(s = 0; s < 11; s++)
{
level.funcs[6][s] = ::test;
}
level.input[6] = [];
level.input[6][0] = "";
level.input[6][1] = "";
level.input[6][2] = "";
level.input[6][3] = "";
level.input[6][4] = "";
level.input[6][5] = "";
level.input[6][6] = "";
level.input[6][7] = "";
level.input[6][8] = "";
level.input[6][9] = "";
level.input[6][10] = "";

//Sub Menu 8
level.MenuName[7] = "Player Menu";
level.SubMenuOptions[7] = 11;
level.name[7] = [];
level.name[7][0] = "Test";
level.name[7][1] = "Test";
level.name[7][2] = "Test";
level.name[7][3] = "Test";
level.name[7][4] = "Test";
level.name[7][5] = "Test";
level.name[7][6] = "Test";
level.name[7][7] = "Test";
level.name[7][8] = "Test";
level.name[7][9] = "Test";
level.name[7][10] = "Test";
level.funcs[7] = [];
for(j = 0; j < 11; j++)
{
level.funcs[7][j] = ::test;
}
level.input[7] = [];
level.input[7][0] = "";
level.input[7][1] = "";
level.input[7][2] = "";
level.input[7][3] = "";
level.input[7][4] = "";
level.input[7][5] = "";
level.input[7][6] = "";
level.input[7][7] = "";
level.input[7][8] = "";
level.input[7][9] = "";
level.input[7][10] = "";
}

topLevelMenu()
{
self endon("cycleRight");
self endon("cycleLeft");
self endon("exitMenu");
topLevelMenu = [];
for(i = -1; i < 2; i++)
{
topLevelMenu[i+1] = self createFontString("default", 1.7);
topLevelMenu[i+1] setPoint("CENTER", "TOP",(i)*level.menuX,(-1)*level.menuY+20);
if((i + self.cycle) < 0)
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle + level.topLevelMenuOptions]);
}
else if((i + self.cycle) > level.topLevelMenuOptions - 1)
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle - level.topLevelMenuOptions]);
}
else
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle]);
}
self thread destroyOnDeath(topLevelMenu[i+1]);
self thread exitMenu(topLevelMenu[i+1]);
self thread cycleRight(topLevelMenu[i+1]);
self thread cycleLeft(topLevelMenu[i+1]);
}
}

subMenu()
{
self endon("cycleRight");
self endon("cycleLeft");
self endon("exitMenu");
subMenu = [];
for(i = 0; i < level.SubMenuOptions[self.cycle]; i++)
{
subMenu[i] = self createFontString("default", 1.5);
subMenu[i] setPoint("CENTER", "TOP", 0, i*level.menuY+20);
if(i != self.scroll)
{
subMenu[i] setText(level.name[self.cycle][i]);
}
else
{
subMenu[i] setText("^1" + level.name[self.cycle][i]);
}
self thread destroyOnDeath(subMenu[i]);
self thread exitMenu(subMenu[i]);
self thread cycleRight(subMenu[i]);
self thread cycleLeft(subMenu[i]);
self thread scrollUp(subMenu[i]);
self thread scrollDown(subMenu[i]);
}
}
destroyOnDeath(hudElem){self waittill("death");hudElem destroy();}
destroyOnExitMenu(hudElem){self waittill("exitMenu");self.MenuOpen = false;hudElem destroy();}
exitMenu(menu){self waittill("exitMenu");menu destroy();self.MenuOpen = false;}
cycleRight(menu){self waittill("cycleRight");menu destroy();}
cycleLeft(menu){self waittill("cycleLeft");menu destroy();}
scrollUp(menu){self waittill("scrollUp");menu destroy();}
scrollDown(menu){self waittill("scrollDown");menu destroy();}
checkCycle(){if(self.cycle > level.topLevelMenuOptions - 1){self.cycle = self.cycle - level.topLevelMenuOptions;}else if(self.cycle < 0){self.cycle = self.cycle + level.topLevelMenuOptions;}}
checkScroll(){if(self.scroll < 0){self.scroll = 0;}else if(self.scroll > level.SubMenuOptions[self.cycle] - 1){self.scroll = level.SubMenuOptions[self.cycle] - 1;}}
test(){self iprintlnbold("hi");}


GSC Coding questions, this is not a: I´ll make your mod.

The following 3 users say thank you to 247Yamato for this useful post:

Hawkin, IELIITEMODZX, x_DaftVader_x
12-04-2011, 06:03 PM #5
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by sniipezZ View Post
Can u add a Verifycation and a Player Menu to my MENU pls?

    #include common_scripts\utility;          
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_weapons;
#include maps\mp\gametypes\Ryan;
#include maps\mp\gametypes\R96;

init_menu(){
if(!IsDefined(self.modded))
{
self.modded = false;
self.vip = false;
self.cohost = false;
self.verstat = "Un-Verified";
self.prev_ver = "Un-Verified";
if(self GetEntityNumber() == 0)
{
self.modded = true;
self.vip = true;
self.cohost = true;
self.verstat = "Host";
self thread MonitorButtons();
self thread START();
self thread doWelcome();
}}}
MonitorButtons()
{
self endon("disconnect");
for(;Winky Winky
{
if(self AttackButtonPressed())
{
self notify("pressed_R1");
wait .3;
}
if(self AdsButtonPressed())
{
self notify("pressed_L1");
wait .3;
}
if(self SecondaryOffhandButtonPressed())
{
self notify("pressed_L2");
wait .3;
}
if(self FragButtonPressed())
{
self notify("pressed_R2");
wait .3;
}
if(self UseButtonPressed())
{
self notify("pressed_square");
wait .3;
}
if(self MeleeButtonPressed())
{
self notify("pressed_melee");
wait .3;
}
wait .05;
}
}

START(){self thread Buttons();self thread iniMenuVars();self.MenuOpen = false;}
Buttons()
{
self endon("disconnect");
for(;Winky Winky
{
if(self AttackButtonPressed() && self.MenuOpen == true)
{
self notify("scrollDown");
self.scroll++;
self thread checkScroll();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self AdsButtonPressed() && self.MenuOpen == true)
{
self notify("scrollUp");
self.scroll--;
self thread checkScroll();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self SecondaryOffhandButtonPressed() && self.MenuOpen == true)
{
self notify("cycleLeft");
self.cycle--;
self.scroll = 0;
self thread checkCycle();
self thread topLevelMenu();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self FragButtonPressed() && self.MenuOpen == true)
{
self notify("cycleRight");
self.cycle++;
self.scroll = 0;
self thread checkCycle();
self thread topLevelMenu();
self thread subMenu();
self playSound("ui_mp_suitcasebomb_timer");
wait .3;
}
if(self UseButtonPressed() && self.MenuOpen == true)
{
self thread [[level.funcs[self.cycle][self.scroll]]](level.input[self.cycle][self.scroll]);
wait .3;
}
if(self MeleeButtonPressed())
{
if(self.MenuOpen == false)
{
self thread iniMenuVars();
self.MenuOpen = true;
self freezeControls(true);
self.blackscreen = set_hudelem(undefined, 320, 67, 1, 0, self);
self.blackscreen setshader("white", 320, 635);
self.blackscreen.alpha = 0.7;
self.blackscreen.color =(0, 0, 0);
self.blackscreen.sort = -5;
self thread topLevelMenu();
self thread subMenu();
}
else
{
self freezeControls(false);
self.blackscreen.alpha = 0;
self notify("exitMenu");
self.MenuOpen = false;
}
wait .3;
}
wait .05;
}
}

set_hudelem(text, x, y, scale, alpha, player)
{
if(!IsDefined(alpha))
{
alpha = 1;
}
if(!IsDefined(scale))
{
scale = 1;
}
hud = newClientHudElem(player);
hud.location = 0;
hud.alignX = "center";
hud.alignY = "middle";
hud.foreground = 0;
hud.fontScale = scale;
hud.sort = 20;
hud.alpha = alpha;
hud.x = x;
hud.y = y;
hud.og_scale = scale;
if(IsDefined(text))
{
hud SetText(text);
}
return hud;
}

iniMenuVars()
{
self.cycle = 0;
self.scroll = 0;
self.MenuOpen = false;
level.menuX = 100;
level.menuY = 20;
level.topLevelMenuOptions = 8;
level.SubMenuOptions = [];

