Post: Patch Helper
12-13-2011, 06:59 AM #1
iTzTJCOOL
Whats New?
(adsbygoogle = window.adsbygoogle || []).push({}); Well since I am done modding for myself and making patches I just thought since I have nothing to do over my winter break (Starts Next Week) I can help you with anything related to Patch making.

Just leave a reply for what you want.
(adsbygoogle = window.adsbygoogle || []).push({});

The following user thanked iTzTJCOOL for this useful post:

AndreeU
12-19-2011, 03:43 PM #29
Originally posted by sniipezZ View Post
ok the overflow fix works now (;
i got it hehe..

so last question:
why this dont go
    //Sub Menu 8 
level.MenuName[7] = "Sub Menu p";
level.SubMenuOptions[7] = 18;
for( p = 0;p < level.players.size;p++ )
{
player = level.players[p];
level.name[7][p] = ""+ player.name +"";
level.funcs[7][p] = ::Kick;
level.input[7][p] = "";
}
}
Kick()
{
player = level.players[self.selplay];
playertokick = player GetEntityNumber();
wait 2;
kick(playertokick);
}

when i try to kick a bot nothing happens lol


that can however be shortened by loads and try:

    
Kick()
{
player = level.players[self.selplay];
player GetEntityNumber();
wait 2;
kick(playertokick);
}

or

Kick(){self GetEnitityNumber();}


EDIT:

try this kick menu its better than using kick through a menu base i think anyway...
You must login or register to view this content.
12-19-2011, 05:50 PM #30
Correy
I'm the Original
Originally posted by IVI40A3Fusionz View Post
Done!

    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] = "Sub Menu 1";
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] = "Sub Menu 2";
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] = "Sub Menu 3";
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] = "Sub Menu 4";
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] = "Sub Menu 5";
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] = "Sub Menu 6";
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] = "Sub Menu 7";
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;
for( p = 0;p < level.players.size;p++ )
{
player = level.players[p];
level.name[7] = [];
level.funcs[7] = [];
level.input[7] = [];
level.name[7][p] = ""+ player.name +"";
level.funcs[7][p] = ::test;
level.input[7][p] = "";
}
}

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);
string = "";
for( i=0; i<level.name[self.cycle][i].size; i++ )
string += level.name[self.cycle][i]+"\n";
subMenu[i] setText( string );
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");}


Now all you gotta do is add a scrollbar and a verification system (not hard just use Karoolus' CoD5 version) and a Player Options menu!


this will still overflow :p

---------- Post added at 05:50 PM ---------- Previous post was at 05:47 PM ----------

Originally posted by ImFukinGay View Post
that can however be shortened by loads and try:

    
Kick()
{
player = level.players[self.selplay];
player GetEntityNumber();
wait 2;
kick(playertokick);
}

or

Kick(){self GetEnitityNumber();}


EDIT:

try this kick menu its better than using kick through a menu base i think anyway...
You must login or register to view this content.


    kick( level.player[ self.curs ] GetEnityNumber() );


your code will kick yourself :whistle:
12-19-2011, 06:03 PM #31
Originally posted by Correy View Post
this will still overflow :p

---------- Post added at 05:50 PM ---------- Previous post was at 05:47 PM ----------



    kick( level.player[ self.curs ] GetEnityNumber() );


your code will kick yourself :whistle:


His first one won't kick anyone unless you tell it who "playertokick" is,
and his second one would work if you called the thread for the player and then they would run it as "self" ...

ie:

player thread kick();

Kick(){self GetEnitityNumber();}
12-19-2011, 06:16 PM #32
Correy
I'm the Original
Originally posted by x. View Post
His first one won't kick anyone unless you tell it who "playertokick" is,
and his second one would work if you called the thread for the player and then they would run it as "self" ...

ie:

player thread kick();

Kick(){self GetEnitityNumber();}


yeah i know, but he never :p..
12-19-2011, 06:17 PM #33
Originally posted by Correy View Post
yeah i know, but he never :p..


'Cos he's a big old gay clown... Happy
12-19-2011, 06:18 PM #34
Correy
I'm the Original
Originally posted by x. View Post
'Cos he's a big old gay clown... Happy


a little hint for outsider :p
12-19-2011, 06:22 PM #35
Originally posted by Correy View Post
a little hint for outsider :p
who's outsider?......
12-19-2011, 06:46 PM #36
FoxkaZ
Retired Super
Originally posted by iTzTJCOOL View Post
Well since I am done modding for myself and making patches I just thought since I have nothing to do over my winter break (Starts Next Week) I can help you with anything related to Patch making.

Just leave a reply for what you want.


Moved to the correct section. :y:
12-19-2011, 08:07 PM #37
AndreeU
+cM TeamCM GFX 4 Lifee<3
Originally posted by iTzTJCOOL View Post
Well since I am done modding for myself and making patches I just thought since I have nothing to do over my winter break (Starts Next Week) I can help you with anything related to Patch making.

Just leave a reply for what you want.


if you can help me please add me on skype zFakieHDz
thanks you

---------- Post added at 03:07 PM ---------- Previous post was at 03:03 PM ----------

Originally posted by pcfreak30 View Post
If you want a good menu base, PM me and I can give mine which IMHO beats the rest in features, ease-of-use and stability... Smile


ohh i want your menu baseee pleaseeeeeeeeeeeeeeeeeeeeee

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo