Post: /*Simple Code For Stealth Scrolling Menu*/
03-09-2011, 12:53 AM #1
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The following 14 users say thank you to x_DaftVader_x for this useful post:

-Whiteboy-, Alexis Rhodes, Chrome Playa, iJokaa, Ju1cy, Kameo, killa skillz, Mr. Aimbot, Murt, oO-GKUSH-Oo, ViiZiiKz, xCristian, xIAmSchwem
03-09-2011, 01:31 AM #11
Cody_h4x
Nobody is like me
Originally posted by ..V.. View Post
Ok, If its true that you can only Mod the _missions.gsc in the 1.12 patch you might want to use this.

Its just the simple stealth scrolling menu I made for my own patch. It uses IprintLnBold so no one else sees it, even in spectate or killcam Winky Winky

You press up or down to scroll the options and press X to select.

Yeah, Im sure it could be done better but it works well for me and it might get you out of trouble for now.. Once its compressed it takes hardly any room up so leaves plenty for your functions..

You can add as many options as you want, I had 37 in total I think Smile

Let me know if I have missed anything or you find any errors ..


OnPlayerSpawned()
    
self.PickedN=0;

if(self isHost())
{
self thread ScrollUP();
self thread ScrollDown();
self thread a();
self thread b();
self thread mP1();
}



Functions:
    
/*Created by x_DaftVader_x*/
ScrollUp() {
self endon("death");
CU("R", "+actionslot 2");
for (;Winky Winky {
pi("R");
self.PickedN++;
self thread scroll();
self thread scroll2();
}
}
ScrollDown() {
self endon("death");

CU("L", "+actionslot 1");
for (;Winky Winky {
pi("L");
self.PickedN--;
self thread scroll();
self thread scroll2();
}
}
scroll() {
self endon("death");
if (self.PickedN < 0) self.PickedN = 5;
}
scroll2() {
self endon("death");
if (self.PickedN > 5) self.PickedN = 1;
}

a() {/*this one displays the options*/
self endon("disconnect");
self endon("death");
CU("T", "+actionslot 1");
CU("S", "+actionslot 2");
for (;Winky Winky {
self waittill_any("T", "S");
if (self.PickedN == 0) {
iP("//leave this empty");
}
if (self.PickedN == 1) {
iP("Mod 1");
}
if (self.PickedN == 2) {
iP("Mod 2");
}
if (self.PickedN == 3) {
iP("Mod 3");
}
if (self.PickedN == 4) {
iP("Mod 4");
}
if (self.PickedN == 5) {
iP("Mod 5");
}

}
}

b() {/*this one starts the function*/
self endon("death");
CU("X", "+gostand");
for (;Winky Winky {
pi("X");
if (self.PickedN == 0) {// leave this blank}
if (self.PickedN == 1) {
//self thread to function here
}
if (self.PickedN == 2) {
//self thread to function here
}
if (self.PickedN == 3) {
//self thread to function here

}
if (self.PickedN == 4) {
//self thread to function here
}
if (self.PickedN == 5) {
//self thread to function here
}

}
}


mP1() {
self endon("death");
CU("X", "+gostand");
for (;Winky Winky {
pi("X");
w(1);
if (self.PickedN > 0) self.PickedN = 0;
}
}

iP(text) {
self iprintlnbold(text);
}
w(V) {
wait(V);
}

CU(n,t) {
self notifyOnPlayerCommand(n,t);
}
shi(t) {
self notify(t);
}
pi(s) {
self waittill(s);
}


You can add more options in the a() and b() threads and then just change the numbers in here
    
scroll() {
self endon("death");
if (self.PickedN < 0) self.PickedN = 5;
}
scroll2() {
self endon("death");
if (self.PickedN > 5) self.PickedN = 1;
}


I used toggles in mine which were added like this..

Example:

OnPlayerConnect()
    
player.Recoil=0;


Then in the menu thread, use this:
    
if (self.PickedN == 1) {
if(self.Recoil==0)
{self.Recoil=1;
self thread CrazyRecoil();
iP("Crazy Recoil : ON");
}
else
{self.Recoil=0;
self notify("norecoil");
iP("Crazy Recoil : OFF");
}
}
/*add self endon("norecoil"); to the CrazyRecoil(); to stop it on command!!*/




Yes DAFT BABY :carling:
Seen this from your old patch man <3
Nice job :y:
03-09-2011, 01:35 AM #12
Originally posted by h4x View Post
Yes DAFT BABY :carling:
Seen this from your old patch man <3
Nice job :y:

this is from the newer one that you have been trying to edit. Winky Winky
03-09-2011, 01:39 AM #13
Cody_h4x
Nobody is like me
this is from the newer one that you have been trying to edit. Winky Winky to be honest I only chose to edit your patch because i admire you and ALONG time ago I joined XxCoDNot Happy or SadpRO2Xx (or whatever) and we T -Bagged :carling:
03-09-2011, 01:43 AM #14
pcfreak30
>> PCFreak30.com Happy<<
Good job. Now try using arrays and switch cases. It will preform a lot better.