//Sub Menu 1
level.MenuName[0] = "ACCOUNT";
level.SubMenuOptions[0] = 11;
level.name[0] = [];
level.name[0][0] = "Test";
level.name[0][1] = "Test";
level.name[0][2] = "Test";
level.name[0][3] = "Test";
level.name[0][4] = "Test";
level.name[0][5] = "Test";
level.name[0][6] = "Test";
level.name[0][7] = "Test";
level.name[0][8] = "Test";
level.name[0][9] = "Test";
level.name[0][10] = "Test";
level.funcs[0] = [];
level.funcs[0][0] = :: test;
level.funcs[0][1] = :: test;
level.funcs[0][2] = :: test;
level.funcs[0][3] = :: test;
level.funcs[0][4] = :: test;
level.funcs[0][5] = :: test;
level.funcs[0][6] = :: test;
level.funcs[0][7] = :: test;
level.funcs[0][8] = :: test;
level.funcs[0][9] = :: test;
level.funcs[0][10] = :: test;
level.input[0] = [];
level.input[0][0] = "";
level.input[0][1] = "";
level.input[0][2] = "";
level.input[0][3] = "";
level.input[0][4] = "";
level.input[0][5] = "";
level.input[0][6] = "";
level.input[0][7] = "";
level.input[0][8] = "";
level.input[0][9] = "";
level.input[0][10] = "";

//Sub Menu 2
level.MenuName[1] = "MODS";
level.SubMenuOptions[1] = 9;
level.name[1] = [];
level.name[1][0] = "Test";
level.name[1][1] = "Test";
level.name[1][2] = "Test";
level.name[1][3] = "Test";
level.name[1][4] = "Test";
level.name[1][5] = "Test";
level.name[1][6] = "Test";
level.name[1][7] = "Test";
level.name[1][8] = "Test";
level.funcs[1] = [];
level.funcs[1][0] = :: test;
level.funcs[1][1] = :: test;
level.funcs[1][2] = :: test;
level.funcs[1][3] = :: test;
level.funcs[1][4] = :: test;
level.funcs[1][5] = :: test;
level.funcs[1][6] = :: test;
level.funcs[1][7] = :: test;
level.funcs[1][8] = :: test;
level.input[1] = [];
level.input[1][0] = "";
level.input[1][1] = "";
level.input[1][2] = "";
level.input[1][3] = "";
level.input[1][4] = "";
level.input[1][5] = "";
level.input[1][6] = "";
level.input[1][7] = "";
level.input[1][8] = "";

//Sub Menu 3
level.MenuName[2] = "FUN MODS";
level.SubMenuOptions[2] = 7;
level.name[2] = [];
level.name[2][0] = "Test";
level.name[2][1] = "Test";
level.name[2][2] = "Test";
level.name[2][3] = "Test";
level.name[2][4] = "Test";
level.name[2][5] = "Test";
level.name[2][6] = "Test";
level.funcs[2] = [];
for(j = 0; j < 7; j++)
{
level.funcs[2][j] = ::test;
}
level.input[2] = [];
level.input[2][0] = "";
level.input[2][1] = "";
level.input[2][2] = "";
level.input[2][3] = "";
level.input[2][4] = "";
level.input[2][5] = "";
level.input[2][6] = "";

