Post: [TUT] Colourful Mod Menu Scroll
01-24-2011, 08:59 PM #1
d7w7z
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); I seen a lot of people asking about this so I figured I would post it.
It basicly picks a different colour for highlighting everytime you scroll up/down in your mod menu.

[ame]https://www.youtube.com/watch?v=9SQ3RkpnRLU[/ame]
NOTE - It sometimes repeats the same colour Eek

Open up missions.gsc and Search for something similar to this.
    drawMenu( cycle, scroll ){
menu = [[self.getMenu]]();
display = [];
if( menu.size > 2 ){

Yours may be different depending on what patch you are using.

Once you have found drawMenu add this after display = [];
    j=[];
j[0]="1";
j[1]="2";
j[2]="3";
j[3]="4";
j[4]="5";


So it will now look something like this.
    drawMenu( cycle, scroll ){
menu = [[self.getMenu]]();
display = [];
j=[];
j[0]="1";
j[1]="2";
j[2]="3";
j[3]="4";
j[4]="5";
if( menu.size > 2 ){


Now once that is done scroll down till you see something like this
    if(i == scroll) {
display[i] setText( "^1" +menu[cycle].name[i] );


Change the "^1" to "^" with the quotation marks.
Now add this after the after the "^"
    +j[randomint(j.size)] 


The outcome will look something like this.
    if(i == scroll) {
display[i] setText( "^"+j[randomint(j.size)] +menu[cycle].name[i] );



Changing The Colours
Scroll back up to
    j=[];
j[0]="1";
j[1]="2";
j[2]="3";
j[3]="4";
j[4]="5";


For example
    j[0]="1";

The "1" is the colour which in this case is red.

If I changed it to
    j[0]="2";
This would be green and so on.

Colour Codes
^0 - Black
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Pink
^7 - White
^8 - Default map colour
^9 - Grey or default map colour
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The following 15 users say thank you to d7w7z for this useful post:

_StAtEaMiNd_, Alfa, Blackstorm, cjmurder123, firefox7, FourzerotwoFAILS, icemantom95, iJokaa, ImTrippinHoes, iNexus, Mw2Freak13, RaverBoy, TRBZA, xTrYiPiCz, yaro
01-25-2011, 04:38 AM #29
SamMight69Her
CRAZY 4 INK
how would i do this for mossys private v1 menu?
01-25-2011, 09:42 AM #30
EliteMossy
TheDigitalBoard.com
Originally posted by DEREKTROTTER View Post
this is the key to fixing overflows, right :carling:

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just a matter of re-coding


I went a different way, i tried to use that, it made a little improvement.
01-25-2011, 03:12 PM #31
WOW this helped me alot thanks duude
01-25-2011, 03:50 PM #32
d7w7z
Bounty hunter
Originally posted by ENT View Post
how would i do this for mossys private v1 menu?

Instead of looking for drawMenu, Look for this.
    menuDrawOptions(scroll,cycle){
menu=[[self.getMenu]]();
display=[];
for(i=0;i<menu[cycle].namer.size;i++){


Everything else is the same with just a different thread name.
01-25-2011, 05:19 PM #33
Smiithy67
Do a barrel roll!
cool mate my patch is like that but my menu is larger lol dunno how
01-25-2011, 08:36 PM #34
SamMight69Her
CRAZY 4 INK
Originally posted by d7w7z View Post
Instead of looking for drawMenu, Look for this.
    menuDrawOptions(scroll,cycle){
menu=[[self.getMenu]]();
display=[];
for(i=0;i<menu[cycle].namer.size;i++){
Everything else is the same with just a different thread name.


i cant find this
if(i == scroll) {
display[i] setText( "^1" +menu[cycle].name[i] );
01-25-2011, 08:45 PM #35
d7w7z
Bounty hunter
Originally posted by ENT View Post
i cant find this

That was just an example from my patch.

In Mossys Private Patch v1 it is
    if(i==scroll){
display[i] ChangeFontScaleOverTime(0.3);
display[i].fontScale=1.2;
display[i] setText("[ ^2"+menu[cycle].namer[i]+" ^7]");
01-25-2011, 08:58 PM #36
SamMight69Her
CRAZY 4 INK
Originally posted by d7w7z View Post
That was just an example from my patch.

In Mossys Private Patch v1 it is
    if(i==scroll){
display[i] ChangeFontScaleOverTime(0.3);
display[i].fontScale=1.2;
display[i] setText("[ ^2"+menu[cycle].namer[i]+" ^7]");

how would i do that?
this didnt work?
display setText("[ ^+j[randomint(j.size)] "+menu[cycle].namer+" ^4]");
01-25-2011, 09:05 PM #37
d7w7z
Bounty hunter
Originally posted by ENT View Post
how would i do that?
this didnt work?
display setText("[ ^+j[randomint(j.size)] "+menu[cycle].namer+" ^4]");

It should be...
    display[i] setText("[ ^"+j[randomint(j.size)] +menu[cycle].namer[i]+" ^7]");

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SamMight69Her

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