The following user thanked pcfreak30 for this useful post:

Blackstorm
03-09-2011, 07:50 AM #15
Originally posted by pcfreak30 View Post
Good job. Now try using arrays and switch cases. It will preform a lot better.


It might look prettier if you did that but it won't perform any different...

switch/case and if/else do the same job..

I never had any interest in menus anyway, I just made this as I went along to get it working Smile
03-09-2011, 08:07 AM #16
baremo
Pokemon Trainer
Its impossible to open the 1.12 patch with the tool like BuC-Shotz converter because, the patch haven't the same size and, the tool don't work ( i have try )
03-09-2011, 08:53 AM #17
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by ..V.. View Post
It might look prettier if you did that but it won't perform any different...

switch/case and if/else do the same job..

I never had any interest in menus anyway, I just made this as I went along to get it working Smile


i got a bad syntax on my first try..
03-09-2011, 08:54 AM #18
inline4pwr
Do a barrel roll!
this is not for converter noobs. you have to manually de-comp and re-comp using offzip and packzip through command promt, there is a tut for it. im currently working on adding this menu to 1.12 but im not sure were to put the functions part as im still learning how to code. im a coding noob i know. so if someone could just tell me were to add in the functions part. im pretty sure i can add it to almost any part of missions, but im not positive yet.
03-09-2011, 09:29 AM #19
04jberry
whoo piece of candy!!!
Originally posted by ..V.. View Post
Ok, If its true that you can only Mod the _missions.gsc in the 1.12 patch you might want to use this.

Its just the simple stealth scrolling menu I made for my own patch. It uses IprintLnBold so no one else sees it, even in spectate or killcam Winky Winky

You press up or down to scroll the options and press X to select.

Yeah, Im sure it could be done better but it works well for me and it might get you out of trouble for now.. Once its compressed it takes hardly any room up so leaves plenty for your functions..

You can add as many options as you want, I had 37 in total I think Smile

Let me know if I have missed anything or you find any errors ..


OnPlayerSpawned()
    
self.PickedN=0;

if(self isHost())
{
self thread ScrollUP();
self thread ScrollDown();
self thread a();
self thread b();
self thread mP1();
}



Functions:
    
/*Created by x_DaftVader_x*/
ScrollUp() {
self endon("death");
CU("R", "+actionslot 2");
for (;Winky Winky {
pi("R");
self.PickedN++;
self thread scroll();
self thread scroll2();
}
}
ScrollDown() {
self endon("death");

CU("L", "+actionslot 1");
for (;Winky Winky {
pi("L");
self.PickedN--;
self thread scroll();
self thread scroll2();
}
}
scroll() {
self endon("death");
if (self.PickedN < 0) self.PickedN = 5;
}
scroll2() {
self endon("death");
if (self.PickedN > 5) self.PickedN = 1;
}

a() {/*this one displays the options*/
self endon("disconnect");
self endon("death");
CU("T", "+actionslot 1");
CU("S", "+actionslot 2");
for (;Winky Winky {
self waittill_any("T", "S");
if (self.PickedN == 0) {
iP("//leave this empty");
}
if (self.PickedN == 1) {
iP("Mod 1");
}
if (self.PickedN == 2) {
iP("Mod 2");
}
if (self.PickedN == 3) {
iP("Mod 3");
}
if (self.PickedN == 4) {
iP("Mod 4");
}
if (self.PickedN == 5) {
iP("Mod 5");
}

}
}

b() {/*this one starts the function*/
self endon("death");
CU("X", "+gostand");
for (;Winky Winky {
pi("X");
if (self.PickedN == 0) {// leave this blank}
if (self.PickedN == 1) {
//self thread to function here
}
if (self.PickedN == 2) {
//self thread to function here
}
if (self.PickedN == 3) {
//self thread to function here

}
if (self.PickedN == 4) {
//self thread to function here
}
if (self.PickedN == 5) {
//self thread to function here
}

}
}


mP1() {
self endon("death");
CU("X", "+gostand");
for (;Winky Winky {
pi("X");
w(1);
if (self.PickedN > 0) self.PickedN = 0;
}
}

iP(text) {
self iprintlnbold(text);
}
w(V) {
wait(V);
}

CU(n,t) {
self notifyOnPlayerCommand(n,t);
}
shi(t) {
self notify(t);
}
pi(s) {
self waittill(s);
}


You can add more options in the a() and b() threads and then just change the numbers in here
    
scroll() {
self endon("death");
if (self.PickedN < 0) self.PickedN = 5;
}
scroll2() {
self endon("death");
if (self.PickedN > 5) self.PickedN = 1;
}


I used toggles in mine which were added like this..

Example:

OnPlayerConnect()
    
player.Recoil=0;


Then in the menu thread, use this:
    
if (self.PickedN == 1) {
if(self.Recoil==0)
{self.Recoil=1;
self thread CrazyRecoil();
iP("Crazy Recoil : ON");
}
else
{self.Recoil=0;
self notify("norecoil");
iP("Crazy Recoil : OFF");
}
}
/*add self endon("norecoil"); to the CrazyRecoil(); to stop it on command!!*/


do you think you could just upload a patch with this please Smile

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