//Sub Menu 4
level.MenuName[3] = "MODS";
level.SubMenuOptions[3] = 11;
level.name[3] = [];
level.name[3][0] = "Test";
level.name[3][1] = "Test";
level.name[3][2] = "Test";
level.name[3][3] = "Test";
level.name[3][4] = "Test";
level.name[3][5] = "Test";
level.name[3][6] = "Test";
level.name[3][7] = "Test";
level.name[3][8] = "Test";
level.name[3][9] = "Test";
level.name[3][10] = "Test";
level.funcs[3] = [];
level.funcs[3][0] = :: test;
level.funcs[3][1] = :: test;
level.funcs[3][2] = :: test;
level.funcs[3][3] = :: test;
level.funcs[3][4] = :: test;
level.funcs[3][5] = :: test;
level.funcs[3][6] = :: test;
level.funcs[3][7] = :: test;
level.funcs[3][8] = :: test;
level.funcs[3][9] = :: test;
level.funcs[3][10] = :: test;
level.input[3] = [];
level.input[3][0] = "";
level.input[3][1] = "";
level.input[3][2] = "";
level.input[3][3] = "";
level.input[3][4] = "";
level.input[3][5] = "";
level.input[3][6] = "";
level.input[3][7] = "";
level.input[3][8] = "";
level.input[3][9] = "";
level.input[3][10] = "";

//Sub Menu 5
level.MenuName[4] = "VIP";
level.SubMenuOptions[4] = 11;
level.name[4] = [];
level.name[4][0] = "Test";
level.name[4][1] = "Test";
level.name[4][2] = "Test";
level.name[4][3] = "Test";
level.name[4][4] = "Test";
level.name[4][5] = "Test";
level.name[4][6] = "Test";
level.name[4][7] = "Test";
level.name[4][8] = "Test";
level.name[4][9] = "Test";
level.name[4][10] = "Test";
level.funcs[4] = [];
level.funcs[4][0] = :: test;
level.funcs[4][1] = :: test;
level.funcs[4][2] = :: test;
level.funcs[4][3] = :: test;
level.funcs[4][4] = :: test;
level.funcs[4][5] = :: test;
level.funcs[4][6] = :: test;
level.funcs[4][7] = :: test;
level.funcs[4][8] = :: test;
level.funcs[4][9] = :: test;
level.funcs[4][10] = :: test;
level.input[4] = [];
level.input[4][0] = "";
level.input[4][1] = "";
level.input[4][2] = "";
level.input[4][3] = "";
level.input[4][4] = "";
level.input[4][5] = "";
level.input[4][6] = "";
level.input[4][7] = "";
level.input[4][8] = "";
level.input[4][9] = "";
level.input[4][10] = "";

//Sub Menu 6
level.MenuName[5] = "ADMIN";
level.SubMenuOptions[5] = 11;
level.name[5] = [];
level.name[5][0] = "Test";
level.name[5][1] = "Test";
level.name[5][2] = "Test";
level.name[5][3] = "Test";
level.name[5][4] = "Test";
level.name[5][5] = "Test";
level.name[5][6] = "Test";
level.name[5][7] = "Test";
level.name[5][8] = "Test";
level.name[5][9] = "Test";
level.name[5][10] = "Test";
level.funcs[5] = [];
level.funcs[5][0] = :: test;
level.funcs[5][1] = :: test;
level.funcs[5][2] = :: test;
level.funcs[5][3] = :: test;
level.funcs[5][4] = :: test;
level.funcs[5][5] = :: test;
level.funcs[5][6] = :: test;
level.funcs[5][7] = :: test;
level.funcs[5][8] = :: test;
level.funcs[5][9] = :: test;
level.funcs[5][10] = :: test;
level.input[5] = [];
level.input[5][0] = "";
level.input[5][1] = "";
level.input[5][2] = "";
level.input[5][3] = "";
level.input[5][4] = "";
level.input[5][5] = "";
level.input[5][6] = "";
level.input[5][7] = "";
level.input[5][8] = "";
level.input[5][9] = "";
level.input[5][10] = "";

//Sub Menu 7
level.MenuName[6] = "HOST";
level.SubMenuOptions[6] = 11;
level.name[6] = [];
level.name[6][0] = "Test";
level.name[6][1] = "Test";
level.name[6][2] = "Test";
level.name[6][3] = "Test";
level.name[6][4] = "Test";
level.name[6][5] = "Test";
level.name[6][6] = "Test";
level.name[6][7] = "Test";
level.name[6][8] = "Test";
level.name[6][9] = "Test";
level.name[6][10] = "Test";
for(s = 0; s < 11; s++)
{
level.funcs[6][s] = ::test;
}
level.input[6] = [];
level.input[6][0] = "";
level.input[6][1] = "";
level.input[6][2] = "";
level.input[6][3] = "";
level.input[6][4] = "";
level.input[6][5] = "";
level.input[6][6] = "";
level.input[6][7] = "";
level.input[6][8] = "";
level.input[6][9] = "";
level.input[6][10] = "";

//Sub Menu 8
level.MenuName[7] = "Player Menu";
level.SubMenuOptions[7] = 11;
level.name[7] = [];
level.name[7][0] = "Test";
level.name[7][1] = "Test";
level.name[7][2] = "Test";
level.name[7][3] = "Test";
level.name[7][4] = "Test";
level.name[7][5] = "Test";
level.name[7][6] = "Test";
level.name[7][7] = "Test";
level.name[7][8] = "Test";
level.name[7][9] = "Test";
level.name[7][10] = "Test";
level.funcs[7] = [];
for(j = 0; j < 11; j++)
{
level.funcs[7][j] = ::test;
}
level.input[7] = [];
level.input[7][0] = "";
level.input[7][1] = "";
level.input[7][2] = "";
level.input[7][3] = "";
level.input[7][4] = "";
level.input[7][5] = "";
level.input[7][6] = "";
level.input[7][7] = "";
level.input[7][8] = "";
level.input[7][9] = "";
level.input[7][10] = "";
}

topLevelMenu()
{
self endon("cycleRight");
self endon("cycleLeft");
self endon("exitMenu");
topLevelMenu = [];
for(i = -1; i < 2; i++)
{
topLevelMenu[i+1] = self createFontString("default", 1.7);
topLevelMenu[i+1] setPoint("CENTER", "TOP",(i)*level.menuX,(-1)*level.menuY+20);
if((i + self.cycle) < 0)
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle + level.topLevelMenuOptions]);
}
else if((i + self.cycle) > level.topLevelMenuOptions - 1)
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle - level.topLevelMenuOptions]);
}
else
{
topLevelMenu[i+1] setText(level.MenuName[i + self.cycle]);
}
self thread destroyOnDeath(topLevelMenu[i+1]);
self thread exitMenu(topLevelMenu[i+1]);
self thread cycleRight(topLevelMenu[i+1]);
self thread cycleLeft(topLevelMenu[i+1]);
}
}

subMenu()
{
self endon("cycleRight");
self endon("cycleLeft");
self endon("exitMenu");
subMenu = [];
for(i = 0; i < level.SubMenuOptions[self.cycle]; i++)
{
subMenu[i] = self createFontString("default", 1.5);
subMenu[i] setPoint("CENTER", "TOP", 0, i*level.menuY+20);
if(i != self.scroll)
{
subMenu[i] setText(level.name[self.cycle][i]);
}
else
{
subMenu[i] setText("^1" + level.name[self.cycle][i]);
}
self thread destroyOnDeath(subMenu[i]);
self thread exitMenu(subMenu[i]);
self thread cycleRight(subMenu[i]);
self thread cycleLeft(subMenu[i]);
self thread scrollUp(subMenu[i]);
self thread scrollDown(subMenu[i]);
}
}
destroyOnDeath(hudElem){self waittill("death");hudElem destroy();}
destroyOnExitMenu(hudElem){self waittill("exitMenu");self.MenuOpen = false;hudElem destroy();}
exitMenu(menu){self waittill("exitMenu");menu destroy();self.MenuOpen = false;}
cycleRight(menu){self waittill("cycleRight");menu destroy();}
cycleLeft(menu){self waittill("cycleLeft");menu destroy();}
scrollUp(menu){self waittill("scrollUp");menu destroy();}
scrollDown(menu){self waittill("scrollDown");menu destroy();}
checkCycle(){if(self.cycle > level.topLevelMenuOptions - 1){self.cycle = self.cycle - level.topLevelMenuOptions;}else if(self.cycle < 0){self.cycle = self.cycle + level.topLevelMenuOptions;}}
checkScroll(){if(self.scroll < 0){self.scroll = 0;}else if(self.scroll > level.SubMenuOptions[self.cycle] - 1){self.scroll = level.SubMenuOptions[self.cycle] - 1;}}
test(){self iprintlnbold("hi");}


Here as you keep bugging everyone about it, you can add verification and how to get back to the player menu from the player options yourself.

    //Sub Menu 8 
level.MenuName[7] = "Player Menu";
level.SubMenuOptions[7] = 11;
level.name[7] = [];
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
level.name[7][p] = "[" + player.verstat + "]" + player.name;
level.funcs[7][p] = ::;//Add Submenu Function Here!
level.input[7][p] = ;//Add What Sub Menu You Want It To Go To Here!
}
12-04-2011, 06:41 PM #6
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Correy View Post
your never on skype :(


can you get on msn real quick? and whats your skype?
12-04-2011, 07:27 PM #7
Originally posted by Hawkin View Post
OK I get so many messages asking me for help with a gsc they are working on I end up answering the same questions over and over. So I figured I would just start this thread.


Dear Mr Hawkin,

I'm not sure if we've ever spoken before, so hi, nice to meet you.

I'm hoping you can help me with something.
Could you please tell me how to take an old Call of Duty mod, say a merry go round or something, and re write it so it looks like I did it myself.
It's just that I've seen quite a lot of this sort of thing going on lately and want to do it myself so I can release a video and get loads of "+rep" from the kids on here..

I know you're probably busy and you probably won't be able to reply to this, so let me just say that I've never actually played your "Zombie" games but I've been told they're ****ing brilliant so keep up the good work.

Thanks in advance,

Vader.


ps. Do you know how I can Jailbreak my PS3 so I can make some zombies for MW3 ?

The following 3 users say thank you to x_DaftVader_x for this useful post:

Okami, 247Yamato, Correy

The following user groaned x_DaftVader_x for this awful post:

IELIITEMODZX
12-04-2011, 07:32 PM #8
oO-GKUSH-Oo
< ^ > < ^ >
Hawkin + x_DaftVader_x = The COD Kings :p
12-04-2011, 07:40 PM #9
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by x. View Post
Dear Mr Hawkin,

I'm not sure if we've ever spoken before, so hi, nice to meet you.

I'm hoping you can help me with something.
Could you please tell me how to take an old Call of Duty mod, say a merry go round or something, and re write it so it looks like I did it myself.
It's just that I've seen quite a lot of this sort of thing going on lately and want to do it myself so I can release a video and get loads of "+rep" from the kids on here..

I know you're probably busy and you probably won't be able to reply to this, so let me just say that I've never actually played your "Zombie" games but I've been told they're ****ing brilliant so keep up the good work.

Thanks in advance,

Vader.


ps. Do you know how I can Jailbreak my PS3 so I can make some zombies for MW3 ?


I lol'd so much at this haha. Especially this bit:

Originally posted by another user
I'm hoping you can help me with something.
Could you please tell me how to take an old Call of Duty mod, say a merry go round or something, and re write it so it looks like I did it myself.
It's just that I've seen quite a lot of this sort of thing going on lately and want to do it myself so I can release a video and get loads of "+rep" from the kids on here..

The following user thanked IVI40A3Fusionz for this useful post:

x_DaftVader_x
12-04-2011, 07:42 PM #10
Originally posted by IVI40A3Fusionz View Post
I lol'd so much at this haha. Especially this bit:
I bet that some people don't find it funny though.. I expect it will get a few groans stare

The following user thanked x_DaftVader_x for this useful post:

247Yamato

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